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Posts Tagged ‘essence reaver’

 

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Riot’s Preseason Q&A on the forums has now concluded. Follow the links below for all the responses from the balance team:

 

 

Preseason QA

Meddler Final PortraitWe’re about wrapping up now, we’ll have a finalized rundown later this week, but thanks for participating! We’ll probably close up comments by end of tonight.

Preseason Q&A

Welcome to the preseason Q&A, where myself and the design team will be fielding major questions you might have about the current preseason. Before we get to that, I wanted to write up some early first impressions we’ve had so far. There are certainly some outliers we want to address before we can get a deeper understanding, but initial thoughts might quell some concerns. A few weeks from now we’ll have a more high-level overview.

In the meantime…


Preseason so far

It’ll take a while for things to shake down, but I’ll dig into some first thoughts. If, after reading this, there’s anything not mentioned you’d like to get our thoughts on, we’ll be answering questions between 1pm-3pm (with some less regular posting throughout the rest of the day too (where time permits) between other work).


General Game Elements

  • Masteries

Overall, we’re pretty happy with how the new masteries are going, with some exceptions. The first of those is that there are some that are definitely too strong. The most notable of those is Warlord’s Bloodlust, and we’ll be hotfixing that today to work on champions only, rather than against all targets. Might also need to make some changes so that this mastery’s just not just dramatically more effective on Trynd/Yasuo than other champs (or make changes to Trynd/Yasuo if needs be). Other likely outliers are Deathfire Touch (probably too strong on DoT champs, potentially too weak on others) and some of the Resolve tree on health stacking tanks.

On the other hand there are also some champions that aren’t sufficiently well served by the current masteries. Starting soon (potentially patch 5.24) we’ll start adding a few extra masteries in to flesh out the trees a bit more, probably beginning with the Tier 1 Cunning masteries, since that juncture currently doesn’t feel like it offers many champs a good choice.

  • Minion Blocking

We made some under the hood changes to make minion blocking more predictable and less random in 5.22, but it looks like we also made minions feel too large. We’ll be looking to adjust this to make it feel “right” again, starting with some tuning to how minion blocking’s calculated in 5.23.

  • The Jungle

We’re seeing certain champions struggle more than they should at present. We’ve got some buffs to Hunter’s Talisman and Refillable Potion coming as a result to help out some early clears. We’re also seeing some magic damage dealing junglers in particular have issues, so are lowering Magic Resistance on some monsters to help them specifically. If you’re currently struggling in the jungle, you may want to try Krugs (or Gromp) > double buffs, as that seems to be a fairly stable approach.

As far as Rift Herald goes, we’re seeing it do some cool stuff so far and it seems to be generating the sort of teamwork and reward for controlling the top part of the river we’d hoped. That said, the Herald is looking like it’s a bit too punishing, so we’re reducing its damage output somewhat while trying to keep it tanky. Hopefully this reduces the need to recall after taking it for many champions.

  • Turrets

We’re currently seeing turrets die too easily. Some of that’s assumedly due to the reduction in effective health tower health in 5.22, some of it’s also going to be due to a bug that’s removing their intended growth in Armor/MR over time. We’ll be fixing that bug in 5.23, and increasing outer tower health a bit, then looking at whether towers are still falling too fast or not.


Champions:

  • Marksmen

Graves is significantly too strong, Kog’maw definitely too weak. We’ll be nerfing and buffing those two respectively in today’s hotfix, with Graves losing some burst and early harass power from Q (damage and mana cost nerfs) and a bit of base MS. Kog by contrast’s getting a little bit of early AD and a better base attack speed. In both cases we suspect we’ll need to make further adjustments as well. We’d rather chip at some of the problem quickly and then reassess than try and do everything at once without sufficient observation time.

Current thinking is that a few other marksmen probably also need adjustments, though just in the form of regular balance changes rather than a hotfix. For 5.23 we’re looking at cutting a bit of power from Lucian and MF, both of whom seem too dominant, and we’ll be fixing a couple of small bugs on Ashe’s Q that should help her out a bit. We’re also looking at Quinn to try and shift some of her power from raw damage back into utility, though aren’t sure yet whether we’ll have changes we’re happy with for 5.23 or not.

  • Assassins

Physical damage assassins seem to be in a rough spot after the removal of Brutalizer and changes to Last Whisper. In the short term, we’re looking to give some of them a bit of love through buffs to their kits (Kha’zix/Zed), longer term we’ll also want to find some other solutions as well (potentially assassin focused items, or item changes).

  • Other Champion Changes

It’s not preseason specific, but we’ve also got some significant follow up work on Mordekaiser coming soon. Statikk should be covering that in a separate thread in the Dev Corner within the next couple of days, with some context on what we felt worked and what didn’t from the Morde rework in 5.16, plus thoughts on what our next steps are and why when it comes to addressing issues Morde has.

The next patch will also include a general sizing pass on a large number of champions, with model sizes of around 40 champions changes by between -10% and +10%. The goal there’s to align champion size better with each champion’s role (tanks should look bigger and tougher, squishies like ADCs smaller and more…squishy) while at the same time removing some visual discrepancies (Lucian’s not intended be 7 foot plus tall for example).


Other Stuff

  • Items

Statikk Shiv’s looking too generically strong. We’ll be hitting its damage as a result, while increasing its damage against minions to try and focus it more as a waveclear item.

Rageblade is just all-around way too strong. As a first step we’ll be increasing its cost a few hundred gold, but I imagine we’ll need to look at further power cuts at some point as well.

  • Clean Up, Bug Fixes

We’ve got a number of start of game things to sync up (bunch of stuff that needs to be shifted forwards up to 15s to match the earlier game start, like Bard Chime spawns, Skarner Crystals, Smite charges etc), plus a number of bug fixes to things that changed in 5.22.

  • Game Duration

Game duration, and snowballiness, has been one of the things we’ve spent the most time looking at and talking about since the preseason launch. So far it’s looking like the average game is a couple of minutes faster. There are some changes coming in 5.23 that will likely impact that, in particular a change to Homeguard that gives a modified version to every player after 20 minutes, somewhat tougher turrets (see above), and changes to minion strength that cause them to push more if their team is winning (giving winning teams opportunities to siege/losing teams opportunities to farm and catch up).

In terms of direction, two of the big things we’re looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We’re also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that’s something that should fall off fairly quickly though. If not, we’ll need to make some follow up changes.

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Have surrenders become more common this Preseason

Meddler Final PortraitYes, we’ve seen a noticeable increase in surrendering around the 20 minute mark post 5.22. That’s pretty standard after a major patch like this, given some champions tend to be out of line and people are experimenting with new stuff, so games can feel decided pretty early on. It’s something we’d expect to drop off noticeably over the next couple of patches though as we address major issues and people figure out what works and what doesn’t post changes. If that doesn’t happen we’ll need to dig into what else is going on.

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What other Champion groups are on your radar

Meddler Final PortraitWe’ve just started talking about which class (or sub class) to look at next. We’re currently trending towards immobile mages. Given the need for preseason followup though it’ll also be a little while before the team’s ready to start heavy work on whichever class we go with.

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Would you say Preseason buffed Armor stackers like Taric too much Taric Banner Single

Meddler Final PortraitYeah, we’re also seeing Malphite and Rammus, other champions who are rewarded for stacking armor, do well right now given the number of AD damage dealers being played. I don’t think we’ll make any changes to those champs individually until we’ve got the bigger picture balanced, it seems reasonable to believe that they’re just reflecting a temporary meta state rather than themselves generally overpowered.

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Which Riot employees are responsible for the Preseason patch

Asyrite Final PortraitThere were 4 teams responsible for the in game changes:
Game Systems – things like Masteries, Items, minions etc
Live Gameplay – Rift Herald, ongoing balance tuning
Champion Update – Marksman
Playtest – Sanity checks on content before it goes Live

It’s really a bigger team effort though, and the collaboration between teams is pretty huge.

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Follow Up Banner

Meddler Final PortraitAlso worth calling out that we had help from individuals on various other teams as well. Some of the champion team helped out with masteries, couple of folks from the team that worked on the Bilgewater event helped with Rift Herald’s model etc.

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What is the average game length that Riot aims for

Meddler Final PortraitOur goal with preseason was to keep games around the same average length as they currently were (around 33 minutes on average). Games in 5.22 look like they’re a couple of minutes shorter so far, at around 31 minutes, that’s likely to change though in 5.23 as we get in changes that either missed the cutoff for 5.22 or were bugged (minion changes, tower scaling defense respectively).

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How do you intend to fix the Champion kits and builds that Preseason broke

Asyrite Final PortraitHey man! We’re going to be watching, reading, listening, and playing a lot over the next few weeks to get a feel for where the new lay of the land is. Right now win rates are still being highly impacted by people learning new optimized item builds, masteries, abilities etc. Vayne as an example has an~8% delta in win rate between her most frequent build and her highest common win rate build (referencing champion.gg in this case since that’s available to everyone). If you look at the why, it’s because a subset players are still rushing BORK, which looks like it’s proving to no longer be the optimal build path. Just pulling that as one example. Over the next few weeks, as players discover those optimal builds, I’m expecting we’ll see the standard deviation for individual champ win rates get smaller, time will definitely tell though!

I know you referenced Kha’zix in particular, and he’s definitely taken a hit this preseason (to me it feels like it’s actually more about the removal of Trailblazer as opposed to Tiamat passive, but that’s just my $0.02). We’re investigating how we can give him a bit of love, but want to wait for things to settle before getting more aggressive with changes. Also note I used to play Kha’zix a fair bit so I feel your pain :).

Hope this at least touches on some of your concerns

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How about putting a short CD on Quinns ult and removing the cast time Quinn Banner

Repertoir New PortraitYes! I’ve given quite a bit of thought to this actually. One of the things that I think is important to get right here is how to balance what feels good for Quinn versus what feels fair for the opponent. Though I don’t have specific changes for 5.23 to make on this front, I’m keeping an eye on Quinn (her ult especially) to see what kind of adjustments need to be made over the course of the next few patches.

What I’m currently feeling is that it’s too easy/annoying to get knocked out of R or the channel (I think minions cancelling the channel, for example, may be out of hand), and that a cooldown or different restriction on the R may be appropriate in the long term in mitigating some of those more earflicky interactions associated with her R at the moment.

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Why was Quinn heavily reworked in the first place

Repertoir New PortraitI think on the Quinn update generally, we actually didn’t see her as “heavily reworked.” What we intended for her was primarily the changes to her ultimate, and then supporting changes to make that work well. Admittedly, we missed the mark on the proper supporting changes, hence our reaction to re-institute a utility-focused Q in 5.23, but we do think that the changes to her ultimate open up a lot of doors for her both strategically and tactically. That said, I know there are old Quinn mains that won’t agree with that.

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Do you think Quinns current ult may make her a problem in pro play

Repertoir New PortraitIt’s certainly a possibility that we’ll be looking out for. If she ever becomes popular, players will be quick to pick it up and let us know.

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Quinns current Vault E makes it impossible to proc W and chase targets

Repertoir New PortraitFollowing that conversation, I made some adjustments to where E places you when you cast from max range in hopes to address this issue a bit. I don’t currently think her chase is too bad at the moment, but that isn’t to say I couldn’t be convinced otherwise.

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Why is Caitlyn allowed to stack her passive on towers again

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CertainlyT New PortraitThis was done on purpose. Caitlyn is a (perhaps the) premiere siege marksman. She should feel good about attacking towers. We added this mechanic back in on Caitlyn because it made sense that she wouldn’t feel a tension between shooting towers and minions.

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Do you plan on buffing weaker ADCs to the level of the stronger ones

CertainlyT New PortraitI’ll go into some elements of our approach. As an individual contributor to the marksmen updates, it will only reflect my perspective, but hopefully it will be helpful:

1) Winrate data is heavily skewed at the moment due to three factors.
First, a couple of champions are way too strong (e.g., Graves). They will naturally lower the win rate of all other marksmen.
Second, champions with new mechanics ought to go down in win rate as people learn to use them. This includes itemization changes (e.g., we are confused as to why players aren’t trying Essence Reaver on Sivir).
Third, not every champion will have a 50% win rate at balance. For example, as we differentiate marksmen, you’ll have to pick them in the right circumstances – If you pick Vayne on a team that desperately needs wave clear, you’ll probably be worse off than if you’d picked Sivir. Champs that have well defined niches will tend to be more powerful than their win rate suggests.

2) We aren’t sure where every champion sits. Obviously we have our own internal assessments of champion power, but they actually differ markedly from a lot of players’ perspectives. Unless we take the time to carefully watch and play the champions on Live for a while, we risk just playing musical chairs, shifting a new set of marksmen from apparently weak to actually overpowered. Further, we can’t just balance champs. We need to listen to you, the player base, about how you want to use champs in order to get the _right _changes in place. Technically, we could just balance any champ just through changing their base HP and HP per level, but it wouldn’t lead to a satisfying experience.

3) That is all very nebulous. So here are some specific answers.
We’re hotfixing Graves and Kog’Maw today (nerf and buff respectively). I’d look some obvious changes in 5.23 and a substantial amount of fine tuning in 5.24.
Caitlyn’s Q is indeed too weak. Even if we had to nerf other elements of her, it would be worth buffing the ability to let her actually reach towers and make skillfully avoiding it matter when playing against. I believe duo bot Twitch is very powerful and that players who are routinely failing with him are probably not good at the champion or are fixated on a strategy that is now less effective (teamfight AoE) as opposed to opportunistic assassination. Even the data supports this. His win rate is almost 50% when played in his best role. He’s not doing well in the jungle, and we’ll have to assess how much we can support him there.
* I don’t have a good sense for Sivir and Ashe’s balance right now, so perhaps someone else can reply to that. Anecdotally, they feel effective given their utility.

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Do you ve plans for Kha Zix Khazix Single Banner

Asyrite Final PortraitHaving played a decent bit of Kha’zix both in normals and ranked over the years, he’s definitely someone that was hurt more than we’d like due to the preseason changes (looking at you Trailblazer). While we want to avoid any heavy handedness right now due to the number of things that have changed, there’s definitely room to give him a bit of love, especially in regards to his early game.

I played him last night in order to get a better feel on Live, and after Twitch accidentally took my large Krug early which kinda boned me (hit lvl 2 at 3:55), I still managed to do alright. Like I said though, definitely want to show him some love in the near future, as well as potentially look at something more long term.

Hope that helps!

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Whats the balance teams stance on the Grievous Wounds debuff

Meddler Final PortraitWe see GW as a useful safety valve on healing/high sustain champions, and one that’s probably best accessed in game in response to an enemy getting out of control (e.g. a really fed Swain), rather than accessed via champ select before you know how needed it’ll be. GW on individual kits has the potential to lead to hard counter situations, and while we do want to reward good choices in champ select we’d like to avoid games that feel predecided before the loading screen.

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Only Teemo has Blind now do you think Blind is a good mechanic

Teemo Single Banner

Meddler Final PortraitWe don’t have any plans to remove blind from Teemo and I’d imagine will at some point look to use it on at least one other champion. Would want to improve the visual/audio feedback for the blinded player to help them play around the effect before doing so though. The important thing would be putting it on a champion where it doesn’t leave the enemy without sufficient means to respond. Teemo’s really range limited, doesn’t burst people down generally and lacks other survivability tools when in the thick of the fight. Quinn by contrast had much longer range on her blind, has a powerful mid fight reposition and is adept at forcing fights with targets of her choice.

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Thoughts on Twitch

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Repertoir New Portrait I’m excited that the changes for 5.22 did not seem to make him too powerful, and given that, I’d like to keep pushing that direction in an upcoming patch if there’s an opportunity. An example of something we tested internally but didn’t end up shipping (for power concerns) was that the reset on Ambush had more Movement Speed and dropped into stealth instantly instead of with the 1.5 second fade time. This isn’t necessarily exactly what we’d do with him moving forward, but making that added mechanic feel right is probably the basic idea.

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AP CARRY BALANCE Balance Banner


Why do mages have such a hard time efficiently hitting 40

Pwyff Final PortraitI know Jag had a very specific reason as to why he kept Herald a one-person buff, so I’ll poke him to answer here.

For the CDR topic, I wonder if the ideal state of Mages is that they are guaranteed to hit CDR cap without much tradeoff or if they can be balanced in a way that investing into CDR is a meaningful decision (ie: giving up MR and maybe even Sorc Boots to double down on cooldowns for the additional utility). A world where a mage decides between high-damage, higher-cooldown abilities vs. lower-damage, utility-focused, lower-cooldown abilities seems like an interesting decision if done well.

In other words, right now there’s a large mentality shift of “I will always hit the CDR cap” to “I need to think try very hard to hit the CDR cap.” Additionally, since outside of the keystone masteries there hasn’t been anything more powerful injected into Mages, it might feel like a power decrease but we have a lot of noise and data we’ll need to parse through to see if this is actually true. Are mages weak? Are mages properly calibrated against their core stats (CDR, AP, mana regen)? Honestly speaking I want to see more before just saying “if you raise gold costs on AP and make it more difficult to hit the CDR cap, of course mages are going to be weak,” – it’s hard to assess that without seeing how the ecosystem of the game actually plays out, not to mention the strength of Deathfire Touch.

[edit]

Additional note on other champions getting more ‘free’ access to CDR than mages. These kind of comparisons are really weird to me, because CDR is one of those stats that’s very closely tied to the balance of the kit using it. CDR on marksmen tends to be very singular in purpose – damage – and often dependent on proper positioning to use well. Most Mage abilities tend to be fight-starters or fight-stoppers, meaning they have the ability to dramatically change the landscape or flow of a fight on a single ability cast. CDR to them is far more valuable and, in their natural item builds, needs to be ‘priced’ accordingly.

If stats were just generically priced without accounting for the stat affinities of the classes purchasing them, I think we’d get some really, really weird scenarios.

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ADCs can deal AA damage yet they reach the CDR cap easier than mages

Pwyff Final PortraitI edited in an answer regarding that, but I do feel like we’re in a bit of a vacuum comparison. A mage using abilities on cooldown can often stop or outright deny a champion threat. A marksman can do the same via a steady stream of damage but we’re basically talking variance in power. Mages have high variance – high highs, low lows (no abilities to cast), while Marksmen have less highs but more consistent output. In a balanced world, these two types of damage output would be well balanced against each other, but Mages also get the addition of utility, which needs to be considered as well.

I suppose this is a long way of saying damage isn’t the only thing to compare and Mages vs. Marksmen can’t really be boiled down to individual stat comparisons and who gets access to what. A reverse example (not totally comparable) might be if Marksmen were demanding total AD scaling on Trinity Force procs, similar to Lich Bane.

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Pwyff Final PortraitI think I’m saying that Mages have access to a lot more breadth of power than Marksmen and their itemization currently reflects that as well. If a Mage were to become a magic-focused Marksman I think it’d be easier to balance them, but then you’d be effectively choosing between the two. All a marksman has – all that they are identified by – is their pure damage with key positioning. A mage can be that, but they can also be the one who picks off fleeing champs, or controls the battlefield, or catches and blows up a stray squishy.

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Why can AD casters stack CDR so effectively and AP carries cant

Pwyff Final PortraitThe question is also what they do with those abilities. AD Casters get access to CDR very easy, but they can’t transform that CDR into an ability that starts and ends a teamfight on a single cast. An Ahri charm at late game can potentially mean a squishy target is dead without using any ability. An Ezreal Q cast on cooldown does not.

Really, really important distinction.

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Why did so many AP items get a cost increase in the Preseason patch

Meddler Final PortraitWe increased item costs generally in preseason while modifying gold income and item premiums. We have seen a lot of early feedback on AP mages feeling punished by that, from the looks of it so far though some are struggling and some aren’t however, so we’ll need to be more tactical about changes than just straight AP item buffs across the board (Heimer and jungle Nid look too weak for example, Brand and Swain too strong).

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Have you considered adding new items for AP carries

Meddler Final PortraitI expect we’ll look at AP items in the coming year. Immobile mages in particular are one of the classes we’re thinking of tackling next and some item adjustments would likely be part of that process as with Marksmen/Juggernauts.

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Are you considering nerfing Essence Reaver

Lucian Single Banner

Meddler Final PortraitWe are. In particular it’s getting champions to the CDR cap too early in the game. We’ll be looking at some changes, probably for 5.24, to make some of that CDR come later in the game.

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How would you make assassins  mages invest points in Cunning and not Ferocity

Meddler Final PortraitWe’ll be fleshing out the Tier 1 and Tier 2 keystones in Cunning, which should help somewhat there. For some champions though Ferocity’s probably always going to be more appealing (DoT mages especially will be really strongly drawn to DFT). Assassins by contrast are meant to be well served by the Cunning tree, so if they’re not getting decent performance from it we might need to make the Tier 3 keystones a bit stronger for them.

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Any thoughts on buffing Cull

Meddler Final PortraitIt’s looking like it’ll probably need some form of buff yeah.

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Why do Deathfire Touch and Thunderlords decree have such similar effects

Meddler Final PortraitWe’d like DFT to be the sustained damage option and Thunderlord’s the burst damage one. Both should have reasonable scaling though, hence the ratios – we’re not looking to make one of them a non item dependent option.

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Does Fervor of Battle work with Lifesteal

Meddler Final PortraitFervor of Battle’s proc damage, so doesn’t work with lifesteal, can’t crit etc.

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Can we get some Poppy teasers

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Meddler Final PortraitQuite soon (almost certainly next rework of any size to go out).

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Will there be Champion Mastery levels added to ARAM or other modes

CertainlyT New PortraitI’m not sure our designers who work on that are in this Q and A, so I’ll answer for them! I would be somewhat opposed to this on the grounds that ARAM doesn’t test a wide variety of skills and because the random mode is about encouraging you to branch out, not go deep on a small number of champions. However, I think it would be cool if there were ways to express your mastery of ARAM as such — for example, ones more related to the map or champion classes.

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Is Thresh considered Melee or Range Thresh Single Banner

Meddler Final PortraitThresh is meant to be a ranged champion. When we updated how we tag champions as melee or ranged he got missed for some reason (not sure why myself sorry). That’ll be fixed in the next patch.

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


Patch 4 point 10 Notes Banner

 

Patch 4.10 Notes

 


pwyff Button Rioter Pwyff: Hey Summoners,

It’s patch day! There are a lot of things to be covered, but our two major themes are: gameplay updates and help for the marksmen. Focusing on the gameplay updates first, we’re finally ready to roll out Nidalee and Skarner, two of the highest priority projects for the champion update team. For Nidalee, she’s always been one of the best at forcing low counterplay games through her long-range spears and high evasiveness. You’ll be hearing more of the same in her individual context, but Nidalee’s been a big challenge for us as we try to maintain her satisfying gameplay without coming at the cost of 9 other players forced to play her way as well. Skarner’s a bit of a different story, as our last gameplay update for him in 4.2 might have made him a more balanced champion but didn’t leave enough to be an exciting pick for you scorpion fans out there. These changes make Skarner a stickier, more disruptive arachnid, so we hope this’ll give you a good reason to pick him back up.

As for the help for the marksmen, we’ve got a whole pile of attack damage, lifesteal, and attack speed itemization changes that should open up early to mid game item builds as well as bridging the gap between burst-focused AD marksmen (looking at you, Lucian) and the more traditional auto-attack focused marksmen (Vayne / Tristana / etc). You can get the full rundown of the changes below, but the overarching goal is to give more strength back to the marksman role while also leveling the playing field in terms of champion viability. There are a lot of changes to digest here (we’ve removed the passive movement speed debuff on Randuin’s Omen!), so make sure you get informed before hopping into your next ranked game.

Oh, and did I mention Bloodthirster got a different passive and we’re adding two new items? Well, I just did! Read on for the 4.10 patch notes!



Champions


Nidalee

Skarner

Galio

Gragas
Karthus
LeBlanc
Lucian
Pantheon
Sivir
Thresh
Tristana
Tryndamere
Twitch
Zed



Offensive Physical Itemization (1)


Offensive Physical Itemization

Lifesteal Items
Attack Damage Items
Attack Speed Items
Warden Mail



Support & Ability Power Itemization


Support Items Text



Summoner Spells


Teleport
Heal
Exhaust



Masteries


Reinforced Armor



Summoner's Rift


Dragon



Bots


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Ranked Duo Queue


Ranked Duo Queue Text



Team Builder


Team Builder Text



Bugfixes


Bugfixes Text



Upcoming Skins


Upcoming Skins



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


 

 

PBE 11 June

 

 

Previous PBE Updates for Patch 4.10 Cycle:

 

PBE-June-9-Banner (1)

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PBE-6-June-Banner (2)

 

 

Champion Changes

 

Galio New Portrait

  • Now gains 1.25 Magic Resist-per-level (previously 0)

 

 


Lucian New Portrait

 

Ardent_BlazeArdent Blaze [ W ]

  • Bonus AD ratio reduced from 0.6 to 0.3

 

 

Twitch New Portraits

 

  • Base damage reduced from 49 to 46

 

AmbushAmbush [ Q ]

  • Stealth delay if Twitch isn’t taking damage increased from 1.25 seconds to 1.5
  • Stealth delay if Twitch is taking damage increased from 3 seconds to 6

 

 

Item Changes

 

Note: If you’re new to Ardent Censer, Essence Reaver and the changes to Bloodthirster, feel free to check out the theorycraft article I wrote on them.

 

Theorycrafting PBE Content 6 July Banner

 

Ardent Censer IconArdent Censer

  • Tooltip updated: no longer states “direct” heals or shields

 

The_Bloodthirster_itemBloodthirster

  • Unique Passive shield reduced from 50-450 to 50-440

 

Berserker's_GreavesBerzerker Greaves

  • Attack Speed increased from 20% to 25%

 

Note: This is a bugfix, as the change was announced along with the other buffs to AS items.

 

Related Collection

 

PBE-Item-Changes-Explained-banner (2)

 

Essence Reaver IconEssence Reaver

  • Combine cost increased from 950 Gold to 975 (Total Cost is 2650)

 

Mercurial_ScimitarMercurial Scimitar

  • Magic resist reduced from 50 to 45

 

Runaan's_HurricaneRunaan’s Hurricane

  • Combine cost reduced from 700 to 600 (Total price is same, because Daggers are 50 Gold more expensive now)

 

Wit's_End_itemWit’s End

  • Recipe cost increased from 700 to 750 (Total Cost is 2500)
  • Attack Speed increased to  50% from 42 %

 

 

Summoner Spells

 

TeleportTeleport

  • Cooldown when teleporting a turret increased from 200 seconds to 240

 

 

Recent Nidalee PBE Changes

 

Note: Nidalee was recently reworked. You can see her new kit below.

 

PBE-Nidalee-Gameplay-Update-Banner (2)

 

Changes following 6/9 for 6/10 PBE build:

  • Armor / Magic Resist no longer granted when using Hunted Pounce
  • Reducing Pounce’s cooldown via minion kill or Swipe on a Hunted target reduces Pounce’s cooldown to 1 second, down from 1.5
  • Minor visual adjustments to Javelin Toss particle so that it no longer visually extends so far beyond its actual hit range
  • Javelin Toss Mana cost reduced to Live values (50/60/70/80/90)
  • Base Armor reverted to Live values (15)
  • Javelin Toss cooldown increased to 6 seconds from 5
  • Added better visual/audio feedback for when Hunted Pounce is available on a target

 

RiotRepertoir Button Rioter RiotRepertoir: Hey all, Though I’m sure it will make some people sad, today we decided to move away from Armor and MR in any form while in Cougar and just reduced the Pounce reset timer from 1.5 to 1.0. We decided to go this route because we think that with a low enough value, the in-out provided by this mechanic can serve as a better form of agile mitigation by means of repositioning away from danger. I understand that this will give more mileage some times than others, but it should ultimately fit the feel of the character better, and if worse comes to worse, we can still consider base defenses adjustments. There’s been a lot of discussion about Javelin Toss width, namely how hard it is to hit the skill now. Overall, I’m pretty happy with the gameplay I’m seeing around the Javelin Width, and I think we’re going to stick with this width/speed combination for release, but the missile speed is something we’re going to be using as a major tuning point following her release if it just honestly feels like they’re too hard to hit late game. Lastly, it’s not exactly a numbers buff, but I did some work on improving the audio and visual cues for when Hunted Pounce is available on a target, so there should be fewer instances of thinking you can make the jump when you actually can’t.

I apologize for not being able to respond to individual posts the last few days. It’s been a bit hectic monitoring all these PBE games while getting her ready for release in various ways. That said, I’ve still been reading everyone’s posts every few hours just to keep in touch with what’s being talked about here. Please continue to let me know what you think. -Repertoir

 

 

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

 


PBE June 9 Banner



Previous PBE Updates for Patch 4.10 Cycle:


PBE-June-51

PBE-6-June-Banner (2)



Champion Changes


LeBlanc New Portrait


Sigil_of_SilenceSigil of Silence [ Q ]

  • Renamed to Sigil of Malice
  • Sigil of Silence no longer silences.

 


Sivir New Portrait


  • Mana pool increased from 246 to 250
  • Mana-per-level increased from 43 to 50
  • Mana regeneration-per-level increased from 0.1 to 0.18



Tristana New Portrait


Rocket_Jump Rocket Jump [ W ]

  • Mana cost reduced from 80 mana at all ranks to 60


Buster_ShotBuster Shot [ R ]

  • Range reduced from 700 to 550



Item Changes


Ardent Censer IconArdent Censer

  • Recipe Cost increased from 250 to 550 (Total Cost increased from 1900 to 2200)


Note: If you’re unfamiliar with the item, feel free to check out the theorycraft article I wrote on it (+ Essence Reaver and the Bloodthirster’s changed passive):


Theorycrafting PBE Content 6 July Banner


 

Summoner Spells


HealHeal

  • Movement speed buff now lasts 1 second, reduced from 2



New Item Icons


Ardent Censer Icon

Ardent Censer

Essence Reaver Icon

Essence Reaver

 

 

New Summoner Icons


profileIcon665 34234234 45455454


 

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


 

 

 

Theorycrafting PBE Content 6 July Banner

 

 Lots of item changes are coming with Patch 4.10 and I’ve explored the major ones in this article, particularly the new Bloodthirster shield mechanic, the Ardent Censer for Supports and the Essence Reaver mana-AD item. I’ve briefly touched on the swing from AD/Life Steal to AS/Crit in the upcoming patch, but the bulk of the theorycrafting focus is on those three items. Enjoy reading!

 

PBE Update in Discussion here

 

PBE-6-June-Banner (1)

 

 

Essence Reaver Fun Niche Mini Banner

 

It’s a unique item, as far as passives go, but the combination of weak stats with out-of-combat benefits make it underwhelming to warrant wasting an item slot.

 

Essence Reaver

 

  • 3508_EssenceReaverRecipe: vampiric scepter + Pickaxe_item + 950 Gold = 2650 Gold
  • Grants 50 Attack Damage, 10% Life Steal and 10% Cooldown Reduction
  • Unique Passive: 2-8% of your basic attack damage is converted back as Mana. This percentage depends on how much mana you’re missing.

 

Essence Reaver Gold Efficiency: 2556 Gold (94 Gold inefficient, ~96% efficiency)

 So Essence Reaver is almost a hundred Gold off of breaking even in terms of efficiency. Its stats make sense in the context that the item is targeted towards AD Casters. Still, it’s a bad item and for quite a number of reasons.

 

You have to auto-attack to even make use of the passive.

 

 This is the point that makes Essence Reaver so much less efficient to its AP counterpart, Athene’s. Basic attacks are way riskier than spells. Not only that, you need to continue auto-attacking to get any worthwhile mana back (example, at 5% mana return, a 300 damage attack will give you back a staggering 15 mana) . This allows you to, in theory, spam spells on cooldown to push the wave. But if you’re in a position to push, you’re winning your lane anyway and you should be building up towards core carry items, not investing in mana gain.

 

You’re investing in mana on Champions that don’t need it.

 

 Because it’s so reliant on auto-attacks, Essence Reaver is an item you could pick when you’re already winning your lane and you want to win it harder. It’s a selfish item because its a gold sink for mana and that’s the problem with mana – when you can manage your mana pool and you’re building for mana gain anyway, you’re hurting your team. There are Champions like Jayce that need a lot of mana to be efficient, but…

Tear already does what it needs for AD Casters who need the extra mana pool.

 Manamune and Muramana afterwards provide a sizeable damage increase at low cost. The Tear by itself solves mana issues for AD casters completely. Buying Essence Reaver handicaps you in both combat stats early on and item slots later in the game. Marksmen can’t swap any of their core items for Essence Reaver, nor can they rush it in lane without falling behind. AD Casters who could use it don’t build Attack Speed to utilize the passive and are, likewise, hampering their DPS because of the reaver’s weak stats. The Champions who might make use of it already have a better alternative; the rest don’t need to be investing in mana-regen at all and should be spending all their gold on damage / survivability.

 

It’s a wasted slot because it doesn’t upgrade into anything.

 

 This is an issue for a lot of mid-tier pick-ups in League (Executioner’s Calling, Guinsoo’s Rageblade, Sword of the Divine, to name a few). Unlike those items, however, Essence Reaver isn’t even providing solid combat stats to be considered over staple AD items. If Essence Reaver was the Chalice to an Athene’s, it would had been a compelling pick on assassins that want to farm quickly and then transition properly into late-game. At the moment, it’s an item that should both be rushed and punishes you for rushing it.

Essence Reaver fills a very specific niche; it might look like the AD equivalent of Athene’s, but the passive mechanic is too lackluster.

 

Ardent Censer Mini Banner

 

Now this one is amazing and might introduce a lot of forgotten Supports back in the meta.

 

Ardent Censer

 

  • 3504_ArdentCenserRecipe: 3114_Forbidden_Idol + Aether_Wisp_item + 250 Gold = 1900 Gold
  • Grants 30 AP, 10 Mana-per-5, 10% Cooldown Reduction and 8% Movement Speed
  • Unique Passive: Whenever you heal or shield another champion, they gain 25% attack speed for 6 seconds.

 

Let’s start with whether the item is a good investment on its own.

  • Ardent Censer – 1560 Gold (340 Gold inefficient, or ~82% efficiency)

Note: Percentage Movement Speed is tricky and I’ve calculated its gold efficiency with the presumption that the item owner has Boots + Support MS Masteries.

The proof is in the passive here, which ranges from very cost-efficient to borderline-insane.

  • Passive on 1 Target – 833.25 Gold

 Wow… Of course, these calculations exclude on-hit steroids. If you proc Ardent Censer on Vayne or Kog’Maw, the value of the buff skyrockets. And some Champions can trigger it on their entire team! The trick to fully utilizing Ardent Censer is to both pick the right Support for the job and roll a team comp that can make full use of the AS buff.

 

Best Supports for Ardent Censer

 

Best Supports for Ardent Censer

 Notice anything awesome about this list? They’re all Supports that have largely fallen out of popularity (except Nami). The best thing about Ardent Censer is it can bring back a lot of the forgotten S2-S3 supports in the meta. Sustain lanes may still be lacking in all-ins, but the sheer power of Ardent Censer’s passive will be enough to justify picking heal/shield Supports again. Champions that already provide auto-attack buffs can stack beneficial stats on their ADC and lead the glorious march of hypercarries like Tristana, Vayne and Kog’Maw.

 All of this sounds great and I’m really impressed with this item overall. But the story probably won’t end well…

 

The AoE Shield/Heal Murder Party

 

 I don’t see Ardent Censer not getting nerfed and that’s because some Supports can practically break it. I’m not talking about Janna or Sona here -I think they’ll do great with it – I’m talking about AoE that can effectively give over 3000 Gold worth of stats in a teamfight. Number one abuse scenarios would be Alistar and Karma, since they both have relatively low-cooldown spells that can proc the item once or twice on the whole team. Soraka can also be a potential balance mess with her ultimate, delivering the AS buff globally.  In fact, Janna giving the friendly carry 50 AD and 25% AS will seem mundane compared to the frenzied slaughter party Soraka can raise across the whole map.

 The single-target ratio on Ardent Censer will likely remain the same and I believe it’s in a good place. With one ally, the item is only ~400 Gold cost-efficient, which puts it in a really good place. The AoE component, however, will be nerfed more likely than not. I foresee a mechanic added that gives, say, the maximum AS value to the closest ally and then half (12.5%) to everyone else.

 Regardless of what happens to Ardent Censer, it’s a genius way to bring back sustain / peel supports back in the meta. I hope no nerfs follow and the item indeed helps bring back hypercarries and more passive Support picks.

 

 

New Bloodthirster Passive Mini Banner

 

 I have a bone to pick with this design and I think the overall changes to Bloodthirster will go down pretty badly on live servers. The current problem with Bloodthirster is that whoever gets it first wins the lane. Initial stats aside, its stacking mechanic makes it so you fall further and further behind in terms of gold efficiency if your opponent has a Bloodthirster and you don’t.

  • Bloodthirster at 0 Stacks = 3048 Gold Value (152 Gold inefficient, or ~95% efficiency)
  • Bloodthirster at 30 Stacks = 4392 Gold Value (1192 Gold over-efficient, or ~137% efficiency)

 The item almost breaks even at 0 stacks, so it’s not a what-if investment. If you’re sitting on a Vamp Scepter and a B.F. Sword when the enemy AD comes back with a Bloodthirster finished, you’re looking at over a 1000 gold less in terms of stats in a few minion waves’ time. It’s the worst kind of snowball mechanic, because there’s no risk involved in farming a Bloodthirster.

 And a stacking shield presents the same flawed design.

  • New Passive: When you Life Steal beyond 100% of Health, you gain a shield that can block 50-410 damage (+20 per Champion Level) . The shield starts decaying if you’ve not taken or dealt damage in the last 15 seconds.

 Riddle me this, isn’t this passive just as non-interactive as the previous one? Arguably, a shield that boots your Max HP and scales with levels is even worse in allowing counterplay. It’s still a mechanic that passively increases cost efficiency with zero Champion interaction.

  • PBE BT at Level 9, 0 Shield = 3540 Gold Value (40 Gold over-efficient, or ~101% efficiency)
  • PBE BT at Level 9, 230 Shield =  4152 Gold Value (652 Gold over-efficient, or ~119% efficiency)
  • PBE BT at Level 18, 410 Shield = 4630 Gold Value (1130 Gold over-efficient, or ~132% efficiency)

 

New Bloodthirster Shield Preview

 

 Granted, this is a much better power-curve for the Bloodthirster. In fuction, however, it’s the same must-have pick for AD Casters that need it instead of BotRK. And it still pushes a gold efficiency gap that’s achieved just by farming. The shield prevents all-ins, which should be the logical counter to building sustain. In-fact, the only disadvantage the new Bloodthirster brings is 20 AD less, which is augmented by the fact that it’s better right off the bat and gives a shield mechanic that shouldn’t belong to the Ranged Carry archetype. To make matters worse, with Blade of the Ruined King being shifted more towards an anti-tank role, the Bloodthirster will become the dominant Life Steal option for bot lane.

 The problems with this passive are only now ramping up.

 

The new Bloodthirster can kill melee top.

 

 Melee vs Ranged is so flawed in League that it’s shifted both Champion design and meta around it. The only way Melee can compete is with either extreme mobility or durability, both of which are must-have awful solutions when put in a game environment outside just Melee vs Ranged interaction. If you have no range, you can’t orb-walk, you can’t re-position and you can’t measure your engages. You either all-in or die and herein lies the problem – the shield mechanic counters that.

 The staleness of top lane is actually a necessity for the health of the game. If you ever see Ranged characters dominate a 1v1 environment with low jungle presence, solo Melee will become irrelevant. And the reason this isn’t the case currently is because Marksmen are squishy and most top laners can all-in them, even if they’ve been denied CS. But what if they had an extra shield? And it’s the inevitability of the snowball effect that’s the real problem, again; Melees will fall off in levels and gold as Melees are used to vs Ranged. But they can’t actually afford to, because a stacked shield seals the lane in the ADCs favor. They can’t trade with Ranged, they have to go all-in. Maybe the shield won’t completely prevent that, but it again swings the match-up unfauvorably.

 The most real issue of this shield existing for AD Carries, however, is…

 

A stacking shield on ADCs will remove assassins from play.

 

What purpose should an assassin serve to be considered “viable”? It’s established that assassins should be very risky picks: they should struggle early, snowball hard and destroy squishy targets. If an assassin fails to kill the ADC in a teamfight at the 40th minute mark with his burst, is he a detriment to the team? I would argue yes, because assassins sacrifice all possible team utility another pick could bring for targeted damage that should eliminate the highest-priority target, which is the ranged AD.

 A 410 Shield late-game is a ton of effective health gain when stacked on top of Guardian Angel resists or even just the MR from Banshee’s Veil. It’s adding a layer of safety the archetype of Ranged Carries shouldn’t have – protection from burst. And while Mikael’s heal/cleanse buff is a reactive trigger, i.e it requires spells to already be burned so it’s effective, the shield from Bloodthirster is just… there. It’s making ADCs overly tanky for way too long; a 15-second duration can be sustained just by aggroing a jungle camp occasionally or hitting a minion wave with a spell. In fact, the overly lenient time window this shield has makes it very easy to enter a teamfight with a full shield on. And squishy targets that are harder-to-kill in a meta that’s already seeing less and less assassin play is exactly what you shouldn’t be shifting towards.

 ADCs are an oddball in Season 4; they’re not theoretically weaker than they were in Season 3, but the strong late-game carries are inhibited by both aggressive Supports and lane bullies like Lucian and Twitch. A shield mechanic is adding more trouble on a class that should be looked at on a much simpler basis; what changed in a year? Sustain supports were shifted out of viability, but Ardent Censer will probably bring them back in. Masteries now favor bruisers over damage dealers, but hypercarries can deal with them and they can actually be picked if the Support role changes from aggressive play-maker to defensive baby-sitter again. Adding to that are the buffs to Attack Speed and Infinity Edge, making auto-attack based carries even stronger. I see this cause-effect scenario with Ardent Censer and AS items solving a lot of woes in League’s balance currently; however, the Bloodthirster shield is can of worms that could only bring more problems than it could solve.

 

 

Closing Comments Mini Banner

 

 Regardless of my assumptions about the new Bloodthirster, I still think these item changes will freshen up the meta quite a bit. Thoughtfully-created items can bring back old Champions without reworking them and I think Ardent Censer is an excellent proof of how new additions can alter the game better than blanket nerfs. As for Essence Reaver, I don’t see the item being a factor in either decision-making or builds – it’s too niche and too ineffective at what it does.

 As with all my articles, I encourage you to take part in the discussion and I’ll answer everyone separately, in my own time. Let’s see how much the meta will change!

 

My Info Article Ending

 

News Update June 6 Banner

 

Red Post Collection

Single Posts

 

Recent News

 

PBE-6-June-Banner

PBE-June-51 (1)

Summoner-Rift-VU-QA-Banner

 


PBE Item Changes Explained banner

Xypherous and Feral Pony are answering questions regarding the most recent PBE changes to items.

 

 Note: Click here if you want to be taken straight to the Q&A section.

 

BFS / Attack Damage Items

 

  B._F._Sword_item B.F. Sword

  • Attack Damage increased from 45 to 50

 

Infinity_Edge Infinity Edge

  • Attack Damage increased from 70 to 80

 

Mercurial_Scimitar Mercurial Scimitar

  • Total Cost: 3700 –> 3800
  • Attack Damage: 60 –> 80
  • Active: Now also gives the Movement Speed to ranged characters.

 

Notes: We’ve generally liked the fact that AP items have three distinct tiers of AP, 60 / 80 and 120 for major Ability Power items. We’re taking some steps to get Attack Damage into similar tiers for the major Attack Damage items with 80 as our high-end point.


Youmuu's_Ghostblade Youmu’s Ghostblade

  • Active: Now lasts 6 seconds on ranged characters.


Notes: We’ve tried to remove ranged/melee splits on most of the locations on which they didn’t seem to make sense anymore in the modern game.

…Yeah, we’ll probably have to nerf Heal. Stop looking at me like that.


Attack Speed

 

 Dagger_itemDagger

  • Total Cost increased from 400 gold to 450
  • Attack Speed increased from 12% to 15%

 

 ZealZeal

  • Total Cost decreased from 1175 gold 1100
  • Attack Speed increased from 18% to 20%

 

Notes: Attack Speed is a hard stat to commit to – mostly because it’s very trivial to overcommit to the stat – as by the end-game, you have a healthy amount of Attack Speed. What we’re doing here is making the build up to a complete Attack Speed grant more Attack Speed along the way and be smoother on the way there.

 

Berserker's_Greaves Berzerker Greaves

  • Total Cost increased from 950 gold to 1000
  • Attack Speed increased from 20% to 25%

 

Notes: This is more tier 2 boot consolidation into the 1000 gold range – while keeping the deviations from the 1000 gold range intentional and part of that specific boots’ strength or weakness.

 

Life Steal

 

Doran's_Blade Doran’s Blade

  • Health decreased from 80 to 70
  • Attack Damage decreased from 8 to 7
  • Life on-hit removed, now grants 3% Life Steal instead

 

Explanation: Yes, this is essentially a directional revert to S2 days of Doran’s Blade. Basically, we tried to phase out Life Steal as an early game statistic in the transition from S2 to S3 – as Life Steal should feel compelling or expensive.

However, in that environment, sustain or defensive supports were at an all time high. A carry character didn’t need much in the way of life steal early because there was a reliable source of sustain in their lane (the support.)

With the addition of offensive supports and the continuing rise of non-sustain supports, the limited amount of life steal options essentially forced all carries down a single path – Vampiric Scepter – as the sustain factor required in lane wasn’t being provided from either the support or their Doran’s Blade.

With only a single large source of life steal – carry players only had two options for life steal – Either stay at 4.5% from quints or dramatically overshoot and get 14.5% from Vampiric Scepter – which kind of makes sustain supports redundant to begin with.

I’m retuning life steal as a more expensive stat that is highly accessible in many different sources rather than it being more concentrated power because the reality of the situation is that there isn’t a single life steal value that is correct if you cannot rely on a surplus of sustain from your support pick.

Hence, AD carry players need a wider array of smaller more flexible options that can build up to their ideal amount of life steal – based on the needs of the lane, their opponents and who their support is. In a high sustain lane, you might be able to get away with a Doran’s Blade into an infinity edge, for example – whereas in a low sustain lane, you might need a couple of blades and a vampiric scepter – but the lack of offense on your side is compensated by the fact that you hav an offensive support.

TL;DR – A wider amount of smaller life steal options will make ADC builds more flexible because they’ll be able to tailor the right amount of life steal for the situation – rather than be railroaded down one path if they need any amount of sustain.

 

Old_VampiricScepter Vampiric Scepter

  • Life Steal decreased from 10% to 8%

 

 Bilgewater_CutlassBilgewater Cutlass

  • Life Steal decreased from 12% to 8%

 

 Blade_of_the_Ruined_KingBlade of the Ruined King

  • Life Steal decreased from 15% to 10%
  • Proc Damage: 5% Current Health –> 8% Current Health
  • Active Nuke Damage: 15% Maximum Health –> 10% Maximum Health
  • Active Movement Speed Slow: 30% Movement Speed Steal –> 25% Movement Speed Steal

 

Notes: Shifting this item to be a little more about the proc damage and less about the active nuke – which will shift it a bit more towards the sustained damage space rather than the burst space. This item looks nerfed – but only because so many things are changing around it – which you’ll see in the followup posts – mostly Dagger becoming a better value in the build up to the item as well as Warden’s Mail and Randuin’s Omen which heavily impact this item more than any of the other items listed here.

 

The_Bloodthirster Bloodthirster

  • Combine cost increased from 850 to 1100 (Total cost from 3250 to 3500)
  • Attack Damage increased from 70 to 80
  • Life Steal increased from 12% to 15%
  • Removed: Attack Damage / Life Steal – Stacking Passive
  • New Passive: “Your life steal can now overheal you, granting a shield that can block from 50 to 410 damage, based on champion level. This shield decays rapidly if you have not taken or dealt damage in the last 15 seconds.”

  • Note: Passive is heavily non-linear scaling. At level 6, the shield is around 100. At level 16, the shield is around 330 – to give you an idea of how far up it scales.

 

Notes: Bloodthirster is kind of the ultimate snowball item design. If you rush it first, you get sustain and an AD advantage – that then keeps growing as you stay in lane for longer.

However – it was kept down by the fact that it was relative poor scaling compared to other options – an I.E. for example would dramatically outclass its damage mid game when combined with a multiplier item.

However, with the rise of ratio driven carries being the default rather than the exception – coupled with the sustain issues that made Vampiric Scepter the default rather than the exception – Bloodthirster proves to be a fairly unhealthy item in its current stacking iteration.

We’ve retuned Bloodthirster to be a heavy life steal / defensive option.

Notes: In the short term, we are aware that this leaves stacking Attack Damage builds in a bit of a pinch as there won’t be an option for something like triple Bloodthirster heavy stack – it’ll be something we’ll be trying to figure out how to better support without running straight into Caster / Ratio driven carries dominating lane and suppressing traditional Attack Speed carries and then falling completely off the map – causing the entire carry role to feel somewhat anemic.

 

(NEW) Essence Reaver

  • RECIPE: Vampiric Scepter + Pickaxe + 950 Gold = 2650 Total Gold Cost
  • Attack Damage: 50
  • Life Steal: 10%
  • Cooldown Reduction: 10%
  • UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana drain increases based on how much Mana you are missing.

 

Notes: While iterating with life steal slots – we realized that caster based carries are split into two camps: One that needs mana – and one that wants ratios. While we were iterating, we stumbled across this item that seemed to allow for a really intensive mana spam/attack combat pattern that seemed fun especially on Ezreal (Q) /Graves (Q) / Corki / Draven (W) / Sivir (W).

 

Support Items

 

Mikael's_Crucible_item Mikael’s Crucible

  • New Recipe: Chalice of Harmony + Forbidden Idol + 870 G = 2450 Gold Total
  • Mana Regeneration per 5 seconds increased from 10 to 20
  • Now gives 10% Cooldown Reduction

 

Notes: Mikael’s Crucible is dominant in competitive play and shuts down the value of our utility focused carries (Varus/Ashe) while being fairly ineffective against the more spammy pick patterns of everyone else (Elise ‘E’ for example). While we like what Crucible brings to the table – we’d like to shift it towards our more mana hungry supports (who tend to be more defensive) rather than being a generically good pickup for everyone.

 

(NEW) Ardent Censer

  • Recipe: Forbidden Idol + Aether Wisp + 250 G = 1900 Total Cost
  • 30 Ability Power
  • 10 Mana Regeneration per 5 seconds
  • 10% Cooldown Reduction
  • 8% Movement Speed
  • Unique Passive: Whenever you heal or shield another champion, they gain 25% Attack Speed for 6 seconds.

 

Notes: We wanted to create a mid-tier support item for supports now that Mikael’s sits at a higher price point. We also want to see how you guys respond to this particular trigger effect as it has interesting interactions across supports. Thresh, for example, has an AoE AS boost from this item – while Janna and Lulu both offer attack steroids that synergize well with the Attack Speed.

And it’s probably overkill on Nidalee.

Note this is your heals and shields on other champions – so self-healing is right out. When we tested it, there was a lot of weird rules cases and edge cases that seemed to make very little sense – how would you expect Malphite’s passive to interact with this, for example?

 

Athene's_Unholy_Grail Athene’s Unholy Grail

  • Magic Resist decreased from 40 to 25
  • Mana Regeneration per 5 seconds decreased from 15 to 10
  • Mana Restoration on kill or assist increased from 12% to 15%

 

Notes: Now that we have two Chalice of Harmony upgrades in a very similar price range, we wanted to do a pass on Athene’s Unholy Grail (currently a very cost-efficient purchase) to make sure this item wasn’t crowding out other items in the ‘Mp5 + CDR’ family. With Mikael’s Crucible decisively taking the ‘the defensive path’ from Chalice, we choose to preserve Athene’s offensive power. This meant reducing the item’s Magic Resist and taking this as an opportunity to increase strength of the kill/assist passive. Those changes combined with a small adjustment to Morellonomicon should shore up the stat lines of these items.

 

Morellonomicon_item Morellonomicon

  • Ability Power increased from 75 to 80
  • Mana Regeneration per 5 seconds decreased from 12 to 10

 

Notes: Small stat adjustment as mentioned above. Though minor, this should help make Morellonomicon feel a bit better in terms of item slot efficiency as the game goes on.

 

3114_Forbidden_Idol Forbidden Idol

  • Cost decreased from 750 Gold to 700

 

Notes: Small cost adjustment. All items that use Forbidden Idol as a component will have the same overall cost (e.g., Morellonomicon will still cost 2200 Gold).

 

Locket_of_the_Iron_Solari_item Locket of the Iron Solari

  • Unique Active will now use a recipient’s level to calculate shield strength if the recipient’s level is higher than the item owner’s level.

 

Notes: This change should give a small boost to defensive support players that like to purchase Locket of the Iron Solari for their team.

 

Defensive Items

 

Warden's_Mail Warden’s Mail

  • Attack Speed Slow decreased from 15% to 10%

 

 Randuin's_OmenRanduin’s Omen

  • Attack Speed Slow decreased from 15% to 10%
  • Movement Speed Slow (On Being Hit) removed (currently 10%)

 

Notes: This change will have heavy ramifications in the fighter space as Randuin’s Omen effectively gave non gap-closing fighters a way into fights. However, this came at a significant expense to ADC kite patterns and general ADC power.

This also made carries with innate gap closing powers much more powerful in comparison to ADCs that didn’t have gap closers as those abilities were unaffected by the slow of Omen.

We’re aware that with the recent Heal changes, this move will probably tip the scales much in favor of the kite based ADC patterns – but we want to evaluate on live for a while before deciding just how much to scale back ADC kiting or scale up defensive itemization.

 

Final Notes

 

As usual, these numbers are aren’t final and hence the forecast + these specific PBE notes. To the best of my knowledge, you’ll be able to play with these tomorrow – (Although there will be still some temp assets in that build.)

ricklessabandon / FeralPony and I will be around in the next couple of hours to field any initial set of questions – and I think rickless has some other support item changes (numerical tweaks) that he’ll be updating this post with.

 

 

ricklessabandon Button Rioter ricklessabandon: i just updated the post to reflect some upcoming changes to athene’s, locket, idol, and morellonomicon. i’ll be around for a bit making sure everything gets in correctly for the next pbe update, so feel free to ask if you have questions~

 

 

 

[ Question ] What do you mean that Mikael’s is too commonplace?

 

Xypherous Button Rioter Xypherous: Specifically, that note is about competitive play – Mikael’s is pretty much in every game – which means that Ashe or Varus ultimates get far less useful.

 

 

 

[ Question ] Why are you making the final upgrade components less satisfying in terms of power increase?

 

ricklessabandon Button Rioter ricklessabandon: it’s not really a shift in direction or anything—we look at items on a case-by-case basis when it comes to what you get for paying the combine cost for items. in the case of athene’s, we wanted to keep the ‘aggro’ flavor of the item so your 900g will still double the ability power and cdr you had from codex as well as give you a new mana regeneration passive based on killing champions. the item was never really supposed to read as an ‘anti-mage’ item, so a significant magic resist increase (while very, very useful) just makes athene’s adoption a bit ubiquitous. it somewhat naturally follows that if athene’s is crowding out other mp5+cdr items we should chip away at the stats that aren’t core to the item’s original identity.

all that said, there will likely always be a mix of item combine costs that are purely functional (i.e., it just frees up an item slot) and some that are significant power spikes (i.e., zhonya’s, youmuu’s, etc).

 

 

[ Question ] Isn’t swinging itemization towards Infinity Edge going to introduce crit strike randomness in trades?

 

XypherousButton Rioter Xypherous: A couple of notes on this:

Rushing I.E. with zero sustain means you’re running a heavy sustain support or basically dying.

I.E. with DBlade support is more expensive than rushing BT and we should work towards tuning it such that the lane is either decided by that point or winding down.

The current world isn’t much better in terms of critical strike: Critical strike does pop up in the most common laner currently with the prevalence of Tri-Force –> BT or BT –> Zeal.

Instead of a critical damage multiplier, it’s backed up by 15% lifesteal instead – which produces equivalent swings in total life.

 

 

[ Follow-up ] But Life Steal isn’t random, while Crit chance is

 

XypherousButton Rioter Xypherous: You missed my point here – BT builds typically have a Zeal in them, either directly before in the case of TF –> BT builds or directly after in the case of BT –> PD Builds.

Which means the RNG portion of it – assuming similar gold – was already in lane. It then becomes whether you think 15% LS or 50% Crit Damage is more swingy – and for me it works out roughly the same.

 

 

[ Question ] Will the Doran’s Blade Life Steal bonus be unique?

 

XypherousButton Rioter Xypherous: Nope. The intent here is that you can build 1 to 3 DBlades depending on your need and it won’t immediately become irrelevant unlike the current one.

 

 

 

 

[ Suggestion ] Why can’t Ardent Censer give Attack Speed to the user, when the mechanic’s already been done on Sivir and Warwick?

 

XypherousButton Rioter Xypherous: It’s mitigated slightly by the fact that it’s an item that has a gold cost – rather than an intrinsic facet of a character that we have to balance around.

On champions, Sivir and WW’s power are essentially free but then you’re forced to optimize around it. However, with this item, we can reasonably assume that Ardent Censer will be bought by characters seeking to abuse that power directly and thus can better control the cost.

 

 

[ Question ] Won’t short-CD shields make the new support item easy to abuse?

 

XypherousButton Rioter Xypherous: We’ll see. It’s fairly trivial to add AoE or single target restrictions onto the item – but it’s premature to add restraints onto the item before people have gotten a chance to use it.

If AoE shields are really that spammy we can adjust easily.

The key difference currently is that the single target shields have 100% uptime at max CDR while the AoE ones typically don’t or sacrifice some other utility if used at the wrong moment.

 

 

[ Question ] Does Lulu’s ult or Soraka’s mana return proc Ardent Censer?

 

XypherousButton Rioter Xypherous: Lulu’s ult does not count as a heal – nor does Soraka’s mana heal.

The trigger is very specific in what events it’s looking for. I suppose I could special case some of them but I’d rather not at the outset.

 

 

[ Question ] Why isn’t Wit’s End being buffed in terms of Attack Speed?

 

XypherousButton Rioter Xypherous: We actually wanted to do this – but couldn’t actually get this feeling right for this patch or any of the upcoming ones.

I know FeralPony is still trying to figure this particular problem out though. He essentially wants to nuke Recurve Bow and figure out alternate recipes for anything that built out of it.

(For example, for a while we were testing a 20% AS item that had 10 magic damage on it. It would build into Nashor’s, BoRK, Wit’s End and Hurricane. Little weird that the magic damage became physical in certain cases – but we could never get it to feel quite right.)

 

 

[ Question ] If you want to make Blade of the Ruined King kill tanks, why not change it to deal a % of maximum health, instead of current?

 

XypherousButton Rioter Xypherous: % Max isn’t a tank buster item. % Max Health damage is a bruiser item at its core – the reason for this being that an item with % Max Health damage is far better on you when you have low damage of your own.

Since the % Max Health would be lower – you’d actually want to target low armor targets to get the most value out of it – again, better against squishies.

To throw a thought experiment – who would benefit more from the following item?

50% Current HP on hit

25% Max Hp on it.

The ADC would most likely kill you in 3 hits with either item as he’s dealing 300 + 50% of your current health or 300 + 25% of your max health. In any event, against a 2000 health target, you’re dying in 3 hits.

However, let’s look at the bruiser who does relatively low damage per hit. 100 + 50% of your maximum health would take 5 hits to kill you – however, regardless of his damage, he would kill you in 4 hits with the Max HP version.

Obviously the numbers are extreme here and tilted to favor my point but % Current Health damage favors characters with intrinsically high damage per attack – whereas % Max Health is agnostic and thus favors characters regardless of their base damage (which end up being bruiser focused.)

 

 

[ Follow-up ]

 

XypherousButton Rioter Xypherous: Bruisers typically attack things that are lower resistance, while ADCs ignore more resistances on the targets they attack.

I’ve just generally found that whenever we put % Max HP damage on anything, squishies tend to die all over the place.

 

 

[ Question ] What about % bonus health scaling?

 

XypherousButton Rioter Xypherous: Bonus Health scaling suffers from the same problem as Bonus Armor Scaling.

If you make the number feel satisfying (since there’s a lower pool to work with) – if the item is in any way decent, you absolutely murder the (perceived or actual) value of the stat itself.

I’ll use Armor as an example here, as it highlights the problem better – Last Whisper is 35% total armor penetration. On a typical end-game tank, let’s say they have 250 armor (100 base, 150 bonus). To have % bonus armor penetration be equivalent to total armor penetration – this new last whisper would have to have 58% bonus armor penetration.

If there is an item in the game with 58% bonus armor penetration, you had either make armor cheap as hell and overpowered against anyone without bonus armor penetration – or more likely, players will naturally think buying armor is pointless.

 

 

[ Question ] Why is the AD value on Doran’s Blade going down again?

 

XypherousButton Rioter Xypherous: Mostly because every time we make Doran’s Blade more stackable, we have to keep in mind that we never want triple Doran’s to be the best option – just one of several potential options.

 

 

 

[ Question ] Why is the active on Mikael’s being nerfed, while the Mercurial Scimitar one is being buffed? Don’t they serve the same function?

 

XypherousButton Rioter Xypherous: There are two main differences as I see them.

1- Time to purchase – Mikael’s comes pretty early currently, even with the changes to Mercurial I don’t see it being picked up as a first or second item.

2- Free targeting versus self targeting – Scimitar only allows the user to cleanse stuns, CC effects etc. Mikael’s grants that power to anyone who gets picked/caught leaving the opponent no reasonable targets. Compare that to playing an Ashe/Varus vs an enemy with a Scimitar which gives you the option of simply targeting someone other than the holder of the Scimitar

 

 

[ Question ] With the nerfs to Randuin’s passive slow, how will Udyr be able to close gaps?

 

FeralPonyButton Rioter Feral Pony: The same way he’s always done it, 15 flat MS, 35% near constant Movement Speed Boost, and the lunge on Bear Stance. As a guy who loves playing Udyr myself, I’m not super concerned as the enemies I normally have trouble dealing with – really heavy peel- are largely unaffected by this change. That said the Live guys are going to be keeping an eye on the “unreliable” tanky men, such as Udyr as the patch goes out and see if further adjustment is needed.

 

 

[ Question ] Why buff AS items and nerf Randuin’s at the same time? Won’t this create balancing issues?

 


FeralPonyButton Rioter Feral Pony: The AS Boosts with the exception of the 5% boost on Zerker Greaves are all in the buildup on the items which means that late game AS (when Marksman are actually attacking enemies with WM/RO) it should be largely unchanged, so the RO changes will be effectively done in isolation.

 

 

[ Question ] Ardent Censer with an AoE shield/heal would potentially provide 3k Gold worth of stats. Won’t this create the same issues Warwick’s W does?

 

FeralPonyButton Rioter Feral Pony:  Xpherous has mentioned this before but WW’s if effectively free and generally unappreciated (WW casts it mostly for himself) and we have to cut power from other parts of the kit to compensate which generally makes the character feel worse. Players opting into Ardent Censor want to use this power and are paying a price for doing so at the expense of other items and choices.

 

 

[ Question ] Won’t Miss Fortune and Varus be weaker after these changes are implemented?

 

XypherousButton Rioter Xypherous: I agree with you that Miss Fortune / Varus are really going to suffer from the changes. It’s splash damage but I couldn’t see any way around it with this set of changes – it’s unfortunate.

That said, both of these characters do have alternate AS routes that pay off quite well – and hopefully the AS parts of their kit can tide them over until we figure out how to support MF / Varus mid/late games.

We managed to slip in the item for carries that are more in the vein of Ezreal / Corki – ones with spammy spells but moderate AD ratios.

 

 

[ Question ] Will you be doing any changes to Frozen Heart?

 

XypherousButton Rioter Xypherous: I don’t believe there are Frozen Heart changes in this patch – minus the fact that Warden’s is weaker and thus the build path is slightly weaker.

 

 

 

 

[ Question ] Will Essence Reaver allow Jayce to bypass Tear of the Goddess?

 

XypherousButton Rioter Xypherous: It does solve a lot of Jayce’s issues – but it’s also pretty swingy depending on lane matchup. Essence Reaver demands that you be able to autoattack a lot and in Jayce’s case – this may or may not be possible depending on the lane.

Essence Reaver also has less of a payoff than Manamune / Muramana – the reason AD Jayce is so strong is that he can get multiple procs off of Muramana’s toggle in a very short amount of time.

So, short answer: Maybe – depending on circumstance, although he won’t have as big of a payoff at the end of the game.

 

 

[ Question ] Why are you against “safe” picks such as Lucian?

 

XypherousButton Rioter Xypherous: We’re not against “Safe” picks. We’re against “Safe” picks that consistently win far more than unsafe picks – even though the strength of a “Safe” pick should be that it doesn’t get hard countered.

That is “Safe” picks are about guaranteeing a minimum win rate. For example, if you want a champion with truly no weaknesses and no capacity to be hard countered at all – what you’re asking for is a champion that is reliable but as a consequence – this automatically means that you should be less rewarded than picking a champion who might have bad matchups.

 

 

[ Question ] Will you be addressing top lane Champions this patch?

 

XypherousButton Rioter Xypherous: My team (Systems) will not be looking at them. Live Balance will be looking at individual champions as they were the ones pushing for Randuin’s changes and will ultimately be tasked with looking at how it affects individual fighters.

 

 

 

[ Question ] Are you watching what effect AS buffs could have on outliers like Xin, Shyvana, Yi, Udyr, Nocturne, etc.?

 

XypherousButton Rioter Xypherous: Since it’s only the path that is getting smoother rather than the end amount of AD – I’m not too worried about the characters in question. In a final build, the only AS item that increased in power in total is Berzerker’s Greaves – and while many of those characters can get Greaves – they make major sacrifices in order to do so.



[ Question ] Have you considered what effect buffing BotRK will have on top lane?


XypherousButton Rioter Xypherous:  BoRK loses threefold in terms of LS / Capture power and active nuke ability – in exchange for greater scaling off Attack Speed. While certain Attack Speed centric bruisers will be able to take advantage of this – I’m not actually sure I can make any comments about the Bruiser class with the Omen changes. While BoRK might be massively stronger on them in terms of damage – not having Omen would mean their overall effectiveness decreases.

 

 

[ Question ] Are you worried Essence Reaver might be abused by mana-dependent assassins, such as Talon?

 

XypherousButton Rioter Xypherous:  As for Talon, if Talon actually decides to basic attack, he’ll be able to get mana back. This is something that Talon players, traditionally, have been resistant in doing – even though his basic attack basically cuts through things like butt r. However, Talon is a problem in that literally anything you make that might be attractive AD-wise makes Talon stronger in ways that no one particularly wants – thus it tends to be Talon that is the issue.

 

 

[ Question ] Will Randuin’s Omen see an increase in health or armor to compensate for the MS slow nerfs?

 

XypherousButton Rioter Xypherous: It ultimately depends on what live thinks at this point and how they want to adjust fighters around the item or the item around fighters.

 

 



Discussion on Melee vs Ranged in League

 

 

[ Question ] Will the interaction between Melee and Range ever be healthy?

 

XypherousButton Rioter Xypherous: Unless the fundamental expectations for what people want out of a melee champion change – I somehow doubt it. Part of this problem is that ‘Glass Melee’ is an archetype that people expect tremendous payoff for – but currently, there isn’t a good way to translate personal skill into better melee combat ability.

You can certainly make complex judgment calls and the like – but on the whole, Melee inputs aren’t complex enough and melee combat at its core is fairly uninteresting and thus something has to change fundamentally on what melee combat means before even talking about melee vs. range. Melee vs. Melee isn’t that well explored or particularly interesting – for example.

For example, you can imagine a world in which every Melee character had some kind of roll innate basic ability that was slow but could deflect damage. That’s the kind of fundamental mechanical basic you would need on Melee in order to have the proper inputs to justify what people expect out of the fantasy of Glass Melee.

 

 

[ Question ] Isn’t Melee DPS supposed to achieve its goals without obscene durability?

 

XypherousButton Rioter Xypherous: I would be weary of assuming intentions here. I can’t read your mind on what a Melee without obscene durability is. Is it Riven? Is it Talon? Is it complete AD Yi? There isn’t a consensus on what the Melee DPS class is – and until there’s a consistent definition with clear success goals and failure cases outside of ‘I just want to be able to murder everyone, every team fight by right-clicking’ – it’s hard to say if everyone agrees on what they want.

For example, the last time I was in a conversation about the melee DPS class, the person said ‘Melee DPS’ but it was in reference to Season 1 Jax – which was the most durable champion on top of having the highest sustained damage.

 

 

[ Suggestion ] Make Melee DPS rely on proper rotation in relation to its target in a fight (which side it faces)

 

XypherousButton Rioter Xypherous: While it’s an interesting facet to consider – rotation doesn’t have a cost, and thus the skill expression here is mostly lost. The reason why a ranged carry’s positioning gameplay is important is because repositioning has a serious cost.

If rotation did have a significant cost – you’d pretty much murder every aspect of control that makes League what it is – plus, I’m uncertain of how much cost there would have to be in rotation in order to actually bring forth the gameplay that you are describing. Not to say that the gameplay you’re describing doesn’t work – it just tends to work in frameworks where movement is more of the game.

Though there would be some people that would favor that approach – it’s outside of what we consider acceptable as we value tight controls over strategic advantages.

However, I applaud your line of thinking on this part – trying to leverage the basic variables of melee in order to bring more skill expression on their basic actions is pretty rare to see. The approach you’re speaking of definitely works in a lot of games, especially ones involving vehicular combat (Tank Wars, raaawr!) where movement, in itself, is a whole game and thus sides / facing matter – it’s just hard to apply that pattern to LoL without other severe costs.

 

 

The problem is Ranged Champions are designed to express their strengths vs other archetypes, whereas Melee are not

 

XypherousButton Rioter Xypherous: Yeah – I think we agree on this point. It’s the set of basic actions available to everyone and how certain archetypes should interact with them that you need to leverage. We’re using different terminology here, of course but it boils down to, as you’ve said – what actions are available to everyone and how do players leverage that common set of actions to express skill in different ways.

 

 

[ Question ] Any long term plans for creating decisions based on actions that are available to everyone that can be leveraged by melee champions to express skill in different ways from a system wide point of view?

 

XypherousButton Rioter Xypherous: Not particularly interested in this approach at the moment – mostly because there does not appear to be a set of intuitive patterns that solve this.

Because of this, I suspect that it’s more likely that you’ll end up with a well designed game that no one will play.

Ultimately, you have to weigh the gains of supporting glass melee (6 to 8 champions) versus forcing every melee player to jump through an unintuitive hoop to get there.

That being said, however – I’m making that statement off of ignorance. There’s a lot of melee patterns and melee vs. melee knowledge that needs to be researched before we can actually talk about plans to do it. I’m fairly certain it would be premature to think about that pattern without understanding how melee are supposed to fight in general in a teamfight rather than how melee combat is supposed to be interesting in general.

For example, skarner might just never work with these demands, or if not him perhaps some other melee champion down the rework road. What then?

This argument cuts both ways. Whatever pattern you subject melee will inevitably cut off some patterns or portions of design space that may be crucial to the identity of some characters.

You can claim that Skarner will never be work without going down the global solution path – but in all reality, the global solution probably says that some portion of the population is fundamentally flawed identity wise and needs to be destroyed.

In either approach – you will be nuking some character identities period.

 

 

Endless Chat Restrictions Banner

Some Summoners are experiencing a repeating wave of Chat Restrictions. Learn how the punishment system has translated between shutting down the Tribunal and now.

 

Relevant Collections

 

Does-Chat-Restricting-Work-Banner (1)

 

 

[ Question ] Why am I endlessly chat-restricted?

 


Slumber jack Button Rioter Slumber Jack: Hi there!


I get this question a lot and I think this would be a good opportunity for me to clear up how the new automated chat restrictions work, as it’s catching a lot of players off-guard that they’re being punished immediately after finishing all of their chat restricted games.

At the time the Tribunal was taken down, if you had what was a relatively poor standing with the Tribunal we would issue you a chat restriction. The worse your standing was, the worse the chat restriction.

Once you’ve finished all of your chat restrictions, we basically take another look at your account and see where you stand with the would-be Tribunal. If you still have a relatively poor standing with it, we issue more chat-restricted games. What you’ll basically see is this: if you never improve, you’ll be hit with a lot more chat-restricted games and you’ll find yourself always chat-restricted. If you get better, you will see less and less chat-restricted games being issued.

A way to tell if you’re improving would be this: You finish your chat-restricted games, get issued 20 games. You finish those, you get issued 17. That would mean in the course of those 20 games, you improved but your standing with the would-be Tribunal is still not very good. You’re ever-so-slowly moving in the right direction, though.

I hope this clears it up a bit!

 

 

[ Question ] Why not issue the max amount of Chat restrictions in the first place?

 

Slumber jack Button Rioter Slumber Jack: Some people take the opportunity to improve very seriously.

I could issue one guy a 40-game chat restriction, and he doesn’t take it seriously and gets hit with 20… and another 20… and another 20…

I could issue another guy a 40-game chat restriction, and he’s like “oh ****, maybe I should stop calling everyone racial slurs”, he gets it together and ends his 40-game chat restriction and receives no more.

Beyond our initial wave of chat-restrictions, it’s the player who gets to decide how long their chat restriction is.

 

 

[ Question ] Why am I only now getting Chat restricted?

 

Slumber jack Button Rioter Slumber Jack: We took the Tribunal down because, well, it wasn’t doing what we needed it to do. Which is create cases in a timely manner.

If you didn’t receive any cases before we started handing out chat restrictions, it is likely you were among the many who should have been hit by the Tribunal but because it was having some difficulties you just never got hit. Honestly, if you started with a 60-game chat restriction, there is a high probability that had the Tribunal been working you would’ve been suspended many times by now. Maybe even permanently.

 

 

Single Posts banner

 

 

[ Question ]  Why is Lucian getting a new skin when older Champions haven’t received skins in so long?

 

Riot Whist Button Rioter Riot Whist: We didn’t pick these champions based on “who deserves a skin”. We picked them because they had the best ideas made for them (we wanted one skin for each role too so one had to be an ADC). The reference to a real-world player we could do with Lucian was too good to pass up over just tossing another ADC in a jersey with no interesting references or theme.

We take good ideas over a hard ordered list of who needs a skin next. There’s no point in hindering creativity and spinning our wheels on a skin that just isn’t cutting it because that champion was “next in line”. We do consider what champs could use a skin though when we’re brain storming. Sometimes you just need to sit on something and do something else while you work on that next great idea.

Sorry you feel this way, if it helps ease your pain, there are no Teemo skins currently in the pipeline.

 

 

[ Question ] Why didn’t the Football Skins receive any extra attention?

 

Riot Baconhawk Button Rioter RiotBaconhawk: Actually, try using TF’s ult 

These skins are not legendaries, like Super Galaxy Rumble or anything, so we didn’t add new particles/new animations, but they are freaking awesome and we’re really happy to make them!

cawws and flies off

 

 

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

 


 UPDATE: Added In-game images of item effects, build paths for the new items and tooltips.


PBE 6 June Banner

 

Previous PBE Updates for Patch 4.10 Cycle:

 

PBE-June-51

 

 

New Items

 

3504_ArdentCenser

 

Ardent Censer

 


Recipe: Forbidden Idol + Aether Wisper + 250 Gold = 1900 Gold

  • Grants 30 Ability Power, 10 Mana-per-5, 10% Cooldown Reduction and 8% Movement Speed
  • Unique Passive: Whenever you heal or shield another champion, they gain 25% attack speed for 6 seconds.


 Ardent Censer In-Game



3508_EssenceReaver

 

Essence Reaver

 


Recipe: Vampiric Scepter + Pickaxe + 950 Gold = 2650 Gold

  • Grants 50 Attack Damage, 10% Life Steal and 10% Cooldown Reduction
  • Unique Passive: 2-8% of your basic attack damage is converted back as Mana. This percentage depends on how much mana you’re missing.


Essence Reaver In-Game

Essence Reaver Effect

Essence Reaver Mana Effect

 

 

Item Changes

 


Athene's_Unholy_Grail Athene’s Unholy Grail

  • Magic resist decreased from 40 to 25
  • Mana regeneration-per-5 reduced from 15 to 10
  • Passive: Mana restore on kill or assist increased from 12% to 15%

 

Berserker's_GreavesBerzerker Greaves

  • Total cost increased from 950 Gold to 1000 (as a result of the Dagger cost increase)
  • Attack Speed increased from 20% to 25%

 

Bilgewater_CutlassBilgewater Cutlass

  • Life Steal decreased from 12% to 8%

 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Lifesteal decreased from 15% to 10%
  • Passive: Damage increased from 5% of target’s current health to 8%
  • Active: Damage decreased from 15% of target’s maximum health to 10% and Movement Speed slow decreased from 30% to 25%

 

The_BloodthirsterBloodthirster

  • Combine cost increased from 850 to 1100 (Total cost increased from 3250 to 3500)
  • Attack damage increased from 70 to 80
  • Life Steal increased from 12% to 15%
  • No longer stacks bonus AD and Life Steal on enemies killed
  • New Passive: Now, when you Life Steal beyond 100% of Health, you gain a shield that can block 50-410 damage (+20 per Champion Level) . The shield starts decaying if you’ve not taken or dealt damage in the last 15 seconds.


bloodthirster shield preview

Bloodthirsted Shield Effect – On and Disappearing

Bloodthirster Sated Tooltip

 

B._F._Sword_itemBF Sword

  • Attack damage increased from 45 to 50

 

Dagger_itemDagger

  • Cost increased from 400 to 450
  • Attack speed increased from 12% to 15%

 

Doran's_BladeDoran’s Blade

  • Health decreased from 80 to 70
  • Attack damage decreased from 8 to 7
  • Now grants 3% Life Steal instead of 3 life on-hit (5 for Melee)

 

3114_Forbidden_IdolForbidden Idol

  • Total cost decreased from 750 Gold to 700

 

Infinity_EdgeInfinity Edge

  • Attack damage increased from 70 to 80

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari
  • Will now shield based on the target’s level, now the item owner’s level.

 

Mercurial_ScimitarMercurial Scimitar

  • Total cost increased from 3700 Gold to 3800
  • Attack damage increased from 60 to 80
  • Now grants 50% MS for 1 second after breaking CC to Ranged characters as well.

 

Mikael's_Crucible_itemMikael’s Crucible

  • New Recipe: Chalice + Forbidden Idol + 870 Gold = 2450 Gold (1600 Gold live)
  • Mana regeneration-per-5 increased from 10 to 20
  • Grants 10% Cooldown Reduction (doesn’t grant any CD on live)

 

Morellonomicon_itemMorellonomicon

  • Ability power increased from 75 to 80
  • Mana regeneration-per-5 decreased from 12 to 10

 

Randuin's_OmenRanduin’s Omen
  • Attack speed slow reduced from 15% to 10%
  • No longer slows targets who hit item user (slows by 10% on live)

 

vampiric scepterVampiric Scepter

  • Life Steal decreased from 10% to 8%

 

Warden's_MailWarden’s Mail

  • Attack Speed slow decreased from 15% to 10%

 

Youmuu's_GhostbladeYoumuu’s Ghost Blade

  • Duration of active for Ranged characters increased from 4 seconds to 6

 

ZealZeal

  • Total Cost decreased from 1175 Gold to 1100
  • Attack Speed increased from 18% to 20%

 

 

Nidalee Rework Changes

 

  • Various tooltip adjustments and bug fixes throughout
  • Base Mana increased to 250 from 220
  • Mana per level increased to 60 from 40
  • Base Mana Regen per 5 seconds reduced to 5 from 6
  • Mana Regen per level reduced to 0.4 from 0.5
  • Base Health Regen reduced to 4.5 from 5.0
  • Health Regen per level reduced to 0.5 from 0.6
  • Armor per level reduced to 3.0 from 3.5
  • Javelin Toss Ability Power nerf reverted back to 40% (120% max) from 35% (105% max)
  • Javelin Toss cooldown now 5 seconds at all points in the game
  • Javelin Toss mana cost increased to 60/75/90/105/120 from 50/60/70/80/90
  • Bushwhack damage now capped against neutrals at 150 damage based on Health per tick
  • Primal Surge Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140
  • Primal Surge buff duration increased to 7 seconds from 6
  • Aspect of the Cougar cooldown adjusted to 3.0/2.5/2.0/1.5 from 5.00/3.75/2.50/1.25
  • Aspect of the Cougar now additionally grants 5/10/15/20 Armor and Magic Resist while in cougar form

 

RiotRepertoir Button Rioter Riot Repertoir: Generally, I really liked what I saw from the reduced width on Javelin Toss. I’m not sure if 20 is the exact correct width at this point, but it looked like if someone tried to dodge it reasonably well, they would in most cases. With tweaks to her mana costs and cooldowns, Nidalee can spam spears that do good damage if she wants to, but they’re going cost her quite a bit of the blue bar to do so. I’ve increased her mana pool by a bit, but lowered all her Health Regen and Mana Regen stats. Tuned correctly, she won’t just have infinite mana with a Chalice due to the lower Regen stats. Additionally, now that she’s not bursting people quite so hard, I put some resists on Aspect of the Cougar so she can get in there and mix it up with similar resists to other melee characters. To do this, I took some off her Armor per Level so that she remains quite squishy in ranged form.

Keep the feedback coming. I’ve seen a lot of good stuff just watching you guys play her over the last few days! – Repertoir

 

 

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