Posts Tagged ‘eu west’


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PBE Update

End of Season 3 rewards

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Champion/Skin Sale – Expires October 21st



PBE Update






 RiftwalkRiftwalk ( R )

  • Base damage increased from 70/100/130 to 80/105/130
  • Again grants stacks per jump instead of when hitting an enemy Champion
  • Bonus damage from Riftwalk stacks changed from 35/50/65 ( +0.2 AP ) to 50/55/60 (+0.1 AP )





 Arcanopulse2  Arcanopulse ( Q )

  • Now slows Xerath by 35% while casting the ability


SpellsphereStasis Orb ( E )

  • Damage reduced from 100/140/180/220/260 (+ 0.6 AP ) to 85/120/155/190/225 ( + 0.45 AP )


AscensionAscension ( R )

  • Base damage decreased from 150/200/250 to 125/175/225




Sultan Gangplank Splash Art





End of Season 3 rewards



We’re extending Season 3 ranked play until 11:59 PM on 11/11. Whether you’ve set your sights on lighting the way with Victorious Wards or catching a new skin in your web as a freshly-minted Gold player, you have two additional weeks to reach your personal goals for the competitive season. Head into ranked now to see how high you can rise!

If you have questions or want to learn more about end of season rewards, check out our FAQ.

With less than a month to go until the end of Season 3, we know anticipation is growing around this year’s rewards. It’s time to reveal what you can earn for Season 3 ranked play.

We’re dishing out the rewards based on the tier you reach at the end of Season 3 ranked play. You’ll earn rewards by playing ranked in any game mode (solo, duo, 5v5 or 3v3), and you’ll nab the reward corresponding to the highest tier you hit across all modes. Keep in mind that for 5v5 and 3v3 tier rewards, you need to have won at least 10 games with the team to qualify.

Enough with the exposition, let’s show off the rewards!



Tier Rewards

(Based on the tier you’re in at the end of Season 3)


Bronze or higher: Season 3 Summoner Icon

You’ll earn a Summoner Icon that displays your accomplishments. There is a different icon for each tier.


Silver or higher: Profile banner trim, Loading screen border, and Victorious Ward Skin

From your profile banner to your loading screen, reach Silver or higher to earn the corresponding trim. Each tier has a different colored trim. At Silver tier, you’ll also pick up a new permanent Victorious Ward skin to light up the jungle your way.


Gold or higher: Season 3 medal for Buddy and Team invitations and Victorious Champion Skin

Should you climb to the highest ranks of competitive play, you’ll greet new friends and teammates with a personalized invitation badge that shows off your success in shiny style (unique to your tier). You’ll also earn the permanent Victorious Ward skin and a unique Victorious skin.

Whether you spin up a new web of teammates or skitter your way to the victory with old friends, head into the battlefield for the chance to earn a viciously victorious new skin as a reward. You’ve got until 11/11, so we’ll see you on the Fields of Justice! GLHF




Europe West getting new massive server upgrade


EUW banner

No more endless queues – it’s all baylife from here on!



Errigal Button Rioter Errigal: Greetings Summoners,

I would like to introduce myself and talk about the stability problems we have been having in Europe. My name is Paul Breslin and my role at Riot is to head up Europe. Our top priority is delivering the stable platform you deserve. The recent problems on EUW stem from a storm of capacity, Internet connectivity and patch updates issues. As a player, I know this is not good enough and I would like to talk about what we are doing to level up our services dramatically for Europe.

First, I’d like to tackle a claim that really hurts to read – the idea that Riot doesn’t care about EUW players. I can personally promise to you that this isn’t the case. Improving service here is a top priority across Riot and I promise you no one is blind to the pain you’ve been experiencing. It’s an historic problem for European players, I get that – but it’s one we’re truly dedicated to solving.

New EU Server Centre – We have been building a brand new facility in Amsterdam to house the EU servers. We’re building it with the latest designs in infrastructure, all new hardware and bigger/more servers than the current facility has. It will be the newest datacentre for any Riot region, and will be the latest in terms of overall system architecture. This is a massive undertaking that’s already been in the works for several months, and it’s not something that can happen overnight. I hope we can share some more behind-the-scenes details from the new data centre once it’s ready to power on.

Dedicated EUW strike team – On top of the team working on the long-term solution of the new data centre, we also have a dedicated strike team of Rioters from many different disciplines, who are responsible for the stability of EUW. The team is headed by Riot TMX from Europe. To give example of what the strike team do, over the past couple of weeks they have upgraded load balancing hardware, added chat servers, and diversified our internet connectivity by adding more circuits to our data centres. As a result, we’re seeing less impacted playtime on EUW over the last week and that trend is continuing to improve.

Communication – You’re all absolutely right that a big weakness here (and one of the core reasons European players rightly feel neglected) is that our communication around service issues hasn’t been timely or sufficient in the past. We’ve taken great care to solve this, and I hope you’ve noticed an improvement in the visibility, frequency, and quality of our communications during recent service interruptions on the forums. Feedback is greatly appreciated here.

Riot Direct – We know that the internet routing from you to our servers isn’t always ideal. In the past we’ve worked with partners and our datacentres to help direct traffic from you to our servers, but there are constraints that we weren’t willing to accept. With that in mind, we will be taking over the management of network traffic from players to our servers. We’ll be able to change how player traffic hits our servers, and can react quickly to changes/service disruptions and can constantly fine tune traffic flow to best suit players.

Game Metrics – We are building performance monitoring tools into the game client and server that will allow us to track framerate, network performance, and a host of other performance metrics. This new layer of monitoring will alert us to make pre-emptive adjustments to network and game settings to prevent or limit any impact on players.

I hope this gives you better visibility on the issues and reassures you that our top priority is to deliver the game experience we know you deserve. As the above initiatives come online we’ll go more in depth about them ahead of time to make sure everyone is aware of the changes.



Zyra’s skins too pricey


Zyra Banner

IronStylus heads to the forums to address a community concern that there are currently no cheap Zyra skins.



Why are both of Zyra’s skins priced at 1350 RP?


IronStylus Button Rioter IronStylus: Quick, straight from the mouth of our Lead Character Artist:

“Zyra is probably the most work-intensive and challenging champion to make skins for.”

Now, back to me.

Zyra is.. no pun intended on the new Harrowing skin for her.. a nightmare to make skins for. Every single plant, vine, spell, etc, is a new particle, which in and of itself is a new model, with new animations. That’s.. what.. like 5 models with 5 animation sets/effect on them at least? I’m not sure how many assets are in her file.

We have a pile of concepts sitting around for Zyra, there are also great community skin ideas, but they area daunting task to be made.

I’m not a pricing guy at all but I will speak for Art when it comes to how intensive a skin is to make. Other characters which constitute big challenges are champions with different states, transformations, etc. So, Udyr, Swain, Shyvanna, etc, are basically two champions in one. If we want to make the transformation, or other states be a different animal, or creature or whatever, we have to model that, animate it, do a VFX pass, all that.

VFX alone has had huge scope creep in the recent years because now instead of just being a static effect, we have huge animations coupled with whatever the effect might be, whether it’s a spell like Zyra’s orbs, or animating spirit models like SG Udyr.

I’m not belittling the issue of price, but I do want to provide a peek into what sort of production goes into skins like these. It’s basically a Legendary skin amount of work.

Hope that clarifies things.

Side note: I’m sort of transitioning away from the old forums here in GD, and am becoming more active on the community beta site. I probably won’t be back into this thread to follow up or answer questions, so if you’d like to discuss subjects like this, make your way over to and transition the conversation.




Who’s involved in the process of producing skins?


 IronStylus Button Rioter IronStylus: Design? No. Produce? Depends. It’s a lot of steps.

Champion creation:




– Concept (Art, Creative & Design iterate on the idea of the champion)
– (potential prototyping)
– Approval
– Exploration (mechanics, tech requirements, production side of prototyping)

Production – Art

– Proxy modelling (enables exploration)
– High-rez modelling
– Retopo/AO/Texturing (lots of adjustments happen here)
– Rigging (done using the proxy)
– Animation
– Sound
– Splash
– Motion graphics

Production – Design

– Mechanics exploration
– Mechanics solidifying
– Tuning
– Balance
– QA

Production – Design

– Personality/Character fleshing
– Bio writing
– VO scriptwriting
– VO recording
– Promotional exploration


– QA
– Promotion
– eCommerce
– Community
– Tons of technical team stuff that I have no idea on how it functions.
– Release/deploy

That’s off the top of my head for champions alone. Each team has a similar process from Skins to Relaunch. It’s truncated in certain areas, as in skin concepting phase is much shorter than Champion or Relaunch. Skin production can be on a tighter timeline as well. Relaunch has a general timeline, but we operate our concepting differently and we have a much smaller team.

Challenges in the general sense are technical limitations of the engine, tech that might have to be created for a champion/skin/relaunch, IP considerations and a lot of crafting around making robust characters. Teams are also not huge, by design. We’re sort of like strike teams, lots of stuff operating at one time, cranking on different stuff. Not everyone is interchangeable. Someone making assets for a CG trailer isn’t necessarily appropriate for in-game asset creation, that’s a specialty thing.

We’re a big game, with a lot of moving parts, which are all moving at different speeds sometimes. We’re also a growing company, looking to streamline processes and iterate. These challenges are not unique. We’re also not a boxed title, the game is always evolving. We essentially ship a new game with each patch in some sense depending on content and balance.

Anyway, that’s a very general laundry list. Boils down to there just a lot to be done, with a lot of steps.



Off-topic: What happened to Scorched Earth Renekton?


IronStylus Button Rioter IronStylus: Re-prioritized because of Pool Party Renekton being an opportunity we wanted to jump on. Fan inspired, seasonal, etc.

SER is around I think, we don’t just chuck good content away like that, he’ll probably need a once over in terms of QA and touchup depending on when his release will be, which I’m not sure of.



Single Posts



What improvements can we expect to Supports in Season 4?


morello Button Rioter Morello: We’re buffing support gold a lot – we’re going to have to do a lot of champ-specific changes (and yes, some nerfs) because they’ve never been balanced to scale at all. If they get to scale, then it needs to be reasonable in how and why. More on this soon.



Update on Morgana’s PBE Changes


ricklessabandon Button Rioter ricklessabandon: It’s ‘soon’ now, which means I’m finally getting around to a proper Morgana post.

So, what’s going on with Morgana? Why the sudden attention?

No major event or anything. In our patch planning meeting I said I wanted to try to get in a buff/update for Morgana if I could find the time.

Morgana is fine and/or has a good win rate, why would you change her now?

Although she’s cool and strong, there are a few things holding Morgana back right now. Some players find her to be clunky, some of her mechanics are obscure/unappreciated, and she has an atypical power curve. Ideally, I wanted to use some of my spare time this patch to give her updates that address at least some of these issues without much disruption to them.

Why are you trying to kill Morgana’s wave clear? She needs that to function!

That’s totally not even a goal. Truth be told, if we were doing a Morgana rework we’d probably try to add more play to her laning (for both sides) but the scope of these changes isn’t anywhere near that so I’m not looking to kick that hornet’s nest. the furthest I’d go is something like require Morgana to ‘spec’ into getting her early wave clear, but that would be more of a cost paid than an immediate design objective.

That’s basically it for the preface. I think she’s awesome and could benefit from a little love/attention. no secret agenda or anything— if I can’t get the changes to something I’m comfortable with before it’s time for the patch to ship, then I’m just going to pull them and not think too much on it until the next time I have a small pocket of free time.

As for the specifics, I wanted to mostly focus on ‘modernization’ changes like making her basic attack not awful/archaic, making the Tormented Soil ticks more responsive, and trying to add clarity to some of her sources of power. The last part is the trickiest since there’s two things that are most obviously in need of improvement: her passive, and the magic resist shred on Tormented Soil.

  • The passive is pretty straightforward to people that understand Spell Vamp, but even then it’s not clear to most players just how much health you’re getting from the passive. Might do something with the tooltip(s) but otherwise not looking to do much this patch regarding the passive.
  • Addressing her magic shred is easily the biggest gain to be made. It dramatically complicates her highs/lows, and requires too much awkward ‘gaming’ of a mechanic that isn’t directly tied to the really cool and visible aspects of her play patterns. Dark Binding and Soul Shackles do pretty well in this regard—Morgana’s opponents are able to pretty easily figure out what the ability does and what they should do in response to it. Tormented soil should also be clear since the response should just be ‘don’t stand in the puddle’ but a lot of the ability’s power is indirect, and that doesn’t come across as strongly as it should—Tormented Soil should command a lot more respect as a PvP ability than it currently does. Anyway, the theory here is to make it such that if Tormented Soil is getting you killed, it should be Tormented Soil killing you. This should be super clear to both a first-time Morgana player and first-time Morgana opponent.

So yeah, that’s the long and short of it. Things i’m looking to do in the near future:

  • Implement those changes i mentioned before (basic attack improvements, riven-esque execute mechanic)
  • Get more ‘feel’ feedback (do basic attacks feel better? how does tick rate on soil feel?)
  • Make sure her core functions are in tact (can reasonably wave clear compared to live)
  • Answer any followup questions you guys might have.

Sadly I don’t have a ton of time left to work on this stuff (getting ‘pass out’ feverish in the midst of iteration cycles is the worst by the way), which means we’re getting relatively close to the final hurrah before I decide whether or not to pull the changes. Hopefully we’re able to get something done for Morgana by patch time—I’d much appreciate any collaborative efforts. ♥



More PBE changes to Xerath


ZenonTheStoic Button Rioter ZenonTheStoic: Hey guys, heading out now, but before I do I’ll copy paste my changelog mail that I send around nightly to the rest of our design team. Sorry about the lingo; my target audience here is the other designers, but I thought you guys might enjoy this peek behind the curtain:

* High level: Getting there. Continuing to observe the passive. Slight changes to reliability on his Q, E and R mostly in this update.


Overwhelming_Power Overwhelming Power ( Passive )

  • Will now consume the buff and restore mana on champ hit even if it would overfill mana (and thus lose the remainder) so long as Xerath is missing at least a minion hit’s worth of mana.

Getting consistently positive feedback on the mana restore VFX. Nice!


Arcanopulse2 Arcanopulse ( Q )

  • Self-slow while charging up to 35% from 30%

THOUGHTS: May need to speed up time to full charge. This is mostly so the charge and hold window is a real vulnerability, which it isn’t currently.


Cosmic_StrikeCosmic Strike ( W )

  • No change


SpellsphereStasis Orb ( E )

  • Decreased missile width to 60 from 70
  • Increased missile speed to 2300 from 2200
  • Changed stun duration scaling to 0.5-2s from 1-2s
  • Updated placeholder particle to better indicate cast duration

THOUGHTS: We’re getting to a good place here both in terms of dodgeability and safety. Decreased missile width a little to make dodging in the cast time more feasible, but also gave it a little more speed. I like seeing the offensive use case (at the cost of Xerath’s only true safety) and want to see if that comes out a little more. Point blank stun of 1s was excessive, but liked the full duration stun, so only dropped the floor for now.


Ascension Ascension ( R )

  • Decreased the size of the impact to 175/200/225 from 200/225/250
  • Decreased fixed travel time of the shots to 0.5 from 0.65
  • Dropped vision gained. Want to test with no vision for a bit before I put the radar back in (if necessary)

THOUGHTS: This iteration should make it clear that the ulti is less about the AoE damage and more about hitting that one high value target. May need to adjust AoE size further down to get this point across. I don’t want players to spend time thinking about “do I use this to AoE a bunch of dudes or do I snipe down Ashe?” You always snipe down the Ashe. Adjusted travel speed to match, should feel about the same to dodge/hit, but particle work next week should make play/counterplay clearer. Additionally, your next shot now becomes ready the instant your last shot landed. Should lead to overall smoother feeling.

Testing focus: please focus on hit/dodge play of E and R. I am interested in aggressive use cases of the E as well as personal safety against heavy divers without move blocks such as Udyr and Volibear.



Champion/Skin Sale – Expires October 21st


October 21 S3




  • Fiora - 487 RP
  • Malzahar - 440 RP
  • Rammus - 395 RP


Arctic Warfare Caitlyn – 375 RP


Arctic Caitlyn


Buccaneer Tristana - 260 RP


Buccaneer Tristana


Wicked Lulu – 487 RP


Wicked Lulu




Missed any recent updates? Check out the latest topics below!




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Skype: chefoslr

IGN: NoL Chefo, EUW



Morgana EUW Banner


Red Post Collection

TidbitsSivir’s PBE buffs and more

Community Art: Bloodmoon Kennen

Champion/Skin Sale – Expires October 18th

Champion Rotation – Week 37



Balancing Ahri and Akali


Ahri banner

 Catch up on the discussion here!



[Nofacekill3r] How is this a damage increase when the AoE on her ult was nerfed?


PhreakButton Rioter Phreak: Sure. Yes, her AoE damage of her R went down. That’s just straight up true. However, I’m arguing that Ahri rarely if ever gets full value of her extra R hits. An extremely high number of times, they simply hit nothing (she’s chasing a single target) or minions (she’s chasing a single target in lane). This is extremely common.

Additionally, her total damage on W actually goes up. The base damage on the ability has stayed the same, yet still gets the Charm benefit. So if you only land one tick of W, you get the amplified version, while the other two full-power versions hit something else. On top of that, I know we were toying with having Charm forcibly suck up all the W charges, even if they would have been out of range. This helps actually guarantee single target damage increases (contingent on landing charm).



[quezala] Doesn’t Akali share the same issues you’re trying to resolve with Ahri?


PhreakButton Rioter Phreak: And we aren’t particularly pleased with Akali either. If you are within 700 range and she has enough stats, you just die.





[Criomhthann] Follow-up: Does that mean you’ll be nerfing Akali?


Phreak Button Rioter Phreak: I don’t know exactly.

But just think back to her past. When she was a dominant pick, she was very quick to get nerfed. Even Gunblade is targeted. I don’t know the balance state of Akali right now, but I know we’ve been trying for a while to add some extra gameplay to that champion. Our tweaks to Twilight Shroud, for example.



Morgana – another victim of the %HP meta


Morgana decoration

Following the recent changes to Morgana’s W on the PBE, Rioters hop on the forums to discuss how these have affected her playstyle.




Tormented_SoilTormented Soil ( W )  

  • Enemies on the cursed ground take magic damage equal to 20/32.5/45/57.5/70 (+0.2) plus 3/3/3/3/3% of their missing Health (capped at 80/80/80/80/80 versus minions and monsters) every second
  • Damage lowered from 25/40/55/70/85 to 20/32.5/45/57.5/70
  • No longer grants MR reduction
  • Now does 3% missing HP every second.



Are you trying to nerf Morgana?


PhreakButton Rioter Phreak: I know the goal with Morgana changes are not nerf. They are a shift in abilities.

Auto-farming basically for free (get two Doran’s Rings or something) is really non-interactive and just not great gameplay. Our goal is to give her extra kill potential (get hit with a Q, get dunked by missing health W) and late-game scaling (health scales with the game, so does W).

If the changes are not enough to compensate for the loss in farm power, then that’s something we’re happy to change.

But to your point, Lux’s E does much less damage than Tormented Soil. Tormented Soil deals some ridic damage.

Edit: And to be perfectly clear, to my knowledge Morgana is the only champion who can kill the back minion line with one ability at champion level 5. Max Force Pulse has a base damage of 280. Rake deals 260. Tormented Soil deals 425. At rank 3 it deals 275 wither a higher AP ratio than Force Pulse. Bit of a difference there 



Countering Phreak


Morgageddon Button Rioter Morgageddon: pokes his head in.

The issue with just comparing full damage is context though. How often will you get a W on any champion in lane to do the full duration of damage? 2-3 ticks is about all you can get usually, coupled on top of a snare. Most all other mages and ad assassins mid can do that damage instantly with a single spell. In terms of risk, they’re far safer to do damage. Morg has to rely on that mechanic in order to somewhat safely farm.

Morg walks into auto range to farm, Talon can rake then to farm and apply damage. If Morg waits to drop her W to counter, Talon might take 1-2 ticks and walk out, or even blink on top. Kass can just use his targeted silence and walk out. The point isn’t that her damage at full time is high. It’s that it needs to be in order to farm, because of the fact it’s damage over time. If it was a blunt 425 instantly, that’d be brokenly OP. But it’s a slow burn, which is why she suffered from mid/late game farming issues and why the change seemed to be good, but appears to be numerically weak for the purpose of remaining relevant to farm both early and late game.



Feedback on the changes


MorgageddonButton Rioter Morgageddon: Morgageddon pops in.


I’ve done a few tests on the PBE.


Standard runes for consistency:

Greater Mark of Magic Penetration x9 (7.8 Magic Pen)
Greater Seal of Scaling Mana Regeneration x9 (10.53 Mana Regen @ level 18)
Greater Glyph of Scaling Cooldown Reduction x9 (10.00% CDR @ level 18)
Greater Quintessence of Scaling Mana Regeneration x3 (12.96 Mana Regen @ level 18)

Totals are 7.8 Magic Pen, 24/5 Mana Regen @ 18 and 10% CDR @ 18

Masteries are standard 21-0-9 for AP casters.

Starting items are boots and 4 pots. As old Morgana, at level 5, I can just clear out the caster minions with a rank 3 W, which if dropped properly, leaves the melee minions at roughly 1 auto each.

On New Morgana, rank 3 W doesn’t even come close to the same. It takes 2 autos, or one timed properly, in order to farm the caster minions. The fourth level in W allowed her to grab caster minions.

On old Morgana, at rank 4 W (which is usually 7 and where I then divert points into Q), I easily farm the caster minions, and with waiting a moment for the melee to take damage before I cast W, I also get all the melee minions.

On New Morgana, I can’t even get melee minions with rank 4, and 5 is barely.

When fighting enemy mages in mid who had no MR, my W felt more like a double damage type scenario. I could drop a W on them, and watch as the base damage did 32, then see the added damage start at 30 and move up slowly to match. This is most likely due to the base scaling, AP ratios and 3% missing hp. However, my WQ combos felt…lackluster.

I used to drop a W just before my Q hit, for the magic shred and to make the Q hit just a little harder. Now, it doesn’t really feel like I’m hitting with any noticeable gain. Granted, late game troll pools (dropping a W on someone running away with ~100 hp) meant instant death, as it used to, but I actually had less gold per game on average than before.

The reason for that is I had to rely on Morgana’s slow AA animation and horrendous range in order to farm. Walk into range to farm minions I used to be able to farm safely from range, get poked by targetable or far less mana intensive spells. Decide not to go into AA range, and I lose farm. Not a very good feeling, to have the one aspect of Morgana you expect to fall through.

Without other changes to her spells/champion, I feel that while this may help her late game damage output (Didn’t really notice any particular power spikes yet), I feel that this is more harmful than helpful due to the increased difficulty for farming.


TL:DR – These changes make it much more difficult for Morgana to farm as the % bonus damage vs minions is minimal and so she has to rely on short-range auto attacks to get the gold.



[Nuclear Dragon] What are your plans for Morgana?


ricklessabandon Button Rioter ricklessabandon: Regarding rework-level changes to one or more abilities: there are a lot of cool/fun things we could do with her kit, and in all honesty we probably should do a deep dive at some point to see what that would look like, but it’s hard to me to comment offhand since i’m super biased when it comes to morgana—i started playing her like, 3 years ago and played her hundreds of times getting to level 30 and beyond—so unless i spend a lot of time thinking about it i’ll likely be overly conservative. >_<



 Update on Morgana


ricklessabandon Button Rioter ricklessabandon: Real quick:

  • I increased the base damage on tormented soil to 23/36/49/62/75 (which is still less than live)
  • I already know the above definitely isn’t the last iteration, but wanted to nudge these closer while i finish doing a bunch of math/implementation
  • Speaking of math, i have a spreadsheet i want to share somehow (probably google docs or something?) that will help you guys know numbers versus champions ahead of time
  • The goal of these changes is to be a net buff for morgana (specifics later), so they won’t leave the PBE until i’m confident of them being such
  • Thanks again to everyone that ran her in games to get feedback for me—it makes doing this much easier ♥

So yeah. Going to go nap for a couple of hours, then i’ll swing by here again to do a proper ‘goals’ post. Also, we’ve got someone looking into the masteries bug, so hopefully that’ll be addressed in the next PBE update (which might be today?), but i have no idea since it’s not related to the stuff I’ve been working on.



 Battlecast Skins – the Tech


battlecast banner

Catch up on the initial announcement here!



The Bravo Ray Button Rioter The Bravo Ray: Let’s talk about the key components of the BC line visuals; it’s Tech level. When we say “Tech Level,” we mean how technologically advanced the design theme.

Tech Level guild line

For all intents and purposes, the Battle Cast is a robot themed skin line. While being robotic in nature, this does not mean it needs to present a futuristic feel. That is why you can see complex mechanical parts underneath the thick plating(wires, actuators, bolts, and exhaust).

This design angle helps the in game visuals reduce the tech level from a futurist feel and brings it into the steam punk, or apocalyptic realm. Another thing to note on the tech level, is the source of the BC power operation or engine. For Urgot, we created a combustion style engine as his power source. Two large exhaust pipes exit out his back; shaking, and emitting smoke. Keeping true to the theme of the crude power delivery. There is nothing complex or refined, just a huge motor to do the job. Remember “Function over Form”.

Some guidelines do not have to be carried over to all the BC when it comes to the tech level. Cho’Gath Prime, is an example.

For Cho, we wanted to elude that he was the prime example of Viktor’s designs. He runs a furnace style power system, like a coal powered locomotive. The more he consumes, the hotter and larger he gets. So, in his full stacked form, his plates would fan out to let the piping, hot gas escape.

These are some of the ways we take a robotic theme and keep the tech level down.

Armor Plating

The biggest defining thing about the line, is the armor plating. It is very thick, hard, and rough around the edges. Matte painted, dented, worn, and distressed. This helps keep it from looking like a futuristic robot; which would be slick, stream lined, and polished. BC plates are slightly curved or bent to cover sensitive systems components. Usually, the armor plating is designed to be forward facing to block incoming damage. It needed to appear heavy and awkward, like a tank would. This is why some of the BC seem bigger than their bases(but we try to make sure they fit their hit boxes).

Feel free to continue to post and ask questions. We really love a lot of the creative ideas posted so far.



EU West issues continue


EUW banner

System administrators over at EU: West address the community’s concerns over the ridiculously long login queues.



Riot TerabloButton Rioter Riot Terablo: Hello Summoners,

We’re just raising a new daily thread for today. Once again we have our strike team assembled and we have been watching things closely and are ready to strike at any minute should we see chat issues again.

Right now while we are at our limit again we are working on raising this safely in order to ensure queue times are as low as possible. But we do not want to risk the stability of the service.

The actual average login queue wait time right now is 8 minutes. The numbers displayed in the client are inaccurate if we are at our limit. You might even be at position one for a few minutes before being let in.




Why is there a queue to log in?


Riot TerabloButton Rioter Riot Terablo: The platform is at its limit so there is a short wait period before you can login. Its less than 10 minutes at this moment. The estimated time displayed can be inaccurate at this time. Please hang in there and wait.




[Jay of Fail] Will I be forced to wait this long if I disconnect while in-game?


Riot TerabloButton Rioter Riot Terablo: No. If you are in an active game and reconnect you will get priority. You still have to wait for a short period of time while you are at position 1 until a space free’s up. I would expect this to be less 1-3 minutes tops.




Today’s status


Riot TerabloButton Rioter Riot Terablo: There has been no chat cluster failure today or related incidents with matchmaking.

The service has been online all day.

The platform was at its player limit for a decent amount of time. The limit was increased several times to allow for more players and we have remained stable. Unfortunately because it was at capacity there was a wait time you will have experienced logging in. Which sucks.

The average wait time right now is < 5 minutes, estimation displayed in the client is still inaccurate.



Solution to “Reconnecting to Chat” issue


Riot TerabloButton Rioter Riot Terablo: If you right now have a chat issue please see this:

Hey Summoners,We see a few of you guys are reporting chat is stuck with ‘connecting to chat servers’ for seemingly long durations. From what we can tell, the chat systems appear to be running properly. Please submit your air client logs here so we can further investigate the issue. Air client logs can be pulled from the following directory:C:\Riot Games\League of Legends\RADS\projects\lol_air_client\releases\[VERSION NUMBER]\deploy\logs\




How to judge if your game will run stable

Windows: Open your command prompt and insert “ping -t”.
Mac : Open your Terminal and insert “ping”.

If the result there is stable, you can expect (unless firewall/antivirus/Riotproblems) a stable ping during your game.


Riot Eglorian Button Rioter Riot Eglorian: I actually do exactly this before playing, it’s just a good measure of how your own connection is doing.

It’s quick and easy.




[Xyltin] Can we get the IPs and Network Names of EUW servers for pinging?


RiotSundiataButton Rioter RiotSundiata: You can find a list of addresses for the game servers here. The list is a little dated ( from 2011 ) but the ranges for the EU shards are still accurate.





[Xyltin] Why can’t we track latency from local servers?


RiotSundiataButton Rioter RiotSundiata: You can see ping in the in-game client by typing Ctrl-F.

I tend to favor MTR over using ping and traceroute individually. Keep in mind however that certain network segments may still block icmp type 30, which is necessary for traceroute to operate.

As for using Google as a touchstone for gauging general internet connectivity and performance, you might also consider using one of the root nameservers. You’ll want to pick one that uses anycast, as this will direct you somewhere that is geographically close, and far enough away from you to be a good measurement. You can find a list of the root nameservers here.






Does Morello only take NA players into consideration when balancing the game?


RiotSundiata Button Rioter RiotSundiata: FYI, we have a pretty massive data collection and analysis operation here. I assure you, NA is not the only region considered.





Does W still reset Sivir’s AA timer?


Statikk Button Rioter Statikk: Yes, activating W still resets her basic attack.






Buffs to Sivir


Statikk Button Rioter Statikk: Another update after testing some more iterations, here are the changes:

– Base Attack Speed back to 0.658 from 0.625 (this is back to her Live values)
– Made her basic attack more responsive
– Attack Speed per level increased to 1.6% from 1%
– Ricochet cooldown reduced to 9/8/7/6/5 (going to keep inching this down until it feels appropriately powerful to her kit)

This is in addition to the last changes (Ricochet bounce damage scaling per rank and her ult duration going back to Live values).

Not sure if all the changes will make it into the next PBE build, but hopefully you guys get a chance to test it out.



Will there be any new CDR items for AD carries?


Statikk Button Rioter Statikk: I wish there were more AD + CDR items in the game. I’ve talked a bunch with Xypherous about the current lack of AD + CDR itemization. Unfortunately, it’s not something we can prioritize over our current goals as it is actually a decent-sized project. Injecting new items can cause huge side effects and we’re already working on a ton of stuff that you guys haven’t gotten a chance to see yet. Hopefully, you guys will get to hear about it soon.



Community Art


This incredible artwork was made by Akiman. If you like his style, please visit his deviant art page!


Bloodmoon Kennen



Champion/Skin Sale – October 15th to 18th


October 17 S3





  • Akali - 395 RP
  • Nautilus - 487 RP
  • Vayne 440 RP



Frostblade Irelia - 675 RP


Frostblade Irelia


Mafia Graves – 487 RP


Mafia Graves


Shadow Evelynn - 260 RP


Shadow Evelynn



Champion Rotation – Week 37


 The following champions will be free-to-play until October 22nd!



  • Annie – 450 IP / 260 RP
  • Amumu - 1350 IP / 585 RP
  • Diana – 6300 IP / 975 RP
  • Draven – 6300 IP / 975 RP
  • Gangplank – 3150 IP / 790 RP
  • Graves – 6300 IP / 975 RP
  • Leona – 4800 IP / 880 RP
  • Nautilus  – 6300 IP / 975 RP
  • Shen – 3150 IP / 790 RP
  • Thresh – 6300 IP / 975 RP



Missed any recent updates? Check out the latest topics below!




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IGN: NoL Chefo, EUW