Archive

Posts Tagged ‘fiora rework’

 

FIORA REWORK AVAILABLE BANNER

 

Fiora lunges onto live

BY FIZZNCHIPS

After dueling all challengers on PBE, Fiora’s ready to bring her updated moves and model over to live. The update’s a pretty hefty one, with gameplay changes designed to make her feel like more of a skilled fencer, and model tweaks that bring her up to today’s standards. Check out Fiora’s PBE article for the full gameplay changes or scroll on down for some – as she would say – pretty pictures!

image

To celebrate the Grand Duelist’s update, we’re bundling Fiora with her skins together and slashing the price. Her Duelist’s Dream bundle cuts in at 1796 RP (20% off) or 2500 RP if you need the champion, lasts through 23:59 August 11 and includes the following:

  • Fiora
  • Royal Guard Fiora
  • Nightraven Fiora
  • Headmistress Fiora


Ready to get your stab on with Fiora’s update? Let us know in the comments below!

[ Link to Post ]

 

Below you can find a complete preview of Fiora’s rework:

Fiora_0-1 Fiora_Splash_0-2-1024x604

 

MODEL

Fiora-Updated-Model-3-1024x640 Fiora-Updated-Model-4-1024x640

 

Fiora Champion Portrait Final

General Box

  • Health decreased from 593 [+85 per level] to 570 [+80 per level]
  • Base mana pool increased from 287 to 302
  • Attack Damage-per-level decreased from 3.2 to 3
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.65 [+0.11 per level]
  • Mana-per-second increased from 1.52 [+0.1 per level] to 1.6 [+0.14 per level]

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 AD]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 40/45/50/55/60% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

NEW FIORA INCLIENT LORE

To complement her gameplay & visual rework, Fiora’s received a new short client entry:

 

”I have come to kill you for the sake of honor. And though you possess none, you will die just the same.” The most feared duelist in all of Valoran, Fiora is as renowned for her indomitable will and haughty pride as she is for her skill with the blade. She was born to Demacia’s House Laurent, a once-proud family whose reputation was tarnished by the actions of her father. In an unprecedented move, Fiora challenged him to single combat and, upon winning, took control of House Laurent. Defying the Demacian establishment, she has set about restoring the reputation and pride of her family name, one duel at a time.

 

ROYAL GUARD FIORA Banner

Fiora Updated Model Royalguard 1 Fiora Updated Model Royalguard 2

 

NIGHTRAVEN FIORA Banner

Fiora Updated Model Nightraven 1 Fiora Updated Model Nightraven 2

 

HEADMISTRESS FIORA Banner

Fiora Updated Model Headmistress 1 Fiora Updated Model Headmistress 2

 


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

Patch 5.15 Notes

August 4th, 2015

 

Patch 5 15 Official Notes Banner

Patch 5.15 will hit live in a few hours. Here are the official notes:

 

Champion Updates

Balance

Store Content

Miscellaneous

 

Don’t know when the patch will hit live for your region? Here’s the schedule:

Patch-5-15-Maintenance-Banner

 

Scarizard Final PortraitGreetings, summoners.

Welcome to Patch 5.15, the small one where we sit back and let the game catch its breath for a sec. What with all the updates recently to jungle items, game balance and burning tides (thanks, Miss Fortune), we figured it best to enjoy a lighter patch where we focus on some pro-play outliers and watch the ever-evolving metagame take shape. So kick your feet up, this one’s on the house.

Diving a level deeper, we do have some sizable changes for Teemo to give him more control of his destiny in fights rather than setting up minefields and hoping folks’d walk into it. If you’re someone that wishes we’d delete him instead, we suggest you try out Fiora, who’s got a set of updated Demacian duds and slick new moves to help you take out the furry little monster in style. Random aside: did you know Teemo’s last buff was 3 years ago? We thought you’d like some trivia dressing with your foreword-salad. We’ve never really thought of the foreword as food before, but salads are healthy (and so is context).

That’s about everything for 5.15. Check out our HUD update post to read up on the juicy feedback-driven changes being made (or head to the patch notes below), as well as our new ward-skin selection tech, and we’ll see you next time!

[ Link to Post ]

 


FIORA REWORK Banner

Fiora_0-1 Fiora_Splash_0-2-1024x604

 

MODEL

Fiora-Updated-Model-3-1024x640 Fiora-Updated-Model-4-1024x640

 

Fiora Champion Portrait Final

General Box

  • Health decreased from 593 [+85 per level] to 570 [+80 per level]
  • Base mana pool increased from 287 to 302
  • Attack Damage-per-level decreased from 3.2 to 3
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.65 [+0.11 per level]
  • Mana-per-second increased from 1.52 [+0.1 per level] to 1.6 [+0.14 per level]

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 AD]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 40/45/50/55/60% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

NEW FIORA INCLIENT LORE

To complement her gameplay & visual rework, Fiora’s received a new short client entry:

 

”I have come to kill you for the sake of honor. And though you possess none, you will die just the same.” The most feared duelist in all of Valoran, Fiora is as renowned for her indomitable will and haughty pride as she is for her skill with the blade. She was born to Demacia’s House Laurent, a once-proud family whose reputation was tarnished by the actions of her father. In an unprecedented move, Fiora challenged him to single combat and, upon winning, took control of House Laurent. Defying the Demacian establishment, she has set about restoring the reputation and pride of her family name, one duel at a time.

 

ROYAL GUARD FIORA Banner

Fiora Updated Model Royalguard 1 Fiora Updated Model Royalguard 2

 

NIGHTRAVEN FIORA Banner

Fiora Updated Model Nightraven 1 Fiora Updated Model Nightraven 2

 

HEADMISTRESS FIORA Banner

Fiora Updated Model Headmistress 1 Fiora Updated Model Headmistress 2

 

 

NEW MODEL FOR GANGPLANK

Gangplank’s default model has been updated to reflect the events of the Bilgewater Tides storyline. You can get his older looks with the Captain Gangplank skin, which will be free to all players who finish a matchmade game with Gangplank by August 10th (otherwise it will cost 975 RP).

 

Gangplank_Splash_0 GangplankLoadScreen

Gangplank_Square

 

MODEL Banner

Updated GP Model 1 Updated GP Model 2

 

POWDER KEG E

Gangplank Updated E

 

Here is Gangplank’s new Champion Select quote:

 

 

UPDATED INCLIENT LORE FOR GANGPLANK

”I was cutting throats and sinking Noxian war galleys when you were still pissing your britches, boy. You don’t want to take me on.” As unpredictable as he is brutal, the dethroned reaver king known as Gangplank is feared far and wide. Where he goes, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails on the horizon causes panic among even the hardiest crew.

 

UPDATED INCLIENT LORE FOR MISS FORTUNE

“‘The bigger the risk, the bigger the bounty.” Beauty and danger: there are few who can match Miss Fortune in either. One of Bilgewater’s most infamous bounty hunters, she built her legend upon a swathe of bullet-riddled corpses and captured ne’er-do-wells. The booming echoes of her twin pistols in the port city’s reeking wharfs and scavenger shanties are sure signs of another warrant from the Bounty Board being settled.

 

 

Champion Changes

 

Ekko Final Champion Portrait

 

Change BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ]

  • Slow strength decreased from 40/50/60/70% to 30/40/50/60% [values for levels 1/6/11/16]
  • Movement Speed buff increased from 40/50/60/70% to 40/50/60/80%
  • AP ratio on third hit increased from 0.7 to 0.8

 

Change BoxParallel Convergence Final IconParallel Convergence [ W ]

Shield value changed from 150/195/240/285/330 [+0.8 AP] to 80/100/120/140/160 [+1.5 AP]

 

Change BoxChronobreak Final IconChronobreak [ R ]

  • Health strength changed from 20/25/30% [+3.33% per 100 AP] of the damage taken over the last 4 second to 20% [+6.66% per 100 AP]

 

 

Gangplank Final Champion Portrait

General Box

  • Gangplank now additionally gains one Silver Serpet every second [3v3, ARAM and Dominion only]

 

Quality of Life Box FinalCannon Barrage Final Icon Cannon Barrage [ R ]

  • [Tooltip Fix] Now mentions that ranks in Cannon Barrage increase Gangplank’s maximum planted Powder Kegs from 2 to 3/4/5

 

 

Nidalee Final Champion Portrait

 

Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Base minimum damage decreased from 50/75/100/125/150 to 50/70/90/110/130
  • Maximum base damage decreased from 150/225/300/375/450 to 150/210/270/330/390
  • Cast time has been increased from 0.125 seconds to 0.25

 

 

Sivir Final Champion Portrait

 

Nerf BoxOn the Hunt Final IconOn the Hunt [ R ]

  • Movement speed boost decreased from 60% at all ranks to 40/50/60%
  • If an ally walks within range of On the Hunt after it’s been cast, they’ll receive 20% bonus MS [tooltip fix]
  • If an ally walks into On the Hunt’s range after it’s been cast, they will gain bonus MS equal to Sivir’s bonus MS at the time [on live, they get the maximum value of the buff]. This value still decays to 20% over the duration

 

 

Teemo Final Champion Portrait

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Attack Speed when exiting stealth changed from 40% to 15% + 5% per level
  • Teemo now takes 1.5 seconds to stealth, down from 2
  • While in brush, Teemo will enter stealth twice as fast (0.75 secs) and moving through brush won’t break the stealth.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Mushrooms now last 5 minutes, decreased from 10
  • Cast range increased from 230 to 300/600/900
  • Internal cooldown decreased from 1 second to 0.25
  • Casting time increased from 1 second to 1.5
  • Now has an additional function: if Teemo throws a mushroom on top of another mushroom, it will bounce up to 3/4/5 Teemos before being planted.

 

Teemo R Bounce

 

Teemo also received new spell icons. From left to right: Passive, AS buff icon from Passive, Q, W, E and R.

Teemo_P Teemo_P_Buff Teemo_Q Teemo_W Teemo_E Teemo_R

 

 

Item Changes

 

Change BoxZekes Harbinger Zeke’s Harbinger 

  • Buff duration has been increased from 6 seconds to 8
  • Now grants 4 stacks per basic attack, decreased from 6
  • Stacks for spellcasts decreased from 12 to 8

 

 

COTTONTAIL FIZZ

You’ll be able to buy this insomnia fuel for 975 RP some time after Patch 5.15 hits live.

 

Fizz_Splash_8 (1) Fizz_8 (1)

 

MODEL

Cotton-Fizz-Model-1-1024x640 Cotton-Fizz-Model-2-1024x640

 

Recall Banner

Cotton-Fizz-Recall-1024x640 

 

CHUM THE WATERS

Cotton-Fizz-R-1024x640 

 

 

CAPTAIN GANGPLANK

GP’s “old” looks will be available in store for 975 RP or for free to all players who finish a matchmade game with GP before August 10th.

 

Gangplank_Splash_0 (1) GangplankLoadScreen

Gangplank_Square_0

 

MODEL EMOTES

Gangplank Model 1 Gangplank Model 2

 

Recall Banner

Gangplank Recall

 

 

New Chroma Packs

All chroma packs are available in store for 590 RP and can be found in the “Bundles” tab.

 

CASSIOPEIA CURSE CHROMA PACK

Cassiopeia_5 Cassiopeia_6 Cassiopeia_7

Cassiopeia Chroma Updated 1 Cassiopeia Chroma Updated 2

Cassiopeia Chroma Updated 3 Cassiopeia Chroma Updated 4

Cassiopeia Chroma Updated 5 Cassiopeia Chroma Updated 6

 

DRAGONSLAYER VAYNE CHAOS CHROMA PACK

Vayne_7 Vayne_9 Vayne_8

Vayne Chroma Updated 3 Dragonslayer vayne Chroma Updated 3

Vayne Chroma Updated 1 Dragonslayer Vayne Chroma Updated 1

Vayne Chroma Updated 2 Dragonslayer Vayne Chroma Updated 2

 

KOI NAMI ELEMENTS CHROMA PACK

Nami_4 Nami_5 Nami_6

Koi-Nami-Chroma-11 Koi Nami Chroma 4

Nami Updated Chroma 1 Nami Chroma Updated 1

Nami Updated Chroma 2 Nami Chroma Updated 2

 

 

New Summoner Icons

This tablet pen-wielding poro will likely be a reward for the recent art event on Riot Korea’s official page.

 

profileIcon904

 

 

TWEAKS TO NEW HUD

Here’s the official list of upcoming changes to the new HUD:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

 

The KDA score and minion kills are once again displayed in the top right corner of the screen. Also, stats that’re affected by runes, items, masteries, etc., are now listed with a yellow color with in the Champion Stats [C] box.

New Hud Yellow Text

 

Cooldowns on the new HUD now fill the entire icon, not just a circle inside it:

Hud-Comparison1-1024x224

 [ Note ] The new HUD will also replace the old one for Ranked when Patch 5.15 hits live. You can read the announcement HERE.

 

 

WARD SELECTION FOR CHAMPION SELECT

You can now select the ward skins for the wards you won’t place from Champ Select:

 

Ward-Selection-1-1024x640 Ward-Selection-2-1024x640

 


INSTANT FEEDBACK SYSTEM

As mentioned at launch, the Instant Feedback System was originally tuned conservatively to avoid false positives. Now that it’s been in place for a few months we’re ready to start taking the training wheels off. In particular, the system is now more likely to punish hate speech after just one incidence.

 


CHAMPION MASTERY EMOTE

When Champion Mastery launched a while back, we decided we’d wait and see how the rank 4 and 5 emotes were being used before making them visible to the enemy team. Fast forward a few months and, after adding in a light safeguard to ensure players can opt out of emote spam, we’re ready to let you show your achievements off to everyone in your matches!

[ YOU CAN’T IGNORE MY BADGE ] The rank 4 and 5 Champion Mastery emotes are now visible to the enemy team

[ WAIT YES YOU CAN ] Muting a player now hides their Champion Mastery emote (both ally and enemy)
 


Bugfixes

 

  • (Black Market Brawlers) Enchantment: Teleport‘s active effect can no longer be bugged to cast without a cooldown
  • Rift Scuttler now drops a soul
  • Upgrading a trinket no longer resets its cooldown (This was fixed in 5.14 but we forgot to document it. Sorry!)
  • Using a consumable item no longer temporarily disables Devourer’s effects
  • Galio now properly gets assists when shielding allies with W – Bulwark
  • Spirit Guard Udyr now plays VO when he kills a Rift Scuttler
  • Restored custom E – Shunpo VFX for Sandstorm and Slay Belle Katarina

 


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

 

PBE Roundup Patch 5 15 Banner

Patch 5.15 will hit live in the early hours of August 5th, assuming there are no delays. Here are its contents:

 

Champion Updates

Balance

Store Content

Miscellaneous

 

 

FIORA REWORK Banner

Fiora_0-1 Fiora_Splash_0-2-1024x604

 

MODEL

Fiora-Updated-Model-3-1024x640 Fiora-Updated-Model-4-1024x640

 

Fiora Champion Portrait Final

General Box

  • Health decreased from 593 [+85 per level] to 570 [+80 per level]
  • Base mana pool increased from 287 to 302
  • Attack Damage-per-level decreased from 3.2% to 3%
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.65 [+0.11 per level]
  • Mana-per-second increased from 1.52 [+0.1 per level] to 1.6 [+0.14 per level]

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 AD]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 40/45/50/55/60% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

NEW FIORA INCLIENT LORE

To complement her gameplay & visual rework, Fiora’s received a new short client entry:

 

”I have come to kill you for the sake of honor. And though you possess none, you will die just the same.” The most feared duelist in all of Valoran, Fiora is as renowned for her indomitable will and haughty pride as she is for her skill with the blade. She was born to Demacia’s House Laurent, a once-proud family whose reputation was tarnished by the actions of her father. In an unprecedented move, Fiora challenged him to single combat and, upon winning, took control of House Laurent. Defying the Demacian establishment, she has set about restoring the reputation and pride of her family name, one duel at a time.

 

ROYAL GUARD FIORA Banner

Fiora Updated Model Royalguard 1 Fiora Updated Model Royalguard 2

 

NIGHTRAVEN FIORA Banner

Fiora Updated Model Nightraven 1 Fiora Updated Model Nightraven 2

 

HEADMISTRESS FIORA Banner

Fiora Updated Model Headmistress 1 Fiora Updated Model Headmistress 2

 

 

Champion Changes

 

Ekko Final Champion Portrait

 

Change BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ]

  • Slow strength decreased from 40/50/60/70% to 30/40/50/60% [values for levels 1/6/11/16]
  • Movement Speed buff increased from 40/50/60/70% to 40/50/60/80%
  • AP ratio on third hit increased from 0.7 to 0.8

 

Change BoxParallel Convergence Final IconParallel Convergence [ W ]

Shield value changed from 150/195/240/285/330 [+0.8 AP] to 80/100/120/140/160 [+1.5 AP]

 

Change BoxChronobreak Final IconChronobreak [ R ]

  • Health strength changed from 20/25/30% [+3.33% per 100 AP] of the damage taken over the last 4 second to 20% [+6.66% per 100 AP]

 

 

Gangplank Final Champion Portrait

General Box

  • Gangplank now additionally gains one Silver Serpet every second [3v3, ARAM and Dominion only]

 

Quality of Life Box FinalCannon Barrage Final Icon Cannon Barrage [ R ]

  • [Tooltip Fix] Now mentions that ranks in Cannon Barrage increase Gangplank’s maximum planted Powder Kegs from 2 to 3/4/5

 

 

Nidalee Final Champion Portrait

 

Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Base minimum damage decreased from 50/75/100/125/150 to 50/70/90/110/130
  • Maximum base damage decreased from 150/225/300/375/450 to 150/210/270/330/390
  • Cast time has been increased from 0.125 seconds to 0.25

 

 

Sivir Final Champion Portrait

 

Nerf BoxOn the Hunt Final IconOn the Hunt [ R ]

  • Movement speed boost decreased from 60% at all ranks to 40/50/60%
  • If an ally walks within range of On the Hunt after it’s been cast, they’ll receive 20% bonus MS [tooltip fix]
  • If an ally walks into On the Hunt’s range after it’s been cast, they will gain bonus MS equal to Sivir’s bonus MS at the time [on live, they get the maximum value of the buff]. This value still decays to 20% over the duration

 

 

Teemo Final Champion Portrait

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Attack Speed when exiting stealth changed from 40% to 15% + 5% per level
  • Teemo now takes 1.5 seconds to stealth, down from 2
  • While in brush, Teemo will enter stealth twice as fast (0.75 secs) and moving through brush won’t break the stealth.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Mushrooms now last 5 minutes, decreased from 10
  • Cast range increased from 230 to 300/600/900
  • Internal cooldown decreased from 1 second to 0.25
  • Casting time increased from 1 second to 1.5
  • Now has an additional function: if Teemo throws a mushroom on top of another mushroom, it will bounce up to 3/4/5 Teemos before being planted.

 

Teemo R Bounce

 

Teemo also received new spell icons. From left to right: Passive, AS buff icon from Passive, Q, W, E and R.

Teemo_P Teemo_P_Buff Teemo_Q Teemo_W Teemo_E Teemo_R

 

 

Item Changes

 

Change BoxZekes Harbinger Zeke’s Harbinger 

  • Buff duration has been increased from 6 seconds to 8
  • Now grants 4 stacks per basic attack, decreased from 6
  • Stacks for spellcasts decreased from 12 to 8

 

 

COTTONTAIL FIZZ

You’ll be able to buy this insomnia fuel for 975 RP some time after Patch 5.15 hits live.

 

Fizz_Splash_8 (1) Fizz_8 (1)

 

MODEL

Cotton-Fizz-Model-1-1024x640 Cotton-Fizz-Model-2-1024x640

 

Recall Banner

Cotton-Fizz-Recall-1024x640 

 

CHUM THE WATERS

Cotton-Fizz-R-1024x640 

 

 

New Chroma Packs

All chroma packs are available in store for 590 RP and can be found in the “Bundles” tab.

 

CASSIOPEIA CURSE CHROMA PACK

Cassiopeia_5 Cassiopeia_6 Cassiopeia_7

Cassiopeia Chroma Updated 1 Cassiopeia Chroma Updated 2

Cassiopeia Chroma Updated 3 Cassiopeia Chroma Updated 4

Cassiopeia Chroma Updated 5 Cassiopeia Chroma Updated 6

 

 

DRAGONSLAYER VAYNE CHAOS CHROMA PACK

Vayne_7 Vayne_9 Vayne_8

Vayne Chroma Updated 3 Dragonslayer vayne Chroma Updated 3

Vayne Chroma Updated 1 Dragonslayer Vayne Chroma Updated 1

Vayne Chroma Updated 2 Dragonslayer Vayne Chroma Updated 2

 

KOI NAMI ELEMENTS CHROMA PACK

Nami_4 Nami_5 Nami_6

Koi-Nami-Chroma-11 Koi Nami Chroma 4

Nami Updated Chroma 1 Nami Chroma Updated 1

Nami Updated Chroma 2 Nami Chroma Updated 2

 

 

New Summoner Icons

A new poro has wandered on the PBE, holding what’s presumably a tablet pen. It’ll likely be a reward for the recent art event on Riot Korea’s official page.

 

profileIcon904

 

 

TWEAKS TO NEW HUD

Here’s the official list of upcoming changes to the new HUD:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

 

The KDA score and minion kills are once again displayed in the top right corner of the screen. Also, stats that’re affected by runes, items, masteries, etc., are now listed with a yellow color with in the Champion Stats [C] box.

New Hud Yellow Text

 

Cooldowns on the new HUD now fill the entire icon, not just a circle inside it:

Hud-Comparison1-1024x224

 [ Note ] The new HUD will also replace the old one for Ranked when Patch 5.15 hits live. You can read the announcement HERE.

 

WARD SELECTION FOR CHAMPION SELECT

You can now select the ward skins for the wards you won’t place from Champ Select:

 

Ward-Selection-1-1024x640 Ward-Selection-2-1024x640

 


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

 

PBE 22 07 Banner

 

PBE 22/07

 

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

 

 

FIORA UPDATED SPLASH ART

Fiora’s received her splash art, loading screen and in-game portrait.

 

Fiora_Splash_0 Fiora_0

Fiora_Square_0

 

Note that this splash is a lot more colourful than the one we saw yesterday. Here’s a comparison:

Fiora Old vs New

 

 

Champion Changes

 

Fiora Champion Portrait Final

General Box

  • Health-per-second decreased from 1.675 to 1.65
  • Armor-per-level decreased from 4 to 3.5 [ reverted to live status]
  • Mana per level increased from 37 to 40 [ reverted to live status]
  • Mana-per-second decreased from 1.8 [+0.16 per level] to 1.6 [+0.14 per level] (live value is 0.1)

 

ALL PBE UPDATES FOR PATCH 515 CYCLE

PBE 21 07 Reference Banner

 


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

 

Red Posts 22 07 Banner

 

Topics Banner

 

Recent News Banner

Fiora-Gameplay-and-visual-Update-banner

Bilgewater-Burning-Tides-Banner

 

 

DISCUSSION ON FIORAS REWORK

Game designers Scruffy, Stashu and Meddler explain the reasons for giving Fiora a % HP true damage passive and a teamwide heal for winning duels.

 

Extra Resources

 

Why does Fiora’s ult deal of Max HP true damage

Scruffy Final PortraitThis is actually something that we found was necessary for her to be able to compete with the tanky fighters in the top lane or team fights.

Being a squishy melee carry that cant just blow up the enemy adc like Zed or other assassins is tough. Letting her skirt around the edges of the fight and deal hit and run damage to the enemy fighters/tanks is an essential part of her viability.

[ Link to Post ]

 

Follow Up Banner

Stashu Final PortraitWe believe that though %HP true damage can cause frustration, there is a time and place for that mechanic, and there are two primary reasons why we decided to go with it in this case:

First, we want Fiora to win and loses fights by skill, not stats. Accordingly, no one can mitigate her passive damage, but anyone can avoid it entirely through skillful play. When Fiora loses, it’s because her opponent outplayed her through clever footwork and proper use of their CC’s or re-positioning abilities.

Second, the Grand Duelist takes on all opponents, and %HP true damage allows her to threaten bulkier ones without having an unfair advantage against the more fragile. If it dealt %HP physical damage instead, the number would have to be much larger to scratch through a tank’s armor, and that same number would mean instant death to unarmored opponents.

Though it may seem like the opposite, the mechanic actually protects many targets from the more dangerous alternatives — and though there are no macro countermeasures (like building armor), there is theoretically rich micro counterplay (don’t let her hit it). So while this still may cause some frustration, I hope this at least explains why it’s on the kit!

[ Link to Post ]

 

 

What if youre playing a Champion without mobility like Garen

Scruffy Final PortraitYeah, it’s not equally rich across all champions. Fortunately, champions without high mobility spells or immobilizing cc’s often have the damage to beat Fiora if she tries to straight up fight them, Garen included. If Fiora is spending time moving between Vitals while fighting Garen in melee range, I expect that his basic combo should be sufficiently punishing to her.

This is not a catch-all answer, but most champions have some action they can take against Fiora, whether through dodging, stunning, or dumping damage when she exposes herself to risk. She will have particularly favorable matchups against certain champions, but that’s a part of champion-to-champion interaction in League. Of course, it becomes a problem when Fiora has VERY binary matchups, and to your point, this is something we’ll be on the lookout for.

[ Link to Post ]

 

Follow Up Banner

Stashu Final PortraitBasically: When Garen recognizes that Fiora is going to come in for an open Vital, he can ready his Q/E to punish her.

Fiora’s Q range and passive haste might be strong enough such that they invalidate this play, but that’s not the intention, and we can tune these things down to compensate.

[ Link to Post ]

 

 

Do the weak spots rotate with the Champion or do they remain static

Scruffy Final PortraitThe passive stays locked in the direction no matter what. If the enemy turns or changes facing, it won’t affect the passive.

[ Link to Post ]

 

 

 

The heal on Fioras ultimate makes no sense thematically

Stashu Final PortraitHey there! I just entered a similar discussion in another thread, so I’m going to paste it here.

Original [Durzaka’s] comment:

 

“Someone on Reddit actually explained it in a way that made some sense to me.

It is the idea of applause/victory reward at the end of a duel that you have won.”

And my thoughts on the matter:

“Yeah, this is the thematic tie-in that we were going for. Fiora’s duel, or ‘Grand Challenge,’ is a game defining moment for everyone, not just the combatants. Fiora’s team should care about whether or not she’s successful and be able to join in the celebration if she is.

Gameplay wise, adding reasons for Fiora’s team to care about her in important. Selfish champions can lead to degenerate teamplay experiences, whether they are winning or losing. Accordingly, by adding some team utility to her personal challenges, we can make Fiora a strong 1-on-1 duelist while keeping her team invested in her success. Heal might feel weird here, and I totally get that, but it was the most fitting tool in our box.”

[ Link to Post ]

 

 

Its the idea of applause victory reward at the end of a duel youve won

Stashu Final PortraitYeah, this is the thematic tie-in that we were going for. Fiora’s duel, or ‘Grand Challenge,’ is a game defining moment for everyone, not just the combatants. Fiora’s team should care about whether or not she’s successful and be able to join in the celebration if she is.

Gameplay wise, adding reasons for Fiora’s team to care about her in important. Selfish champions can lead to degenerate teamplay experiences, whether they are winning or losing. Accordingly, by adding some team utility to her personal challenges, we can make Fiora a strong 1-on-1 duelist while keeping her team invested in her success. Heal might feel weird here, and I totally get that, but it was the most fitting tool in our box.

[ Link to Post ]

 

 

Wont players just use the ult for the quick execute and teamwide heal

Scruffy Final PortraitThis is something that we worried about at first too, but there is a tradeoff. If you use R only for the heal you are missing out on a ton of damage from the 4 free procs. Burning an ult cooldown for an easier heal and no damage seems like it won’t become the primary use case.

[ Link to Post ]

 

 

Why does Fiora get an AoE heal for hitting all the enemys Vitals

Scruffy Final PortraitIt actually fits quite well with the rest of the ult, I’ll explain. In testing we tried a BUNCH of different reward types (damage buffs, speed, cooldowns etc) for her winning the duel, and we found that there were a few reasons why this one stuck as the most useful and fitting.

-By the time she gets to that hard earned 4th proc, she is usually desperately in need of some heals (being a squishy melee carry)
-The “fight reset” elements of it give her this great “one down, who’s next?” feeling
-Too much immediate reward makes her into a snowball champ like katarina, so the reward is given over time instead of burst
-The team benefits from it so that when fiora calls out her challenge, everyone cares about her success. They might help by CCing the target or keeping her alive so she can win

I hope that helps explain some of the reasoning for how we ended up with this current victory reward. Play it and see if it feels right to you too.

[ Link to Post ]

 

 

Do the 4 weak spots from Fioras ultimate rotate with her target

Meddler Final PortraitThey’re not based off the facing of the target (e.g. if a Vital point spawns and it’s pointing towards the top of the screen then it’ll continue to point towards the top of the screen regardless of where/how the champion it’s attached to moves).

[ Link to Post ]

 

 

I feel the short reaction time on Fioras new W will make playing her a chore

Stashu Final PortraitI definitely share this worry, to some degree. [I believe] we tuned the block duration to be long enough so that Fiora doesn’t always need to twitch-block, but can often use the ability in advance, predicting her opponent’s move. We really wanted to create some cerebral play as well as some mechanical play.

In fact, in many cases cerebral play is required. For example, when Warwick is coming to gank Fiora, Fiora can’t re-actively block his R, but she can try to mind game him by casting the block right before she expects him to ult. It gets even deeper in other scenarios, such as when Jax is using his E — the Jax needs to guess when Fiora’s going to block, and Fiora needs to predict when Jax is going to stun.

Lastly, many champion’s key CCs have telegraphs, which should curb this ‘super-twitch-reactive’ element. Blocking Cho Gath’s Q for example, is much less stressful than blocking Irelia’s E. The hope is that these various uses will allow most Fiora players to succeed with ‘Riposte’ even without incredible reflexes. We’ll see how that pans out!

[ Link to Post ]

 

AD Item Diversity Banner

Following the recent AP item revamp in Patch 5.14, the balance team might apply the formula to AD items.

 

Why did you overhaul AP items and not AD items

Meddler Final PortraitAP items being in a better spot already was actually one of the key reasons we chose to work on them first. One of the things we wanted to do with the first set of items we overhauled like this was to try and prove some theories we could then apply to future item work. Starting with a set of items that were in a better spot and where we had a better understanding of what did and didn’t work was valuable as a result. If these AP changes pan out as hoped (we’re still mid assessment at the moment) we’ll then look at what we can do with the other categories of itemization.

[ Link to Post ]

 

 

Are there any changes planned for Essence Reaver

Meddler Final PortraitWhen we get to AD items we’ll definitely do some work on Essence Reaver (adjust it to make it a better choice or replace it with something more useful, not sure which yet).

[ Link to Post ]

 

 

 

DETAILS ON SHENS REWORK

Shen’s update will likely be on the scope of Gangplank’s rework.

 

Extra Resources

 

 

Whats the scope of Shens rework

Meddler Final PortraitIn terms of gameplay changes, probably around Gangplank level (substantial modifications to about half his kit, some skills very similar however).

In terms of visual changes, still figuring that out. Some visual effects changes to support spells certainly, and potentially a model update, won’t be a full overhaul on the level of Gangplank or Tristana though.

[ Link to Post ]

 

 

Will you be making changes to his splash art or ultimate

Meddler Final PortraitOdds are very high Stand United will remain his ult (might make some minor adjustments, but no fundamental changes).

As far as the splash goes I’m no splash artist, but I’d expect the biggest thing driving whether or not we opt for a new splash will be what sort of changes we do or don’t make to his model. We’ve been talking recently about whether we should make Shen look a bit tankier, so his gameplay and theme/appearance line up a bit better. If we decided to do that and made noticeable model changes we might then go for new splash art to match. Discussion’s still really early on what those possible changes might look like, could be small (bit of extra armor in the form of forearm guards or something similar) to much larger (more substantial amounts of armor while still matching his theme, significant adjustments to his physical build etc).

[ Link to Post ]

 


CASSIOPEIAS REWORK IN HIATUS Banner

Cassiopeia’s rework failed to capture the poison mage theme the team was going with and has been temporarily delayed.

 

Why is Stashu working on Fiora before finishing his Cassiopeia rework

Meddler Final PortraitStashu’s not working on Cassiopeia at present. If we do make adjustments to Cass in the short to medium term they’re much more likely to be done by the Live Balance team than the Champion Update team (so would mainly involve power shifts, rather than significant changes to how her skills function).

That’s the case because a number of months ago we took a look at the current state of Cass and concluded that it was more important to have the Champion Update team focus on other characters. That’s not to say we think she’s in a perfect spot. In particular, we realize there’s some very valid frustration that she doesn’t deliver as well as she could on the thematic expectations a number of her players have (poison mage). We do think there are other champions that need work done on them more however, so are focused on those at present, with Fiora being the most recent example. I realize that’s likely pretty frustrating to hear if you’re a Cass player that doesn’t like her new kit, and my apologies for that.

In terms of making that priority call that was a decision Stashu contributed some thoughts to, but didn’t make himself. Riot does have a culture that supports individual developers pitching work they think’s valuable/arguing for what they believe in, but it’s not a ‘work on whatever you want regardless of team priorities’ culture. Stashu’s stance was that he was eager to do Cass followup work or take on Fiora, whichever we thought was more valuable. The conclusion Champion Update and Game Design leadership came to was that Fiora was the better call in this case, since she was a character with a lot of room for improvement/cool stuff and had some notable issues. We also believed Fiora had the potential to be a pretty successful gameplay rework, based off some early exploratory designs Guinsoo had been doing before he’d had to shift focus onto other stuff.

That decision to shift focus from Cass to other champs is something those of us making the call on what work to prioritize should have mentioned months ago, apologies for that lack of communication. If anyone’s got any queries about how we make those sort of priority calls I’m more than happy to have a go at answering them here. I probably won’t be able to answer specifics about Cass’ current state of balance or what guided detailed decisions on her rework however (will give it a shot if I can offer an at least somewhat informed answer, there’s a bunch of details there I wasn’t involved with/aren’t up to date on).

[ Link to Post ]

 

Taric Skins and Death Recap Bugfixing

 

Will Taric get a new skin soon

KateyKhaos Final PortraitHiya!

It’s definitely been awhile since Taric’s last skin.

He currently has a VU in progress, which means he won’t be seeing a new skin until the VU is complete. The reasoning behind this is, we would rather hold off and give him an awesome skin once he’s shiny and updated, rather than giving him a skin with his current look and then changing it drastically. It’d be a really crappy feeling if you purchased the skin that would be on old Taric, and then you hated the updated skin because it lost the piece you really enjoyed about it.

[ Link to Post ]

 

What about the Death Recap did you fix in Patch 5 14

Meddler Final PortraitPatch 5.12 and before: Death Recap’s not very functional. We identify that the biggest issue is that the right data isn’t getting passed to Death Recap to display.

Patch 5.13: We fix some stuff so death Recap now generally gets the correct data. That then reveals that Death Recap’s not sorting that data properly. That issue was there previously, but it wasn’t possible to distinguish that from data simply being absent, so we’d missed it.

Patch 5.14: We address the bug where death recap’s prioritizing small amounts of damage instead of large. Hopefully that puts it in a much better spot, if not it will assumedly reveal other problems we can fix.

[ Link to Post ]

 


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

 

PBE 21 07 Banner

 

PBE 21/07

 

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

 

COTTONTAIL FIZZ

You can buy this insomnia fuel on the cheap for 975 RP.

 

Fizz_Splash_8 (1) Fizz_8 (1)

 

MODEL

Cotton-Fizz-Model-1-1024x640 Cotton-Fizz-Model-2-1024x640

 

Recall Banner

Cotton-Fizz-Recall-1024x640 

 

CHUM THE WATERS

Cotton-Fizz-R-1024x640 

 

PBE Bugs Feedback Thread Cottontail Fizz

Galetta New PortraitThe mighty bunny stalks his prey….

He may look cute and cuddly but this little bunny is playful trickster. Cottontail Fizz is just a hop, a skip, and a jump away from a penta kill! This skin includes:

  • New model and texture!
  • New recall animation! Nom nom nom!!
  • New particles on his (R). BUNNY!
  • New SFX on his (R) and recall!

This skin will be 975RP. (pricing on PBE is subject to change)

Your feedback and bug reports are extremely helpful to us, so please check out Cottontail Fizz and let us know what you think! Feel free to drop any bugs you find in this thread as well!

See you on the Rift!

[ Link to Post ]

 

 

FIORA REWORK Banner

Fiora-Splash (1)

 

MODEL

Fiora-Model-1-1024x638 Fiora-Model-2-1024x638

 

Fiora Champion Portrait Final

General Box

  • Health increased from 590 [+80 per level] to 593 [+85 per level]
  • Mana changed from 300 [+37 per level] to 287 [+40 per level]
  • Attack Damage-per-level decreased from 3.2 to 2.5
  • Auto Attack range increased from 125 to 150
  • Movement Speed decreased from 350 to 345
  • Health-per-second increased from 1.37 [+0.16 per level] to 1.67 [+0.11 per level]
  • Mana-per-second per level increased from 0.1 to 0.16
  • Armor-per-level increased from 3.5 to 4

 

PASSIVE DUELISTS DANCE

Duelists Dance Final IconFiora identifies the weak spots – or vitals – in the defenses of all enemy champions she comes close to. If she manages to attack her enemy’s weak spot, Fiora deals 3 [+0.27-0.45 (scales with level)]% of the target’s maximum Health as bonus true damage for that attack, receives a 20% [30/40/50% with ranks in R] bonus Movement Speed and restores 20 [+6 per level] Health. Fiora reveals a new weak spot whenever she attacks one, or when a moderate period of time passes without it being attacked.

 

Fiora-Passive-1-1024x640 

 

LUNGE Q

Lunge Final IconCost: 25/30/35/40/45 mana || Cooldown: 18/16/14/12/10 seconds || Range: 400

Fiora lunges in a target direction before striking a nearby enemy, dealing 65/75/85/95/105 [+0.55/0.7/0.85/1.0/1.15 bonus AD] physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots. Finally, 60% of Lunge’s cooldown is refreshed when the ability strikes an enemy.

 

Fiora-Q-1-1024x640 

 

RIPOSTE W

Riposte Final IconCost: 50 mana at all ranks || Cooldown: X seconds || Range: 750

Fiora enters a defensive stance, parrying all damage and hard crowd control abilities for a fraction of a second. After she’s done parrying, Fiora attacks in a target direction, dealing 90/130/170/210/250 [+0.6 AP] magic damage and slowing the movespeed and Attack  Speed of the first Champion she hits by 50% for 1.5 seconds. If she parries any hard crowd control abilities, Riposte stuns instead of slows.

 

Fiora W 1

 

BLADEWORK E

Bladework Final IconCost: 40/45/50/55/60 mana || Cooldown: 15/13/11/9/7 seconds || Range: 150 [melee]

Fiora gains 50% increased attack speed on her next two basic attacks. The first cannot crit but slows her target by 25/35/45/55/65% for 1 second, while the second is guaranteed to crit for 140/155/170/185/200% damage.

 

Fiora E 3 Fiora E 1

Fiora E 2

 

GRAND CHALLENGE R

Grand Challenge Final IconCost: 100 mana at all ranks || Cooldown: 110/90/70 seconds || Range: 500

Fiora targets an enemy champion, gaining speed and full knowledge of their vitals. Each time she destroys a weak spot, she deals damage equal to a maximum of 4 times the true damage from her passive [15% of Max HP]. If she’s able to destroy all four weak spots in 8 seconds, or if she destroys at least one before her target dies, Fiora creates a large and long-lasting zone under her enemy that heals Fiora and her allied champions for 80/110/140 [+0.6 AD] each second for 5 seconds.

 

Fiora R 1 Fiora R 2

Fiora R 3

 

ROYAL GUARD FIORA Banner

Royal Guard Fiora Model 1 Royal Guard Fiora Model 2

 

NIGHTRAVEN FIORA Banner

Nightraven Fiora Model 1 Nightraven Fiora Model 2

 

HEADMISTRESS FIORA Banner

Fiora Teacher Model 2 Fiora Teacher Model 1

 


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

 

Red Posts 02 06 Banner

 

Summary

On Twitter, Riot Velocity dropped some comments regarding Jayce’s update on the PBE. To reinvigorate the deceased hype around Fiora’s rework, Meddler confirmed she’s still being worked on. He also noted that the balance team are happy with mid Cho’Gath for now, but his ratios might be too high. Technical talk regarding the East Coast servers includes information about packet loss and projected ping improvements for East Coast players. Lastly, a fan artist feature of FF Sade.

 

Recent News

Knockout-Lee-Sin-Banner

Incarnation-Interview-Banner11

 

 

Jayce Single Banner


 

PBE changes to Jayce

[ Note ] You can view the entire changelog for Jayce on the PBE HERE.

 

 

 

 


Fiora Single Banner

 

What happened to Fioras rework Is she still being worked on

Scarizard Final PortraitStill happening! Not gonna go into specifics, but atm it’s still going on.

[ Link to Post ]

 

 



ChoGath Single Banner

 

Do you have any plans for ChoGath

Meddler Final PortraitNo immediate plans at least. We’re liking the way he provides an assassin resistant mid lane option right now, though it’s possible his AP ratios might be a bit high given the sort of builds he can pull off from mid lane.

[ Link to Post ]

 


 

East Coast Servers Single Banner


An East Coast network wont improve latency without central servers

Ahab Final PortraitExactly. The dedicated network will offer fewer hops and potential points of failure (e.g.: packet loss) – but the impact it will have on raw latency (the distance your data needs to travel) will be minimal. Which is why Phase 3 of the NA Server Roadmap is focused on a centralized server move.

[ Link to Post ]

 

 

What happens if this gizmo of yours fails

Ahab Final PortraitIt’s less of a single gizmo that can fail and more of a complex network of nodes and ISP agreements. With any complex system, there are bound to be hiccups or crossed wires. Players on WOW! Internet experienced something like that when we brought the peering agreement with WOW! online. Traffic was routed through a nasty bottleneck with created login queues and bad latency. Players informed both us and WOW! and we were able to team up to get the traffic correctly rerouted.

We’re constantly keeping an eye on the network, since so many factors shift and change month to month.

[ Link to Post ]

 

 

Instead of centralizing the servers why not have multiple servers

Ahab Final PortraitMultiple servers is feasible from a technical standpoint, but doing so would fragment a mature community of players that has been together for multiple years. I don’t have the exact impact in front of me, but considering the size of NA it’s almost certain matchmaking and queue times would be affected.

You’re correct that a centralized move would, by definition, increase the distance (therefore latency) between the West Coast and the new centralized location. But with Phase 2 of the roadmap in place (the dedicated network) – the optimized flow of data will mitigate the lion’s share of the impact a move like this would normally bring (less packet loss, more secure, stable connections). While raw ping numbers may rise on the west coast (it’d be hard for them to get lower!) – between the centralized location and the dedicated network, we’re aiming to get the majority of NA under 80ms with drastically reduced packet loss and connection jitter.

[ Link to Post ]

 

 

Im an East Coast player and Im experiencing a lot of packet loss

Ahab Final PortraitThe challenge is that there are practically limitless factors that can impact these kind of connection problems. For example: did you know when you play on WiFi, your packet loss percentage is likely to increase? To further complicated things, if you start receiving or sending text messages while on that network, you’re likely introducing more packet loss for every text message sent/received (since those functions often share similar bands with wifi).

We’re doing what we can from our end (from when your ISP hands off your data to our network to the servers and back) – but between the variances in home networks and ISPs, it’s tough to have an answer for everything (but we’ll keep trying!).

Can I ask which ISP you use and which part of the country you’re located? I can pass along the report to the team.

[ Link to Post ]

 

 

How much should East Coast players expect ping to drop

Ahab Final PortraitBetween the complexity of local ISP networks and local home networks, it’s hard to make promises of what everyone’s ping will be and live up to that (seriously people, stop playing on WiFi!). For example, some folks on the east coast (definitely not the majority) are already reporting lower ping numbers from the impact of the Phase 2 dedicated network.

But, I can say that we’re expecting a significant impact to raw latency on the east coast compared to the current landscape.

[ Link to Post ]

 

 

Fan Artist FF Single Banner

 

Fan Artist Feature - FF Sade

Hey Summoners! Up next we’re speaking with FF Sade, a talented community artist who’s been on the scene for a while now and well known for her awesome champion portraits. Follow her on Twitter and Facebook to see even more of her art!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

How did you get started creating League of Legends fan art?

After quitting competitive Smash Bros in 2011, I decided to try out League. This was the patch when Wukong came out, Pantheon’s ultimate was no longer global, and Corki’s Phosphorus Bomb no longer blinded. After all, my hometown friends were all playing it and it was surprisingly extremely popular within the Smash community.

By the time I hit level 30, I was addicted. I started doodling random champion faces including my favorite champion Rumble. I was pretty scared of posting to a huge place like Reddit and I was sure people would ready up the pitchforks. But the community welcomed it, gave worthwhile feedback, and maybe one person even used a picture as an avatar. At this point, I realized that this was something I’d continue doing.

sade_champs

What’s been your favorite piece to create, and why?

“Doom Bots of Doom” was insanely fun to create, since the entire concept was absurd. The idea was a Team Rocket and Super Sentai-esque squad of villains led by their bloodthirsty commander, Annie Bot. It was also a crazy adventure. During the early stages of the project, the house cat named Fiend (name is relevant) shut off my computer before I saved, and later a power outage completely corrupted my file. Though these were huge setbacks, I felt like each redraw improved the quality from the original version. It was a great learning experience, and I’d love to do something like that again. #worth

Do you have a dream project you’d like to work on?

Eventually, I’d like to try creating a comic. It’s incredibly time consuming and I respect people like Kirrys (Leona/Diana and Jayce/Viktor comics) a ton for their unrelenting dedication. The lore of League is vast, so skipping out on a mini-comic would be nothing short of a missed opportunity. It’d be a huge boss battle, but I’d want to do my best in trying to create something the community would like to read.

Who’s your inspiration? Do you have any favorite League fan artists?

There are too many inspirations to name! To name a few: Sky Williams, who has come so far since his Smash Bros days. My English teacher, who in a letter of recommendation questioned why I didn’t pursue art at the time. Neil Gaiman, whose “Make Good Art” speech I listen to on a monthly basis. And my father, who being a national champion at martial arts and an excellent physician, still had faith in me and my ridiculous endeavors.

Art inspirations include (but are not limited to): PK/Zeronis, IronStylus, Hayao Miyazaki, Satoshi Kon, and a fictional character named Eiji Nizuma. In terms of League fan artists, I was first introduced to Rin the Yordle ’s and Artsed ’s works when I started posting art. Their stuff was amazing and I can’t express how much I fangirled. Since then they’ve improved exponentially, and they step up their game every time they post. Uguubear , Kalcedonyx ,QQChrystal, and OhNips I met later, but I have to mention them because they’ve helped me by being an inspiration and putting up with my dumb art questions. They’re all super driven to succeed. We’re all locked into this endless goal of self-improvement, and seeing others alongside me is really motivating.

Is there anything else you’d like to share with the community?

It’s almost unbelievable how impactful League and its players are. It’s thanks to support from you – the League community – that I was able to receive so many opportunities: meeting incredible people like the artists I wrote about, developing my art, and helping me shape who I am now. Art has always been my passion, but for the longest time, I was just that person who was afraid of showing it. At one point in time, it was nothing more than chicken scratch that I doodled on the back of my homework (which I’d get in trouble for). And it all started changing after a few comments from the League community. The least I can do is to continue to make works that you’ll (hopefully) enjoy. So if you like drawing, don’t be afraid to share with the rest of us! It’s never too late. And to everyone else… keep being awesome, and thanks for sticking with me on this crazy journey!

 
 
 

You can also catch FF Sade in the /All Chat – LCS Party episode where she makes a quick guest appearance!

 

 

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

 

 

Reworks Urf and Dragons Banner

 

 Season 5 is fast approaching and we’ve been given some clues as to what we can expect. I’ve organized the major events in this article; note that while these are all confirmed, there’s no timeframe, so they might not happen in 2015.

 

 

Poppy Rework Banner

 

  Poppy is first on the gameplay update list and likely the high priority for the rework team right now. Morello has personally stated that Poppy is in a dire spot and needs a complete overhaul, one that would keep her theme of a hammer-wielding Yordle.

 Poppy is an example of Riot’s old design philosophies; making Champions that fit one purpose on the map and have clearly defined weaknesses. That was the intent. However, Poppy isn’t exactly handing out counterplay tips. Her main cons – an abysmally small mana pool and lack of wave-clear – don’t give enemies an opportunity to abuse; they just keep Poppy toned down so she doesn’t dominate. She’s more of an obstacle to play around rather than a Champion with interactive mechanics.

 The main offenders are her passive and ultimate. Blocking chunks of damage innately and constantly is just raw statistical power. The enemy gets hardly any feedback, visual or number-wise, when spells hit Poppy for halved damage. It’s not really a passive you can play around in a teamfight or even in lane, unless you’ve true damage or low-cooldown spells. Worse, still, this passive defines Poppy as a bruiser, meaning her appeal lies in bad design. Not the easiest Champion to rework.

Poppy Concept

 Diplomatic Immunity reminds me a bit of Magic The Gathering’s Black Lotus, in that almost every Champion can replace their ultimate with Poppy’s. It’s the best carry spell by miles, because it eliminates the threats that prevent a carry from carrying. In a game that’s focused around teamplay and Champion interactions, Poppy’s ultimate is deliberately made for zero interaction. And it’s another defining strength of Poppy’s; Diplomatic Immunity has existed for so long only because Poppy isn’t popular enough for it to be a considerable problem.

 At her core, Poppy is a fearless front-liner who smashes targets with a big hammer. That’s a cool concept, but it can definitely use less ridiculous mechanics to function. I’ll aim to cover her in a future Rework Forge article with ideas that might preserve her theme.

 

 

Ultimate Skin Banner 2

 

 2014 passed without an ultimate skin and I think it was a good decision. Why? Two things were clear; one, DJ Sona was meant to be the year’s ultimate skin and two, the community’s feedback on the concept was mostly negative. Riot could had gone forward and made the skin in 2014 and it would likely had sold very well, but they listened to what players thought.

 With DJ Sona possibly being remade into a legendary skin, we don’t yet know who will get the ultimate skin. Rioters have teased info before, like that the chosen Champion has few skins and some have narrowed down choices to Lux or Xerath.  Regardless, we won’t know for sure until the skin is patched onto the PBE. Maybe we’ll get Dragonmaster Swain after all.

 

 

Tristana Update Banner

 

Tristana is one of 16 Champions who were released during League’s Alpha in 2009. Her visuals are as outdated as they can be, so her being on the update list is great news.

Tristana RenderTristana’s kit may be 5-years-old, but it still holds up quite well in the meta, as we saw this year when itemization favored hyper-carries. Still, there are aging mechanics littered throughout. The obvious one is that Explosive Shot [ E ] is not a toggled spell. Since it can’t be disabled, it forces Tristana players to manage their last hits so one kill doesn’t ruin another. It also means a Trist player who has a point in E can’t freeze lanes. It’s certainly unique; no other Champion forces a player to think about last hitting ahead-of-time like that.

But this added difficulty isn’t essential for Tristana’s kit. It’s just there because you can’t have both a toggle and an active bound to a single key. It’s restricting game design, something Riot have gone past in recent years. If Tristana were released today, her E would, for example, make every X shot explode for bonus damage. It would certainly be streamlined to where players aren’t stuck with a passive they might not want.

There are technical issues to Tristana that the gameplay update will likely address. Her Rocket Jump is only visually a jump; it behaves like a dash, meaning it won’t go over Caitlyn’s traps, a Blitzcrank hook, a Bear Stance Udyr or any triggered stun. Speaking of stuns, those only affect Tristana after she’s landed, so if you Bandage Toss her as Amumu, you’ll stop at the point where you’ve landed the stun and not where Tristana will land at. Mechanically, the spell is inconsistent and just confusing for players who assume Rocket Jump interacts in certain ways, but it doesn’t.

Lastly, AP Trist. Although it’s most often a build for pub games, it will likely be gutted with the update. Riot have been adamant about multiple builds and Champions who are played in “unintended” ways usually get the short end of the stick when the patch hits. An AP build makes Tristana’s playstyle completely opposite to that of AD Trist which, in itself, is worth keeping.  But, given Riot’s history with alternative builds (Tryndamere, Rengar, Alistar, Lulu, Soraka, Katarina, and, most recently, AP Rek’Sai) they likely won’t be balancing Tristana for both options.

 

 

Urf Mode Banner

 

 U.R.F was a massive hit with the playerbase in April of 2014. It was the most popular featured mode and the most requested one. Its roots are in DotA’s WTF mode and it’s great fun, but was taken away just a short month after its release.

 To say U.R.F was imbalanced would be an understatement. For example, Sona had a 77% winrate on U.R.F. Alistar could play tennis with your mangled corpse, Yorick was a god, most AD bruisers who are otherwise gated by CDs were ridiculous and you could watch the entire Lord of the Rings trilogy while being chain-snared by Morgana.

 Looking back at it, we all agree U.R.F was great, but we can’t deny it was a love-hate relationship. Balance is part of the equation when playing a competitive game for fun and players naturally tunnel on what’ll let them win easier, since winning is fun for most.  Featured modes are imbalanced, which is why they’re rotated out. If we want U.R.F to stay, we should view it in long terms; unfair picks would burn us out on an otherwise great addition to League.

 When Riot pulled the plug on U.R.F, they did so to fix the issues the mode had. We’ll most likely see it return in 2015, if not as a permanent mode, then at least as a better, more refined version of the old crowd favorite.

 

 

New Tribunal Banner

 

It’s been 8 months since the Tribunal was brought down for an overhaul. In that time, we got Chat Restrictions, bans from Ranked, 2-week bans and bans for intentional feeding to handle the toxicity (of our city). Though reports are still handled by real people, the lack of players reviewing cases has slowed down punishment to a crawl. You could be a dick to someone and not learn of said dick behavior until a few weeks later.

justicereview

 

 The Tribunal will, above all, distribute punishments and rewards faster. It will only take a few days following a closed case for action to be taken. To contrast, punishments at the moment are handed out in “waves”, meaning negative players are clumped together and restricted at the same time. The “pardon period” will also be made a lot shorter – a punished player will only get one warning and two chances before they lose their account.

 The new Tribunal will also be reviewing positive players for rewards in addition to its older features. This change may give players a tangible reason to act decent and that puts a welcome spin on how community behavior is handled. Every year the best Tribunal contributors will receive in-game rewards for their work.

 

 This mix of punishments and rewards will, hopefully, cover all types of players. Those who want skins may, for example, receive an exclusive skin for positive behavior. Respectively, negative players may be denied the Season’s Victorious skin. Players who value in-game status may earn or lose loading screen borders, etc.  To sum up, neutral and positive players will have in-game goals to strive for and remain neutral or positive and negative players will have punishments to keep them in line.

 Justice Reviews will be easier to manage. These are, in essence, “scoreboards” for Tribunal users to track their contribution to solving cases. They’re a good incentive for the “jury” to remain active, so making them more accessible means more people will stick around to keep the Tribunal functional.

 What’s missing from the list of features is, still, pre- and post-game chat logs. I personally think most toxicity takes place in Champion Select and if that area of player communication isn’t monitored, then the Tribunal loses a lot of its evidence for a case. I hope Tribunal users will be given access to these.

 The new Tribunal is taking similar time to develop as an average game by EA. And, while relying on slow systems for months-on-end is a tad aggravating, we’ll be getting mostly every feature requested. Let’s hope we can instantly ban people whose chat logs include “X or feed”.

 

 

Fiora Rework Banner

 

Fiora’s rework was an update teased too early, akin to Yorick’s rework. We know she’ll be getting a complete overhaul, but she isn’t a priority for the moment so shooting for 2015 is perhaps wishful thinking.

It’s evident why Fiora needs changes; a condensed explanation would be that she’s meant to be a Melee DPS, when she’s really a glorified assassin. Outplaying Fiora is rarely an option, since she’s effectively a lump of stats and targeted dashes. Similarly, she can’t outplay enemies herself. Put the two together and you get a one-trick pony whose success depends mostly on the match-up and rarely on mechanics or strategy.

Personally, I don’t think Fiora is a balance issue, but I consider her a failed concept. She’s the Grand Duelist, but only on paper. A duelist would time her attacks and wait for a crack in the enemy’s guard, but Fiora mostly relies on her three steroids to win fights. Her rapier could be Xin Zhao’s spear and little would change.

FioraUltSample (1)

Game Designer Guinsoo has shared ideas for Fiora in the past and they’re in a similar ballpark – more mobility and opportunity to outplay, at the cost of burst damage. Her role would change from a top laner to a mid laner or a jungler; the latter is interesting, since Melee ADCs have never really been competitive junglers.

 The rework team seems to be leaning towards excessive mobility to make Fiora viable. Given the over-abundance of mobility that’s currently in the game, it may be the only solution to make a Melee ADC competitive. But will that mobility take from the Champion’s power budget or will it just be tacked on?

 The main problem with Fiora will be the problem of Melee ADs in League. The archetype is usually too risky to warrant picking over Ranged ADs and bruisers. It makes Fiora’s rework that much more important for the game, since it can be an example of how melee carries should be designed in the future.

 

 

Warwick Rework banner


Warwick’s rework was teased several months ago on Reddit by Champion designer ZenonTheStoic. We already saw a preview of how unfun Warwick can be if left to his own devices in Patch 4.20. He’s a simple character with simple counterplay and that’s good to have for new players, but it’s hard to make the formula competitive and fair. The suggested rework has a lot of skillshots and requires proper positioning, which would make Warwick much easier to balance, since enemies can interact with him beyond buying QSS.

 

Eternal_ThirstEternal Thirst [ Passive ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

 

Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

 

Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

 

Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

 

Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

 

 There’s no set date for when we’ll see Warwick’s rework and no evidence that the suggested rework is anything but an experiment. He isn’t on the gameplay update list (yet), but he’s being worked on and we’ll likely see him revamped this year.

 An interesting observation is that Warwick hasn’t received a texture rebalance. Given that his model and animations are outdated, it suggests a visual update is on its way to complement his gameplay rework. And it may happen way sooner than we expect.

 

 

Ao Shin Banner

 

Ao Shin was a hot topic in 2013 when he was teased, but since then there hasn’t been news on the Champion. The gist of the design is an Eastern-themed storm dragon that can both support allies and be a teamfight threat. He’s meant to fill concepts that aren’t already occupied by Shyvana (half-dragon) and Janna (storm sorceress). Being an interpretation of a Chinese dragon, he won’t be breathing fire; his powers will be based around controlling elements.

Ao-Shin-Sketches

From the teaser:

 “Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.”

 Gameplay-wise, the direction seems to be a hybrid between a support character and an AoE mage. This may mean Ao Shin will have dual-effect spells that change depending on who they target, like Lulu. Also, given that most new Champions don’t use mana, he might have a completely new resource to fuel his hybrid kit.

 The teaser mentions that Ao Shin will come when Ionia is faced with its biggest crisis, so his release will likely be tied to a major lore event. Again, we may not see him this year, but if we do, we’ll get plenty of forewarning. For now, we’ve Champion Designer Meddler‘s explanation why we won’t be seeing Ao Shin for a while:

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick.

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Replays & East Coast Servers

Both will be available as DLC for Half Life 3.

 

 

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

 

 

pbe skt t1 zed banner

 

PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL

 

 

PBE April 7

 

Previous PBE Changes from Patch 4.6 Cycle:

 

SKT T1 Zed Shadow Changes

 

 

 

 New Potrait Rengar 

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)

 

 

Rumble New Portrait

 

 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)

 

Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)

 

Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)

 

 

 

Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)

 

 

Trinkets

 

Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1

 

 

Void Fizz in Store Banner

Link to official announcement.

 

A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.

 

 

Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).

 

Void Fizz Skin Preview

 

 

 

Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.

 

 

Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?

 

Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

 

 

Will you make Fiora’s passive more engaging?

 

GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.

 

 

Can we get a release schedule for this rework?

 

GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soonâ„¢” or “not soonâ„¢”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.

 

 

Is reworking older Champions harder than making new ones?

 

GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.

 

 

Is the new Blade Waltz meant to complement her other abilities?

 

GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

 

 

Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult

 

GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

 

 

 

 

Won’t making Fiora mobile during Riposte overload her new kit?

 

GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.

 

 

Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?

 

GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.

 

But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).

 

 

Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?

 

GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.

 

 

Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?

 

 

Can we get a time table on his release?

 

Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.

 

 

Will you guys do a Dev Journal on Ao Shin’s development?

 

Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?

 

 

 

Off-topic: Are you working on a new Champion?

 

Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.

 

 

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A Look at Lissandra’s Passive

 

Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.

 

Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.

 

 

Can Miss Fortune get a W stack indicator?

 

ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.

 

 

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