Archive

Posts Tagged ‘galio’

 

Balance

  • Champion Changes
  • Mastery Changes

Miscellaneous

  • Global Splash Update
  • Update to Armor of the Fifth Age Taric

 

[ 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.



Champion Changes

 

Galio Final Portrait


Buff BoxRighteous_GustRighteous Gust [ E ]

  • Movement Speed boost changed from 20/28/36/44/52% to 30/35/40/45/50%;
  • Mana Cost decreased from 70/75/80/85/90 to 60/65/70/75/80.

 


Kogmaw Final Portrait

 

Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Armor / Magic Resist reduction increased from 12/16/20/24/28% to 20/22/24/26/28%.

 

 

Nerf BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Base on-hit magic damage decreased from 10/15/20/25/30 to 4/8/12/16/20.

 



Olaf Final Portrait

 

Buff BoxVicious_StrikesVicious Strikes [ W ]

  • Lifesteal bonus increased from 9/12/15/18/21% to 13/15/17/19/21%.

 

 

Buff BoxRagnarokRagnarok [ R ]

  • Bonus Armor and Magic resist increased from 10/20/30 to 20/30/40.

 



MASTERY CHANGES Banner

 

Nerf BoxGrasp of the Undying Final IconGrasp of the Undying [ Tier 6 Resolve Keystone ]

  • Will now only trigger after being in combat with enemy Champions every 4 seconds, not just combat in general.



Change BoxSecret Stash Final IconSecret Stash [ Tier 2 Cunning ]

  • Instant HP restore changed from 20 Health / 10 Mana to 15 Health / 15 Mana.

 

 

 

GLOBAL SPLASH UPDATE Banner

9 “new” splash arts have been patched on the PBE to replace current art:

 

Annie

Annie_Splash_1 Annie_Splash_5

 

Garen

Garen_Splash_3

 

Lee Sin

LeeSin_Splash_3

 

Riven

Riven_Splash_2

 

Ryze

Ryze_Splash_6

 

Teemo

Teemo_Splash_5

 

Xin Zhao

XinZhao_Splash_0 XinZhao_Splash_4

 

Lastly, Armor of the Fifth Age Taric has received an update to his clothing to match his splash art:

Armor of Fifth Age Taric Update 1

 


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

 

Red Posts 19 01 Banner

 

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How far off are Shacos and Evelynns visual updates

Evelynn Single Banner

Meddler Final PortraitWe did do some exploration into a possible Shaco direction a year or two ago. That was a gameplay only update that didn’t hit the mark at the time however, so got put on hold (it was some opportunistic work to see what was possible in some free time, rather than a prioritized project). Evelynn we haven’t looked into a major gameplay update for since her rework years ago. I do think we’ll need to take a look at how stealth/stealth detection works again sometime in general though (possibly as part of an assassin class update at some point).

As far as VUs go I’d expect both to be pretty sizeable projects given the age of their current models/anims/VFX etc. Taric’s our current priority, and Yorick’s the likely full relaunch after that. After that it gets less certain. There’s some argument for Shaco or Eve certainly, some other champs we’d really like to tackle too though (Urgot and Warwick for example).

[ Link to Post ]

 

 

What happened to Galios update

Galio Single Banner

Meddler Final PortraitWe pulled those changes because they weren’t hitting the mark, in terms of solving issues on Galio or making him more satisfying to play. For one thing there’s not really any available power budget for an alternative passive. Galio’s not popular at present, but he’s pretty effective in the average game, so we don’t have space to add power to him without pulling it elsewhere.

[ Link to Post ]

 

 

Why doesnt Galios shield heal the ally its cast on

Meddler Final PortraitI’m not 100% certain as to the original intent, Galio was designed before my time at Riot. I’d be fairly sure the goal was to keep Galio further forward in fights by locking the healing to him, rather than having him potentially lower on health himself and therefore hanging back poking and buffing allies.

[ Link to Post ]

 

 

Will Galio be a part of the immobile mage rework this year

Meddler Final PortraitWe’ll be looking at more standard mages for the mage update mid year, rather than hybrids like Galio (mage/tank).

[ Link to Post ]

 

 

 

Would you consider Vladimir and Swain the Juggernauts of the Mage class

Swain Banner Single

Meddler Final PortraitVlad/Swain lack the range, and in some cases the mobility, of other mages certainly, and get extended damage patterns and health sustain in exchange. That’s fairly similar to the trade offs a lot of juggernauts make, so yes, if that’s what you mean I’d agree with you.

[ Link to Post ]

 

 

Rework Cassiopeia entirely but keep the debilitation theme in her kit

Cassiopeia Single Banner

Repertoir New PortraitWhat does “debilitation” mean to you? I see suggestions like this come up from Cass players pretty often, but it’s usually not followed by much more than wanting DoTs to be emphasized on the kit, and Twin Fang to be de-emphasized. Do keep in mind I’m not saying this is incorrect. However, I do hope that if we were to do poisons or “debilitation” better, it would manifest in a way that wasn’t just stronger DoTs. Unique debuffs? Time delayed afflictions? More CC? Is it simply that you want your Q to be stronger in lane?

Please do keep it civil from this point forward. I’m interested in what’s going on here, minus a lot of the aggressive nature (though I understand it to a degree, to be fair).

[ Link to Post ]

 

 

Were just asking for a few Cassiopeia tweaks before her next rework

Repertoir New PortraitIt’s not exactly what you’re asking for, but I put in some changes to Cass this last week that should make her no longer cancel her Movement or Attack orders when casting Twin Fang. It’s not something that could ever be data-mined, so it may not appear on PBE, but it should be there. Assuming it gets through QA bug-free, it should be there for 6.2. For those unfamiliar, this treatment was also given to Ryze a few patches after his release, and it seemed to make his play a bit smoother.

[ Link to Post ]

 

 

Can we have the QoL lifebar change where the entire DoT is shown

Repertoir New PortraitThat sounds like something that new tech would need to be created for, so it doesn’t seem like a quick easy thing at the moment, unless there’s an internal workaround that could do it that I’m spacing on.

[ Link to Post ]

 

 

 

Can we see some of Cassiopeias past mana cost and sustain nerfs reverted

Repertoir New PortraitI’m not really one to field buff requests, sorry. If there was something about her gameplay that mechanically wasn’t functioning, I may be in line to help in the immediate, but despite her low win rate in solo queue, the fact that Cass saw pro play as recently as this week does suggest she’s not incredibly far off from a pure power level perspective.

[ Link to Post ]

 

Follow Up Banner

Repertoir New PortraitBalance and health aren’t really the same thing. Champions can be balanced without being healthy, and they can be healthy without being balanced.

[ Link to Post ]

 

 

 

Why dont you nerf the Champions who see pro play constantly

Repertoir New PortraitBecause we don’t take such a binary approach to the matter.

Regardless, it would be great if this conversation could move back toward directional changes for Cassiopeia, and away from game balance. I came into this thread with the objective of learning what kinds of directional changes players are interested in for Cass.

[ Link to Post ]

 

 

Shouldnt the majority who dont compete on a pro level be your target audienc

Repertoir New PortraitHonestly, it feels like a bit of both to me, where the allowable power level of a champion is something like the maximum of their power level in Solo Queue and their power level in competitive play. When the discrepancy between those is too great, we run into issues, issues that are a frequently a reason for doing Champion Updates. Ryze has some of this going on at the moment, where hisallowable power is regulated by the fact that he’s a competitive power pick despite being sub par for most players.

[ Link to Post ]

 

 

Have you considered making a champion that actually BREAKS terrain

Meddler Final PortraitWe’ve talked about terrain destruction abilities a fair bit and do think there’s some pretty cool gameplay opportunities in them. Making such abilities look good enough’s the biggest challenge remaining at this point (still some technical and design issues to solve, but of a smaller scale). Given the way our maps are made there’d be a lot of work on the art side needed to support such abilities. I’m hopeful we’ll get there at some point, definitely won’t be in the short term though.

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitIt’s not so much the programming side, as it is making the destroyed terrain look good (rubble of broken walls, destoyed trees, appropriate ragged edges for still standing terrain etc).

[ Link to Post ]

 

 

 

How about terrain passing Have you considered making a flying Champion

Meddler Final PortraitSome form of ongoing flight on a champion at some point’s pretty likely, and mainly a question of finding the right gameplay fit, rather than technical limitations. Would be a really different ability though to terrain destruction of course (changing one characters options a lot versus changing both teams’ options a lot).

[ Link to Post ]

 

 

When will the Team FIRE Diana skin be released

Diana Single Banner

Vonderhamz Final PortraitThere’s lots of work to do on her right now, since she just recently got picked from all stars, but I assure you she will be coming out – we’ve just got to make it super awesome first. I’ve always wanted to make sounds on a skin for her. Sorry on the lack of specific dates, but you’ll hear more as it’s getting developed!

Is there anything you think would be awesome for this aesthetic?

[ Link to Post ]

 

 

With the addition of Dynamic Queue why is there still no voice chat in LoL

[ Note ] Today (Jan. 19th), Riot will issue a statement whether the new Champion Select will be used for Ranked queue this season. Stay tuned!

Lyte Final PortraitTo be clear, I think you’re making a few assumptions. It’s pretty universally agreed among industry experts that voice chat introduces some amount of toxicity into an ecosystem or game; however, that doesn’t mean we are opposed to it.

We definitely understand the importance of communication in a competitive team-based game, and every time we talk about voice chat, we mention that we’re open to it, we’d just want to change some of the basic designs of voice chat to mitigate some of the known issues.

[ Link to Post ]

 

 

Whats the device on Jhins shoulder supposed to be

Jhin Single Banner

Kindlejack Final PortraitThe Bravo Ray designed the appearance of Jhin (concept artist =/= gameplay designer) and was excited about the idea of a ‘mystery box’. You see this creepy thin guy who is asymmetrical because of a huge shape on his shoulder, you have no idea what it is… until the final act.

What it is is four huge magically infused artillery shells racked up on a hextech accelerator built right into his mechanical shoulder (he’s sacrificed much for his art). When attached to Whisper (and the extended barrel for accuracy) it forms the final piece in the biggest, most powerful gun Runeterra may have ever seen! Kinda reminds me of Shen in Kung Fu Panda 2.

[ Link to Post ]

 

 

How does Ekkos time rewind work in terms of his backstory

Ekko Single banner

FauxSchizzle Final Portrait

A big key thing to understand about Ekko is that his Z-Drive doesn’t always work the way he wants it to, mostly owing to the fact that it’s homemade hex-tech that runs on the exotic properties of a shattered crystal.

In terms of Parallel Convergence, (story wise) is what happens when you wrinkle time too much — sometimes it tears and your parallel self lends a hand to seal the breach. I mean, he’s the boy who shattered time. That can have some unintended consequences.

With Phase Dive, Ekko basically blinks out of the timeline, returning at opportune moments.

As you can tell, he’s probably made (and broken) a few Z-Drives.

The Timewinder feeds off his Z-Drive. However, he initially designed it to have an entirely different function — probably a smoke or flash bomb — but… it didn’t quite work as intended. In fact, Ekko’s sort of unsure about how it works, but it works reliably enough (and with no lingering effects) for him to be cool with chucking it around all willy-nilly.

Thanks for making me think about this stuff. One of my 2016 goals is to write Ekko a long bio, and you’re inspiring me to put it before my other work that has deadlines (because I am a triple-A rated procrastinator — heck I’m supposed to be making my wife bolognese for dinner at the moment).

[ Link to Post ]

 

 

Can we have more information about the Hexatech villain from Ekkos trailer

resize resize

WAAARGHbobo: If i remmember correctly, he’s an enforcer for one of the piltover owned companies in Zaun. Never had a real name, was called hexa-thug or something in script.
I think a sion skin for him would be dope. Giant arm acts as (and maybe even transforms into) the axe. Prob couldnt be a champ though as he occupys a space already covered by urgot and sion.

[ Link to Post ]

 

Lastly, and as usual, fan art!

Acknowledgement (Nidalle and Rengar) by Arcanedist:

93KtBgV

 

Azir by Skence:

28_azir_by_skence-d9odrok (1)

 

Chosen Syndra by mickking:

chosen_syndra_by_mickking-d9oayvl (1)

 

Jhin the Virtuoso by Aths-Art:

jihn_the_virtuoso_by_aths_art-d9obpt6

 


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

 

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DATA AND CHAMPION BALANCE PART 1 Banner

 

 

Does Kindreds delay mean the next champion will also be delayed

Kindred Minibanner

Meddler Final PortraitI don’t believe Kindred being delayed will affect the timing on the next champion, that’ll be determined by when that champion’s ready and what other stuff’s ready for release around the same time.

[ Link to Post ]

 

 

What was the bug that made you delay Kindreds release

Meddler Final PortraitAn issue where it was possible for Wolf to despawn after E casts until you died and respawned.

[ Link to Post ]

 

 

 

Whats the visual difference between Victorious Sivir and Warden Sivir

Victorious Sivir Minibanner

KateyKhaos Final PortraitWhen creating the skin, we went in creating Victorious Sivir knowing that Warden Sivir was already part of Sivir’s skin catalog. That said, we did take precautions to ensure the Victorious skin wasn’t a replica of the Warden skin.

Unfortunately, I can’t share too many details about what Victorious Sivir looks like, but she’ll be making her way to PBE before she hits live, and I’d be happy to hear your feedback then!

[ Link to Post ]

 

 

Why does EU get to watch Worlds in the afternoon but for NA its at 57am

Worlds Minibanner

Meddler Final PortraitWorlds is in Europe, so Worlds takes place at times that are appropriate for the people and venues in Europe. Same approach as when Worlds was previously hosted in Korea and North America.

[ Link to Post ]

 

 

Follow Up Banner

Why do Worlds broadcasts start earlier and earlier each week

Meddler Final PortraitNot 100% certain sorry, I’m not involved myself in any of the Esports organizational work. I’d imagine it is to leave sufficient time for tiebreakers at least in part though, unlikely though it be when there’s the possibility you need to fit a few extra games into the day you need to account for that.

[ Link to Post ]

 

 

Will Shyvana receive a Juggernaut type rework

Shyvana Minibanner

Meddler Final PortraitWe were previously looking to do work on both Shyvana and Olaf in the preseason. We came to the conclusion both were in fairly reasonable spots though and that we’d be better off putting that time into other champions instead, at least for now.

[ Link to Post ]



What are your thoughts on Veigar in professional play

Veigar Minibanner

Meddler Final PortraitDoesn’t seem excessively strong in pro play, is looking like he might be too strong in regular play though. Suspect we’ll have to nerf him at some point soonish as a result if that trend continues, though we don’t have plans lined up just yet at least.

[ Link to Post ]




Can you give us any details on Shacos rework

Shaco Minibanner

Meddler Final PortraitWe don’t have a Shaco rework in progress at the moment, or one scheduled. We did have some opportunistic, experimental work being done a couple of years ago, that didn’t hit the mark however so it got shelved.

As far as your suggestions below go adding a visible timer for Shaco to the clone seems like a good and easy to implement idea, I’ll pass that one on tomorrow, see if there’s anything stopping us throwing it into an upcoming patch. Changes to things like spell effect application, fear behavior, monster blind etc by contrast are still reasonable suggestions, but things that would need to be part of a larger piece of work which at least at the moment we’re not in a position to prioritize (primary focus right now’s on preseason stuff). Also some game health issues with Shaco we’d need to work on, or conclude were acceptable costs, before we’d be happy adding any power to him.

[ Link to Post ]



Will it be possible to have Shacos clone copy the visuals of buffs he has

Meddler Final PortraitHmm, there are some technical issues that make duplicating all the buffs and debuffs from Shaco on the clone tricky. Special casing the appearance of red, blue and baron buff’s should be pretty straightforward though. I’ll look into that, and see what’s up with the Hallucination buff if that’s showing up (can’t see a reason it should). Facing giving away which is which is also something it should be possible to at least improve too.

[ Link to Post ]



Will Galio be getting any changes soon

Galio Minibanner

Meddler Final PortraitNothing planned, far as I know we haven’t seen anything to indicate he’s out of line at present either.

[ Link to Post ]




Can we get some more info about the Preseason Marksman updates

Quinn Minibanner

Meddler Final PortraitMarksmen changes (both kits and items) will be coming in the preseason (at least a couple of patches after 5.20). We’re not quite ready to talk about all the details of that yet, still sorting out exactly what will and won’t be included. At a guess we should be ready to share details just after Worlds finishes, possibly slightly before.

[ Link to Post ]



If something isnt ready in time for Preseason will it be patched during the next season

Meddler Final PortraitSome things will ship in the preseason. Some things will prove to be good ideas that need more time, so they’ll get delayed. Some things won’t work out as hoped and will get scrapped.

[ Link to Post ]

 

 

 

Will any of the Marksmen receive a visual update

Meddler Final PortraitThis will be gameplay driven updates. There’ll be a few visual modifications to support kit changes, but nothing that qualifies as a visual upgrade. Think the same sort of levels of art adjustments as the juggernaut changes in 5.16.

[ 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 Roundup Patch 5 12 Banner

Patch 5.12 will hit live in the early hours of June 24th, assuming there are no delays. Here are its contents:

 

Store Content

Visual

Balance

 

Here’s what you can expect to be in the NEXT PBE cycle for Patch 5.13:

  • New ChampionRiver King
  • Update to Pathfinding to fix unintentional minion block
  • Changes to core AP items, detailed HERE
  • [ UNCONFIRMED ] Gangplank’s rework, as recently teased on the PBE by 3 blank items
  • Bug fix for Syndra’s E + Q Combo occasionally not stunning enemies
  • HUD Update – preview HERE
  • Abyssal Scepter rework – currently not being worked on
  • Mandrake Ward - preview HERE, also in development hiatus

 

 

Pool Party Draven

Pool Party Draven will be available for 975 RP.

 

Lulu_Splash_5

DravenLoadScreen_4

Pool Party Draven Model 1

Pool Party Draven Model 2

Pool Party Draven Recall

For his recall, Pool Party Draven sunbathes (minus the sun).

 

Pool Party Draven Q 1

Pool Party Draven Q 2

Spinning Axe [ Q ]

 

Pool Party Draven W

Blood Rush [ W ]

 

Pool Party Draven E

Stand Aside [ E ]

 

Pool party Draven R

Whirling Death [ R ]

 

 

Pool Party Dr Mundo

Pool Party Dr. Mundo will be available for 975 RP. He’s also part of the Pool Party community event and will be handed out to free (along with Mundo) to players if the Tier 6 (55 million points) reward stage is reached.

 

DrMundoLoadScreen_8

Pool Party Mundo Model 1

Pool Party Mundo Model 2

Pool Party Mundo Recall

For his recall, Mundo starts playing his banjo and then he smashes it on the ground.

 

Pool Party Mundo Q 1

Infected Cleaver [ Q ]

 

Pool party Mundo New W

Burning Agony [ W ]

 

Pool Party Mundo E

Masochism [ E ]

 

Pool Party Mundo R

Sadism [ R ]

 

 

Pool Party Lulu

Pool Party Lulu will be available for 975 RP.

 

LuluLoadScreen_5

Pool Party Lulu Model 1

Pool Party Lulu Model 2

Pool Party Lulu Model 3

Pool Party Lulu Recall

For her recall, Pool Party Lulu hides under her octopus costume and looks for her staff.

 

Pool Party Lulu Basic Attack

Basic attack

 

Pool Party Lulu Q 1

Glitterlance [ Q ]

 

Pool Party Lulu W 1

Pool Party Lulu W 2

Pool Party Lulu W 4

Whimsy [ W ] (Cast on Enemy)

 

Pool Party Lulu W 5

Pool Party Lulu W 6

Whimsy [ W ] (Cast on Ally)

 

Pool Party Lulu W 3

Help, Pix! [ E ] (Cast on Enemy)

 

Pool Party Lulu E 1

Help, Pix! [ E ] (Cast on Ally)

 

Pool Party Lulu R 1

Pool Party Lulu R 2

Wild Growth [ R ]

 

 

Pool Party RekSai

Pool Party Rek’Sai will be available for 1350 RP.

 

RekSaiLoadScreen_2

Pool Party Reksai Model 3

Pool Party Reksai Model 4

Pool Party Reksai Recall

For her recall, Pool Party Rek’Sai circles around a frog on a leaf before devouring it.

 

Pool Party Reksai Q Unburrowed 1

Pool Party Reksai Unburrowed Q 2

Queen’s Wrath [ Unburrowed Q ]

 

Pool Party Reksai Q Burrowed 1

Pool Party Reksai Q Burrowed 2

Pool Party Reksai Q Burrowed 3

Prey Seeker [ Burrowed Q ]

 

Pool Party Reksai W Burrowed 1

Pool Party Reksai Unburrow

Burrow / Unburrow [ W ]

 

Pool Party Reksai E Unburrowed 1

Furious Bite [ Unburrowed E ]

 

Pool Party Reksai E Closed

Pool Party Reksai E Reworked 2

Pool Party Reksai Reworked E 1

Tunnel [ Burrowed E ]

 

Pool Party Reksai R 1

Pool Party Reksai R 2

Void Rush [ R ]

 

 

Pool Party Zac

Pool Party Zac will be available for 1350 RP.

 

ZacLoadScreen_2

Pool Party Zac Model 1

Pool Party Zac Model 2

Pool Party Zac Model 3

Pool Party Zac Recall

For his recall, Pool Party Zac leaps into the air and lands in a pool with a rubber Urf.

 

Pool Party Zac Passive 1

Pool Party Zac Passive 2

Cell Division [ Passive ]

 

Pool Party Zac Q 1

Stretching Strike [ Q ]

 

Pool Party Zac W 1

Unstable Matter [ W ]

 

Pool Party Zac E 2

Pool Party Zac E 3

Pool Party Zac E 1

 Elastic Slingshot [ E ]

 

Pool Party Zac R 1 Pool Party Zac R 2 Pool Party Zac R 3

Let’s Bounce! [ R ]

 

 

 

New Chroma Packs

The following champions (and skins) have received recolors:

 

Caitlyn Rebel Chroma Pack

Caitlyn_9 Caitlyn_8 Caitlyn_7

Caitlyn Chroma 1 Caitlyn Chroma 2 Caitlyn Chroma 3

 

Darius Forge Chroma Pack

Darius_7 Darius_5 Darius_6

Darius Chroma 1 Darius Chroma 2 Darius Chroma 3

 

Morgana Haunt Chroma Pack

Morgana_7 Morgana_8 Morgana_9

Morgana Chroma 1

Morgana Chroma 2

Morgana Chroma 3

 

Tristana Punk Chroma Pack (Rocket Girl Tristana)

Tristana_9 Tristana_8 Tristana_7

Tristana Chroma 1 Tristana Chroma 2 Tristana Chroma 3

 

Zac Chroma Pack

Zac_5 Zac_4 Zac_3

Zac Chroma 1

Zac Chroma 2

Zac Chroma 3

 

Headhunter Master Yi Chroma Pack

Masteryi_6 Masteryi_7 Masteryi_8

HH Yi Chroma 1

HH Yi Chroma 2

HH Yi Chroma 3

 

 

New Summoner Icons

 

This icon will be gifted to players for free for completing the Tier 3 part of the Pool Party community event:

profileIcon870

 

No idea how you can get this fella, but it will likely involve your wallet:

profileIcon871

 

 

New Galio Animations 

Galio’s received a VFX update for all his spells:

 

Galio VFX Q 1

Galio VFX Q 2

Resolute Smite [ Q ]

 

Galio VFX W

Bulwark [ W ]

 

Galio VFX E

Righteous Gust [ E ]

 

Galio VFX R 1

Galio VFX R 2

Idol of Durand [ R ]

 

 

Gatekeeper Galio VFX Update

Gatekeeper Galio’s green animations have received similar visuals:

 

Gatekeeper Galio Q 1

Gatekeeper Galio Q 2

Resolute Smite [ Q ]

 

Gatekeeper Galio W

Bulwark [ W ]

 

Gatekeeper Galio E

Righteous Gust [ E ]

 

Gatekeeper Galio R 1

Gatekeeper Galio R 2

Idol of Durand [ R ]

 

 

Brand VFX Update

Brand’s got brand new animations for his W and R:

 

Brand W 1

Brand W 2

Pillar of Flame [ W ]

 

Brand R 1

Brand R 2

Pyroclasm [ R ]

 

Cryocore Brand’s W and R have received the respective recolor:

Cryocore Brand W 1

Cryocore Brand R 1

Cryocore Brand R 2

 

 

Corki VFX Update

Corki’s received new animations & particles on his spells:

 

Corki Q Updated 1

Corki Q Updated 2

Phosphorus Bomb [ Q ]

 

Corki W 1

Corki W 2

Valkyrie [ W ]

 

Corki E 1

Gatling Gun [ E ]

 

Corki R 1

Corki R 2

Missile Barrage [ R ]

 

 

Nautilus New VFX

The particles on Nauti’s E and R have been cleaned up of excess rubble:

 

Nautilus E 1

Nautilus E 2

Riptide [ E ]

 

Nautilus R 1

Nautilus R 2

Depth Charge [ R ]

 

AstroNautilus has also received the visual tweaks:

Nautilus Astro E

Nautilus Astro R

 

 

Anivia Splash Update

Anivia’s received a new splash art:

 

Anivia_Splash_0

AniviaLoadScreen Anivia_Square_0

 

 

Pool Party Minions

The Tier 4 reward of the Pool Party community event will have the minions all dressed up in summer attire:

 

Party Minions 1

Party Minions 2

Party Minions 3

Note, super minions don’t know how to party.

 

 

Champion Changes

 

Ashe Final Portrait

 

Quality of Life BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Tooltip on passive now states: “Hitting a spell or attack grants Focus for 4 seconds, stacking up to 5 times.”

 

 

Braum Final Portrait

 

Buff BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage increased from 60/105/150/195/240 to 70/115/160/205/250
  • Mana cost decreased from 55/60/65/70/75 to 45/50/55/60/65

 

 

Ekko Final Portrait

 

Change BoxGeneral

  • Mana pool per level increased from 40 to 50
  • Base Attack Speed decreased from 0.644 to 0.625
  • Attack Speed-per-level increased from 3% to 3.3%

 

Nerf BoxTimewinder Final IconTimewinder [ Q ]

  • AP ratio on initial hit decreased from 0.2 to 0.1

 


Nerf BoxChronobreak Final IconChronobreak [ R ]

  • Now has a mana cost of 100 (spell is free on live)

 

 

 

Elise Final Portrait

 

Buff BoxSpider Swarm Final Icon Spider Swarm [ Passive ]

  • While in Spider Form, Elise’s basic attacks now heal her for 4/6/8/10 [+ 0.15 AP]

 

 

Nerf BoxSkittering Frenzy Final IconSkittering Frenzy [ Spider Form W]

  • Active no longer heals Elise for 4 [+ 0.04 AP] when she or her spiderlings deal damage

 

 

Buff BoxRappel Final IconRappel [ Spider Form E ]

  • After Elise lands, her spiderlings’ damage and resistance to AoE spells are both increased by 40/55/70/85/100% for the next 5 seconds

 

Quality of Life BoxSpider Form Final IconSpider Form [ R ]

  •   The tooltip text has been changed to: Elise transforms into a powerful sorceress, sacrificing 25 movement speed in exchange for 425 range and access to mage abilities. All awoken Spiderlings are put into a dormant state.

 

 

Galio Final Portrait

 

Buff BoxIdol of Durand Final IconIdol of Durand [ R ]

  • Base damage decreased from 220/330/440 to 200/300/400
  • Each basic attack Galio receives during the taunt now increases the damage of Idol of Durand by 10%, up from 5%, and caps at 80%, up for 40%
  • Maximum damage has been increased from 308/462/616 [+0.84 AP] to 360/540/720 [+1.08 AP]

 

 

Gragas Final Portrait

 

Nerf BoxGeneral

  • Health-per-5 decreased from 8.7 [+0.85 per level] to 5.5 [+0.5 per level]

 

Nerf BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • The duration of the slow if the barrel explodes immediately has been decreased from 2 seconds to 1.3
  • The slow duration now ramps up as the barrel is charging, up to a maximum of 2 seconds

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Cooldown decreased from 13 seconds at all ranks to 13/12.5/12/11.5/11

 

 


Jax Final Portrait

 

Buff BoxGrandmasters Might Final IconGrandmaster’s Might [ R ]

  • The bonus Armor and Magic Resist Jax gains from the active have both been increased from 20/35/50 to 30/50/70

 

 

Lux Final Portrait  

 

Quality of Life BoxPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • Casting the spell now shields Lux immediately (there’s a slight delay on live)

 

 

Quality of Life BoxLucent Singularity Final IconLucent Singularity [ E ]

  • You can now re-cast the spell immediately to detonate it (there’s a delay on live before you can re-cast it)

 

 

Malphite Final Portrait


Change BoxBrutal Strikes Final IconBrutal Strikes [ W ]

  • Damage on active decreased from 25/40/55/70/85 [+0.15 AP] to 15/30/45/60/75 [+0.1 AP] [+0.1 Armor]

[ Note ] Malphite’s W was reworked in Patch 5.11.

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • Stacks now last 10 seconds, decreased from 12
  • Supercharge state now lasts 2.5 seconds, decreased from 6, but can be increased to 3/3.5/4/4.5/5 seconds by putting ranks in Q

 

Change BoxOverload Final IconOverload [ Q ]

  • New passive: The supercharged duration of Arcane Mastery [ Passive ] is increased to 3/3.5/4/4.5/5 seconds, scaling with ranks in Q
  • Mana cost changed from 30/35/40/45/50 to 40 at all ranks
  • Base damage changed from 65/95/125/155/185 to 60/95/130/165/200
  • Hitbox width has been increased from 50 to 55

 

Change BoxRune Prison Final IconRune Prison [ W ]

  • Root duration changed from 0.75/1/1.25/1.5/1.75 seconds to 1/1.1/1.2/1.3/1.4
  • Base damage changed from 65/95/125/155/185 to 80/100/120/140/160

 

 

Trundle Final Portrait

 

Buff BoxSubjugate Final IconSubjugate [ R ]

  • Health drain increased from 20/24/28% to 20/27.5/35%

 

 


Tryndamere Final Portrait

 

Quality of Life BoxGeneral 

  • The crit animations for Tryndamere are now faster (helps microing between crits)

 

 

Item Changes

 

New Item BoxMagus Enchantment Final IconEnchantment: Runeglaive (replaces Magus enchantment)

  • New Recipe: Jungle Item + Sheen + 200 Gold (Total cost is 2250 Gold)
  • Grants 40 AP, 200 Mana and 10% CDR
  • UNIQUE Passive – Spellblade: After using an ability, the next basic attack deals converted magic damage, equal to 0.75 Base AD + 0.3 AP, in a small AoE (internal cooldown of 1.5 seconds). If the attack hits a monster, the user restores 8% of missing Mana.

 

Runeglaive

 

The Runeglaive enchantment also has a unique VFX for the Spellblade proc:

Runeglaive Effect

 

Hextech Sweeper Final IconHextech Sweeper [ Twisted Treeline only ]

  • Cooldown increased from 60 seconds to 90

[ Note ] Hextech Sweeper was reworked into a trinket in Patch 5.11.

 

 

Objectives

 

Turret IconNexus & Inhibitor Turrets

  • Attacks no longer slow enemies by 10% or reduce their damage by 15%

[ Note ] You can find context on this change HERE.

 

 

Defensive Masteries

 

New Item BoxRunic Blessing Final IconAdaptive Armor [Tier 4, replaces Swiftness]

  • If you have more Armor than Magic Resist, gain bonus MR equal to 4% of your Armor
  • If you have more Magic Resist than Armor, gain bonus Armor equal to 4% of your MR

 

Change BoxEnchanted Armor Final Icon Enchanted Armor [ Tier 1 ]

  • Moved from Tier 1 to Tier 5, replaced by Swiftness in tier tree, now replaces Legendary Guardian
  • Four points, each point increased the user’s bonus Armor and Magic Resist by 2.5%, up to a maximum of 10%

 

Change BoxLegendary Guardian Final IconLegendary Guardian [ Tier 6 ]

  • Moved from Tier 5 to Tier 6, replaced by Enchanted Armor, replaces Tenacious
  • Now has 1 rank, changed from 4
  • Grants 3 bonus Armor and Magic Resist for each nearby enemy champion, changed from 1/2/3/4 Armor and 0.5/1/1.5/2 MR per rank

 

Nerf BoxOppression Final IconOppression [ Tier 5 ]

  • Moved from Tier 3 to Tier 5, replaced by Tenacious in tier tree, now replaces Runic Blessing
  • Damage reduction from CC-ed enemies decreased from 3% to 2%

 

Removed BoxRunic Blessing Final IconRunic Blessing

  • Mastery removed, replaced by Oppression

 


Change BoxSwiftness Final IconSwiftness [ Tier 1 ]

  • Moved from Tier 4 to Tier 1, two points
  • Now reduces the effectiveness of slows by 7.5% with each point, up to a maximum of 15%, changed from 10% reduction with one point

 

Change BoxTenacious Final IconTenacious [ Tier 3 ]

  • Moved from Tier 6 to Tier 3, replaces Oppression, replaced by Legendary Guardian, one point
  • Now reduces the duration of CC by 10%, decreased from 15%

 

Here’s how the updated Defense Mastery Tree looks like now:

Defense Tree New

 

 

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

 

12 06 PBE Banner

 

PBE 12/06

 

PBE 09 06 Reference Banner

Check out the Pool Party skins for Draven, Dr. Mundo, Lulu, Rek’Sai and Zac!

 

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

 

New Galio Animations 

Galio’s received a VFX update for all his spells:

 

Galio VFX Q 1

Galio VFX Q 2

Resolute Smite [ Q ]

 

Galio VFX W

Bulwark [ W ]

 

Galio VFX E

Righteous Gust [ E ]

 

Galio VFX R 1

Galio VFX R 2

Idol of Durand [ R ]

 

Gateekeeper Galio (legendary skin) has also received an updated VFX:

Galio 2 VFX Q 1

Galio 2 VFX Q 2

Resolute Smite [ Q ]

 

Galio 2 VFX W

Bulwark [ W ]

 

Galio 2 VFX E

Righteous Gust [ E ]

 

Galio 2 VFX R 1

Galio 2 VFX R 2

Idol of Durand [ R ]

 

 

Headhunter Yi Chroma Pack

Three recolors for Headhunter Master Yi are in today’s PBE patch. I’ll post in-game screenshots as soon as the PBE is up:

 

Headhunter Yi Model

 

 

Pool Party Minions

The minions have been dressed up in summer attire, presumably as part of the recently announced community rewards event:

 

Party Minions 1

Party Minions 2

 

Party Minions 3

Note, super minions don’t know how to party.

 

 

Champion Changes

 

Elise Final Portrait

 

Nerf BoxSkittering Frenzy Final IconSkittering Frenzy [ Spider Form W]

  • Active no longer heals Elise when she or her spiderlings deal damage

 

 

Buff BoxRappel Final IconRappel [ Spider Form E ]

  • After Elise lands, her spiderlings deal bonus damage for the next 5 seconds (will test in-game for a number)

 

Buff BoxSpider Form Final IconSpider Form [ R ]

  • Added additional passive: basic attacks heal Elise for half of the bonus magic damage she deals [ 10/20/30/40 (+0.3 AP) ]

 

 

Ryze Final Portrait

 

Buff Box Overload Final IconOverload [ Q ]

  • Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200 (live values are 65/95/125/155/185)

 

Change BoxRune Prison Final Icon

Rune Prison [ W ]

  • Duration of snare decreased from 1/1.1/1.3/1.4/1.5 seconds to 1/1.1/1.2/1.3/1.4 (live values are 0.75/1/1.25/1.5/1.75)

 

 

Item Changes

 

New Item BoxMagus Enchantment Final IconEnchantment: Runeglaive (replaces Magus enchantment)

  • New Recipe: Jungle Item + Sheen + 200 Gold (Total cost is 2250 Gold)
  • Grants 40 AP, 200 Mana and 10% CDR
  • UNIQUE Passive – Spellblade: After using an ability, the next basic attack deals converted magic damage, equal to 0.75 Base AD + 0.3 AP, in a small AoE (internal cooldown of 1.5 seconds). If the attack hits a monster, the user restores 6% of missing Mana.

 

Runeglave Enchantment

 

Nerf BoxFace of the Mountain Final IconFace of the Mountain 

  • Spoils of War passive no longer heals the user and an ally for 1% of their Max HP (base heal of 50 is still there)

 

Buff BoxSweeping Lens Final IconSweeping Lens

  • Cooldown decreased from 120 seconds to 75
  • Cast range and sweeping area radius now increase with each champion level, rather than once at level 9
  • Now additionally shows how many wards each team has active on the map.

 

Buff BoxWarding Totem Final Icon Warding Totem

  • Duration of ward now scales with champion level

 

 

Defensive Masteries

 

New Item BoxAdaptive Armor (replaces Runic Blessing)

  • If you have more Armor than Magic Resist, gain bonus MR equal to 4% of your Armor
  • If you have more Magic Resist than Armor, gain bonus Armor equal to 4% of your MR

 

Change BoxLegendary Guardian Final IconLegendary Guardian [ Tier 5 ]

  • Now has 1 rank, changed from 4
  • Grants 3 bonus Armor and Magic Resist for each nearby enemy champion, changed from 1/2/3/4 Armor and 0.5/1/1.5/2 MR per rank

 

Nerf BoxOppression Final IconOppression

  • Damage reduction against CC-ed targets decreased from 3% to 2%

 

 

Removed BoxRunic Blessing Final IconRunic Blessing

  • Mastery removed

 

 

Nerf BoxTenacious Final IconTenacious

  • Now reduces the duration of CC by 10%, decreased from 15%

 

 

Here are all the PBE updates from the Patch 5.12 cycle so far:

 

 

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

 

 

PBE 12 03 Banner

 

PBE 12/03

 

[ 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.

 

Check out all the April Fools skins, texture rebalances and the Champion Mastery System that will be up with Patch 5.6!

PBE 11 March Banner

 

 

Surprise Party Amumu Banner

Surprise Party Amumu is enabled today! He’ll be sold for 1350 RP.

 

Party Amumu Model 1

Party Amumu Model 2

Party Amumu Recall

Party Amumu Recall 2

When Amumu recalls, he tries to fly off on a Teemo balloon. When he recalls, the balloon pops and Amumu falls on the ground. =(

 

Party Amumu Basic Attack

Basic Attack

 

Party Amumu Q 3

Party Amumu Q 1

Party Amumu Q 2

Bandage Toss [ Q ]

 

Party Amumu W 1

Party Amumu W 2

Despair [ W ]

When Amumu has his Despair toggled on, the rain puts out the candle on his cake.

 

Party Amumu E 1

Tantrum [ E ]

 

Party Amumu R 1

Party Amumu R 2

Curse of the Sad Mummy [ R ]

If you hit an enemy champion with your ultimate, you’ll get a smiley face. Otherwise you get a sad face.

 

Party Amumu Death

Death Animation

 

 

Tweaks to Debonair Galio

Debonair Galio is back with shiny wings and golden ornaments. He’ll be available for 750 RP once Patch 5.6 is out. You can check out his older version here.

 

Debonair Galio  New 1

Debonair Galio New 2

 

 

Champion Changes

 

Aatrox Final Portrait

 

Massacre Final Icon Massacre  [ R ]

  • Additionally increases Aatrox’s Blood Well pool by 20% for every champion hit

 

 

Annie Final Portrait

 

Summon Tibbers Final IconSummon Tibbers [ R ]

  • AoE damage of Tibbers changed from 35 at all ranks to 20/30/40

 

 

Galio Final Portrait

 

Righteous Gust Final IconRighteous Gust [ E ]

  • Cooldown changed from 12 seconds at all ranks to 13/12/11/10/9

 

 

Veigar Final Portrait

 

Baleful Strike Final IconBaleful Strike [ Q ]

  • Range increased from 850 to 900

 

Event Horizon Final IconEvent Horizon [ E ]

  • Range increased from 700 to 750

 


Item Changes

 

Hunter's Machete New Icon 2Hunter’s Machete [ Reworked ] 

  • No longer grants 15 bonus Gold when a large jungle Monster is killed
  • Grants 6 health-per-second while in combat with monsters, decreased from 7 (mana gain unchanged)
  • Now doubles health gain for champions who are below 50% health (to 12-per-second)
  • No health is granted while killing the Rift Skuttler

 
Here’s some context on the changes:
 




Texture Rebalances

Following yesterday’s texture update of Pantheon and most of his skins, Myrmidon Pantheon also got some tweaks:

 

Myrmidon Pantheon

Myrmidon Pantheon Model 1

 

 

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

 


The following Champions will be free-to-play until December 16th:


Braum Final Portrait

Corki Final Portrait

Galio Final Portrait

Gragas Final Portrait

Heimerdinger Final Portrait

Kalista Final Portrait

Morgana Final Portrait

Ryze Final Portrait

Skarner Final Portrait

Xin Zhao Final Portrait

 


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


 

Free Champion Rotation Week 33 Season 4 Banner

 

The following Champions will be free-to-play until September 9th:


  • Diana - 6300 IP or 975 RP 
  • Fizz - 4800 IP or 880 RP
  • Galio – 4800 IP or 880 RP
  • Gnar – 6300 IP or 975 RP
  • Jayce - 6300 IP or 975 RP
  • Lulu - 6300 IP or 975 RP
  • Maokai - 4800 IP or 880 RP
  • Sivir - 450 IP or 260 RP
  • Urgot - 3150 IP or 790 RP
  • Vel’Koz - 6300 IP or 975 RP

 


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


 

August Sales List

 

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

 

Recent News

PBE-Update-July-31-Second-Banner

PBE-Update-July-31-Banner (1)

Koren-Pro-Team-Icons-Banner

 

 

All Sales for August

 

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

 

 

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

 

 

News Update July 23 Banner

 

Summary

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

 

Recent News

PBE-Update-July-21-Banner

A-New-Dawn-Cinematic-Banner

PBE Update July 22 Banner

 

 

GPL Icons in Store Banner


 

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

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

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

[ Link to Post ]

 

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

image 90 image 89 image 88 image 87

image 85 image 83 image 82 image 79

 

 

Who does Riot balance for Banner


 

 

You seem to be terribly biased in balancing League

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

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

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

[ Link to Post ]

 

 

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

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

[ Link to Post ]

 

 

Do you not want Lee Sin changed before Worlds

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

[ Link to Post ]

 

 

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

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

[ Link to Post ]

 

 

 

 

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

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

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

[ Link to Post ]

 

 

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

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

[ Link to Post ]

 

 

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

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

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

[ Link to Post ]

 

 

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

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

 



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

[ Link to Post ]

 

 

Why does it seem like Riot is constantly understaffed

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

 

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

[ Link to Post ]

 

 

Slower Champion release means less potential balance issues

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

[ Link to Post ]

 

 

 

What purpose do you want Supports to serve on a team

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

[ Link to Post ]

 

 

 

Where’s the Bruiser rework promised for Season 4

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

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Who does does Riot want to balance League of Legends for

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

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Why are most Champions forced into a single role and lane

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

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

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

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

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

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Is there truly no room for melee DPS

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

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

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How are we to speak with developers when they rarely respond

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

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It seems Riot underrates small tweaks made to Champions

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

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

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

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What exactly does the Design team do

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

 

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

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

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Why do Rioters respond to trolls but not to reasonable threads

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

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Have you ever thought that some top laners liked Melee vs

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

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

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

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

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

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

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QA on Balance Design Banner


 

 

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

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

1) Kha’Zix

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

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

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

2) Hecarim

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

3) Balance “Favoritism”

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

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

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

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

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

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

1) State of Akali

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

2) Squishy Melee

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

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

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

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

3) Spell Vamp

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

4) Stealth

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

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

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

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

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

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

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

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

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

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

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 Lucian feels like a better Ezreal right now

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

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

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

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

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

Statikk New Portrait1) Taric

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

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

2) Zilean

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

3) Alistar

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

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

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Are there any plans to rework Garen

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

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

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

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

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What's your view on Quinn

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

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

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

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

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

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

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

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The Direction of LoL Balance

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

 

 

 

 

 

 

How will you address unpopular Champions like, say Viktor

 

Will you address Diana’s currently poor state

 

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

 

How long does it take to rework or update a Champion

 

Which takes more time - new Champions or new updates

 

Will we see a solution to the ball of stats fighters

 

 

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

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

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

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Can we have an update on Dunkmaster Darius

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

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