Archive

Posts Tagged ‘game design’

 

News Update August 25 Banner

 

Summary

Meddler hosted a Q&A on the forums, talking about the process of designing new Champions, balancing current ones, wacky mechanics the team is considering, taking player suggestions into account, balancing numbers on new Champions and lots more. Over on Reddit and forums, Developer Relations Manager Sargonas issued Riot’s stance on “scraping”, or using spoofed LoL clients instead of Riot’s designated API service to mine data about Summoner accounts.

TL;DR in featured comments.

 

Recent News

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Want to know what to expect in Patch 4.15? Here’s a list:

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QA on Game Design Banner

 

Meddler Q&A Summary

 

 

Reworks

 

 

How is Sion’s rework coming along

Meddler New PortraitI’ll leave sharing timelines/details up to the Sion team, don’t want to spoil any of their plans. Can say that it’s coming along really well though, overall a pretty different kit but with some familiar elements.

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Will Ezreal’s W be changed into something more interesting

Meddler New Portrait Agreed, Ezreal’s W is the least interesting and least satisfying part of his kit. We’re certainly open to improving it, though would want to do so in a way that didn’t remove an intended weakness or just straight out overpower his kit (hence the removal of the old attack speed slow for example – strong duelist against other marksmen’s not a core part of Ezreal’s intended identity.).

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How do you feel about a Champion’s damage being tied to a single spell

Meddler New PortraitTying too much of a champion’s damage up in a single spell can lead to some power curve problems (Zilean for example bullies incredibly hard early while he’s maxing Q and then falls off unsatisfyingly hard). Having said that though having high damage on a basic ability isn’t necessarily problematic in my eyes – not every character needs to be three damaging abilities plus a high damage ult, even if they’re played in a damage role, and non damaging abilities can open up a lot of gameplay space (e.g. Anivia’s wall). Are there particular problems you see with such abilities?

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At what point do you say

Meddler New PortraitOur goal with signature abilities is to distinctive skills that are situationally extremely powerful (if used right) but not universally overwhelming. Something we’re working on at the moment is making our champion roster, both new and existing champions, more distinct where possible, and putting power into iconic abilities tends to be a great way to do that. Having said that there are still a lot of general design principles it’s important to follow despite that.

Counterplay’s one of the big ones, and somewhere Vi’s ult, cool skill though it is, is a bit narrow (counterplay’s too dependent on the skillset of the target, abilities are usually healthier where there are some accessible universal counterplay options).

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How do you calculate the base damage for new Champions

Meddler New PortraitA champion’s initial damage numbers in early testing are usually just a rough estimate based off somewhat similar abilities (e.g. if creating a single target click to hit ability a designer might look at Annie’s Q as a starting point). Early prototyping’s not focused on numbers much though, it’s the concepts of what the skills might do (is this fun, interesting a good thematic fit for the character, adding some new to the game etc) that we focus on. As a result numbers just need to be balanced enough to give useful testing on that stuff/not heavily distort the test for other test points.

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How do you decide the cutoff point between base vs scaling damage

Meddler New PortraitBase versus scaling damage depends on how item dependent a champion should be, how snowbally or not they should be, at which phase in the game they should get their damage, how strongly we feel certain builds should be incentivized etc.

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Are there any champions that you want to see being played more and less

Meddler New PortraitWe’d like to see a greater variety of champions played and a lot of our changes in patches 4.13 and 4.14 were focused on bringing down picks that were too dominant or adding some power to champions that were close but not quite there. Our goal’s not to have all champions played equally though. Some champs are always going to be more or less popular than others of equivalent power depending on how broad or niche their themes are and that’s not a problem.

We would like to see a greater variety of jungle picks, tanks in particular, our current thinking is that that’ll need some changes to the jungle itself, not just individual champions though – need to create more ways for different jungle strengths to matter.

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Game Design Banner

 

 

What was your intended vision for Gnar

Meddler New PortraitA transformation you had only limited control over was the core starting point for Gnar, with that then allowing each form to have really distinct strengths (since you couldn’t swap back and forth as needed). Goal was to offer a really distinct play experience, both for the Gnar player and for all other players in the game (whether working with Gnar or fighting against him). That sort of distinctness is something we’re focusing on a lot more with new champions now than we have in the past.

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Follow Up

Meddler New PortraitWhen coming up with a new champion we’ll start by looking at what our goals are. With Gnar for example we wanted to explore both a classic man/monster contrast (Jekyll/Hyde, Banner/Hulk etc), add a different take on a playful personality and investigate how a young child might be able to survive in a dangerous world.

 

We don’t have firm quotas, but do want to offer a range of champions to appeal to a variety of players (so variety in theme, role, gender, age, mindset, appearance, difficulty etc). Sometimes that’ll mean we make concepts with broad appeal (dual gun weilding fighter of the undead on a quest for vengeance), sometimes ideas that are more niche (highly intelligent tentacle monster researcher scout).

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Can role combinations like Urgot’s Marksman

Meddler New PortraitAt the end of the day the role tags are there as general indications of what you can expect from a champion, not as perfect descriptors of what they’ll be or limiters of what they should be allowed to be. For some champs, Urgot being a good example, they’re only going to be somewhat accurate as a result. Marksman/tank for example implies some pretty contradictory things – squishy to protect versus front line initiator or fight controller, builder of primarily offensive items versus primarily defensive items, high value squishy target to kill if you can versus hard to kill target to kill if you must etc.

It’s possible that that combination of tags may still be the best shorthand to describe a champion though, the overall message being more important than the details. Also as a side note Urgot should probably be a marksman/fighter rather than marksman/tank.

In terms of design space there there’s definitely a lot to explore. Support/assassin is one I feel’s got a lot of potential in particular – imagine a character with an assassin like play style (squishy, active defensives instead of toughness, flanks the enemy) who, after going in, grants various team utility effects, rather than trying to explode a single enemy. Lot of problems you’d need to solve, but lot of potential for a really different, fun, interesting experience too.

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What was the thought process behind designing Yasuo

Meddler New PortraitWe wanted to explore the samurai archtype with Yasuo, but didn’t just want to do the classic swordmaster thing by itself. Control over the wind was something the Yasuo pod (a group of developers working on a project) hit on pretty early, which resonated well both with the themes we were going for (wanderer, speed, power) and with the way the art was going.

 

Double crit chance was identified as a way to offer a melee champion a needed steroid while also changing up how the character thought about itemization a bit (Yasuo’s early item choices are very different than they’d be if he had a +AD steroid for example, which leads to a different set of choices and experiences than on other champions).

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Follow Up

Do you regret giving him double crit chance

Meddler New PortraitIt’s not a mechanic we regret. As above it does useful things for his playstyle, plus it also gives him a consistent, rather than random crit based, damage output late game, which has some advantages (and some disadvantages). I can understand it being a target for concerns about Yasuo being OP, if there’s an issue we should be fixing there though I feel there are better levers to use on Yasuo than removing that part of his passive.

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How do you decide what part of a Champion’s kit is committed to one role

Meddler New PortraitFirst we do goal setting at the champion level. That means we’ll start by identifying what the intended role of the champion is – what do they bring to the game that’s new, what are their strengths and weakness etc. From there we’ll then break that down to figure out what tools they’ll need. If for example one of the goals is ‘this champion is consistently hard to kill, protective of others’ then we’ll look at skills that offer non item reliant tankiness and defensive team utility.

One thing that’s important to watch for though is that you’re giving a champion just the tools they need, not all the tools they want (which leads to kits with no clear weaknesses, an issue we’ve run into at times).

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Are you considering a Sand Mage concept for a Champion

Meddler New PortraitWe took a swing at a sand mage concept a couple of years ago but weren’t happy with the results and put him on hold as a result. That was with the intention of returning to him someday though to see if there was a different take on the idea that might work out better. Fingers crossed that’s something we’ll have success with at some point, it’s a cool space to work in.

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Have you considered adding player suggestions to Champions

Meddler New PortraitIdeas aren’t the hard part of champion creation, figuring out how to make those ideas work, testing, rejecting, replacing, polishing, aligning with other parts of the process (visual goals, intended storytelling opportunities) etc are. For the average champion only one, or rarely two things, from the initial kit created on paper, survive to the final released kit, and even then generally in heavily modified form. Just directly implementing someone’s idea isn’t a practical approach as a result unfortunately.

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Will you do a flight mechanic for a future Champion

Meddler New PortraitWe’ve explored what we were calling ‘true flight’ (to distinguish it from characters that appear to fly but are really just moving like any other) a bit. Personal feeling is that it’s an interesting ability provided it’s got sufficient downtime/chances for enemy counterplay, need to find the right concept and kit for it to go with though.

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How about a Champion with low damage but really high Attack Speed

Meddler New PortraitExtremely fast attack speeds with low damage scale incredibly well with on hit effects, meaning you have to balance with those effects in mind, whether that’s reducing on hit effects too or giving the character almost no damage otherwise. As a result you basically end up with an experience like normal auto attackers but harder to last hit with (low damage per hit) and kite with (more time spent auto attacking/less moving).

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Follow Up

Will you explore a

Meddler New PortraitIt’s not a direction I’d be very hopeful about. The ability to auto attack while moving’s incredibly powerful alone, add that to a character that would be an extreme hypercarry if that effective with items and you’re leaving the enemy with a very limited set of options. A dual shred passive like Kayle’s would then diminish those options further again.

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What reaction do you like to see when a champion comes out

Meddler New PortraitSome concepts are naturally going to have broad appeal, others niche, and that’s something we’re fine with. Generally though we’re looking to make characters that appeal deeply to some people, rather than characters that appeal a bit to almost everyone.

No strong preference between overtuned and undertuned release states, ideally we’d be hitting balanced, but some variation either way’s going to happen given it’s just not possible to balance beyond a certain degree using internal testing/PBE alone. Regardless a champion’s first couple of weeks especially are going to be more about people learning to play with/against a new champ, giving us some time to adjust their balance if needed.

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How early in the process does a champion have a role assigned

Meddler New PortraitRoles we’ll generally identify pretty early. It’s not uncommon for a champion to change roles during development though – if a concept works better as a support than a mage for example we’ll want to make the better version of course. Roles do serve as a useful starting point when looking at what sort of actions a champion could be expected to perform, tools they might need. what their visual appearance should communicate etc.

Position by contrast isn’t something we try to design for, though sometimes a champions goals will strongly guide them towards certain circumstances (e.g. ‘this champion does well in a lane against a single other opponent’ or ‘this champion is best utilized when playing with at least one ally’).

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What actually sparks the design of a Champion

Meddler New PortraitCharacters can start with a piece of concept art, an intended story or personality, a role we need to fill, an ability or kit etc, all of which have lead to successful champions in the past. Art’s been the most common starting point historically though.

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Do you browse through the forums for Champion suggestions

Meddler New PortraitI don’t browse the champion concepts section myself, can’t speak for other Rioters though. Have certainly seen some good suggestions for champions elsewhere though (such as the suggestion for a champion that controlled a mobile fireball that I believe influenced Orianna’s development back in the day).

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Is Ao Shin still in development
[ Context ] Ao Shin is an elemental dragon Champion who was teased by Riot awhile ago.

Meddler New PortraitAo Shin’s still a long way off, so nothing to report at the moment sorry.

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What courses do you feel are most important for a job at Riot

Meddler New PortraitDepends on the sort of design you’re interested in and the environment you’re working in. At Riot for example we’re usually after people with strong analytical and problem solving skills. Those can come from a range of backgrounds, though engineering and hard sciences are some of the most common. Some other companies by contrast place a much higher emphasis on designers also having a programming background or, depending on the genre of game, creative/writing experience. Is there a particular sort of game design you’re most interested in?

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Do you often run into technical limitations when designing Champions

Meddler New PortraitTech constraints are a regular part of the design process, though most of the time we’ll either find a way around them or get help from our software engineers to add the functionality we need. Yasuo’s windwall was indeed such a case, with an initial designer created version we used for testing that was sufficient to prove the concept (but incredibly server intensive and buggy) that got replaced with a properly coded alternative. A lot of the time though it’s smaller stuff as well. Kha’zix’s release was shifted around a bit for example because we needed to get some new tech for the Evolution UI.

More than happy to talk jungler diversity, though can’t guarantee I’ll be able to answer everything in detail.

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Riot on Scraping Banner

 

 

Riot’s stance on scraping

Sargonas New PortraitHey all, figured I would chime in here rather than make you have to dig around in our slightly more technical dev forums for some clarity! Forgive me if parts of this feel like a copy of some of the statements I’ve made there in part, but I’m trying to be consistent in what I say to avoid confusion.

First.. a little background for folks who are unfamiliar with some of the terminology in play:

Some third party League sites use a method called “scraping” to get data from our servers for use in their applications. Scraping uses spoofed LoL clients to grab data from things like Spectator Mode, account profiles, the store, and more. This results in tens of thousands (sometimes hundreds) of concurrent extraneous sessions on our platform.

Because of this, scraping can cause occasional stability issues, and it also increases the complexity and difficulty for Riot to detect and fix problems without first sorting through the “white noise” of these extraneous connections. 

Third party developers are aiming to provide League players with value and enhance the experience, which is awesome – and we’ve developed the Riot API (link) in order to help third parties do just that, without causing harm to the live service. Many sites that you know and love have already moved over to the API, but there are still some third parties that are actively scraping our live service today for a variety of reasons.

In the interest of protecting the League of Legends service for players, we’ve asked all third party developers to end the use of scraping by October 1st, 2014. In reality, this has always been our position (as stated in the API terms of use and other legal guidelines), but we’ve elected not to enforce them until we brought the API to where it’s at today.

We are not attempting to kill any sites with this.. It’s true that some technological shortcuts used by many sites can no longer be employed – You can’t put in a single player name and get a live dump of every player, champion and the associated team in one shot, for example. 

However the second step of the process, looking up those players individually by the API, still works the same way it always did. Industrious developers should have little trouble coming up with a different method for looking up the players on the opposing team to glean the same data.

We understand this will require some user experience tweaks to these sites and may possibly make the process less streamlined in some cases, but we feel this is an acceptable trade-off in return for the value provided to players in the form of better platform reliability.

EDIT
Thought maybe I’d also add in, we just earlier today also announced that some of this desirable data obtained from scraping is already on it’s way to the API! Details are over on the PBE forums:http://boards.pbe.leagueoflegends.co…history-builds

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Does this mean LoLNexus will disappear

Sargonas New PortraitNot necessarily… if you go back through my previous post, I’ve gone over how it will affect these kinds of sites. The TL;DR is that no, it wont cause them to go dark, but simply change how we interact with them and may affect portions of the data made available.

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Follow Up

Sargonas New PortraitIt should have little impact on the majority of sites. Some, like LOLKing, have moved almost entirely over to an API powered system long ago. Others are in the process and use a bit of both. We are simply delivering on something we told them long ago would be coming, a deadline to only use the API to relieve strain on our systems. The majority of functionality you expect should still be there, but perhaps with tweaks to the overall user experience on how it’s handled.

The end result should be primarily the same. One of the biggest examples of lost functionality I can think of is the loss of knowing who is in a pre-made group in a game, which to be honest, is not information we feel should be had in the first place.

EDIT As to the OP.gg spectating issue, this does not apply to the spectating and generation of replay files by op.gg. They are welcome to keep this functionality for the time being and we hope one day to maybe even add this to the API to make it easier for all, possibly.

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Lolking is pretty notorious for how long it takes to update games that have already finished while sites like OP.GG are instantaneous. Is that a result of the API?

 

Sargonas New PortraitIt’s symptomatic of older tech we had in the API, yes. However we rolled out new portions in the last two weeks to greatly improve this… this is part of the reason we’ve moved forward with the long standing plan to enforce this existing policy finally.

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Will we be able to control whether our account info is leaked on these sites

Sargonas New PortraitI can’t speak deeply on this subject with a lot of knowledge on some of the finer points of the thinking behind it, but I can say the following, having been part of this discussion…

Our philosophy around player and match data lately has broken down into two categories… normals/customs and ranked. With normals and customs, that is “protected” data that should only be made available between friends. Normal games are where people try new things, experiment with builds, and just have fun. The player data behind that then of course should be kept between friends only and not aggregated publicly for analysis and consumption… only by the player in question for self growth and learning.

>With Ranked games, it’s a bit different. Ranked is highly competitive, where you are putting yourself out there in a high visibility environment. Just like how with traditional sports player stats are publicly available and scrutinized by them, other players, fans and analysts, the same should apply to the Ranked queues as well. While I don’t think it is likely we would be allowing to electively hide profile data, I’m not in a position to say that is definitely the case forever with any concrete stance.

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

 

 

Red Post Collection May 29 Banner


Official Announcements: One for All is Back with a Twist

Red Post Collection

Fan Art Showcase: All the Quinn Art in One Thread

Single Posts


Recent News:

 

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One For All is back with a twist Banner

One-For-All returns to live servers, but now the rules are slightly different.

 

Last time you tangoed with One for All, you could nuke the enemy team with five Final Sparks or chain together a series of Unstoppable Forces. Some teams even achieved immortality with back-to-back-to-back-to-back-to-back Chronoshifts.

Now it’s time for One For All: Mirror Mode! We’ve moved the action to the Howling Abyss and changed the rules so players on both teams clash with the same champ. Soon you’ll really play pinball with Monsoons, dodgeball with Dark Spheres or hide-and-seek with ten times the Noxious Traps.

For this iteration of One For All, champ select is determined by the combined nominations of both teams. A vote tracker shows the nominated champions – if one champ achieves a strict majority, they’re chosen. If not, we base the choice on a weighted random from all the nominated champs, so if four people vote for Amumu, three people pick Blitzcrank and the last three all pick different champs; there’s a 40% chance everyone plays Amumu, a 30% chance everyone plays Blitz and a 10% chance for each of the remaining champs!

After playing your first game, you’ll permanently unlock the One For All icon (it’ll take a few days to hit your account). Additionally, we’ve added a feature to One For All: Mirror Mode that allows you to purchase a Battle Boost for your team during champ select. If you purchase one (150 RP), you’ll temporarily unlock all the chosen champ’s currently available skins for yourself and your allies. Everyone on your team also gets a one game 100 IP boost!

This game mode was inspired by feedback from you guys, so let us know what you think! One For All: Mirror Mode will be live from May 29 through June 8 and we’ll be hanging out on the Community Beta looking for your thoughts and awesome ideas!




DevBlog the design values of League Banner


Morello recently posted an exploration of the defining game design that’s gone into League of Legends. 



morello Button Rioter Morello: It’s long been our belief that to make a long-lasting game, we can’t set our sights on a single target. Being able to constantly work on League of Legends means we’ll never stop evolving and (hopefully) improving the landscape of the game. Hand in hand with that philosophy is also our desire to improve how we communicate – to have a real, meaningful dialogue with all of you guys so we can stay connected to the community while also holding ourselves accountable for the changes we make.

On that note, communication is what this dev blog is about – if League is going to continue to evolve, then why shouldn’t the way we talk about the game? Specifically, how can we continue to have real, meaningful conversations?

This got us thinking that we should really sit down to establish a foundation for our talks: our values. At the center of every discussion, shared values – or knowing where we differ – arenecessary for the conversation to have meaning. Also, and more importantly, we can have conversations about where we’re successful and where we need more work. With these values out in the open, our hope is that if you don’t agree with a change, you at least understand where we’re coming from.

Ultimately, if our goal is to make a competitive, hardcore game that’ll last for decades (and it is!), then these are the values that will get us there.


Mastery


League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We’ll always find new ways to reward and support a player’s developing mastery of the game.

Whether a player aspires to be a motivating in-game leader, a mechanically gifted marksman, or a trendsetting strategist who shapes the landscape; they’re pursuing mastery. Skilled players can carry the game on a few core aspects, but masters understand and work on all of them. Whether a player’s starting their 10th or 1000th game, there should always be new and exciting challenges to pursue.


Meaningful Choice


A meaningful choice requires tradeoffs. If it’s a no-brainer, it’s not interesting. If nobody understands the consequences of their decision, it’s not engaging. If there’s a better choice rather than a differentchoice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.

Instead of offering a best path forward, we want to offer different paths forward that have real tradeoffs. Players should see changes that reflect this philosophy when we introduce strategic tradeoffs for emergent strategies, not because they’re new and unique, but usually because they’re dominating the scene.


Counterplay


Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player’s decisions, actions, and reactions matter.

While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it’s what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.


Teamplay


No victory is won alone. Players need to rely on teammates to augment their strengths and cover their weaknesses. Supports can’t make plays without a team to follow up, and marksmen can’t dish out the damage without protection.

Rather than designing champions who do everything, we create distinct roles to enhance teamplay. Marksmen deal tons of damage, but they’ll likely deal tons more with a tank up front and a support by their side. Teamplay is also an avenue for self-expression. Whether a player wants an assassin that waits for the perfect engage or a tank that fights when he pleases, we want to present a wide selection of champions that can deliver on a variety of distinct roles.


Clarity


Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.

Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn’t mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can.


Evolution


A constantly evolving game is a healthy game. We will continually update League of Legends with new champions and mechanics. As long as we work through the lens of our design values, we believe we can create a more satisfying and compelling experience.

Players and designers are both a part of the League of Legends experience and evolution doesn’t come through inaction. Our commitment to evolution means we can keep League healthy and dynamic over a number of years. Mistakes will be made along the way, but with player feedback and consistent iteration, we can create a constantly improving, ever-evolving game.



With our values right here in the open, we can have open conversations about how we approach design in League of Legends. Better still, we can be held accountable when we make changes that aren’t in line. If you have any questions, feel free to leave them in the comments, but stay tuned for in-depth articles from senior League of Legends game designers on each core value. We’ll be updating this post as they go live!


 

Q: Why can’t we delete Teemo?



ghostcrawler Button Rioter Ghostcrawler: Oops. That was supposed to be the seventh design value.

 

 



Q: Why is Clarity so bad?


morello Button Rioter Morello: haha. Well, it is a good callout in how that choice isn’t very meaningful 🙂

 

 



Q: When will Mages be buffed?


morello Button Rioter Morello: We’ve got Ghostcrawler – mages should be overpowered soon! 😉

Ducks




Q: Why was Feral Flare released on live servers in such a problematic state?


morello Button Rioter Morello: We agree – we messed up on Feral Flare, and that’s why I think it needs a lot more work. The great part about talking about these publicly is that you guys are better armed to talk about where we’re making mistakes.



 

Follow-up:


morello Button Rioter Morello: We messed up on Feral Flare – it wasn’t necessarily A mistake. Some of this is the “farm until big” play being SO extreme, but much of it is in the raw power. The tradeoffs weren’t there.

It was successful in opening up the jungle to other junglers – but there are also much deeper problems there in how that happens and what the enemy’s options are. I DO like that the strategy is different.

Wanna talk about egg on my face – let’s discuss how our direction on the jungle in the last 3 years has had the opposite effect.


 

Q: Will anything be done to prevent AFK-ers in Ranked?


morello Button Rioter Morello: This is a complex issue, I feel your pain (I just had 3 AFKs in my own placement matches). Making a system that can tolerate or avoid this, without removing the meaning of rank (via a “gameable” system) is something we’re very interested in, though Lyte can speak much more intelligently on this than I.



Busted! If you rearrange the letters in “Singed” you get “Design”


Xelnath Button Rioter Xelnath: They’ve figured out that Designs and Singed are the same thing? Quickly, launch the orbital laser cannons!

 

 



Q: Are comebacks hard to design in League?


morello Button Rioter Morello: I think the balance between consequences and making this so you can comeback is hard to do, but something we’ll always be looking to smooth out. We don’t want the game to be “you can always win!<3”, but we do need to make it not about a single moment until later in the game.

These values are really a compass for where we’re going, not where we are today – many of our designs fail this rubric.


 

Q: Is LeBlanc problematic right now?


morello Button Rioter Morello: LeBlanc is tough – she takes skill mechanically, but if that player is skilled, there’s nothing you can do. What do we do?

By these values, we would change LeBlanc to add interaction/counterplay.

 



Q: Is Caitlyn too stagnant to meet your design goals? Why is she so hard to counter?


morello Button Rioter Morello: Agreed – it’s easy to see why Caitlyn performs well so consistently. Her range and safety eliminate any other tradeoffs pretty well. This makes her more self-sufficient and reliable, which then pushes out other picks who may have more appropriate strengths and weaknesses (say, Ashe).

In many cases, balance will look fine, but the ability to make choices that are variety, interesting and exciting can be really undermined by these all-purpose designs. Many of our gameplay reworks need to focus on this.


 

Suggestion: Make small hot-fixes for Champions who are problematic to counterplay and study the metrics in-between


ghostcrawler Button Rioter Ghostcrawler: Those are good points, and we do intend to follow up this general feature with dev blogs going into more detail on each value.

We don’t think randomness necessarily violates the clarity value. Randomness is just one of those challenges you need to overcome and can help ensure that players are actually reacting to current situations at that moment. When randomness gets out of control is when it gets to the point of randomly winning or losing, which was the problem we were trying to fix with fear.

In terms of counterplay, having a single powerful ability or even a combo that is tough to counter isn’t necessarily a violation of that value. As the opponent, you can time your own abilities to try and go in when your opponent’s cooldown is down for example. It’s when you feel like you literally have no options that counterplay is really being violated.

The specific tactic you suggest of making frequent small changes is a viable one and we have done that on occasion. There is also value to ripping the band-aid off quickly or making larger changes to make sure we’re actually moving the needle. It’s tactically simpler sometimes to overshoot the target and then correct back than it is to incrementally buff or nerf something that is going to end up taking dozens of increments to reach its target (if that makes sense).

Most of you got this intuitively, but it is worth restating that these values are aspirational — they are what we want the game to be. There are plenty of examples where we currently aren’t living up to the ideal, and those are things we want to fix over time.


 

Suggestion: Implement a Council of Players, similar like the one in EVE Online


ghostcrawler Button Rioter Ghostcrawler: I am personally very passionate about any mechanism that improves player and Rioter communication. While I am familiar with the CSM, I’m not immersed enough in EVE itself to know how players evaluate its success.



 

Q: Do point-and-click abilities lack counterplay?


Button Rioter DanielZKlein: Good question!

There are ways of putting counterplay into point and click abilities, though, to steal a Morello expression, in my opinion point and click (or more technically correct unit targeted abilities) are “guilty until proven innocent”. One way to add counterplay is range. Annie Q is okay because of its relatively low range. Another way of doing it is by having your cake and eating it too–aka Lucian Q, which is a unit targeted ability that borrows dodging counterplay from skillshots (but fails at execution; this could be a devblog all by itself).


 

Reminder: Design Philosophy vs Design Reality


Button Rioter DanielZKlein: Remember that this blog post describes our values and goals. We’re not saying “EVERYTHING CURRENTLY IN THE GAME PERFECTLY AND FLAWLESSLY ADHERES TO THESE STANDARDS”, we’re saying “this is the game we’re trying to make. All our design is striving to bring the game closer to this platonic ideal.” Do call us out whenever we do not live up to these values, but please don’t expect every single instance of where we fail to live up to these values to be fixed overnight. There are so, so many.

That said, I’m so happy this is out there now. It’ll make talking to you guys about design much easier and much more fruitful. Thanks to Morello and Pwyff for putting this together!

 



Does Chat Restricting Work Banner


The debate for whether chat restricting is proper punishment continues. Lyte and Wookiiecookie are once again on the forums to explain to players why they’re muted and how this system reforms toxic elements in the community.


Relevant Red Post Collections


Ymir-Chat-Restriction-Banner

Lyte-Chat-Restrictions-Banner

Lyte-WookieeCookie-Chat-Restriction-Bans-Banner



Q: What’s wrong with showing Tribunal chat in public?


WookieeCookie Button Rioter WookieecCookie: Since the reform card system is currently disabled (until the tribunal is back) it’s not exceptionally easy to get chat and provide it in a format that is acceptable for the public. We generally don’t manually release lines of chat as it takes some extra time to edit out information we don’t want to share. Since an excerpt of chat was already shared, I felt it appropriate to give extra context.



Q: Don’t we need something other than Tribunal reports so players know why they’re punished?


WookieeCookie Button Rioter WookieecCookie: We agree! Unfortunately the reform card is tied to the Tribunal System. Since we took the tribunal down for extended maintenance we had to disable reform cards as well. It would take too much work for us to transfer the reform card feature to the chat restriction experiment. That’s time we’d much rather spend on improving the Tribunal and getting it back online.

In the meantime, if players genuinely are concerned or frustrated about their chat restrictions they can write to Player Support to talk to my team about it.



Q: How does chat restricting work?


WookieeCookie Button Rioter WookieecCookie: You start the game off with 4 or 5 lines of chat. As you continue to play the game you will unlock a few additional lines of chat. This way, a player can still have the ability to communicate throughout the game but they will have to think strategically about what chat is important vs what is unnecessary banter.

You can check out our full knowledge base article on it here: https://support.leagueoflegends.com/…cted-Chat-Mode



Q: What about people who intentionally troll & feed? Why aren’t they punished?


WookieeCookie Button Rioter WookieecCookie: Players who feed, rage and troll are not immune to our punishment system. They are treated the same way as people that verbally abuse others. If they don’t respond to our chat restrictions then it’s very likely they’ll end up with other punishments like the loss of ranked rewards or in-game suspensions.



Q: Isn’t a Bachelor’s in Computer Science more impressive than a Ph.D in Psychology?


Lyte Button Rioter Lyte: Maybe. It depends what you’re looking for. In Neuroscience or Cognitive Neuroscience (the field I’m from), some of the top scientists in the field are former Computer Scientists or Physicists. In Economy, some of the top economists in the field are former Psychologists or Neuroscientists.

Psychology (whether it’s Social, Cognitive, etc) often collaborates hand-in-hand with Computer Scientists to help them out and vice versa.



Q: Why am I chat restricted when I don’t trash talk?


Lyte Button Rioter Lyte: Let’s be more constructive. Your chat restrictions were deserved. We generally prefer not to copy and paste chat logs, but just looking at a sampling of chat logs reveals negative behavior where you just piss off a lot of players. You will earn more chat restrictions or a permanent ban if you continue to behave this way, and even if you don’t agree that your behaviors are bad, many of your own peers don’t believe you should even be able to play League of Legends. In fact, in many games, even the enemy team is telling you to stop raging at your teammates because they are doing OK and just having a bad game.



“BECAUSE”
“YOU DON’T PEEL”
“OR MAYBE”
“YOUR NOOB WHOLE GAME”
“THIS RIVEN SUCKS”
“THIS RIVEN IS SO BAD. ASHE DOESN’T PEEL. ONLY KAT FEELS MY PAIN.”
“ASHE SUCKS. I CAN’T DO ANYTHING WHEN ADC IS A COWARD.”
“IT’S LIKE GIVING A CHILD THE EXCALIBUR.”
“OMGZ, ITS THE EXCALIBURS… TOO BAD I DON’T HAVE THE BALLS TO USE IT.”
“I HAS **** BEADS”
“ASHE DOES’T EVEN HAVE A KILL. HUEHUEHUE.”
“NOT A GG”
“BAD TEAM”

“because I don’t care, lol”
“just a bunch of children that blame others for their own discrepancies”
“i destroyed your nid, and outplayed you. lolol. Get off your high horse, kid”
“yet you couldn’t beat me 1v1”
“lol, stupid team”



Many players would agree that spamming negative comments in caps all game isn’t a positive experience, and when you intentionally start messing with your team because they are “kids” and you “don’t care,” it’s definitely not a positive experience either.

The chat restriction system isn’t perfect. There are going to be a few false positives, and we will do everything we can to minimize them and correct them, but you aren’t a false positive.



Follow-up Q: Aren’t you being too strict at punishing players who are not racist or overly offensive?


Lyte Button Rioter Lyte: It’s not “us.” It’s not Riot versus the players, or Riot versus certain language. The community participates in defining what’s cool and what’s not in League of Legends. Numerous players in the community felt that this language was unnecessary, and we support the community 100%. Remember, this player wasn’t just getting a little feisty–this was a large chunk of his games, every time. This also wasn’t the worst examples… just a random sample since I only had a few minutes available.



Q: Is it true only people who haven’t been punished by the Tribunal get to vote in it?


Lyte Button Rioter Lyte: No.

That’s just flat out wrong. It’s nearly always been a random sample of League of Legends players. I know you might find it hard to believe, but most players are pretty awesome and don’t believe it’s just about “not being racist.” It’s about being human beings and just having fun and enjoying the game.

Do you really just go yell at random people in public? Maybe you do, but most people don’t think it’s cool.

 


Q: Isn’t chat restricting in a competitive game where interaction is needed a bad way to punish players?


Lyte Button Rioter Lyte: I hear this complaint a lot, but there are fines for many kinds of behaviors in most professional sports. We’re not limiting chat for everyone and not allowing any interactions–something like 95% of players have complete freedom to chat and interact in any manner they like.

We’re just limiting chat for those who the community agrees don’t have enough respect to use chat responsibly and with respect for others.

 


Q: Doesn’t chat restriction lead to players reporting the muted person for “refusing to communicate”?


Lyte Button Rioter Lyte: A lot of players just use pings to communicate in-game, and they are almost never reported for Refusing to Communicate. In fact, a lot of players are concerned about that report type when it’s rarely used in the situations players are concerned about.

For example, we’ve never seen a chat restricted player get an additional punishment because of Refusing to Communicate. It’s usually because they continue to be negative, verbally abuse others even with their restricted chat, etc.



Q: Does the 95% reforming statistic include inactive accounts?


Lyte Button Rioter Lyte: It doesn’t.






Q: If this system is so effective, then why am I matched up with toxic players so often?


Lyte Button Rioter Lyte: I think this may be related to a cognitive bias. A lot of players report experiences like this, but forget that it’s maybe just 1 or 2 players in the game–not everyone in every game.

If you look at the number of players you interact with (up to 9 strangers per game) and the number of players that are actually negative… it’s a low percentage. This means that a high number of games might be frustrating experiences, but it’s due to a very low percentage of players.



Twisted Treeline after Patch 4 point 8 Banner

Do you play 3v3 in League? Me neither, but this might interest you.



Scarizard Button Rioter Scarizard: 

WARNING THIS POST IS PROLLY GON’ BE REAL LONG

Hey, thanks for making this thread. There’s a lot of good discussion here, and feedback such as this is what’s going to help us make the map better in the long run.

For those of you who don’t know me, i’ve been working on Live Balance and assisting in Reworks/Champions for almost 2 years. Pretty recently i’ve joined Nome and the legendary ManWolfAxeBoss to aid their efforts of making our Alt Maps better for everyone. Most recently we shipped Soul Anchor to Dominion (mega-props to Manwolf for this one) as well as balance changes to items (sweeper, BFT and Twin Shadows) and systems changes like the ones to Inhibitors, Monster Level Scaling as well as the ones you’re talking about here.

Let me make clear that while the work we do is informed (we keep up with the opinions/posts of high tier players like this one, as well as having access to a ton of data) i’ll admit it’s iterative. There will be side-effects of changes that we either didn’t intend or don’t wholly support, and my goal is to react swiftly on a patch-by-patch basis to help resolve some of the issues you’re feeling. We’re players of League (and lovers of Dominion -and- TT alike) and aim to increase the quality of life for these communities as best we can. So let’s work together and make a better experience for everyone 

THAT SAID! Let’s get into meat of y’all’s feelin’s and break down what’s up. 

I’ve detailed and broken into points your concerns in this thread, and i’ll respond to them as best i can. If you feel i’ve left any out drop me a comment and i’ll try and get to it.

Concerns 
– ‘Smite being optional’ is desirable – these changes ruin that.
– The necessity of Jungle Items limits my diversity of items that i can build on junglers.
– The jungle pool has become less diverse with these changes.
– Y no Madreds???
– Turtling is too effective with AP/Waveclear champions (Ziggs being a big one named here)
– Ichors OP 
– Games are taking longer (or at the very least feeling longer)
– 3v3 becoming a mini-5v5

Smite isn’t optional

First up on our list gives me a chance to detail our current thinking about jungling on Twisted Treeline. At this time, we do not believe that jungling should be mandatory the same way that it is on SR. Since the map’s release, comps with ‘support’ lanes vs ones that had junglers were a unique and defining characteristic of teams’ playstyles. We want to keep this and feel like it’s a point of mastery and learning for TT players. That said, if you do want to jungle on TT there are certain conventions we expect you to follow. 

On both maps, Junglers perform a very important role – controlling game flow through uncertainty and strategy. Their power on these maps have been linked to and controlled by the use of Smite and build paths giving us predictable power curves/spikes throughout the game. We intend to enforce this on TT as well. There may need to be a ton of balance changes to support this stance – Smite might need more damage, a lesser CD, a cooler effect, who knows? Jungle items might need to be reworked entirely to fit the needs and flow of this map. If it comes to that, we’ll compensate where necessary.

Jungle Items limit build diversity // Jungle champions are too limited 

This one i feel less sure on. Let me up front agree with you that yes, build diversity for junglers is limited. I do not agree that this is new, however. Ravenous Hydra was (and likely still is) bought on every common jungler as their first and sometimes only damage item. It didn’t just limit the jungle items outright – how good you were with Hydra defined how good a jungler your champion could be, with an exception being made for Evelynn. We see making Spirit Items better as an opportunity to introduce diversity to jungle picks and builds by allowing different characters to be played.

That’s probably not true right now. It’s likely that Lee Sin, Kha’Zix, and all the other top tier junglers still just build Hydra and dominate everyone. Instead of just taking out Hydra with the nerf shotgun however, i’d like your thoughts on what spirit items could accomplish to enable diverse junglers (Super Golem Spirit letting Maokai, Nautilus. Amumu more niche? Super Wraith Spirit letting certain AP’s into the fray?)

Y No Madreds?

We’ll be adding this. Now that we’re embracing machete/spirit stone, we’ll likely be putting this into Grez’s lantern or something else. Unsure how it will manifest, though i like the idea of tweaking the costs such that you could start with either Spirit Stone or Madred’s Razor’s from start of game. Would like thoughts here!

Turtling is too effective with AP Champions/Waveclear

While i think this is a problem, i’d argue this is mostly a champion specific issue. Ziggs does this on every map he’s played in – but ours having two lanes makes his ‘clear endlessly in one lane and ult another’ even more obnoxious. Ichor’s duration and effect also make stalling champions pretty rough.

It’s unclear how we’ll respond to this right now – i’d like to hear your ideas on how you’d like to see it solved, but my gut says that waveclear is just too powerful on this map. Your champion can probably hit a point where they -can- one shot minions, but maybe it needs to start later? A lot of possible solutions to this. As an aside, the tower defense changes were actually made in an attempt to address this meta before it took hold – Champions like Ziggs, Cassi, Vel’Koz and Syndra (and many others) who can waveclear to siege a tower with little to no effort would poke the towers down super quickly – so this change was made to try and give people defending AP sieges a little more time/bulk to deal with it. Naturally this means defending AP/Waveclear is also pretty hard to deal with. 

Regardless, this is something we’re keeping our eye on with great interest/caution.

Ichors OP 

I agree here. This isn’t ‘BOTH ICHORS NERFED NEXT PATCH GG RIOT’, but i think Blue Buff on an elixir and Tower Damage on an elixir may just be too strong. It could also be the duration/cost, but i’m inclined to think that any gold threshold that says ‘you stall the game out longer for x minutes’ is probably overdoing it. Will put a lot of thought into what elixirs -should- be, but as with every other bullet-point (you guessed it) i want to hear what y’all think.

The last two concerns have a lot to do with the overall identity of the map (What should TT be?) and as such, i’d rather respond to them separately and give them the discussion they deserve instead of trying to boil my thinking down to a paragraph or two.

Not the longest post ever, but not the shortest. This is not me simply telling you how things are going to be, but meant to be a first transmission that can lead to y’all communicating with us on the issues you’re most passionate about.

Fire away! ALSO IF YOU MANAGED TO READ ALL OF THIS YOU ARE A HERO [i probably overused commas to hell]



All the Quinn Art Banner

This thread is like Christmas in May. Enjoy! 


Do you love League art? Check out all these awesome collections:


Fan Art Enijoi

Fan Art Erina Topic

Fan Art School Designers

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Quinn 4


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Quinn 1


 

Single Posts banner



Color Blindness


MattEnth Button Rioter MattEnth: I’m not colorblind, but I did help out with color blind mode over 2 years ago. Some random stuff I learned during its development.

  • A common misconception is that color blindness usually means that you “can’t see color,” or that everything is monochromatic and black/white/gray. This is extremely rare.
  • The most common use of “color blind” really refers to red/green color blindness. It has some genetic links and mostly affects men due to them only having one X chromosome. Women would need to have the same genetic defect across both chromosomes to become red/green colorblind – men lack that redundancy. In contract, blue/yellow colorblindness is equally likely for both sexes (though extremely rare).
  • Color “blindness” isn’t as much of a binary as you might think – it’s much more of a spectrum from completely “blind” to just color deficient. If you’re in this category, odds are you can see and identify red, but have to focus much more than someone without any color deficiencies.
  • One in every 12 men have some level of red/green color deficiency. Statistically speaking, that means you’re probably running into someone who has deuteranomaly every few games (we haven’t actually studied this, but just extrapolating from the entire male population). On a stream of hundreds of thousands, tens of thousands are probably colorblind (which is why we switched to blue/red instead of blue/purple as the default in eSports spectator).
  • Photoshop has a pretty great color blind filter. For me, it’s View–>Proof Setup–>Color Blindness. You can use this to see any image as a color blind person would see it. Gimp also has the filter, and there are a few free online ones too (just Google “Deuteranopia filter”).



List of improvements for Summoner’s Rift


Button Rioter MasterVidallis: The map needs a graphic rework pretty badly. The general design is fine for the most part, it’s really just about the textures and the shapes of the decorative models. Here are some ideas from an very active player who also happens to be a professional designer:

A lot of the issues has to do with just low resolution textures and low polygon models for the both the map itself and the items on it. That they both need to be increased significantly goes without saying, and with today’s computers even at the low end, there is no need for such a low graphic map. But onwards to some specific aesthetic suggestions.

1- The cartoony styles works for the game and is it’s identity, so I’m not saying the jungle needs to be realistic, but I do wish it looked and felt like a jungle as we all call it that. Pine trees don’t belong in the jungle, it’s a jungle not a forest, neither does that really pastel color pallet. I would love to see some more tropical jungle looking trees, some more fierce and colorful flowers, something like this is what I imagine for the vegetation stylehttp://www.worldfortravel.com/wp-con…zon-Jungle.jpg.

2- The towers need a lot of love, they’re magical so more magic effects like designs that light up when it’s attacking and a more epic magical explosion when it goes down (just bigger, probably light purple particle effects on a wider radius sort of thing, would be awesome. They should also fall apart gradually and show damage as they are attacked. I think rather than human shaped they should be creature themed, one for each side, a lion for one side and dragon for another would be really cool. This would give each side of the map more visual identity and people would soon call it “dragon” side and “lion” side.

3- I think the river, being so shallow would be much cooler if redone as a swamp, which would also be more suited for the jungle. So things like little frogs and a murky greenish color for the water texture would be awesome.

4- The baron area should feel epic when you walk into it, rather than just sticking out of the ground it should look like it burrowed itself up through a cave stone floor and the area should feel like a cave with magical symbols shining on the walls. There should be skeletons by the entrance and an ominous light effect coming from the area as you walk by the river.

5- The nexus is this massive source of power and should be redone entirely with some lively animation so it looks more like a living energy source irradiating from the crystal, probably various circular motion light effects that look almost liquid spinning around a large round crystal, players should feel like they’re attacking the crystal itself when hitting the nexus not a stone base. The crystal should glow red when being attacked and start pulsating faster and faster as it gets lower, as if it knows (it knows!).

6- The bushes should look taller and like bushes, not low poly tall grass, seehttp://lucieonthelam.files.wordpress…/dsc01437m.jpg on the right side. Their shadows should also be more intense so they look like they’re completely dark inside.

7- The summoner’s platform looks really bland considering it resurrects players and deals a lot of damage. It should look entirely and change color when enemies step on it.

These are general as I could write pages on pages to get to the details, but hopefully it gives you some ideas.



Fan Art in Full 3D of Diana


  • by Summoner Endesong, link to thread


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Fan Art of Diana Full 3D


 

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


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Dominion/TT changes coming in Patch 3.11, Riot show off a legendary skin for Janna, four new bundles available until August 19th, Zileas discusses game design in Morello‘s original thread, a collection of amazing champion skin sketches, courtesy of Ze Ocelot and, as always, the latest Sale!

 

Patch 3.11 Teaser

Stay tuned for Forecast Janna

Red Post Collection

New bundles live in the Store

Community Art

Champion/Skin Sale – Expires August 16th

 

 


Patch 3.11 Teaser


 

A small list of changes coming in the next patch.

 

 

ManWolfAxeBoss Button Rioter ManWolfAxeBoss: Disclaimer: These changes are on Dominion/TT.

These are still up for change and more may be added, but here’s what’s going onto PBE for now.

 


 

Champion Changes

 


LuluSquare

      Lulu

Wild_GrowthWild Growth ( R )

  • Cooldown increased from 110/95/80 to 120/110/100 seconds

 

 

 

WukongSquare

   Wukong

 

Stone_SkinStone Skin ( Passive )

  • Bonus Armor and Magic Resistance decreased from 4/6/8 to 2/4/6 per rank 

 

CycloneCyclone ( R )

  • Cooldown increased from 120/105/90 to 120/110/100 

 

 


YorickSquare

     Yorick

 

Omen_of_FamineOmen of Famine ( E )

  • Cast range decreased from 550 to 500
  • Cooldown changed from 10/9/8/7/6 to flat 8 seconds

 

 

Items

 

Sanguine_Blade_itemSanguine Blade

Recipe Changed: Pickaxe + Vampiric Scepter + 500 gold = 2175 Total Gold

 

 

Explaining the changes

 

ManWolfAxeBossButton Rioter ManWolfAxeBoss: Sanguine Blade damage will be 50 base and will be available on maps that Sanguine Blade is available on.

Lulu has a very strong kit on Dominion. Hitting her ult CD will just mean that it won’t be available for every fight (Max CDR at rank 3 was 48 seconds). She will still be strong, but now enemies will have a longer engage window when they don’t have to worry about Wild Growth.

 

 

Can we have better CDR itemization for mages?

 

ManWolfAxeBoss Button Rioter ManWolfAxeBoss: It’s coming 

And speaking of which, one of the things I’ve been considering doing with sweeper is making it build from Kindelgem + Fiendish Codex > 20% CDR and remove the MS.

NOTE: CONSIDERING

 

 

Will you keep the MS buff on Hextech Sweeper?

 

ManWolfAxeBossButton Rioter ManWolfAxeBoss: MS would likely be moved to another item. Would like to split up the active and MS, as having them both in one item is Mike Tyson strong. The item was originally overloaded to get people to buy it. Now that they do we need to tone it down a bit.

 

 

 


Stay tuned for Forecast Janna


 

An exciting announcement – Janna is getting a legendary skin!

 

 

Forecast Janna Splash

 

In an upcoming patch, Doppler radar’s showing a likely chance of a Legendary Skin for Janna, your favorite stormy support. Here’s what you can expect when Forecast Janna makes landfall:

  • A new character model, reminiscent of the alluringly professional attire you might see on your local nightly news
  • Climatically inclement spell effects, such as a radar map shield on Eye of the Storm, a cloud companion on Zephyr and more tumultuous Monsoons and Howling Gales
  • Broadcaster-inspired animations that look as good in the newsroom as they do on the Fields of Justice
  • New voiceover featuring well-practiced non-regional diction along with meteorological lingo and diverse weather forecasts*

So stay tuned for more info on the latest Legendary Skin. And don’t forget your umbrella!

 

Janna_Forecast_Comic

 

 

 

 

 

 

 

 

Note: Forecast Janna will arrive with an “upcoming patch” and will cost 1820 RP, as is the price point of legendary skins.

 

 

 

 

 

 


Red Post Collection


 

Riot logo decoration

Zileas discusses game design, explanation of Riven‘s unusual discount in today’s Sale, Meddler examines the state of LeBlanc and a short update on Galio.

 

 

What is Riot trying to achieve with LoL’s gameplay?

See the full discussion on LoL’s core design here.

 

Zileas Button Rioter Zileas: I would add three comments related to what Morello wrote earlier. We have a few goals that are relevant to this discussion:

1) We want to maximize the number of significant decisions someone can make in a game. Champion select is one of these, as are build choices, executions in situations, calling when to do what play, and so forth. If one decision has excessive consequences, or an early decision has too much consequence, the result can be a shallow feeling outcome, or a period of time after in which players have minimal ability to make a choice that impacts the game’s outcome. That’s not particularly strategic or interesting when it happens… Which leads me to my second point…

2) We don’t like situations in which the game is ‘decided’ but continues anyway, especially if it’s too early. This is shallow once it happens. How can strategy occur if there’s already a truly decisive advantage? If there is a decisive advantage, you should be able to just close out the game. We much prefer strong advantages that retain counterplay as they reduce certainty of win but preserve the feeling of awesomeness — we want you to be able to make your character into a monster, but we’d rather it looked like Kog’Maw: he’s a monster that can still be beat late game. Counterplay is a design discipline that allows us to preserve strategic choice and awesome plays even when champion have become incredibly powerful. And of course, honestly, if you win with your monster character despite counterplay existing, you earned that win that much more through your skill.

3) Continuous mastery is a key part of our design philosophy. We want to make sure that you can continuously learn, and that as many situations as possible that you might be in are ones in which you CAN learn. If you have a really rough lane matchup, but it IS possible to win it, you will learn to do so. Additionally, good play balance where we attach proper weightings to decisions will provide more opportunities and points in which one can improve ones play. So much of what we do is oriented around this idea of cultivating the availability for people to master the game and always improve.

 

 

Why is the discount on Riven so big this sale? (to sale)

 

WizardCrab Button Rioter WizardCrab: As some of you may have noticed, Riven is part of tomorrow’s sale, however the post says she’ll be on sale for 440 RP (http://beta.na.leagueoflegends.com/e…n-sale-813-816). You might note that Riven is 975 RP, and that 440 RP is more than a 50% discount. This is a mistake I made because we had hoped Lucian would be out already, and I put Riven into the sales system long before Lucian was delayed. With Lucian’s release, Riven’s price will be reduced to 880, and so 440 would have been the correct sale price had Lucian been released.

I just wanted to let you know that Riven will still be on sale for 440 RP even though her price has not been reduced yet, and will not be reduced before this sale. But the happy accident is that you don’t need to be concerned with picking up Riven right before her price drops.

Please feel free to ask me any questions if this is confusing.

 

 

What’s causing the delay with Lucian’s release?

 

WizardCrab Button Rioter WizardCrab: My understanding was that introducing Lucian would introduce unacceptable bugs. So we said we couldn’t put him out in the 3.10 patch cycle.

**Here’s some conjecture, since I know nothing about the actual issues with Lucian**

 

I’m no computer programmer, but my guess is that no one really knows exactly how long it will take to troubleshoot every interaction that a given piece of content has with every other part of our game. Especially as we add more and more stuff and try to put in unique mechanics. But when we can be confident that he won’t break the game, we’ll let you know (most likely by putting him out).

**End conjecture**

Let’s be real people. It really sucks when a new patch comes out for your favorite game and you can’t play it because of game-breaking bugs. No one wants that.

 

 

What is your opinion on LeBlanc’s current state? (click here to view changes)

 

Meddler Button Rioter Meddler: I know live feels she’s a bit weak at the moment and are currently looking at whether some base stat adjustments would be an appropriate fix/part of an appropriate fix. Nothing set in stone yet, she is on their radar though.

From what I’ve seen personally I’m inclined to agree she’s a bit weak, at least at the level I’m playing at, I usually play ADC or support though so I don’t have much direct exposure to her in lane to draw on. Plus, more importantly, I’m not involved that much in balance changes.

 

 

Follow-up: Have you seen support LeBlanc?

 

Meddler Button Rioter Meddler: Run into a few, all that I can recall were on my team though. Quite like laning with them, provided on an ADC that can take advantage of what they offer.

 

 

 

 

What are you developing for Galio’s kit?

Check the beginning of the discussion here.


ricklessabandon Button Rioter ricklessabandon: Two-part response:
First, i’m going to give Galio mr/level in my early tests and see how it goes. I totally expect it to be fine, but ‘no promises’ and all that.

Second, Galio isn’t really supposed to be a mage counter. His kit doesn’t really have anything you’d expect on an anti-mage. Sure, he’s generally good/annoying against the du couteau house and a handful of other champions, but that’s more due to bulwark being particularly effective versus periodic and multi-hit damage than his overall kit. That said, people definitely think of him as resilient against magic so i think it will be worthwhile to make that aspect of him a bit more pronounced.

 

 


New Bundles live in the Store!


 

New bundles are available until August 19th!

 

 

Craving something new at champ select? Get fed on these limited time bundles. They’re flexible in cost, meaning the final bundle price will automatically adjust to reflect only what’s new to your collection.

 

Gank City Bundle – 25% off at 4300 3225:

Whether you’re using slingshots, knockbacks, nukes or even a dragon to open a picture perfect gank—that’s teamwork, and that’s OP.

Champions included:

  • Zac
  • Nasus
  • Xin Zhao
  • Shyvana
  • Elise


 Gank City Bundle

 

Dunkmaster Bundle – 30% off at 3300 2310 (4291 if you need the champions)

C’mon and slam! Channel your inner Lebron and dunk your foes with this trio of vertically-liberated champs.

Skins included:

  • Woad King Darius
  • Neon Strike Vi
  • Warring Kingdoms Jarvan IV

Champions included:

  • Darius
  • Vi
  • Jarvan IV


Dunkmaster Bundle

 

Under the Sea Bundle – 50% off at 3740 1870 (3685 if you need the champions)

These skins leave visitors to the Urf Memorial Aquarium breathless. This bundle, which includes a legacy skin, will lend some real depth to your champ pool.

Skins included:

  • Scuba Gragas (Legacy)
  • Giant Enemy Crabgot
  • Coral Reef Malphite
  • Loch Ness Cho’Gath
  • Deep Sea Kog’Maw

Champions included:

  • Gragas
  • Urgot
  • Malphite
  • Cho’Gath
  • Kog’Maw


under the sea bundle

 

The Buddy System Buff Bundle – 50% off at 3740 1870 (3360 if you need the champs):

These performance-enhancing champions juice up their allies and rack up the assists. It’s not K/D that counts, it’s K/D/A!

Skins included:

  • Headhunter Nidalee
  • Spooky Gangplank
  • Grungy Nunu
  • Firefang Warwick
  • Frosted Ezreal

Champions included:

  • Nidalee
  • Gangplank
  • Nunu
  • Warwick
  • Ezreal


The Buddy System Buff Bundle

 

 


Community Art


 

Summoner Ze Ocelot shares a ton of incredible art of skins on the forums, even including some model sketches!

 

 

Ze Ocelot: For fun, I was working on a bunch of skin ideas a little while ago. I might as well share them now! I’ll try to keep this short and simple.

“If I want to be a concept artist in the videogame industry”…was something that kept on running through my head. But I had to actually well, draw something that dealt with concept art. So, around 2 years ago or so, I started drawing out scenes and character sets. It might have been because of playing League when I saw some of the concept art sheets. And I thought it was amazing. As for skins, they were great for thinking about and visualizing alternate looks and stories for characters, whether they be cool, scary, classy, clever, or just plain silly.

Fast forward a tiny bit and I finally got to drawing out some skin concepts. Some of my ideas…ugh. But I still had fun drawing them all! I tried to do skins for more recent champs and I know, I’m missing a lot of champs. Because there are a lot of them.

Below are sectioned rendered splash arts I created for some of the skin ideas, similar to a mock-up loading screen. I do not have full versions of the splash arts; they take much longer to finish, sorry!

Attached are more skin ideas. I’ll try to do more in the future. It was super fun to draw these!

Hope you enjoy! Check out my deviantart and website to see other LoL works and more:http://vegacolors.deviantart.com/

 

Community Skins

 

Skins 1 Skins 2 Skins 3 Skins 4

 

 


Champion/Skin Sale – Expires August 16th


 

Sale August 16th

Enjoy the following champions and skins at a discount until August 16th!

 

Champions:

 

  • Kassadin - 395 RP
  • Riven 440 RP
  • Volibear 487 RP

 

 

Black Belt Udyr – 260 RP

 

Black Belt Udyr

 

Reverse Annie – 487 RP

 

Reverse Annie

 

Sultan Tryndamere – 487 RP

 

 Sultan Tryndamere

 

 

Missed any recent updates? Check here!

 

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

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

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

 

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