Archive

Posts Tagged ‘gnar’

Patch 6.13 Content

June 27th, 2016

 

Patch 6 13 Banner

Patch 6.13 will hit live in the early hours of June 29th, assuming there are no delays. Here are its contents:

 

Store Content

Balance

New Game Mode



Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7

 

Unfortunately, I can’t do skin previews at the moment. Here’s the spotlight by SkinSpotlights:

 


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10

 

PcCIAqe RUGEEVI

 

Unfortunately I can’t do skin previews at the moment, so here’s a spotlight from SkinSpotlights:

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Change BoxTeleport Final IconTeleport

  • Channel time increased from 3.5 seconds to 4.5;
  • Teleport will additionally ping allies when it’s cast;
  • The Teleport animation will now be visible to anyone who has vision within 500 units of the teleportation point (so no more invisible Brush Teleports).

 

 

Champion Changes

 

Blitzcrank Final Portrait

 

Change BoxStatic_Field Static Field [ R ]

  • Cooldown changed from 30 seconds at all ranks to 60/40/20.

 

 


Gnar Final Portrait

 

 Buff BoxRage_GeneRage Gene [ Passive ]

  • Attack Range in mini form increased from 400-485 (scales with level) to 400-500.

 


Buff BoxHyperHyper [ W ]

  • Base damage increased from 10/20/30/40/50 to 15/25/35/45/55.

 

 

 

Irelia Final Portrait

 

Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

  • Cooldown increased from 70/60/50 seconds to 110/85/60.

 

 


Jarvan IV Final Portrait

 

Change BoxGolden_AegisGolden Aegis [ W ]

  • Base Shield strength decreased from 50/90/130/170/210 to 50/80/110/140/170;
  • Bonus shield per nearby ally increased from 20/30/40/50/60 to 20/40/60/80/100.

 

 

Kindred Final Portrait

General

  • Armor decreased from 27 [+3.25 per level] to 20 [+3.5 per level].

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • No longer passively heals;
  • New Passive: Wolf’s attacks against jungle monsters now slow their Attack Speed and Movement Speed by 50% for 2 seconds.

 

 

Lulu Final Portrait

General

  • Base Movement Speed increased from 325 to 330;
  • Base Mana increased from 292.4 to 350.

 

Change BoxGlitterlanceGlitterlance [ Q ]

  • Slow duration increased from 1/1.25/1.5/1.75/2 seconds to 2 at all ranks;
  • Targets beyond the first take 70% of Glitterlancer’s damage.

 

Buff BoxWhimsyWhimsy [ W ]

  • Now additionally grants 15/20/25/30/35% bonus Attack Speed for the duration of the MS buff.

 

 

Swain Final Portrait

 

Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Cooldown increased from 10 seconds at all ranks to 20.

 

 


Tahm Kench Final Portrait

 

Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

  • New Passive: Tahm Kench’s basic attacks and spells now deal an additional 1/1.25/1.5% (values for levels 1/11/16) of his Maximum Health as bonus magic damage. This value stacks up 3 times (up to 3/3.75/4.5%) against enemy Champions.

 

Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

  • Base damage increased from 80/125/170/215/260 to 80/130/180/230/280.

 

 

Change BoxThick Skin Final IconThick Skin [ E ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 6 seconds at all ranks;
  • Passive now stores 70/75/80/85/90% of damage dealt as gray health, decreased from 100%;
  • Gray health now returns 25/30/35/40/45% of its value back as normal health, increased from 20/26/32/38/44%;
  • Duration of active shield decreased from 6 seconds at all ranks to 3, but the shield no longer degenerates over the duration.

 

Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Passive removed (replaced with a weaker version in the Acquired Taste changes);
  • Cast range on active increased from 4000/5000/6000 to 4500/5500/6500;
  • Maximum channel duration decreased from 15 seconds at all ranks to 6;
  • Delay on recast and time for warning ping to appear are both decreased by 0.5 seconds.

 

 

Thresh Final Portrait

 

Buff BoxDamnation Final IconDamnation [ Passive ]

  • Dragon and Baron now drop 2 souls, up from 1.

 


Change BoxDarkPassageDark Passage [ W ]

  • 0.5 AP ratio removed; instead, each soul grants Dark Passage one more point of shields.

 

 

Trundle Final Portrait

General

  • Health decreased from 1.89 [+0.17 per level] to 1.2 [+0.15 per level].

 


Vladimir Final Portrait

 

Change BoxCrimson_PactCrimson Pact [ Passive ]

  • Vladimir now gains 1 AP per 40 points of bonus Health, decreased from 25;
  • Vladimir now gains 1.4 bonus Health per 1 AP, increased from 1.

 

Change BoxTransfusionTransfusion [ Q ]

  • Base damage changed from 80/100/120/140/160 [+0.45 AP] to 75/90/105/120/135 [+0.55 AP].

 

 

Volibear Final Portrait

 

Nerf BoxFrenzyFrenzy [ W ]

  • Base damage decreased from 80/125/170/215/260 to 60/110/160/210/260;
  • Attack Speed-per-stack decreased from 8/11/14/17/20% to 4/8/12/16/20% (total AS down from 24/33/42/51/60% to 12/24/36/48/60%).

 

 

Zyra Final Portrait

 

Change BoxRampant Growth Final IconRampant Growth [ W ]

  • Cooldown for a new seed changed from 17/16/15/14/13 seconds to 20/18/16/14/12.

 



Item Changes

 

Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.



Buff BoxArdent Censer Final IconArdent Censer

  • Recipe cost decreased from 800 to 700 (total cost up from 2200 Gold to 2400 due to the Forbidden Idol change);
  • Ability Power increased from 40 to 60;
  • Mana regeneration decreased from 100% to 50%;
  • Now additionally grants 15% bonus to healing and shields.

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • The out-of-combat MS buff is no longer disabled when killing an enemy ward or trinket.

 


Buff BoxEye of the Equinox Final IconEye of the Equinox

  • Execute damage changed from 400 to 320 [+5 per level].

 


Buff BoxFace of the Mountain Final IconFace of the Mountain

  • Execute damage changed from 400 to 320 [+20 per level].

 


Change Box3114_Forbidden_IdolForbidden Idol

  • Recipe cost increased from 300 to 600 (total cost up from 550 Gold to 850);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxMikaels Crucible Final IconMikael’s Crucible

  • Recipe cost decreased from 850 to 650 (total cost up from 2300 Gold to 2400 due to the Forbidden Idol change);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Now additionally grants 10% Cooldown reduction;
  • Health regeneration decreased from 50% to 25%;
  • Mana regeneration increased from 25% to 75%.

 

Buff BoxRelic ShieldRelic Shield

  • Execute damage changed from 200 to 195 [+5 per level].

 


Buff BoxRuby Sightstone Final IconRuby Sightstone

  • Combine cost decreased from 600 Gold to 400 (total cost down from 1800 Gold to 1600);
  • Cooldown reduction for actives on items increased from 10% to 20%.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Killing certain adds like Malzahar’s voidlings will no longer deactive the passive on Spellthief’s Edge.

 


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Recipe Changed: Raptor’s Cloak + Nomad’s Medallion + 450 Gold Combine Cost = 2500 Gold Total (total cost up from 2300 to 2500);
  • Now additionally grants 45 Armor;
  • Health regeneration increased from 100% to 150%;
  • Mana regeneration decreased from 100% to 75%;
  • New Unique Passive – Point Runner: Builds up to 20% Movement speed over 2 seconds when near turrets, fallen turrets and void gates.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Execute damage changed from 240 to 200 [+5 per level].

 



New Game Mode: Nexus Siege

L4T3NCY New PortraitHeya everyone, it’s been a lo~ong time since we’ve dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we’ve ever attempted making.

You came here to get details. ^_^ Let’s go.



Nexus Siege

TL;DR:

Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy’s Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy’s Nexus in the fastest time wins!

Players: 5v5

Map: Modified Summoner’s Rift
Mode type: Blind Draft pick type with Attack + Defend rounds.

General mechanics:

Round based:

Each team will take turns at sieging the enemy team’s base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win!

Siege Warp trinket and teleporting:

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster!

Crystal Shards:

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by:

Attack side:
— Kill enemy champions
— Passively earned over time

Defense side:
–Kill enemy champions
–When the 1st tower in each lane is destroyed
–For each minion escorted and pushed into the enemy fountain
–Passively earned over time

Normalised EXP & Gold:

Gold & EXP are normalised for Nexus Siege across both teams. This means don’t worry about last-hitting, just push those minions as fast as you can!

Obliterator (Defense team only):

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team’s fountains. If they can push 15 total minions up there, they trigger the Obliterator laser.

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you’re not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

Siege Weapons:

Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. 🙂

Attack:

Siege Ballista

A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner

Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem

Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad

Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.

Defense:

Tower Surge: Beam of Ruination

Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. ‘Ruinate’ your enemies. Do it. 🙂

Tower Surge: Firestorm Bulwark

An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field

Freezes all enemy minions and slows all enemy champs within it’s zone. Can completely change the balance of a team fight.

Flash Zone

Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.


We won’t be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there’s A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3

Let the siege begin. 🙂
— L4T3NCY

EDIT: Nexus Siege is now live for testing on PBE.

Known Bugs:
— Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
— Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
— Titan bar icon for Crystal Generator will be removed. Ignore this feature.
— Shopkeepers are missing after the round swap. We’re still figuring out where they went (short vacation?)
— Siege Weapons in shop that you can’t afford aren’t correctly grey out, indicating that you can’t currently afford them.
— General performance. Low spec machines might struggle somewhat as we continue to optimise the mode’s visuals.
— End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
— Spectator. Various spectator bugs.

 

PBE Round-up: Patch 6.5

March 6th, 2016

 

PBE Roundup Patch 6 5 Banner

Patch 6.5 will go live in the early hours of March 9th, assuming there are no delays. Here are its contents:

 

Balance

Skins

Miscellaneous

 

 

Champion Changes

 

Gnar Final Portrait

General

  • Tooltip fix: Now correctly states Gnar’s AA range in Mega form is 175, not 150;
  • Base Attack Damage increased by 3 (from 48 to 51 in Mini form and 54 to 57 in Mega).

 

 

Hecarim Final Portrait

 

Buff BoxDevastating Charge Final IconDevastating Charge [ E ]

  • The knockback distance now scales with the distance Hecarim has traveled during [ E ], up to a 50% increase in knockback distance.

 

 

Jarvan IV Final Portrait

 

Buff BoxGolden_AegisGolden Aegis [ W ]

  • Cooldown decreased from 20/18/16/14/12 seconds to 12 at all ranks.

 

 

Buff BoxCataclysm Final IconCataclysm [ R ]

  • Mana cost decreased from 100/125/150 to 100 at all ranks;
  • Now deals full damage to enemies in a small area around the original target.

 

 

Kogmaw Final Portrait

General

  • Attack Speed-per-level increased from 1.5% to 3.5%.

 

Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Mana cost decreased from 60 at all ranks to 40.

 

 

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

  • Passive removed (no longer gives 15/20/25/30/35/40% bonus Attack Speed);
  • Active grants an additional 10/15/20/25/30 magic damage on-hit.

 

 

Nautilus Final Portrait

 

Nerf BoxRiptide Final IconRiptide [ E ]

  • Base damage decreased from 60/95/130/165/200 to 55/85/115/145/175.

 

 

 

Pantheon Final Portrait

 

Nerf BoxHeartseeker Strike Final IconHeartseeker Strike [ E ]

  • Total damage decreased from 80/140/220/260/320 [+3.6 Bonus AD] to 80/130/180/230/280 [+3.0 Bonus AD];
  • Minion damage increased from 50% to 60% (roughly the same damage after the nerfs);
  • Tooltip has been reworked: it now notes the total damage against champions, with a white counter below that notes the damage-per-strike.

 


Change BoxGrand Skyfall [ R ]
Grand Skyfall Final Icon

  • Mana cost decreased from 125 at all ranks to 100;
  • Mana refund for cancelling the channel has been removed (85 mana refund on live);
  • Cooldown after cancelling the channel increased from 10 seconds to 30.

 

 

Renekton Final Portrait

 

Change BoxSlice_and_DiceSlice and Dice [ E ]

  • Fury gained for hitting non-Champion targets with Dice decreased from 2.5 to 2;
  • Slice now generates 2 Fury for non-Champion targets and 10 for Champion targets (doesn’t generate any Fury on live).

 

 

Change BoxDominusDominus [ R ]

  • While in Dominus, Renekton gains 25 bonus auto-attack range which doesn’t apply for his W;
  • Bonus Health changed from 200/400/800 to 250/500/750.

 

 

Sejuani Final Portrait

 

Permafrost [ E ]  Buff BoxPermafrost Final Icon

  • Base damage increased from 60/90/120/150/180 to 80/105/130/155/180.

 

 

 

Soraka Final Portrait

 

Change BoxStarcall Final IconStarcall [ Q ]

  • Mana cost decreased from 70/75/80/85/90 to 40 at all ranks;
  • Cooldown decreased from 7/6.5/6/5.5/5 seconds to 5 at all ranks;
  • Now slows all targets hit by Starcall, regardless of whether they were in the center or not (slow range up from 110 to 265);
  • Hitting an enemy Champion now grants Soraka “Rejuvenation” for 4 seconds, which restores 14/16/18/20/22 [+0.1 AP] health-per-second and grants 15% Movement Speed when not moving toward enemy Champions;
  • Updated Starcall’s visual effects to better match the area of effect (no gameplay changes to range).

 

Change BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Base heal decreased from 120/150/180/210/240 to 80/110/140/170/200;
  • Self-heal mechanic on Q vs enemy Champions removed (25/35/45/55/65 [+0.4 AP] on live);
  • If cast while under the effect of Rejuvenation, Soraka will give her target “Rejuvenation” for 3/3.5/4/4.5/5 seconds (based on Q rank, buff gives identical stats to the ally);
  • No longer able to target minions.

 

 

Talon Final Portrait

 

Nerf BoxShadow Assault Final IconShadow Assault [ R ]

  • Mana cost increased from 80/90/100 to 100 at all ranks;
  • Cooldown increased from 75/65/55 seconds to 100/80/60.

 

 

Urgot Final Portrait

General

  • Base Attack Damage increased from 52 to 54.

 

Nerf BoxTerror Capacitator Final IconTerror Capacitor [ W ]

  • Duration of shield decreased from 7 seconds to 5.

 

 

Buff BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • Now additionally fears all targets around the swapped target for 1.5 seconds in a 375 radius (after the swap completes).

 

 

Vi Final Portrait

 

Buff BoxExcessive Force Final IconExcessive Force [ E ]

  • Mana cost decreased from 60 at all ranks to 40/45/50/55/60;
  • Base damage increased from 5/20/35/50/65 to 10/30/50/70/90.

 

 

Item Changes

 

Buff BoxGuardian Angel Final IconGuardian Angel

  • Recipe cost decreased from 1380 Gold to 1180 (total cost down from 2900 Gold to 2700);
  • On revival, restores either 700 Health or 30% of your maximum health, whichever value is higher.

 

 

OBJECTIVES Banner

 

Rift Herald Final IconThe Rift Herald

  • Devourer stacks granted for killing the Herald decreased from 5 to 2.

 

 

 

DEATH BLOSSOM KHAZIX  Banner

Death Blossom Kha’Zix will be available in store for 975 RP.

 

Khazix_Splash_3 Khazix_3

 

MODEL Banner

Death Blossom Khazix Model 1 Death Blossom Khazix Model 2

 

Recall Banner

Death Blossom Khazix Recall 1 Death Blossom Khazix Recall 2

 

ALL SPELLS

 

UNSEEN THREAT PASSIVE

Death Blossom Khazix Passive 1

 

Taste Their Fear Banner

Death Blossom Khazix Q 1 Death Blossom Khazix Q 2

 

VOID SPIKE W

Death Blossom Khazix W 1 Death Blossom Khazix W 2

 

LEAP E

Death Blossom Khazix E 1 Death Blossom Khazix E 2

 

VOID ASSAULT R

Death Blossom Khazix R 1

 

EVOLVED ENLARGED CLAWS R Q

Death Blossom Khazix R Q 1 Death Blossom Khazix R Q 2 Death Blossom Khazix R Q 3

 

EVOLVED SPIKE RACKS R W

Death Blossom Khazix R W 1 Death Blossom Khazix R W 2

 

EVOLVED WINGS R E

Death Blossom Khazix R E 2 Death Blossom Khazix R E 3

Death Blossom Khazix R E 1

 

EVOLVED ACTIVE CAMOUFLAGE R R

Death Blossom Khazix R R 3 Death Blossom Khazix R R 2 

 

 

ELDERWOOD LEBLANC Banner

Elderwood LeBlanc will be available in store for 1350 RP.

 

Leblanc_Splash_5 Leblanc_5

 

MODEL Banner

Elderwood LeBlanc Model 1 Elderwood LeBlanc Model 2

 

Recall Banner

Elderwood LeBlanc Recall 1 Elderwood LeBlanc Recall 2

 

ALL SPELLS

 

BASIC ATTACKS Banner

Elderwood LeBlanc Auto Attack Elderwood LeBlanc Auto Attack 2

 

MIRROR IMAGE PASSIVE

Elderwood LeBlanc Passive 1

 

SIGIL OF MALICE Q

Elderwood LeBlanc Q 1 Elderwood LeBlanc Q 2

 

DISTORTION W

Elderwood LeBlanc W 1 Elderwood LeBlanc W 2

 

Ethereal Chains E

Elderwood LeBlanc E 1 Elderwood LeBlanc E 2

Elderwood LeBlanc E 3

 

MIMIC R Q

Elderwood LeBlanc R Q 1 Elderwood LeBlanc R Q 2

 

MIMIC R W

Elderwood LeBlanc R W 1 Elderwood LeBlanc R W 2

 

MIMIC R E

Elderwood LeBlanc R E 1 Elderwood LeBlanc R E 2Elderwood LeBlanc R E 3

 

 

HEXTECH ANNIE Banner

Hextech Annie will NOT be available for purchase! It’s a reward for getting 10 gemstones from the Hextech Crafting system (read below for details):

 

Annie_Splash_10

 

MODEL Banner

Hextech Annie Model 1 Hextech Annie Model 2

Hextech Annie Passive 1

 

Recall Banner

Hextech Annie Recall 1 Hextech Annie Recall 2

 

ALL SPELLS

 

BASIC ATTACKS Banner

Hextech Annie Basic Attack 1 Hextech Annie Basic Attack 2

 

DISINTEGRATE Q

Hextech Annie Q 1 Hextech Annie Q 2

 

INCINERATE W

Hextech Annie W 1 Hextech Annie W 2

 

MOLTEN SHIELD E

Hextech Annie E 1 Hextech Annie E 2

 

SUMMON TIBBERS R

Hextech Annie R 1 Hextech Annie R 2

Hextech Annie R 3 Hextech Annie R 4

 

Hextech Annie crafting and gemstones

Riot Mirross Final PortraitHi all!

Everyone’s favorite combo of sugar, spice, nice, and plenty of burning is getting a new skin as part of hextech crafting and loot. In order to secure appropriate testing for Hextech Annie, we’re putting her and her hextechnically-augmented Tibbers on PBE early, but don’t expect her to debut with the launch of hextech crafting and loot.

Featuring an all-new model, textures, animations and particle effects as well as new sounds, Hextech Annie is intended to be available exclusively through hextech crafting and the loot system by acquiring 10 gemstones either in normal chests and promotional chests through rare drops or by picking up special promo chest bundles (which’ll guarantee a gemstone drop). Gemstones are rare loot drops that can be crafted into a chest and key bundle or saved to combine to craft Hextech Annie.

Promo chests will only be available at limited times and may have different content inside compared to normal chests. For testing on the PBE, we’ve unlocked Hextech Promo Chest bundles in the store so players can pick up Hextech Annie as soon as possible. During this test, buying one of the 10-chest bundles guarantees a gemstone in addition to the gemstones you can find in the chests themselves.

As we mentioned at the beginning, Hextech Annie won’t be available at the launch of hextech crafting and loot. We’ll test her on PBE before testing her release to live servers in Turkey (where we’ve been testing hextech crafting and loot for a little while now). When hextech crafting and loot debut on all live servers, Hextech Annie will follow shortly after.

Lastly, we’re pretty sure everyone’s used to this by now, but please keep in mind the promo chests have been heavily discounted for testing on PBE, and the drop rates of items in the chests may also change before we go live.

Leave your feedback on the skin or even the idea of a free, exclusive skin in hextech crafting below, and we’ll see you on the PBE battlefields!

  • Mirross

 [ Link to Post ]

 


Hextech Ward Banner

The Hextech Ward skin will (probably) be available for 640 RP.

 

Hextech Ward 2 Hextech Ward 1

 

 

HEXTECH CRAFTING Banner

This is a new in-client system that nets you rewards like skins and Champions. Below I’ve written down all the ways you can earn content and craft:

 

You’ll need Hextech Keys and Hextech Chests. You’ll earn Hextech Keys for winning matchmade games (meaning any game type except Custom games).

Chests are trickier; they’re rewards for performing well on a particular Champion. You earn chests through the Mastery system, but keep in mind that you can only earn one chest per season with a given Champion. Every time you get an S rank, you’ll get a chest, up to a maximum of four chests per month.

Alternatively, you can buy both keys and chests for 125 RP each in the store.

Crafting 1 Crafting 2

 

There are unique, RP-exclusive chests called “premium chests”. These contain more loot and can be bought in a bundle with a key for 195 RP. There’s also a separate opening animation for these that’s different from the one for default chests you get for S ranks:

Premium Chests

Premium Chest 1 Premium Chest 2

 

Once you have a pair, you can open chests using keys through the interface found by clicking on the shard icon below your username. After the animation, you’ll receive either a Champion Shard, a Skin Shard, a Ward Skin Shard, Cosmic Essence, Champion Essence or a combination of all those. Note that a chest will never contain essence only.

 

Think of Champion and Skin Shards as tickets for temporary access to Champions. You can do four things with those.

Crafting 4

 

First, you can re-roll both types of Shards into permanent Champions or Skins, respectively. To do so, you’ll need three Shards. The catch? Your reward is random.

 

You can disenchant both Champion Shards and Skin Shards for Champion Essence and Skins Essence, respectively.

Crafting 11 Crafting 12

 

You’ll need this essence to upgrade Champion Shards and Skin Shards into specific permanent Champions and Skins.

 

Lastly, you can rent Champions and Skins for 7 days. This will use up their respective Shards.

Crafting 13

 

The rent period will be displayed on your Summoner Profile. It’s also the place where you can check how many chests you can unlock until the end of the month and what Champions you’ve already unlocked a chest with.

Crafting 15

Crafting 14

 

Sometimes you’ll find Rare Gems in your chests. These contain one chest and one key.

Crafting 9 Crafting 10

 

You can earn Ward Skin Shards through these chests. These work the same way as regular Skin Shards.

Crafting 7 Crafting 8

 

You can also earn Summoner Icons. These will instantly be added to your account.

Crafting 5 Crafting 6

 

 

STORE VISUAL UPDATE Banner

 

The store has received a visual overhaul. Here are screenshots of all the menus:

Store Update 1 Store Update 2

Store Update 3 Store Update 4

Store Update 5 Store Update 6

 

 

NEW SPELL ICONS Banner

 

Cho’gath has received new spell icons. From left to right: Passive, Q, W, E and R:

GreenTerror_TailSpike GreenTerror_SpikeSlam GreenTerror_FeralScream GreenTerror_ChitinousExoplates GreenTerror_Feast

 


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

 

PBE Update 01 03 Banner

 

Balance

Skins

Miscellaneous

 

[ 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.

 

PBE Reference 24 02 Banner Final

Check out Elderwood LeBlanc and Hextech Annie!

 

 

Champion Changes

 

Gnar Final Portrait

General

  • Auto-Attack Range while in Mega form increased from 150 to 175;
  • Base Attack Damage increased by 3 (from 48 to 51 in Mini form and 54 to 57 in Mega).

 

 

Jhin Final Portrait

 

Buff BoxCaptive Audience Final IconCaptive Audience [ E ]

  • Slow strength increased from 35% to 40%.

 

 

Buff BoxCurtain Call Final IconCurtain Call [ R ]

  • Slow strength increased from 80% to 99%.

 

 

 

Nautilus Final Portrait

 

Nerf BoxRiptide Final IconRiptide [ E ]

  • Base damage decreased from 60/95/130/165/200 to 55/85/115/145/175.

 

 

 

Sejuani Final Portrait

 

Permafrost [ E ]  Buff BoxPermafrost Final Icon

  • Base damage increased from 60/90/120/150/180 to 80/105/130/155/180.

 

 

 

New Splash Arts

 

Elderwood LeBlanc has received her splash art:

Leblanc_Splash_5 Leblanc_5

 

Sound-files for a new ARAM announcer are up on the PBE. It’s called “Look to the Stars” and is related to the recent short teaser. Here’s the full VO by SkinSpotlights:



PBE UPDATES FOR 65 CYCLE

 


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

 

PBE Roundup Banner 5 3

Patch 5.3 will hit live on February 11th and the new PBE cycle will begin on February 10th.


[ Note ] You can read on upcoming events, skins and why DJ Sona isn’t in Patch 5.3 in the comments below.

 

Store Content

Balance

Miscellaneous

 

 

Heartseeker Varus

Heartseeker Varus will be available in store for 1350 RP. Sweetheart Annie will also be up on sale for 750 RP at the same for Valentine’s Day.

 

Varus_Splash_4

Heartseeker Varus 1

Heartseeker Varus 2

 

HS Varus Recall 1

HS Varus Recall 2

For his recall, Heartseeker Varus flies in the air and fires an arrow with the strength of half a Teemo.

 

HS Varus Basic Attack

Basic Attack

 

HS Varus Passive 1

HS Varus Passive 2

Living Vengeance [ Passive ]

 

HS Varus Q 1

HS Varus Q 2

HS Varus Q 3

Piercing Arrow [ Q ]

 

HS Varus W 1

Blighted Quiver [ W ]

 

HS Varus E 1

HS Varus E 2

HS Varus E 3

Hail of Arrows [ E ]

 

HS Varus R 1

HS Varus R 2

Chain of Corruption [ R ]

 

 

Marauder Ashe

 

Marauder Ashe will cost 750 RP and will be in store a few days after Patch 5.3 hits live.

Warwick_Splash_8

AsheLoadScreen_7

Marauder Ashe Updated 1

Marauder Ashe Updated 2

 

Marauder Ashe W

Volley [ W ]

 

 

Marauder Warwick

 

Marauder Warwick will also be sold for 750 RP.

WarwickLoadScreen_8

Marauder WW Updated 1

Marauder WW Updated 2

Hungering Strike Marauder WW

Hungering Strike [ Q ]

 

 

Warden Nautilus

Warden Nautilus will be available for 750 RP a few days after Patch 5.3 hits live.

 

Sivir_Splash_7

NautilusLoadScreen_4


Inquisitor Nautilus Updated 2

Inq Nautilus Q

Dredge Line [ Q ]

Inquisitor Nautilus W Updated

Titan’s Wrath [ W ] 

 

 

Warden Sivir

Warden Sivir is priced at 750 RP and will be available shortly after Patch 5.3 hits live.

 

SivirLoadScreen_7

Inquisitor Sivir Updated 1

Inquisitor Sivir Updated 2

Inq Sivir Q 1

Inq Sivir Q 2

Boomerang Blade [ Q ]

 

 

A new ward skin to go with Heartseeker Varus and Sweetheart Annie will be released around Valentine’s Day.

 

 

The Heartseeker Ward, when placed, hovers above the air for a bit before being struck by an arrow and going invisible.

 

 

New Summoner Icons

 

New icon for Valentine’s day! No info yet on whether it’ll be available for IP.

profileIcon775

 

I assume this icon will be a reward for playing Nemesis Draft (new featured game mode, you can find a preview here)

profileIcon781 (1)

 

You can purchase the face of Satan after Patch 5.3 in celebration of the Carnival of Brazil (Feb. 13th – 18th):

profileIcon776 profileIcon777

 

 

Champion Changes

 

 

Ahri Final Portrait

 

Orb of Deception Final IconOrb of Deception [ Q ]

  • Mana cost increased from 55/60/65/70/75 to 65/70/75/80/85

 

Fox Fire Final IconFox Fire [ W ]

  • Base damage decreased from 50/80/110/140/170 to 40/65/90/115/140
  • Range decreased from 750 to 600

 

 

 

  • Base damage increased from 49 to 52


Conquering Sands [ Q ]

  • Base damage decreased from 75/105/135/165/195 to 65/85/105/125/145

 

Arise! [ W ]

  • Damage to towers decreased from 90 + 15-per-level (+0.6 AP) to 60 + 10-per-level (+0.4 AP)
  • Attack Range of Sand Soldiers decreased from 400 to 325

 

 

 

Diana Final Portrait

 

Pale Cascade Final IconPale Cascade [ W ]

  • Orbs now rotate around Diana at double speed (faster shield proc)

 

 

 

Gnar Final Portrait

 

Rage Gene Final IconRage Gene [ Passive ]

  • Now starts gaining rage 15 seconds after transforming back into Mini Gnar, increased from 13

 

 

 

Gragas Final Portrait

 

Barrel Roll Final IconBarrel Roll [ Q ]

  • Slow strength increased from 30/35/40/45/50% to 40/45/50/55/60%

 

 

 

Kassadin Final Portrait

 

Null Sphere Final IconNull Sphere [ Q ]

  • Base Damage decreased from 80/105/130/155/180 to 70/95/120/145/170

 

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • Active can now be cast if a target is inside Slicing Maelstorm, even if the target doesn’t have a Mark of the Storm

 

 

Sona Final Portrait

  • Base Health increased from 482.36 to 497.6
  • Health-per-level decreased from 77 to 70
  • Base Attack Damage increased from 50.04 to 52.04
  • Base Movement Speed increased from 325 to 330
  • Mana-per-second decreased from 1.8 to 1.6184
  • Mana-per-second per level increased from 0.08 to 0.13

 

 

Varus Final Portrait

 

Chain of Corruption Final IconChain of Corruption [ R ]

  • Missile width increased from 100 to 120

 

 

Item Changes

 

Fairsight Orb Final IconFairsight Orb [ Trinket ]

  • Now additionally places a visible ward at the target area that lasts 60 seconds

 

Greater Stealth Totem Final IconGreater Stealth Totem

  • Now stores up to two charges of wards. Regains a new charge every 60 seconds.

 

Oracles Lens Final IconOracle’s Lens

  • Price of upgrade decreased from 475 Gold to 250

 

Spectres Cowl Final IconSpectre’s Cowl

  • Passive healing when hit increased from 100% of base HP regen to 150%

 

 

Lunar Revel Animation

Lunar Revel is approaching; here’s a login screen to tease the upcoming event:

 

 

 

Range indicators on Zyras plants

Zyra’s plants now have indicators for range. Below are both versions of her plants.

 

Zyra Plants Indicator

 

 

Camera Move Speed Settings

 

The Camera Move Speed option has been split into two options for both mouse and keyboard.

Options Speed Update

 

 

New Options for Locked Camera

There are now two options for Locked Camera Mode: Fixed Offset and Per-side Offset. The former keeps the over-the-top perspective, while the Per-side offset aligns the camera “behind the shoulder” of the character, matching the camera angle for blue side and red side. Examples below:

 

Fixed Perside Offset

 

Fixed Offset for Blue Side

Blue Side Fixed

 

Per-side Offset for Blue Side

Blue Side Perside Offset

 

Fixed Offset for Red Side

Fixed Side Red Side

 

Per-side Offset for Red Side

Perside Offset Red Side


 
Texture Rebalances

 

Classic Kennen

Classic Kennen 1

Classic Kennen 2

 

Deadly Kennen

Deadly Kennen 1

 

Karate Kennen

Karate Kennen 1

 

Kennen M.D.

MD Kennen

 

Swamp Master Kennen has also been updated, but I don’t have access to the skin. :/

 

Arctic Ops Kennen

 

Classic Fiddlesticks


 

Spectral Fiddlesticks

 

Bandito Fiddlesticks

 

Pumpkinhead Fiddlesticks

 

Fiddle Me Timbers

 

Surprise Party Fiddlesticks

 

Classic Veigar

Classic Veigar 2

 

White Mage Veigar

 

Veigar Greybeard

 

Leprechaun Veigar

 

Baron Von Veigar

 

Superb Villian Veigar

 

Lord Mordekaiser 

 

Infernal Mordekaiser

Infernal Morde

 

  • The audio bug with Firecracker Jinx’s minigun has been fixed.

 

 

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

 

 

Free Champion Rotation January 27 Banner

The following Champions will be free-to-play until January 27th:

 

 

Ashe Final Portrait

Azir Final Portrait

Fiddlesticks Final Portrait

Gnar Final Portrait

Lissandra Final Portrait

Morgana Final Portrait

Shaco Final Portrait

Singed Final Portrait

Sona Final Portrait

Twitch Final Portrait

 

 

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


 

PBE 15 12 Banner

 

PBE 15/12


[ Note ] Dauntless Ahri has been renamed to Challenger Ahri. You can find a preview of the skin here.

[ 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.

 

All PBE Updates for Patch 4 22 Cycle

PBE 09 12 Banner

PBE-10-12-Banner (1)

PBE-12-12-Banner

 

 

 

Big Changes to Renekton

 

Renekton Final Portrait

 
Renekton’s basic abilities now all generate Fury.
 
Reign of Anger [ Passive ]

  • Fury now decays at 4-per-second, increased from 2


Cull the Meek Final Icon  Cull the Meek [ Q ]

  • Heal per cast changed from 5% of the damage dealt to non-Champions and 20% to Champions, to 3/4.5/6/7.5/9 (+ unknown) flat Health for each non-Champion unit hit and (unknown Health) for each Champion hit
  • Additionally, Renekton gets 2.5 Fury for each non-Champion unit hit by Cull the Meek and 10 Fury for each Champion hit. This value caps at 30 Fury per Q cast.
  • The heal values for a Furious Cull the Meek are 9/13.5/18/22.5/27 (+ unknown) flat Health for each non-Champion unit hit and (unknown Health) for each Champion hit
  • Maximum heal values for both normal and Furious casts of Cull the Meek are unchanged

 

Ruthless Predator Final IconRuthless Predator [ W ]

  • Damage is now split between strikes. Before, Renekton would apply the full damage of Ruthless Predator as soon as it connected. Now, each swing deals half of the total damage. Hits still apply on-hit effects. Stun duration is unchanged
  • Additionally, Renekton is granted an additional 10 Fury per hit for hitting a Champion (20 Fury total)
  • Furious damage and stun duration unchanged and no longer generate fury. As with the normal cast, the damage here is split, but in three parts, due to Furious Ruthless Predator hitting three times.

 

Slice and Dice Final IconSlice and Dice [ E ]

  • Renekton now gets 2.5 Fury for each non-Champion unit hit by Dice only and 10 Fury for each Champion hit. This value caps at 30 Fury.
  • No changes to Furyious version. Doesn’t generate Fury.

 

 

Champion Changes

 

 

Corki Final Portrait

 

Valkyrie Final IconValkyrie [ W ]

  • Mana cost increased from 50 at all ranks to 80

 

 

 

Elise Final Portrait

 

Neurotoxin Final IconNeurotoxin [ Human Q ]

  • Maximum bonus damage to monsters (% HP) increased from 50/75/100/125/150 to 75/100/125/150/175

 

Venomous Bite Final IconVenomous Bite [ Spider Q ]

  • Maximum bonus damage to monsters (% HP) increased from 50/75/100/125/150 to 75/100/125/150/175

 

 

 

Evelynn Final Portrait

 

Shadow Walk Final Icon Shadow Walk [ Passive ]

  • Mana regeneration in stealth increased from 1% of Max mana to 2%

 

Ravage Final IconRavage [ E ]

  • Now applies on-hit effects (twice, once per slash)

 

 

 

 

Gnar Final Portrait

 

Boomerang Throw Final IconBoomerang Throw [ Mini Q ]

  • Catching the boomerang now reduces its cooldown by 45% at all ranks (scales with ranks in ultimate), decreased from 60%

 

Gnar R Final IconGNAR! [ R ]

Now passively increases the cooldown reduction when catching Boomerang Throw to 50/55/60%.

 

 

 

Hecarim Final Portrait

 

Spirit of Dread Final IconSpirit of Dread [ W ]

  •  Maximum heal amount from minions and monsters increased from 60/90/120/150/180 to 90/120/150/180/210

 

 

 

Jayce Final Portrait

 

Hypercharge Final IconHyper Charge [ Cannon W ]

  • Scaling on attacks decreased from 70/85/100/115/130% of Total AD to l 60/70/80/90/100%

 

 

 

Skarner Final Portrait

 

Crystal Slash Final IconCrystal Slash [ Q ]

  • Mana cost decreased from 16/18/20/22/24 to 16/17/18/19/20

 

Fracture Final IconFracture [ E ]

  • Cooldown decreased from 12 seconds at all ranks to 12/11/10/9/8

 

 

 

Sona Final Portrait

 

Hymn of Valor Final IconHymn of Valor [ Q ]

  • Bonus damage from Power Chord [ Passive ] decreased from 50% to 40%

 

 

 

Item Changes

 

Hunter's Machete New Icon Hunter’s Machete

  • Magic damage over 2 seconds to monsters increased from 30 to 44

 

Hunter’s Machete upgrades

  • Magic damage over 2 seconds to monsters increased from 45 to 60

 

Infinity Edge Final IconInfinity Edge

  • Critical Strike chance decreased from 25% to 20%

 

Morellonomicon Final IconMorellonomicon

Combine cost increased from 680 Gold to 880

 

Phantom Dancer Final IconPhantom Dancer

  • Critical Strike chance increased from 30 to 35%

 

Poacher's Knife Final IconPoacher’s Knife

  • Rather than reducing the cooldown of Smite by half, the item now gives you back half a charge of Smite

[ Note ] Smite was recently changed to have a higher cooldown, but two charges in this PBE update

 

Stalker's Blade Final IconStalker’s Blade

  • Active no longer slows the enemy target by 50% for 2 seconds
  • Active now steals 20% of the enemy’s movement speed for 2 seconds and puts Smite on a 60 second cooldown, decreased from 75

[ Note ] Smite now has a 75 second cooldown. Again, you can find the changes to Smite in this PBE update.

 

Zz’Rot Portal [ New Item ]

  • No longer grants bonus AD and AP while standing near Void Gates. [ removed from this PBE update ]
  • Voidspawns and Void Gates no longer gain more stats with Champion level
  • After the third wave of voidspawns from a single Void Gate, new voidspawns from that gate will get 50% of both your Armor and Magic Resistance as bonus damage

 

 

Jungle Changes

Jungle monsters are now tankier across all camps safe for Red Buff.

(!!!) All Jungle camps now spawn at 2:00, not 1:55.

 

Gromp Camp

  • Gromp base Health increased from 1600 to 1800

Krug Camp

  • Big Krug base Health increased from 1440 to 1560
  • Mini Krug base Health increased from 540 to 620

Murkwolves Camp

  • Big Murkwolf base Health increased from 1320 to 1440
  • Mini Murkwolf movement speed increased from 450 to 500

Raptors Camp

  • Big Raptor base Health increased from 1200 to 1340
  • Mini Raptor base Health increased from 250 to 300
  • Mini Raptor base damage decreased from 20 to 18

Blue Buff Camp

  • Blue Sentinel (Blue Buff) base Health increased from 2000 to 2100
  • Mini Sentinels base Health increased from 400 to 450

 

 

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.


 

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

Balance-Issues-Banner

EU-LCS-Moving-to-Berlin-Banner

Targeting-Bugs-Banner

 

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

PBE-Round-up-Patch-4-15-Banner

 

 

 

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.

[ Link to Post ]

 

 

 

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.).

[ Link to Post ]

 

 

balance banner

 

 

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?

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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’).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

 

Others Banner

 

 

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?

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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.

[ 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 Update August 22 Banner

 

PBE 22/08 Contents:

 

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.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

PBE Content for Patch 4 15

 

 

New Splash Arts

 

Cyber Ops Yasuo, Final Boss Veigar, Shyvana and Vayne all got new splash arts!

 

Yasuo_2 Vayne_0 Shyvana_0 Veigar_8


 Cyber Ops Yasuo


Yasuo_Splash_2

 

Vayne


Vayne_Splash_0

 

Shyvana


Shyvana_Splash_0

 

Final Boss Veigar


Veigar_Splash_8

 

 

Cyber Ops Yasuo Preview

 

 

Final Boss Veigar Preview

 

 

 

Champion Changes

 

Gnar New Portrait

  • Base damage in both mini and mega form decreased by 3 [ revert on the changes in this PBE update ]
  • Base health regen in both mini and mega form increased from 0.5-per-second to 0.9

 

Hyper New Icon Hyper [ W ]

  • Maximum damage vs monsters decreased from 100/150/200/250/300 to 75/125/175/225/275 [ revert on the changes in this PBE update ]

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio decreased from 0.5 to 0.2 [ revert on the changes in this PBE update ]

 

 

Summoner’s Rift Visual Update has been removed from the PBE and will not be shipping with Patch 4.15.


 

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

 

 

PBE Update August 19 Banner

 

PBE 19/08 Contents:

 

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.

 

Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:

 

PBE Content for Patch 4 15

 

 

Champion Changes

 

 

Gnar New Portrait

  • Base Attack damage increased by 3 in both forms (45->48 in Mini, 49-52 in Mega)

 

Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600

 

Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90

 

Hyper New IconHyper [ W ]

  • Maximum damage to monsters increased from 75/125/175/225/275 to 100/150/200/250/300

 

GNAR! New IconGNAR! [ R ]

  • Bonus AD ratio increased from 0.2 to 0.5
  • Now has a 0.5 AP Ratio

 

 

Summoner’s Rift Visual Update is back for testing!

 

 

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