Archive

Posts Tagged ‘gypsylord’


News Update July 30 Banner

 
Summary

Short update today! On Reddit, Pwyff elaborates on the nerfs to DFG in Patch 4.13 and why wave-clear mages and Zhonya’s haven’t been nerfed. Champion designer Gypsylord addresses community concerns about Gnar being too strong and how his transformation and bounce mechanics work.

 


Recent News

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Post-Patch 4 point 13 DFG Banner


 


Wave-clear mages are as non-interactive as DFG assassin mages


[ Context ] Deathfire Grasp was nerfed in Patch 4.13.


deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90


Pwyff New PortraitI hear this now and then – I get that choosing a wave-clearing mage means you may not be taking an assassin mage, but that’s more correlation than causation. The DFG change was specifically focused on assassins, their playstyle, and creating more healthier patterns. It’s a weird conclusion to draw that we’re doing it because we love wave-clearing mages.


As a side note, There’s a comment below about nerfing an underused item – when assassins become strong then DFG often becomes strong as well. When DFG becomes strong, then it comes down to the only assassins who benefit are the ones who can use DFG to its maximum effect.

Touching up on DFG allows us to see what sort of breadth of assassin play there is for AP dudes out there rather than pidgeon-holing us into the idea that all AP assassins must blow up their target with 1 second.

[edit] Some responses from below for visibility. Someone mentioned that I misconstrued the argument – that waveclearing was equally non interactive and we should have hit both:

Ah yes – on that note I agree but I would also argue that there are ancillary changes that tackle this. A wave-clearing stall mage has the general weakness of “IF I’M CAUGHT I’M DEAD,” so assassins being buffed (exhaust / heal / banshee’s veil / chalice) has an impact on them as well. This is a very delicate balance to strike and trying to maintain multiple forms of strategic diversity is tough. We’re already seeing some assassins in competitive play against heavy waveclearing teams and it’s easy to overshoot.

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Follow Up

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Pwyff New PortraitImagine if it wasn’t! I get that assassination tends to be a very blunt definition, but imagine if there are assassins like LeBlanc who are super high-risk high-reward versus assassins like Fizz who are far better at repeated engagements and skirmishing.

It’s oddly nuanced, but when you add DFG to the mix it’s like “WELL THERE’S AN ITEM THAT GUARANTEED MAKES ME FASTER AT KILLING THINGS” so you buy it and it skews things. It’s hard to conceptualize around those kind of patterns when there’s an item that pushes so hard at emphasizing speed.

Not to mention it’s fairly low skill at that (no offence), as it’s like “push an extra button and kill faster.” APM aside, it’s tough to justify placing so much emphasis on that kind of capability.

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Why are you nerfing DFG when Zhonya’s has remained untouched

Pwyff New PortraitSo to be clear: we buffed assassins this patch. Exhaust’s damage reduction went down, Heal went down, Banshee’s Veil (which was broadly aimed at siege breaking but impacts assassins) got a timing reduction, Chalice lost 5 mr (okay not much but still). These are buffs.

I’m not saying that DFG pidgeonholes champions into building the item but a lot of the time if assassins are strong then the competitive meta can get focused on who manipulates DFG the best.

Syndra does build DFG more often than the others on your situational picks, and Annie / Veigar are unpicked for other reasons. LeBlanc / Ahri / Syndra (sometimes TF and lategame Fizz) do build it and those are the AP assassins we’d probably see come up if they do get strong. Even Lissandra there’s a very real danger when she gets played that she instead goes for a DFG and blows fools up (as someone put it).

I’m not saying it’s as black and white as pidgeonholing but I am saying that the danger of burst mages rushing DFG is a pretty unhealthy world. We’d instead prefer to have that power on the mage themselves.

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Isn’t building a Deathcap a lot more non-interactive than a DFG burst

Pwyff New PortraitBecause then the focus can be made on the champion interactions themselves. I don’t think adding an additional input onto a champion’s skill rotation is really a great argument. Take that single input away and maybe we can balance around that.

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(Off-topic) Are you nerfing Thresh because of his popularity

Pwyff New PortraitI agree that it’s not the best context and I probably should have done better. The argument is circular, but Thresh being a reliable, top tier support is partially due to his popularity but also because he’s just so damn strong across the board. He’s got insane teamfight presence but he also happens to be one of the best support skirmishers around. He’s just so well-rounded that it’s tough to really reduce power without hurting his identity.

As for Thresh’s position in the LCS / OGN / competitive play, he’s in the top 3 supports of pick/ban. Consistently he has passed 75%+ across the board and while popularity is never a core statistic we use purely, it indicates a degree of reliability and a disregard for strategic use that we can’t ignore. If Thresh can just be picked whenever and wherever (hello Lucian) that’s not the best.

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Gnar's Balance Banner


 

Mini Gnar’s W does 14% of Max HP as magic damage at max rank

Gypsylord New PortraitSo yes Gnar’s W does a decent chunk of damage. I won’t comment on whether or not it’s OP (numbers can change) but I will throw out 2 things to think about.

Gnar’s range is very low which requires him to put himself in some degree of danger when AA’ing enemies. It starts at 400 and reaches 502 at level 18.

The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA’s and his W proc.

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Follow Up


Why does Gnar’s range scale up

Gypsylord New PortraitBasically 500 range Gnar was too oppressive in lane while 400 range Gnar was somewhat useless in teamfights. Scaling the range allowed us to realize the play patterns we wanted throughout the course of the entire game.

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Isn’t that Tristana’s signature mechanic

Gypsylord New PortraitWhile the base mechanic (gains range per lvl) is technically the same I feel they pan out very differently in feel and fantasy. To me this component of Gnar’s passive reads “your range goes from bad to less bad.” Tristana’s passive reads “your range will eventually become THE BEST IN THE GAME!”

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How does Gnar’s passive transformation work

Gypsylord New PortraitHere’s the nitty-gritty on Gnar’s transform. I’m avoiding listing numbers as they are subject to change.

  • Gnar gains X rage every second while he is in combat. In combat is defined as dealing or taking damage.
  • Gnar gains X rage whenever he AA’s a unit or hits them with a boomerang. Minions and monsters give 25% rage.
  • The amount of rage generated (X) starts low and increases with level, maxing at level 11.
  • Gnar’s rage will fall off slowly if he spends a very long time out of combat (much longer than Trynd or Renekton).
  • When Gnar reaches 100 rage his next spell will be cast as Mega Gnar and cause him to transform. If he casts no spells he will transform after 4 seconds.
  • Mega Gnar lasts for 15 seconds.
  • After transforming back to mini form Gnar will become tired and be unable to gain rage for Y seconds.

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Why does Gnar transform automatically at 100 Fury

Gypsylord New PortraitAt 100 rage he can transform using his next spell. If he doesn’t cast a spell for 4 seconds he’ll transform anyway.

Gnar is tuned so that it isn’t about “if” he’ll transform but “when.”

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Does Gnar’s passive heal him when he transforms

Gypsylord New PortraitGnar keeps the same health % when he shifts from big form to small form so that his passive doesn’t give him too much free healing over time.

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Does Gnar use his Ranged or Melee ability when he transforms

Gypsylord New PortraitMelee. Though if he uses his E it’s a combination of the two versions (bounces as mini Gnar, AOE landing as big Gnar).

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Clarity on Gnar’s bouncing mechanics from Hop E

Gypsylord New PortraitGnar does need a targetable unit to bounce, so if you go untargetable as he’s about to land and there are no other units around he will indeed hit the ground and stop. It is possible to bounce over walls, you’ll need to line up a jump onto a unit pretty near the wall in question though and won’t be able to get through the thicker walls, since as with the initial leap the bounce range isn’t enormous.

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Can Gnar be played as a jungler

Gypsylord New PortraitIt’s possible, pretty challenging though because of the way his rage generation/form swap works, so getting access to the tools you want for specific camps/ganks is tough. Having said that while our best guess is that Gnar will be most effective in solo lanes could certainly believe there are some jungle options out there. Really interested to see what people discover.

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

 

 

News Update July 29 Banner

 

 

Summary

Following Gnar’s teaser promo-site yesterday, Meddler addresses some spoiler-free questions like the Champion’s intended role, who’s worked on him and how to pronounce his name. Moving on, Lyte discusses the long-rejected Prisoner Island system, which pits toxic players, leavers and so on in a separate environment. Game designer Fearless apologizes for the lack of communication on Sona’s rework and explains why auras need to remain short-ranged. Lastly, a Skin recolor survey surfaced on Reddit.

 

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Discussion on Gnar Banner

 

 

Can we have some hints about Gnar’s kit

 

 

You stated Gnar will be a top laner

Meddler New Portrait We believe top lane’s where Gnar’s going to be played most due to the way his kit functions, though we’ve tested him in other roles too of course. As with any new release though that’s just an estimate of course – internal testing’s no substitute for the millions of games that’ll get played once a champion’s out that really dig into how they’re best played.

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How do you pronounce “Gnar”

Meddler New PortraitSilent G.

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Do you think Gnar can handle Ranged champions on top lane

Meddler New PortraitWe’ll get into kit discussion pretty soon, don’t want to give any details away before the rest of the reveal stuff comes out though .

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Is Gnar the Champion Gypsylord and CertainlyT worked on

Meddler New PortraitBoth Gypsylord and I have done gameplay design work on Gnar. Gypsylord’s definitely done more of the work than I have though, particularly in the later parts of Gnar’s development (most of my hands on contributions were in the earlier stages). CertainlyT’s currently focused on another champion that’s earlier in the production process.

Important to point out here though that gameplay design’s just a piece of what goes into a champion however. A wide range of people are part of making a character like this (animators, visual effects artists, modellers, producers, QA, 2D artists, sound designers, writers, software engineers, playtesters from a wide range of disciplines etc) – gameplay design’s just one piece of the puzzle.

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Has Gnar been in production for a long time

Meddler New PortraitYeah, initial concept work on him started early last year. We figured a bunch of stuff out, then put him on ice for a while until we were ready to get him into the full production process.

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Is Gnar from the Freljord like Braum

Meddler New PortraitGnar does not currently reside in the Freljord (although that does not discount him possibly being “from” it). Honestly, I doubt he even has any understanding of what a “Freljord” is.

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Prisoner Island Banner

 

 

Why haven’t you tried a “Prisoner Island” punishment system

[ Clarity ] The “Prisoner Island” system puts toxic players / AFK-ers in a separate queue from the rest of the player base.

Lyte New PortraitHey Arkon Tri,

The reason I haven’t dug into this is because we’ve discussed why these designs aren’t suitable for League (or many other games) in the past. Some other players have mentioned this, but you’re basically suggesting a concept called “Prisoner’s Island,” where you pair players with similar reputations together. 

There’s a lot of nuances to low priority queue or Prisoner’s Island systems; for example, you can use low priority queue systems for behaviors like Leaving/AFK. These behaviors are binary–players know they either left a game or not, and there’s no subjectivity to the behavior. However, when you’re dealing with behaviors like verbal abuse, intentional feeding or negative attitude, it’s far more subjective. Some players will get placed into low priority queue systems for these behaviors and vehemently disagree that they belong there–you’ll basically get a lot of, “What the? All these people in low priority queue are toxic, why am I here?

In these cases, a lot of players (mainly those without purchased content) will simply make new accounts to re-enter the ecosystem with a neutral reputation rating. If these players do that, you’ve basically banned a player but used a complicated, time-consuming system to do so.

Secondly, a common issue with these designs is how you score new players. Do you score them in neutral priority, and force them to have worse matches than the “positive” players? This isn’t ideal, because generally you want your new players to have the best game experience. You obviously can’t start new players with 0 or negative reputation, as that’d be a negative experience. If you start new players with a positive reputation, then it gives toxic smurfs an easy way to ruin games at low levels while also further encouraging them to just start new accounts if they ever end up with negative reputation.

We’ve talked about a lot more reasons in the past, but Prisoner’s Island has basically been a concept for over 5 years and we know that it only works well with binary behaviors that are not subjective.

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If players in the “Prisoner Island” wish to reform, they’ll move up

Lyte New PortraitIronically, what we find is that when you actually put players together in Prisoner’s Island and all 10 players are actually consistently toxic players for subjective behaviors like verbal abuse… it’s nearly impossible to change.

Again, Prisoner’s Island type systems work OK for behaviors like Leaving/AFKs which are binary, but are very, very counter-productive for subjective behaviors.

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How about just giving real rewards for positive behavior

Lyte New PortraitWe have to go back and finish the Honor Initiative, and that’ll explain a lot of the reasons why Honor was setup the way it is but seems incomplete.

For example, right now there’s an issue with the Honor Ribbons where it’s simply rewarded to the top 20% of positive players on every server. Most of these players tend to play modes like ARAM and Co-op vs Bots because these modes simply have really high Honor give rates; so, you won’t see ribbons as much in Normals or Ranked. One of the fixes is making sure that we reward ribbons per queue, and not just per server.

Secondly, we have some rewards for the Honor Initiative that are more consistent. Right now, Ribbons are the top 20%, but there’s nothing for the everyday player who wants to be recognized for being positive while working their way up.

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Why not have the “Prisoner Island” be just for leavers

Lyte New PortraitWe’ve been working on a new system that addresses Leavers/AFKs more aggressively, and will talk about it in a post in the future. Without revealing too much, it’s a different take on low priority designs and will update LeaverBuster’s penalty and tuning systems.

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Anonymity is what causes toxic behavior

Lyte New PortraitHere’s where you disagree with a lot of recent research by multiple university labs. A lot of recent research has shown that online toxicity is not about anonymity. If you look at news, social media and other games that force you to reveal your real ID and often personal profile to post comments, there’s still an insane amount of toxicity. What the research has shown is that the problem is a lack of consequences for actions, and this has very little to do with anonymity.

Secondly, the current systems don’t create more toxicity. Many players that are banned for racism, sexism or homophobia quit League of Legends and never play again, and that is exactly what we wanted. They’ll rage on the forums and complain, but that’s expected when you tell a group of players they don’t belong in this community. For the small number of players that do make new accounts, they’ll keep getting banned until they quit as well.

Third, there’s actually a system in place at low levels already that separates toxic smurfs away from other players and then bans them. We knew some of the toxic players would make new accounts when they got banned, and we did want to protect new players. However, we see that for many toxic players a few bans does get them to quit permanently. Prisoner’s Island systems don’t solve this issue by the way… many players just create new accounts when they enter Prisoner’s Island anyways.

I agree that for most players, making it ‘worth it’ to be nice is more effective, and we’ve been working on efforts to reward those players and give them more reasons to reflect on why being positive = awesome. However, we’re always going to need pretty aggressive systems for the small % of players that refuse to change. For these players, we just want to ban them repeatedly until they take their time elsewhere.

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Will LeaveBuster remain the same, but with banning for leavers

Lyte New PortraitWrong, it has entirely new penalties and doesn’t use bans.

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If a player is stuck with toxic elements, he she will try to change

Lyte New PortraitCould you explain why these two are different? 

If you’re banned, why isn’t it “damn I lost my account that I invested in, I’ll make a new one and not be an ass or I’ll lose that account too.”

If you’re in low reputation queue, why isn’t it “damn I am stuck in low priority/low reputation again, that’s ok! Time to make a new account and replace my old one in a week or two, no biggie.”

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The issue with your system is it takes too long to ban players

Lyte New PortraitActually, with the current system it’ll take approximately 3 days maximum for them to lose their new account.

How is a system proactive if it requires player input, which is reactive because it’s after a game experience?

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Bonus – apology from Arkon Tri and a focus on theorycrafting a proper punishment system

 

I added this in because it’s a great message: that you should always be arguing over suggestions, not over personas, if you want to reach a constructive conclusion.

 

Lyte New PortraitNo worries, we have heated discussions about designs much like this one internally all the time. One thing I think we both agree on is that we should always attack the ideas, and not the person. Emotions really just cloud decision-making when we’re trying to deep-dive into the intricacies of a design.

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Sona's Rework Second Banner


 

 

Why are you nerfing Sona on the PBE

Fearless New PortraitI wanted to post here to clear up the reasons we’ve been lowering Sona’s values, even while the community here is asking for buffs. Most of the balance changes are reflections of internal playtesting, as we can balance those scenarios pretty well (accounting for people playing their main roles and champs, having less of a learning curve due to their closeness to the changes, etc.) so they give us a reasonably strong environment for understanding a champ’s balance.

PBE doesn’t have all of this going for it. Matchmaking is much less precise on the PBE, and some players are just hopping into custom games.

Based off watching the internal playtests, Sona was strong, and not just a little strong. Sona really hadn’t lost a lane before these changes.

As a side note, for the people claiming that negative posts don’t get read, that’s not true. I’ve read every Sona post I can find on here, on community sites, reddit, everything. While also trying to get Sona as streamlined and bug free as I can, time to reply is pretty lown When I see 3 or 4 people spamming out really angry posts, I do take the feedback and try to understand the source of frustration.

I haven’t responded in this case because previous attempts to have discussions haven’t proven productive. I don’t expect to change the minds of people who’ve had poor experiences here based on talking about what happened in testing they can’t see and don’t believe in. Being called a monkey doesn’t really make me believe that folks are interested in a meaningful discussion. If I have to choose between making an attempt to appease people who haven’t displayed a tendency to actually interact with debate, or fixing up Sona for her release, I’m going to fix up Sona so that she’s a better addition to the entire game, for as many players as I possibly can.

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Why haven’t you addressed the community’s concerns

Fearless New PortraitI think it’s a very fair criticism that I didn’t speak to you all as much as you’d hoped for. Saying that only 3 comments on one thread doesn’t suffice? That get’s a bit tricky. What is the correct ratio of posts? Do I only count posts that have actually tried to open or inform a conversation, or should I count troll posts and people raging without having even played the rework? At what point is my time posting and searching for ambient Sona threads better spent talking with our QA, live balance team, and experimenting with changes, tweaks and bug fixing? It’s very possible that I didn’t get that formula even close to right. It’s something for me to improve on.

That being said, when I look at posts that have lots of incorrect information, I started the time on PBE correcting them to make sure truthful information would be visible. Seeing those posts then get downvoted tells me that this community would rather punish someone they don’t agree with rather than provide its members with the most accurate info. That’s really depressing for me, both as a community member and a designer. It also doesn’t help when words get put into my mouth. For E, example, I don’t think the AP ratio “balances the ability.” I think a completely new ability that gives Sona, as well as her allies a very large block of MS makes sense on a kit that focuses on positioning. Sona can now position for huge ults without Flash due to E, as well as use her other basic abilities with quicker repositioning to save her team and power them up.

When we change a champion, some of the balance will be comparative, but plenty of it can’t be. Sona is Sona, and her balance as a whole is very different than any other champion. Sona has to be balanced of the collection as her base stats, abilities, growth, item paths, etc. I know it can be frustrating to see a value go down, and it can be easy to dwell on that change in isolation. When we’re adjusting Sona, we’re looking at the whole, and when she was showing up really strong, we tried to keep her power in the places that gave Sona her own set of strengths and weaknesses. That means she has to be worse at some things than other champions, but she gets to have strengths that are actually her own.

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It seems like you’re ignoring player feedback and suggestions

Fearless New PortraitIt’s not that I don’t care. Some of the suggestions don’t fit the vision for the champion, some are just straight up OP, and some were tested and didn’t work as well as the current option. It’s been something I need to do better with to make sure that you and the rest of the community at least hears more in these situations. I’ll admit to getting overwhelmed with the actual implementation and analysis for Sona, and not spending enough time addressing the feedback.

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Suggestion Make Sona’s auras chain off of allies to increase the aura range

Fearless New PortraitThe reason that we haven’t increased the effective range of the auras, either through a straight range increase or through something like this, is that it is intended that Sona continuously has to make a choice between playing safe and playing to maximize the effect of every cast. This is also why Sona has gotten even better AP ratios.

 

Sona players can build tanky/support tank and increase their safety, or they can opt into higher risk reward with AP builds. Larger effective aura sizes not only increase Sona’s effective support output, but decrease interaction with allies and leave opponents no real chance to respond if she’s strong, and no real room to buff her if she’s weak.

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Skin Recolor still in theorycrafting stages, not in development

 

[ Context ] A Redditor shared a thread with screenshots of a survey Riot is currently conducting on the option of selling recolors of skins in the store for 390 RP.

 

BuboBubo New PortraitReally happy to see the excitement here and wanted to provide a little bit more background.

This survey is part of our efforts to understand what the most important underlying elements of “Recolors” are and how important they are relative to each other. Everything is super exploratory at this point (ie: far too early to commit to recolors at all, a specific feature set, price or release date). But this feedback will directly shape what gets built because ultimately we want to delight you and what better way to maximize the chances of achieving that than getting your input?

On another note, surveys are a regular and central part of our quest to understand player wants, needs and behaviors. Importantly, they allow us to get representative responses from the various types of players. While forums and Reddit give us a lot of feedback and we are constantly perusing it, relying on them exclusively would lead to us missing the perspectives of players in other regions and those that don’t participate in these venues. This is also a key reason for why surveys are sent to individual players rather than posted for public comment.

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What are your thoughts on these surveys being made public on Reddit

BuboBubo New PortraitPlayers who didn’t get the survey enjoy the sneak peek, but it will inevitably set expectations for at least some players in ways that aren’t ideal. Meeting, falling short of, or exceeding player expectations keeps us up at night and public posts definitely make things a bit more volatile. From the player insights perspective (my discipline at Riot), it doesn’t help the validity of the surveys to have them posted up.

But at the end of the day, its part of the risk and done without malicious intent so we’ll roll with it.

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UNCONFIRMED FEATURE STILL IN TESTING!

Please no complainerino.

skin-splash Riot Survey Lucian Recolor End of Survey

 

 

Why isn't Vi top a thing

Gypsylord New PortraitSo as anyone who has watched the Vi champ spotlight may know, Vi was originally intended to be a top laner. 

She’s got a lot of cool gameplay in top lane with the Q charge up and E cleave but, honestly, she’s just too fair up there for too long compared to our current crop of top laners.

In the early game she has meaningful mana costs, telegraphed attacks, and massive cooldown windows for her passive and all of her spells (P – 18, Q – 18, E – 14 per charge, R- 150). I actually think top lane Vi could be a pretty awesome experience for both sides of the lane if we did stuff like lower her CD’s or buff E’s range and mana cost but then jungle Vi would go to crazy town. Could nerf jungle Vi to compensate but then are we screwing over the many Vi mains who prefer her out-of-lane experience? It’s a tough call.

All this said, SmashGizmo got diamond last season almost exclusively with top lane Vi. He’d typically play conservative until 6 focusing only on CS and rush an Iceborn Gauntlet for the extended dueling power and mana to offset her high costs. Turns out if a Vi manages to stay even until 6 there is not a single character up there (not even Irelia or Jax) who can beat her in a straight up 1v1. Her burst and sustained damage output is insane when she gets the chance to use it and her late game with top lane items is monstrous for the enemy teams’ squishies (or at least it was in season 3, a lot has changed since then).

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Why haven’t we been compensated after the EUW servers were moved

Draggles New PortraitThe compensation that Pwyff mentions in his post was given in June 2013. Here‘s a post from Demorphic (sorry the formatting is a little broken!) where more is explained.

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

 


News Update June 21 Second Banner

 

Red Post Collection

Single Posts – Darius Rework, Sona, Sion, Headhunter Caitlyn & Much More

 

Recent News


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Direction for Caitlyn’s Visual Update Banner


Caitlyn’s slated for a visual update and how her design would shift is still being discussed.



[ Question ] Will Caitlyn still be a sexy sniper woman after her VU?


Riot Paddo Button Rioter Riot Paddo: I have nothing to do with a VU but besides her officer skin when I think of Cait I don’t see her as a super sexualized champion comparatively to the rest of the female cast. Most of her skins she is pretty covered up not showing a lot of cleavage and at most she just wears a lot of short shorts and skirts.



Does this image work for capturing Caitlyn’s personality?


Caitlyn Redesign


IronStylus Riotlink Button IronStylus: I may or may not have this image in my reference file for an eventual or non-eventual VU.

 

 


[ Follow-up ] Caitlyn’s design


IronStylus Riotlink Button IronStylus: Let’s get slightly less cryptic. I’ll try for at least an 8/10.

There’s a fine line where any champion update is concerned. Yep, that hat is goofy. It’s straight outta Willy Wonka. Egads, that dress, what is she, a ballerina? WHY ALL THE BELTS, FOR THE LOVE OF GOD, THE BELTS. However, despite all that inconsistency, there’s charm. I’m coining a term, right here, right now. “Incongruity charm”. The positive emotional responses derived from particular visual aspect of a character that despite making no logical or stylistic sense allows a character to be a) recognized distinctly and b) creates uniqueness. 

That’s what we don’t want to kill, the distinct recognizably and uniqueness of a champion. We want to find a way to make some of that contrast actually consistent without dismantling the character. For me, that means keeping particular reads of a character. It might mean ditching the tutu, but it might mean giving her a long/half coat that creates a similar silhouette. It might mean keeping a hat that’s to a certain extent over-sized, but give it a reason for it to be a little unusual, whether that be by adding functionality, adding fashion or creating story.

For Caitlyn all of the above apply in terms of a solution, I feel. We can turn that hat into something that has functionality that Piltover gadgetry is known for, we can make it something that feels integrated into her fashion persona and we can allow it to be a marker of her story as a member of law enforcement. 

I actually see Caitlyn being able to get a way with high-fashion garb. I wouldn’t yank it right from Victorian London, but I would want to bring it in line with what Piltover is manifesting as in newer characters. That style is more evident and unified in Vi and Jayce. I think it’s only appropriate that Caitlyn follows a similar progression. Making sure that charm is intact but dialing back on some of the incongruity.



[ Opinion ] The above concept just doesn’t fit Caitlyn. It’s too much steampunk, not enough wackiness


IronStylus Riotlink Button IronStylus: It’s not so much about execution nor literal translation of this art. When embarking on any character, a new champion or a VU, I gather reference. I gather a LOT of reference. Sometimes it’s photo reference, sometimes other artist’s reference. It’s reference for design, style, technical execution, etc. This piece happens to be among my reference as is has something to contribute to the conversation. Not necessarily at face value, or from a polish standpoint, but because it’s a player’s interpretation and they’ve let me see the champion through their eyes. I find that extremely valuable.




PBE Changes to Maokai Explained Banner


Maokai got a major overhaul in today’s PBE patch. How will these changes affect his gameplay?


Related Update


PBE-21-June-Banner

 

 

Clarity on PBE changes


SmashGizmo Button Rioter SmashGizmo: Couple of notes here on the Maokai changes that aren’t immediately apparent from looking at the tooltips on PBE.

W no longer has a cast time, essentially this makes it easier for him to reactively use this ability for either the fast snare or to duck a spell with the untargetability.

Sapling movespeed starts lower at 450, but now scales with Maokai’s movespeed, this is why we had to hit the damage on the skill, the damage is more reliable throughout the game and thus the 460 total base damage was a bit whacky.



What’s with the changes to Twisted Advance [ W ] ?


SmashGizmo Button Rioter SmashGizmo: Totally get this confusion and I’ll do my best to clarify how we got to where we currently are on the W changes.

Essentially the start of the changes to the character were centered around the ult and making it more usable and the initial proposal for ult change was a slightly less polished version of the change you see on PBE today. We liked most of what we saw with this version of the ult, but it left a fundamental flaw in the character where he had an ultimate that made him want to stick by and protect his teammates that was constantly at odds with the 650 range snare dash that screamed “initiate on the opposing backline.” The two mechanics didn’t make sense together, so we set out to re-focus the W around shorter range, but faster teamfight positioning that was most effective vs. the opposing front line to keep Maokai closer to his allies. This is also the reason why the damage paradigm shifted from flat damage to % damage; we wanted Maokai’s W to be more target agnostic so that you can feel good about W’ing to that opposing Vi rather than always feeling compelled to dive the opposing squishies.

The results of these changes have been pretty promising in playtests. Maokai still has decent ability to start fights by opening with Sapling slow to make up the extra range lost on the W, but it doesn’t feel quite as inevitible and frustrating when playing against, and meanwhile Maokai gets to feel much better about using the W to get in useful positions for protecting other members of his team. I want to continue to monitor this and test my assumptions about how this is playing out on PBE, but as I said, thus far I’ve been pleased with the result that this change has on it’s kit alongside the other changes that support it (the E for giving him some reach in ganks/initiation scenarios and the R for preferable teamfight positioning).

Hope this helps you understand where we’re coming from on this!



[ Question ] Will you also make the items for tanky junglers better?


SmashGizmo Button Rioter SmashGizmo: Yes, as we’ve said in the forecast, itemization is also being looked at and improved for Tank Junglers this patch, which involves some changes that I won’t go into on the Golem line since we’re still hashing out some of the details before sharing them with yall. Still not sure when they’ll be ready for PBE, but I can tell you that the benefits that tanks are seeing from these changes in internal playtests have been very promising.



[ Question ] How will these changes affect AP Maokai?


SmashGizmo Button Rioter SmashGizmo: Hard for me to tell what exactly it does for AP Mao. Q is essentially unchanged for AP Mao. W is better as a 1 pointer due to the base damage scaling naturally with game time, but the AP ratio doesn’t catch up to live until the target hits 2K HP, sooooo kinda tough to tell?

E retains it’s high ratio, but takes a base damage hit, BUT also gets extra movespeed off your movespeed and slows the opponents, so his poke game becomes more reliable, but less punishing in terms of damage.

Ult is probably strictly buffed for AP Mao since now he can follow his target to nuke them with it.

I think it’s a small net positive for the AP build, but enough parts are moving around for him and we’ve gotten pretty limited testing on it since it is an off-build, so I can’t really say with confidence where it all puts him. It’s a neat little off-build though, and I’d love for it to still be as effect as it is now, so I’ll be keeping an eye on how AP Maokais perform with these changes and adjust ratios around for him if he’s struggling compared to the current power (or if by some chance I’m missing something and he goes crazy with it :p).



Curse voice still banned Banner

Curse Voice is still forbidden! Why?! (I can’t think of a better summary, I don’t know why it’s still banned).


My thoughts on Curse Voice


3rd-Party-Banner


 

Riot Sargonas Button Rioter Riot Sargonas: Hey guys, I just wanted to pop in here. It is NOT ok to use Curse Voice yet. Yes they removed timers, but there are still other concerns we had outlined in our original statement regarding voice chat and overlays. (timers were only 1 of three issues we had with the application at that time.) We’re working closely with Curse to help them make changes that will fit within the guidelines of our ecosystem, so hopefully in the future it will be in the clear once more, as we DO want this to work out well for everyone. However, at this time nothing has changed since our last posting about the issue a few weeks ago.



Why Curse Voice is against Riot policies


Riot Sargonas Button Rioter Riot Sargonas: Since this is a hot topic again, let me outline some clarity on why programs like Curse Voice, Razer Comms, and others are considered against our policies. 

We do not have an issue with people using voice chat, per-say. Skype, Ventrilo, Teamspeak, we know these things are used regularly and that’s fine. Our concerns are when programs interact with the game (during the champion select lobby experience for example) and prompt you with overlays that say “Hey, people on your team are running XYZ software. Click here to chat with them.” That’s where our concerns come in as this is doing several things, including breaking the “should not interfere with the player experience from Play to End of Match Screen”.

I also want to point out you’re perfectly fine to have curse voice installed and use it with other games, we wont ding you for simply having it. We’re even working with them to hopefully find a solution where everyone, especially the players, win.



[ Off-topic ] Why are you working on voice chatting instead of fixing drophacks?


Phreak Button Rioter Phreak: I can promise you that the network engineers are not the ones handling Riot-Developer relations, or detailing Third-Party-Programs rulings.





[ Question ] Why not add your own voice chat option to the game?


Riot Sargonas Button Rioter Riot Sargonas: Adding our own is something we are researching. Not saying we definitely will, or wont, but we are sincerely taking the community sentiment into consideration and investigating possibilities. What may come of that, who knows.. but it’s not something we’ve closed the book on.




Update on Soraka's Rework Banner


How is Soraka’s rework coming along? Game designer Vesh has some thoughts to share with the community on Soraka’s healer theme. 


Related Collections


Morello-Upcoming-Soraka-Rework-Banner
Goals-for-Sorakas-Rework-Banner

 

My ideas for Soraka


Rework-Forge-Issue-2-Soraka-Banner



[ Question ] Is it true Morello doesn’t want Soraka to be a healer?


Vesh Button Rioter Vesh: Actually, Morello has been the one who has really been driving the vision of her remaining as a healer above all other things, at any cost.

pls nobody tell him i told u dis. it would ruin his reputation of hating healerz


 

[ Follow-up ] So Soraka will remain a dedicated healer?


Vesh Button Rioter Vesh: That’s the goal . We sat down and said “what would we be willing to sacrifice to make Soraka the best healer we can” and we decided the answer was everything (if we had to).

 

 

[ Question ] How do you balance a healer to not stay back and just heal everyone from safety?


Vesh Button Rioter Vesh: This is absolutely the biggest risk with a healing champion. Heals undermine action and make it feel pointless to engage with the enemy. One way we are looking at solving this is the idea of the “infuse healer” who martyrs herself by giving up her health to an ally. Ideally, she has some interactive way to regenerate her health if she is successful (for instance, some form of offensive spell with adequate counterplay). If you make the healer more at risk as they heal (by making them at lower and lower health) then the “kill the healer” gameplay becomes much more realizable.



[ Question ] Will she have both health and mana costs?


Vesh Button Rioter Vesh: It would probably also need a mana cost to make Soraka not feel bad about buying all the mana items that we push supports towards. I’ll be able to talk more about what is working and what types of things we’re trying as we build more confidence in the direction. Right now we are really just exploring whether this healing pattern can work and feel fair and impactful for both teams.



[ Question ] Will you keep Starcall unchanged?


Vesh Button Rioter Vesh: Starcall is literally just a stat-check. It also tells Soraka to build tanky and stand in the middle of the fight. These things directly conflict with the goals of making an interactive character who can also be a best-in-class healer as her unique support niche.




[ Question ] Why not add risk to healing by making Soraka’s heal melee-ranged?


Vesh Button Rioter Vesh: Haha, don’t want to talk about specifics too much while we are still uncofident, but that’s literally the change I made for this week’s testing. It solves that problem to some degree but feels realllly bad as Soraka when people are over walls or running from you and you can’t help them. (trying a new passive that might help with this though)



[ Opinion ] Soraka’s pushing strengths are a big part of her niche in lane


Vesh Button Rioter Vesh: Didn’t say she wouldn’t still have that aspect. The auto-target starcall that just hits stuff for damage can’t stay though. Can still find ways to preserve the pushing aspect without sacrificing interactive gameplay.



Single Posts banner



New theme for Baron’s pit




[ Update ] More ideas for Diana


Related Collection


Ideas-for-Diana-Rework-Banner (1)

 

gypsylord Button Rioter Gypsylord: Hey guys,

Thanks a ton for all the feedback. Am reading through the whole thread.

Again, it’s unlikely these changes will happen. I’m just spitballing with you guys to better understand Diana’s identity and what could be done with her.

Some general trends I’m picking up:
Assassin pattern would be missed.
What’s a “fighter” anyways and how does that help define a champ’s identity?
R damage spike at 6 would be important to laning and sorely missed.
Maybe switch R and E?
If she doesn’t just kill a guy how does she survive in a fight?

Will try to respond to some of this stuff later this evening when I get more time. Gotta get back to work on next champ D:



[ Question ] How are Sona and Sion’s reworks coming alone?


MeddlerButton Rioter Meddler: Actively in progress is about all I can say at the moment. For Sona timing’s going to depend on availability of art support once possible design changes are locked down. Sion on the other hand’s a really large job (same amount of work as a new champion in many regards, but with more skins) so he’s coming along well but a mammoth project.



[ Follow-up ] Sona rework


MeddlerButton Rioter Meddler: We’re investigating ways to address some issues with her auras at the moment (how can we can that power more appreciable, get some additional skill differentiation). Some more details/discussion here.




[ Update ] Darius Rework


morello Button Rioter Morello: These are very specific and not ready to talk in detail about those (I always think the details are pretty mutable anyhow!). But I can answer a few queastions:

  • What about bleed damage? I think Bleed Damage should be rewarded more in the skill damage ramp than the bleeds. Maybe at higher levels is could go up over the current amount, but I’d imagine the bleed damage itself wouldn’t be seeing huge increases.

  • Will he get tankiness? In this Darius model, he actually needs to be very tanky – agreed. We’re requiring him to spend more time in combat to score kills, so more tankiness is required to get him to be able to do that. Some of this would be itemization, some maybe in skills, or base stats.

  • His kiting issue will NOT be addressed – on purpose. This version of Darius would eventually win any long fight. The key play to deal with Darius is to peel him and keep him off you. I think being kitable is a fine weakness, and there’s quite a few champs with moveblocks who can be played for those players who hate being kited 🙂

Does this help?



Thoughts on Headhunter Caitlyn’s looks


My criticism of Headhunter Caitlyn


Boom-Headshot-Banner


Riot Whist Button Rioter Riot Whist: Headhunter Cait is just the headhunter line (which is heavily predator inspired) and is not made to be a future-tech skin.

This doesn’t close the door to a future/mecha/battlecast/pulsefire/whatever kind of skin at all. I’d love to work on a future tech Caitlyn skin, though I’d prefer to wait until after her VU.


Also in defense of cleavage/miniskirt…
That’s Cait. Take a peek at the base model, big boobs and a miniskirt. You’re noticing her boobs more probably because the texture work is better and they look like boobs, not a shelf. Part of the task of Skins team is to make sure skins still look like the base champion. We are looking into addressing some of the concerns though.


A lot of the complaints about the skin seem more like a discussion about Cait as a character and would fit more into a VU discussion. We here at Riot all agree (at least those I’ve spoken with) that a Sheriff probably shouldn’t have a miniskirt.

 


[ Question ] Will we have a better explosion animation for the Nexus when the game is over?


RiotForScienceButton Rioter RiotForScience: Yup I can though I am certain that the end-of-game-ceremony is stilll work-in-progress





[ Update ] Indicators for Blue/Red buffs on Summoner’s Rift


Button Rioter Les Nomerables: We’ll be creating new ones later in the process 🙂



Riot Games paying employees to quit


Link to announcement (scroll a bit down).


Riot WhistButton Rioter Riot Whist: I expect utilizing this program to be a fairly rare thing thing as stated we are very careful with hires.

This is something other companies like google and amazon have done for years now. It’s a win for both sides, we don’t have new employees who aren’t enjoying their job not giving it their all, and they don’t have to hang around at a job they don’t like.


Riot’s an amazing place to work for a lot of people, but that doesn’t mean it’s for everybody.


We aren’t paying people to leave, Riot doesn’t initiate this. The new hire is the one who decides to leave and get money for it.



[ Follow-up ]


Riot WhistButton Rioter Riot Whist: It’s only for new hires in their first 60 days. If they’re doing a terrible job, we will let them go with no pay if need be (though I doubt we’d ever consider firing in the first 60 days and they’d have adequate warning they need to up their game first). It’s up to THEM to decide if they want to leave.

I don’t know where this elaborate sketchy scheme came about, but Riot would not do this. No sane company would do this.
If you aren’t working out with the company we let you go. There’s no “hey you’re going to get fired in a few months”. That would be a really dumb move.



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


Patch 3 point 12

 

Patch 3.12

* Maps & Game Modes

* General

News

Red Post Collection

Champion Rotation – Week 35

Champion/Skin Sale – Expires October 4th

 

 

 Patch 3.12


 

Balance


 

 

JinxSquare

      Jinx

  • Jinx, the Loose Cannon, is in this build but will be turned on at a later date.

 

 

CassiopeiaSquare
 Cassiopeia

 

Petrifying_GazePetrifying Gaze ( R )

  • Mana cost reduced from 120/160/200 to 100 at all ranks

 

Context: The cost of Cassiopeia’s Petrifying Gaze is too damn high. To remedy this, we’ve reduced its mana cost at all levels to bring it more in line with other ultimate abilities.

 

 

GarenSquare

     Garen

  • Garen has received a visual upgrade! Check out the full details here.

 

 

KatarinaSquare

  Katarina

Death_LotusDeath Lotus ( R )

 

  • No longer has a cast time delay before channeling (previously had a 0.25 second delay)
  • Total damage increased from 400/500/600 (+2.0 AP)(+3.0 bonus AD) to 400/575/750 (+2.5 AP)(+3.75 bonus AD)
  • Channel time increased from 2 to 2.5 seconds
  • Cooldown reduced from 60/55/50 to 60/52.5/45 seconds

 

Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We’ve increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina’s overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.

Context: We wanted to re-focus more power and gameplay into Katarina’s Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.

 

 

LucianSquare
    Lucian 

  • Updated Lucian’s recommended items
  • Base mana regeneration increased from 6 to 7
  • Mana regeneration per level increased from 0.65 to 0.7

 

LightslingerLightslinger ( Passive )

  • When Lightslinger’s target dies before the second shot hits, the second shot will now always attempt to find another target

 

Piercing_LightPiercing Light ( Q )

  • Laser hit box width reduced from 120 to 100 units
  • Ability now leads its target by 80 units when cast on an enemy champion

 

Summary: Piercing Light’s hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.

Context: Lucian’s Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we’ve added a leading mechanic to Lucian’s Piercing Light. This means that if the target just keeps moving – oblivious to the ability being cast – Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who’ve got their eye out for incoming abilities.Finally, a bug in Lucian’s passive meant that Lightslinger’s second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian’s target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian’s last hitting or accidentally hitting a champion under the tower.

 

 

OlafSquare
     Olaf
 

  • Base mana reduced from 270 to 235

 

UndertowUndertow ( Q )

  • Base damage reduced from 80/125/170/215/260 to 70/115/160/205/250
  • Slow percent increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration reduced from 2.5 seconds flat to 1-2 seconds based on distance traveled
  • Slow no longer decays
  • Minimum distance added (400)
  • Axes now stick to walls and structures only if they would land in impassible terrain
  • Axes now make jungle monsters ignore unit collision (to better enable Olaf’s axe pickup play in the jungle)

 

Vicious_StrikesVicious Strikes ( W )

  • Mana cost reduced from 40/45/50/55/60 to 30
  • Now grants 20/35/50/65/80% Attack Speed and 1% extra healing for every 2.5% HP Olaf is missing
  • No longer grants bonus Attack Damage and Spellvamp
  • Lifesteal retained

 

Reckless_SwingReckless Swing ( E )

  • Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds
  • Damage changed from 100/160/220/280/340 to 70/115/160/205/250 (+0.4 AD)
  • Health cost is equal to 40% of total damage dealt (unchanged ratio)
  • Health cost is now refunded if it kills the target
  • Basic attacks lower the cooldown of Reckless Swing by 1 second

 

RagnarokRagnarok ( R )

  • Cooldown changed to 120/100/80 (from 100)
  • Mana cost removed
  • New Passive: Olaf gains 10/20/30 Armor and Magic resist.
  • Active Reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
  • Olaf now turns red when Ragnarok is active
  • Crowd control immunity retained

 

Summary: Olaf’s kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we’ve given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf’s attack speed and grants bonus healing based on Olaf’s missing health . Next up is Reckless Swing. We’ve reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we’ve added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok’s crowd control immunity has been retained.

Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we’ll closely monitor how he performs over the coming days and weeks.

 

 

RyzeSquare
      Ryze
 

  • Adjusted recommended items to incorporate Spirit Visage instead of Banshee’s Veil
  • Base movement speed increased from 335 to 340
  • Improved basic attack to be more responsive

 

Desperate_PowerDesperate Power ( R )

  • Movement speed increased from 60/70/80 to 80 at all ranks

 

 

Summary: We’ve improved the responsiveness of Ryze’s basic attacks. Additionally, we’ve increased his base movement speed along with Desperate Power’s movement speed bonus.

Context: We like Ryze’s current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.

 

 

ShenSquare
      Shen

 

Shadow_DashShadow Dash ( E )

  • Shen’s damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)

 

Summary: Previously, Shen’s Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We’ve altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.

Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win’s trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus’ basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen’s taunted enemies.

 

TeemoSquare   

    Teemo

 

Noxious_TrapNoxious Trap ( R )

  • Shrooms now grant 10 gold (increased from 0)

 

 

 ThreshSquare

     Thresh

 

DeathSentence Death Sentence ( Q )

  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds
  • Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy

 

FlayFlay ( E )

  • Passive basic attack “wind up” damage now only grows when Thresh’s basic attack cooldown completes


Summary: We’ve extended Death Sentence’s standard cooldown, but added a mechanic that reduces the skill’s overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he’ll need to deliberately stop attacking in order for it to start “winding up” again.

Context: Thresh’s laning phase can be overbearing when played correctly. We’re making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive “wind up” damage was growing even in between Thresh’s auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay’s passive even when constantly auto attacking.

 

Minor Changes, Bug Fixes & QoL


 

 

HeimerdingerSquare    

Heimerdinger


H-28G_Evolution_Turret H-28G Evolution Turret ( Q )

  • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions

 

 

KarthusSquare

   Karthus


RequiemRequiem ( R )

  • Warning buff on enemy champions now has a duration that matches the impact delay

 

 

NidaleeSquare

   Nidalee


TakedownTakedown ( Q )

  • Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.

 

 

TeemoSquare

     Teemo


Noxious_TrapNoxious Trap ( R )

  • Shrooms are now worth 10 gold (from 0)

 

 

YorickSquare

    Yorick

  • Ghouls are now worth 5 gold (from 0)

 

 

Spirit Guard Udyr Portrait

Spirit Guard Udyr

  • Added extra VO lines triggered by interactions with specific champions

 

 

Items


 

 

PhagePhage

  • Combine cost increased from 375 to 475 gold
  • Total cost increased from 1250 to 1350 gold
  • UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions

 

Spirit_of_the_Elder_LizardSpirit of the Elder Lizard

  • Fixed a bug causing the item to deal less damage than intended

 

 

Trinity_ForceTrinity Force

  • Total cost increased from 3628 to 3728 gold
  • UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions

 

 

Maps & Game Modes

 

 

Summoner’s Rift


 

  • Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.

Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.

 

Turret UI

 

Penetrating Bullets Penetrating Bullets

  • +30% Armor Penetration
  • UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
  • UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
  • UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)

 

vision ward Warden’s Eye

  • +1000 Vision Radius
  • UNIQUE Passive – Magical Sight: Can see invisible units.

 

Reinforced Armor Reinforced Armor

  • +60 Armor
  • +100 Magic Resist
  • UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.

 

 

Twisted Treeline and Crystal Scar


 

Moonflair_Spellblade_itemMoonflair Spellblade

  • Total cost increased from 2300 to 2600 gold
  • Tenacity effect is no longer ranged only

 

 

KayleSquare

      Kayle

 

InterventionIntervention ( R )

  • Cooldown increased from 90/75/60 to 100/90/80 seconds

 

Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.

 

 

Twisted Treeline only


 

CassiopeiaSquare

   Cassiopeia

Noxious_BlastNoxious Blast ( Q )

  • Movement speed boost reduced from 15/17.5/20/22.5/25% to 16/17/18/19/20%

 

Twin_FangTwin Fang ( E )

  • Ability power ratio reduced from 0.55 to 0.45

 

Context: Cassiopeia’s bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.

 

 

LuluSquare

      Lulu

 

Wild_GrowthWild Growth ( R )

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

 

Context: We liked the Crystal Scar changes we made to Lulu’s ult in patch 3.11, and are extending Wild Growth’s cooldown changes to Twisted Treeline, too.

 

 

TryndamereSquare

Tryndamere

 

Spinning_SlashSpinning Slash ( E )

  • Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11 seconds

 

Undying_RageUndying Rage ( R )

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

 

Context: Tryndamere went and spun himself right into our cooldown nerf machine! We’ve increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT’s smaller map.

 

 

WukongSquare

   Wukong

 

Stone_SkinStoneskin ( Passive )

  • Armor and magic resist boost reduced from 4/6/8 to 2/4/6

 

CycloneCyclone ( R )

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

 

Context: We’re extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.

 

 

Co-op vs. AI


 

ZyraSquare

       Zyra

  • Zyra Bot is now available in the Co-op vs. AI rotation

 

 

Basic Tutorial


 

  • Fixed a target bar bug that was showing incorrect minion health and damage

 

 

General

 

  • We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
  • We’ve also revamped ranged minion attack particles. The new particles have trails that show the direction they’re traveling in, giving players more information when quickly looking for minion aggro indicators

 

 

Skillshots


 

  • Skillshots fired from fog of war should appear on the enemy’s screen sooner if their champion is in the path of the missile

Context: Skillshot missiles fired from brush or the fog of war sometimes don’t register on the receiving player’s screen until they’ve landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they’re being attacked.

 

 

Game Menus


 

  • When playing in windowed mode, players can now interact with the game even while the options menu is open
  • While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
  • Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications

 

 

League System


 

  • Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they’re below the threshold

 

 

Revamped Trade System


 

  • Simultaneous trade actions will be resolved automatically without breaking your trades
  • Clearer Messaging:
    • <Player 1> is busy trading. Try again when their trade is complete.
    • <Player 1> has declined your trade request.
    • <Player 1> has canceled the trade.
    • <Player 1> no longer has the champion you wanted. Try trading again.
  • You will no longer be able to request a trade with a player who doesn’t own your champion

Summary: We’ve rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.

Bug Fixes

The following bugs with the trade system have been fixed:

  • Friends list not updating friend’s current champion after a trade
  • Players rerolling during a trade and then giving one player a different champion than they expect
  • Trade icon not appearing after refusal of trade request
  • Client denying a trade request
  • Trade system displaying the wrong champion
  • Simultaneous trade requests causing trades to lock and become unavailable
  • Trade window would not time out for either player, leaving those two players unable to trade with anyone else

 

 

In-Game Options Menu


 

Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).

  • Reorganized the menus for clearer navigation
  • Changes are preserved across pages until you hit OK
  • Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
  • You can now scroll through the menu with your mouse wheel

Hotkeys

  • “Smart Cast” has been renamed “Quick Cast”
  • It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.

Interface

  • Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
  • An option to disable camera movement on revive has been added to the Game section
  • The “More Options” section has been removed and its contents have been re-organized into other, more appropriate sections

Video

  • A new slider has been added to adjust all video and graphical settings to an overall quality level
  • The time required to switch resolutions or window modes has been drastically reduced.

 

 

Official Announcements

 

Champion-themed wards in store


Garen’s Visual Update


Creator Viktor available!


 

 

Champion-themed wards in store now!


 

New Wards banner

Behold the ward of Dra-a-a-ven!

 

If you’ve been hankering for some new ward skins, we’ve got some good news for you. The first run of permanent, non-seasonal wards is now hot off the presses into the League of Legends store.

To help you rep a trio of your favorite champs wherever you’re laning, these new ward skins are all themed after members of the League of Legends lineup. You’ll find them in the wards tab of the store for 640 RPonce the new patch lands:

  • Lux: light the way with some wand-shaped warding
  • Soraka: let the cosmos guide you by picking up Starchild wards
  • Draven: fly your League of Draven colors proudly with the official ward of the Glorious Executioner

If you’re a super-passionate ward-enthusiast or just like a little variety you can also snag all three as a bundle for 1632 RP.

New Wards

It’s a good day to buy a Sight Stone, summoners. Happy warding, and we’ll see you on the Fields of Justice.

 

 

Garen’s Visual Update


 

 

Spin to win in the Champion Spotlight for Garen, the Might of Demacia.

Garen’s a melee fighter who excels at bringing justice to his opponents in the form of tough, physical DPS. With a silence, a damage-reducing shield and an execute-style ability to help secure kills, Garen’s toolkit is ideal for trading hits in one-on-one skirmishes while still remaining tanky. And of course there’s Judgement, his signature ability, a furious, uninterruptable damaging spin. Garen’s zero-cost spells and sturdy foundation of resistances and regeneration make for an aggressive, bullying playstyle that justifies his reputation as the most respected warrior in Demacia’s fighting elite.

 

 

Creator Viktor available!


 

Creator Viktor Banner

 

Creator Viktor’s obsessive pursuit of perfection never rests. Even whilst developing  the superior hextech required for his growing Battlecast army, he’s somehow found some time to turn his dark heraldic vision on himself and make some dramatic advances in his own augmentation. His Death Ray has evolved into a sleek techmaturgical device that traces a deep red beam of death in any direction he pleases, glowing even brighter once augmented. Next, he further tamed the singularity that is Chaos Storm, encapsulating pure chaotic energy in a drone that moves to his whim, seeking the weakness of flesh. Ever the perfectionist, he even takes a moment to review his latest Battlecast designs on the way back to base. And as a final surprise, Creator Viktor has engineered his own dramatic entrance to Summoner’s Rift…

 

Creator Viktor ingame

 

 

Riot logo decoration

 

Jinx Feedback


Is Katarina being nerfed in Patch 3.12?


Interview with Xelnath


 

 

Jinx Feedback


 

Check here for more on Jinx!

gypsylord Button Rioter gypsylord: Hey guys,
Thanks a ton for all this feedback. Have read every single post. Going to try to get time to chat more later this week but at the moment can not due to being swamped with Jinx stuff (surprise!).

Just wanted to let you all know that I am for sure reading this stuff so please keep it coming.

Some quick stuff:

  • Anyone try jungle Jinx? Tell me how it went.
  • Again, your feedback on the splash vs. in-game model discrepancy has been heard. It’s being looked at.
  • Jinx’s numbers are high. This is true. They’re like that for a reason. All the power on her kit is deferred (Mobility isn’t on-demand and abilities have cast times, arm times, ramp times, travel times, etc.) which results in her spells getting to have a little extra oomph. Not saying she doesn’t have the potential to be OP, Sol may still want to throw in some nerfs for her, just saying that there’s a method to the madness. If she ends up being a problem we’ll take the necessary actions to bring her in line.
  • About Minigun vs. Rockets: My design intent behind the Q ability was to make Jinx a stance chooser, not a stance dancer. The important thing for me is that players find specific moments throughout the course of most games where both guns feel good to use. It’s fine with me if you use the minigun for 90% of the game if there’s a Vi on the enemy team and all you find yourself doing in team fights is trying to fight her off alone from pointblank range. What I don’t want is for you to then run up to a wave of 50 minions and opt to clear them one at a time with minigun because you feel rockets aren’t doing their job.
  • Some people are saying rockets deal 130% damage at max rank. False. Damage is 110% at all ranks and the bonus doesn’t scale with crit (crit rockets deal 210% damage, not 220%).
  • W range is 1500, not 1450. Targeting indicator ranges in our game are often slightly smaller than the actual range of the spell.
  • Rocket splash on individual Hurricane bolts is equal to the bolt’s damage (50% AD) and can not crit. A single target hit by splash from the main attack and both hurricane bolts will take 210% damage (110% from main attack + 2×50% for the Hurricane bolts.

 

 

Is Katarina being nerfed in Patch 3.12?


 

pwyff Button Rioter Pwyff: You’ll see this in the patch notes but we actually removed the initial cast delay of Death Lotus (it used to be 0.25 so it’s now 0). With the increased ratios and higher base values at higher levels, even with the increased channel time I think Kat does the same or higher overall damage even if interrupted super early but now does even more damage (like… a lot more) if she’s allowed her full channel.

Food for thought!

 

 

Won’t this again make her overdependent on her ultimate?

 

pwyff Button Rioter Pwyff: Sorry I had to hop off to chase down other things – in terms of her being overdependent on her ultimate, I’ll note something here – this is a straight buff at earlyish-mid to late game. In terms of making her even more dependent on her ultimate, we haven’t reduced the power on QWE in order to buff R, so this isn’t a tradeoff (and you’re not allowed to frame it like that!)

Here I’ll reframe the discussion – if you think that by buffing Katarina’s ultimate it means we’ll never buff anything else ever, I’m not sure where that thinking comes from. Honestly speaking, however, a lot of Katarina’s gameplay doescome from her ultimate in terms of Katarina trying to position for a perfect ultimate and her opponents trying to stop it. Think Nunu, Warwick, or Malzahar (and they may have other problems but I’m just saying).

From the discussions we’ve had surrounding this change, buffing Katarina’s level 6 damage isn’t a great idea given it’s typically a solo lane and we’ve nuked the cast time on it. If she straight outputs more damage at level 6 even from 1 second on, that’s dangerous. The straight math:

NEW: 400/575/750 (+2.5 Ability Power)(+3.75 bonus Attack Damage)
OLD: 400/500/600 (+2.0 Ability Power)(+3.0 bonus Attack Damage)

The channel duration is effectively:

NEW: 2.5s total channel (damage throughout)
OLD: .25s windup + 1.75s = 2s total channel

I think Katarina does around the same frontloaded damage because there is no delay to her ultimate going off. I’ll do quick math:

Assuming +22 AP (21/x/x masteries, +14.95 AP runes [no AP scaling runes]), and +2 bonus AD (havoc) at level 6with only a 1 second channel time before it’s interrupted:

OLD: 450 total damage. 192.855 first second (incorporating +0.25s cast time) + 257.14 second second.
NEW: 462.5 total damage. 205.555555 first second (no 0.25s cast time) + 205.5555556 second second + 102.7777778 last half second.

Assuming Katarina buys something safe like a Seeker’s Armguard and no other AP items, we get to +43 AP and +2 AD:

OLD: 502 total damage. 215.14 first second / 286.86 second second
NEW: 558 total damage. 223.2 first second / 223.2 second second / 111.6 last half second

If I give her a NLR in addition to the Armguard and a level 2 ult…

OLD: 760 total damage. 325.71 first second / 434.28 second second
NEW: 900 total damage. 360 first second / 360 second second / 180 last half second

If I give her a Rabadon’s + Zhonya’s and a level 3 ult…

OLD: 1373 total damage. 588.38 first second / 784.5 second second
NEW: 1716.1 total damage. 686.4 first second / 686.4 second second / 343.2 last half second

That said, my math might be terrible because I am notoriously bad at it. Judging from these numbers though… We can assume that if Kat is allowed to channel for 2 seconds, she’ll do more damage with her old ult. If she’s allowed to channel for 2.5 seconds, she’ll do more damage with her new ult.

I’d ultimately argue that if Kat is allowed to go beyond one second (around normalish reaction time to interrupt if you have the interrupt), she’ll typically get off near the full ult. She actually does more damage in the first second (or beyond, I really don’t want to do the DPS math here) with her new ult at all times so keep that in mind.

Anyway, this actually took some time to brain out but I’d reframe this. Is Katarina’s kit fundamentally weak? I honestly don’t think so, but she’s got some problems in terms of being countered (I play LeBlanc, so I know all about getting counterpicked…) and I’ve seen players using her to great effectiveness at the highest levels. Is she picked in worlds or LCS? Maybe not, but that speaks more to the metagame and player priorities in their mage / assassin picks as opposed to a champion’s fundamental balanced…ness.

But this discussion is getting a little aggressive and I’m sorry I left it for a bit  Honestly speaking though I’ll take a look through all the rest of this but I do disagree that we’ve somehow made her ultimate even more important if we just straight buffed it except within the 1s-2s window.

[edited for some silly clarity mistakes]



Isn’t this the wrong decision when fixing Kat?


pwyff Button Rioter Pwyff: Then we need to reframe this discussion to be that other aspects of Katarina’s kit should be buffed and not her ult. My bad for jumping in, I just sort of saw it and wanted to hop in before a meeting.

That being said, I still disagree – Katarina does ridiculous amounts of damage if we buffed her QWE because she gets resets the moment an assist happens. If her damage is too high on QWE, she’ll literally obliterate teams just on those abilities alone.

It’s also worth mentioning that with the cooldown buffs on lotus she gets a straight full reset at 3 kills / assists @ lv3 ult.

Anyway, once again I’ll say this didn’t make Kat overdependent on her ultimate – it was a buff that makes her want to land a full ultimate but her core abilities still do really high damage. Her problems are inherent to assassins in that she needs to wait for an opportune moment to go in. I’d argue that other assassins (Zed, Kass, Ahri) are too safe and that Katarina is a good example of a champion who needs to find that opportunity to engage.

 

 

An interview with Xelnath


 

 

Originally Posted by MySelfLuls View Post
Okay, first of all i’ll introduce myself.I am a writer at League of Legends Nyheder.I wrote a message to Xelnath over steam where we decided to make an open interview.(English is not my native language)
Q: How is it to work at Riot?

 

Hi,

Its a lot of work and very fun.

 

Q: What is the current progress on Xerath and Yorick (For whoever hasen’t followed up on it)

 

Xerath will be on PBE with 3.13. Yorick is currently tabled while we resolve some systems work.

 

Q: What do you do at Rioter?

 

I’m a systems designer – working on champion reworks, new champions, adding game systems (Minimap Icons/Designer features/new support gold systems/ward updates, etc).

 

Q: Have you ever participated or create a champion yourself?

 

I have – but only in the concepting stages. You’ll see one of them early next year.

 

Q: When can we buy RP Cards in Europe?

 

I’m not qualified to answer this. 

 

Q: What is your thoughts about future systems changes?

 

I think the feedback you guys have given has really helped us narrow do what changes we need to make to wards, vision and support income.

 

Q: Is there progress in fixing the EUW server issues?

 

Again, you need to ask a network engineer or someone in ops – I’m just a creative dude who helps support the work of the Live Design, Features and Champion teams whenever I can.

 

Q: What sort of problems can you run into when either reworking a champion?

 

The big thing is that your initial concept in your head is always different when you play it than you expected. When I remade Xerath, I imagined a long-range sustained bombarder – turns out that feels horrible to play against. It was novel, it wasn’t fun.

So I instead had to make his bombardment window more narrow.

 

Q: Do you really love Kha’Zix since you have him as your profile picture? 

 

I love his philosophy of changing and adapting to match the situation. Its a philosophy every league player should embrace… as compared to … you know… Mundo – GO ALL OF THE PLACES.

… actually that sounds pretty cool too!

 

Thank you very much for your time. It is greatly appriciated.

Best Regards
MySelfLuls

 

Good luck with your school paper 

 

 

More questions

 

Q: Why would you change phage and trinity force?

 

Phage was a “if you’re lucky with a proc, you win harder”. Old Phage early randomly guaranteed you won lane. You couldn’t be burst or outtraded. If the enemy engages, they can’t leave. The new phage became an awesome “catch-up-to-target” utility item that was incredibly useful. Xypherous takes all of the credit for improvement.

The sprint one rewards action and using minions to speed you up to engage opponents. It makes the matchups a lot more interesting.

 

Q: Do you have any plans to rework Taric?

 

I can’t comment on this, but I think we all agree his Triangle cape lacks a bit of that leaguey style.

 

Q: Do you have any plans to rework Skarner?

 

We’re looking at Skarner right now! RiotScruffy is playing around with some prototypes. No ETA though, this is his first big project and we like to take our time to get these things right.

 

Q: Were you in the making of Jinx?

 

Nope, she was already under way when I started. 

 

Q: What do you expect of the upcoming meta changes?

 

I expect Junglers to feel really awesome and more free to farm the jungle and change-up their routes. Supports should feel more freedom, and have a bit more income, but still be supports.

 

Q: What do you expect to do in season 4 with supports and junglers?

 

The first order of business is to increase their gold income (I’ve got huge threads on this) then reduce pain that prevents them from feeling like fully realized characters in the endgame.

 

Q: What is the current kit for the reworked Xerath?

 

Q – charges to increase range
W – aoe slow that does bonus damage in the center
E – line nuke that explodes and stuns when hits a champion
R – locus of power + his old ult, with extra range and more spread out damage.

 

Thank you again.

Btw. It’s not a schoolpaper 

It’s a facebook page for danish gamers with League of Legends where i translate PBE patches and official patches. Also stuff like these interviews 

 

Ahhh, Well thank you for helping us reach our Danish players! You help keep the world informed. 

 

 

Champion Rotation – Week 35


 

Week 35 S3

The following champions will be free-to-play until October 8th!

 

 

Heimerdinger – 3150 IP / 790 RP
Kennen – 4800 IP / 880 RP
Morgana – 1350 IP / 585 RP
Quinn – 6300 IP / 975 RP
Shyvana – 6300 IP / 975 RP
Sivir – 450 IP / 260 RP
Soraka – 450 IP / 260 RP
Syndra – 6300 IP / 975 RP
Volibear – 6300 IP / 975 RP
Zyra – 6300 IP / 975 RP

 

 

Champion/Skin Sale – Expires October 4th


 

October 4 S3

 Enjoy the following champions and skins at a discount until October 4th!

 

 

Champions:

  • Corki – 395 RP
  • Diana – 487 RP
  • Yorick – 440 RP

 

 

Battlecast Xerath – 260 RP

 

Battlecast Xerath

 

Blackthorn Morgana – 675 RP

 

Blackthorn Morgana

 

Redeemed Riven – 487 RP

 

Redeemed Riven

 

 

Missed any recent updates? Check here!

 

Meet Jinx – Ability Details, Lore, In-game Preview, Guide to Play Style and Community Feedback!

Ransom teases info about the Next Champion, Full AMA inside! || Champion Price Reduction, View Party Program, Graffiti on Vi’s Front Page, Lyte on Issues with the Tribunal and Halloween Ziggs!

PBE Update: Changes to Olaf, New Xerath & Olaf Splashes and Championship Thresh || Official Teamwork Video, even more Official Crazy Cat Lady Yorick || Red Posts: Nerfing %Pen Items, More on the issue of Support/Warding, Climbing to Diamond, RP+ and Scamming, Hotfix for Blue Side XP Bug, How to write in gaming, 3D Character Art

PBE: Massive Changes to Olaf, New Ward Skins & Champion Trading || News: Pool Party Skins on Sale! || Reds: Fighters, Supports & Warding in Season 4, Zac to get future nerfs, Shaping Player Behavior & Concept Art of the New Sivir!

Riot teases New Champion, an Elemental Dragon! PBE Update: Visual &amp; Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace

 

 

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