Archive

Posts Tagged ‘headhunter caitlyn’


HH Caitlyn in Store Banner


Days of grime and sweat clung to Headhunter Caitlyn’s face. She’d been stalking her mark for days, probing for a chance to take her shot, only none had come. Until now. Finally, the fool had cornered himself in some woods, completely oblivious to his impending demise. Preparing the battlefield, Caitlyn tossed out another holotrap, nodding as its cool green light began blinking against the midnight backdrop.

Her quarry emerged from the trees, slipping through the brush. Caitlyn dropped to the ground as he approached, pulling her particle rifle tight into her shoulder. Step by step, he inched closer to one of her traps



The trap clamped shut around her mark’s leg. In the same instant, Caitlyn launched her energy net, bracing herself against its hefty recoil. Pulling her rifle back to level, Caitlyn activated its holographic targeting system before pulling the trigger one more time. A burst of energy tore through the night, bathing the battlefield in crimson. Ace in the hole.

Join the Headhunters’ ranks with Headhunter Caitlyn, available now in the League of Legends store for 975 RP.



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


 

Patch 4 15 Notes Banner

[ NOTE ] I’ve spared a ton of bugfixes and changes to Twisted Treeline. You can check out the full patch notes for details on those, below are just the essential changes.

[ Link to Patch Notes ]


Patch 4.15 Notes:

 

Pwyff New PortraitHi Summoners,

Welcome to patch 4.15. While we don’t have a whole lot of balance changes going on, we dohave a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships. Also, with so many things going into previous patches (looking at you, 4.13 and 4.14), we also wanted to really see what a stable landscape looks like in League of Legends. There are a number of small buffs for Gnar, but they’re more focused as ‘feel’ improvements to get him in the best possible place (although they’re undeniably buffs!). Check out his context for more information!

For features outside of balance, however, there’s a lot going on! First up, check out that newly revamped client patcher & landing page. These two visual updates represent phase one of our ongoing development process to improve your pre-game League of Legends experience. There’s a lot of nuance that goes into introducing new, stable technology, so be sure to read our dev blog on what’s going on behind the scenes.

Next, there’s the introduction of the new Master Tier! Snuggled comfortably between Diamond 1 and the Challenger Tier, the new Master Tier will offer more competitive visibility between top players in your region. The introduction of Master Tier also means that Challenger rankings will rotate on a 24-hour schedule with no immunity, so now’s the time to hit the ranked gym!

Final note! As we near final polish on a few parts of Summoner’s Rift, we’re going to start patching those finished pieces to the live environment. This’s being done to minimize the size of the eventual Summoner’s Rift launch patch so you all don’t end up with massive downloads on the day we go live. In other words, this doesn’t mean you’ll be able to play on those shipped pieces – and we still don’t have an official release date! – just that they’ll be pre-emptively sitting on your hard drives. Thanks!

And that’s all for today! Check out all of our patch notes below for the full details!

[ Link to Post ]

 

 

Landing Page & Patcher Visual Updates

We’re launching our visual refresh of the patcher and landing page along with the first bits of our new technology in the patcher, which we’ll be applying to the rest of the client over time. A few highlights are listed below, but make sure to head to our previous article if you’d like a deeper dive into these changes.

As a reminder, the patcher and landing page updates are just the first phase of an iterative development process. They represent a foundation we’re confident we can safely build on, and we’re looking forward to improving other parts of the client over time with what we’ve learned from developing these releases!

  • [ NEW LOOK ] The patcher and landing page have been updated with a new layout
  • [ NEW PAINT ] The client frame, friend list, notifications panel and chat windows have all received fresh coats of paint as well
  • [ STREAMLINING ] Patching progress has been condensed into a single bar
  • [ STAY INFORMED ] Ticker notifications are now readable in the patcher

 

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Champion Changes


 

Alistar New Portrait

Headbutt New IconHeadbutt [ W ]

Alistar can no longer land an additional basic attack on his Headbutted target as they fly away

 

 

Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9

 

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

 

GNAR! New Icon GNAR! [ R ]

  • Now additionally scales with 0.5 AP

 

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

Item Changes

Essence Reaver New IconEssence Reaver

  • Combine cost decreased from 1050 Gold to 850
  • Price decreased from 3400 Gold to 3200

 

 

Cyber Ops


 

 

Yasuo_Splash_2

 

Cyber Ops/PROJECT: Yasuo Skin Preview

 

 

Yasuo Model

 

Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.

 

Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]

 

Cyber Ops Yasuo Q

 

Yasuo Q

Steel Tempest [ Q ]

 

Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]

 

Yasuo Wall

Wind Wall [ W ]

 

Yasuo E

Sweeping Blade [ E ]

 

Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).

 

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Veigar_Splash_8

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

 

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]


Headhunter Caitlyn Skin


 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants

 

Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]

 

Headhunter Caitlyn Preview

 

(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)

 

 

New Splash Arts

 

Shyvana and Vayne are getting new splash arts in Patch 4.15:

 

 Vayne_0 Shyvana_0

 

Vayne

 

Vayne_Splash_0

 

Shyvana

 

Shyvana_Splash_0

 

Bugfixes

  • Fixed a bug where the landing circle indicator for Pantheon’s R – Grand Skyfallsometimes showed as green (blue in colorblind mode) for his enemies instead of red
  • Rengar’s stealth indicator no longer persists through death if Rengar dies after casting R – Thrill of the Hunt but before gaining the stealth effect
  • The tooltip for Zed’s W – Living Shadow now displays the amount of bonus AD granted even if the skill hasn’t been leveled up yet
  • The particles for Nocturne’s Q – Dusk Trail no longer obscure other particle effects
  • Status text for crowd control effects no longer overlaps when multiple CC effects apply at the same time
  • Kayle’s recommended starting items on Twisted Treeline have been updated to no longer exceed the default amount of starting gold
  • Katarina’s E – Shunpo no longer benefits from spell vamp on wards, despite doing no damage

 

 

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

 

 

PBE Round-up Patch 4 15 Banner

 

Here’s a round-up of the PBE updates for this patch cycle. Patch 4.15 (most likely) lands this Tuesday, August 26th.

 

 
Patch 4.15 Round-up


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

 

 

Cyber Ops


 

Yasuo_Splash_2

 

Cyber Ops/PROJECT: Yasuo Skin Preview

 

 

Yasuo Model

 

Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.

 

Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]

 

Cyber Ops Yasuo Q

 

Yasuo Q

Steel Tempest [ Q ]

 

Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]


Yasuo Wall

Wind Wall [ W ]

 

Yasuo E

Sweeping Blade [ E ]

 

Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).

 

 

Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.

 

Veigar_Splash_8

 

Final Boss Veigar Video Preview

 

 

Final Boss Veigar Model

 

Emotes

All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.

 

Recall

Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.

 

Basic Attack

Basic Attack

 

Q

Baleful Strike [ Q ]

 

W

Dark Matter [ W ]

 

E

Event Horizon [ E ]

 

R

R 2

Primordial Burst [ R ]

 

 

Headhunter Caitlyn Skin


 

Caitlyn_Splash_6

 

[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.

 

Headhunter Caitlyn with Pants


Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]

 

Headhunter Caitlyn Preview

 

(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)



New Splash Arts

 

Shyvana and Vayne will be getting updated splash arts in Patch 4.15.

 

 Vayne_0 Shyvana_0

 

Vayne

 

Vayne_Splash_0

 

Shyvana

 

Shyvana_Splash_0

 

 

Landing Page & Patcher Visual Updates

 

The landing page & patcher visual updates will both be in Patch 4.15.

 

clpbe_thumb

 

lppbe_thumb

 

 

 

Match History “Player Builds”


 

Mattenth New PortraitHey everyone,

We’ve made a new addition to Match History we’re tentatively calling “Player Builds.” With this data, you should be able to share, discuss, and look back on how you chose to prepare and play your champions. This section is meant to show the following:

  • Item Purchase Order
  • Ability Level Up Order
  • Runes used
  • Masteries used

We’re still at the phase of getting all the data on the page, so somethings won’t look very pretty (especially the tab/switcher system), but it’s far enough along that we’d love to get your feedback.

Check out any game on your PBE match history (link). Here is a sample game we randomly pulled.

[ Link to Post ]


Here’s a preview of how the new “player builds” look like in the match history:

 

TSM CantPauseMom Build

 

 

Featured Matches return to Landing Page


 

The-long requested “featured matches” tab is back on the landing page and has been updated to match the visuals of the new client. Here’s a preview:

 

Featured Matches

Featured Matches 1

Featured Matches 2

Featured Matches 3

 

 

Champion Changes


 

 

Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9

 

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

 

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600

 

Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter

 

Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100

 

Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!

 

 

Item Changes


 

Essence Reaver New IconEssence Reaver

  • Price decreased from 3400 Gold to 3200

 

 

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

 

 

PBE Update August 20 Banner

 

PBE 20/08 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

 

 

Headhunter Caitlyn Updated Traps

 

Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

 

 

Champion Changes

 

Sivir New Portrait

 

Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250

 

 

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

 

 

News Update July 14 Banner

 

Summary

 Lead Game Designer Ghostcrawler shares the thought process behind possible nerfs for Lee Sin and why his dominance has largely been left unaddressed for so long. Lots of arguments for where Lee Sin stands, why him warping the meta game by his own is an issue and unlocking weaknesses in his kit without ruining what’s fun about him. Moving on, Lead Champion Designer Meddler hosted a Q&A session where he answered a lot of questions about the design of some of League’s Champions and even teased the New Champion’s role – top laner. You can find a full breakdown of the AMA below.

Lastly, Q&A analyst Baconhawk explains the design motivations behind Headhunter Caitlyn’s new looks and why her original space-suit concept was scrapped in favor of her current looks. And some clarifications on why Yasuo’s ultimate triggers off any displacement, not just knock-ups.

 

Recent News

Doom-Bots-Banner

Hazmat-Heimerdinger-Banner

Community-Beta-Changes-Banner

 

 

 

Nerfing Lee Sin Banner

 

 

What’s so hard about nerfing Lee Sin before Worlds

Ghostcrawler New PortraitI’ll address this at a philosophical level, because someone in the trenches of the live team would be better to mention specific tactics.

Champions are coolest, in our opinion, when they have distinct strengths and weaknesses. (This is why we describe champs that are just balls of stats as a bad thing and try to update them.) Moreover, when balancing champs, we achieve the best results when we buff things a champ is good at and nerf things a champ is weak at. This opens up opportunities for cool moments when a champ leverages their strengths, but still leaves clear opportunities for counterplay.

The problem with Lee Sin is that while he has some really cool things he does well, he doesn’t have obvious weaknesses that we can enhance in order to open up windows to try and shut him down. This means we have to invent a weakness, which is a dicey prospect, because it means having to redefine a champion’s role. “Oh, you only thought Lee was great at mobility and that’s why you played him, but we just decided that should be something he’s bad at instead. So sorry.” (Just an example obviously.) That doesn’t absolve us of the responsibility to balance him, but it means it takes more exploration than just nerfing his Q or whatever.

I’ll even expand on the philosophical discussion and say that improving champion diversity is something we need to deliver. By champion diversity I mean three things: more champions actually played, more distinction among champions, and sometimes actually getting to play the champion you like instead of him or her getting pick/banned all the time. These are long term goals and not something we’re going to quickly accomplish in a patch or two, but they are long term goals, and I have no problem if you hold me accountable for making sure we drive in that direction.

[ Link to Post ]

 

 

Follow Up

Xelnath New PortraitHey buds, 

Look, I get it. You’re upset, you’re frustrated. You feel like the diversity of champions that should exist is being crushed by Lee Sin. You are sick of seeing the same thing over and over again. It sucks. 

I hate when I want to jungle it up and see yet-another-lee-sin-invade steal my buffs and being unable to punish the **** out of him for it. (Cuz he just ward hops away, woo hoo!)

At the same time – look at what happened last year when we got close to worlds and made some tweaks to Tri-Force. The result was that it distorted the entire competitive scene for worlds, potentially invalidating months of build-up and expertise. 

Now, I am not saying there aren’t tweaks to Lee Sin that would push him out of Worlds. The perfect solution might even be in this thread. What I am saying is that to find, evaluate and iterate on that solution takes time and causes ripple effects on the rest of the game. 

Lee Sin has become a jungle-defining staple because he has no weaknesses. This is why the long-term solution Ghostcrawler described is the right one – and will probably cause some pain along the way. Once Lee’s out of the way, who are the next three champs to surge to the front? They could make the game just as bad, if not worse. 

When we hit a champ like Lee, we want to do our jobs and do our jobs right. Thank you for holding us to that standard. We’d also be doing you a disservice if we didn’t tell you that the right solution isn’t easy.

[ Link to Post ]

 

 

So you admit that Lee Sin has been inhibiting other jungle picks

Xelnath New PortraitYou know, it’s a fair criticism that he’s been strong a long time. 

But do you remember when we had some pretty severe changes to him on PBE? Lots of you guys got pretty upset, saying we over-shot so we scaled back the changes. (E.g. His ult doing damage based on the number of enemies hit)

Maybe we should have pushed forward harder to hit competitive. However, we already saw Lee Sin’s success rate plunge while players continue to play him a ton.

[ Link to Post ]

 

 

You’ve yet to address Lee Sin because he makes flashy plays at pro level

Ghostcrawler New PortraitYep, that’s a totally fair criticism, but you can also see the challenge in trying to navigate those two extremes: removing what is cool vs. tinkering around with changes that don’t really solve the problem.

A few of you have mentioned that I didn’t respond with a specific list of changes for Lee. That’s true and I tried to address that up front. What I was attempting to provide is some insight into how we think about these things. If you are only interested in specific patch notes, the patch forecasts or notes themselves are better for that sort of thing. I appreciate not everyone is interested in our conceptual framework for how we solve problems, but my experience has been that some players are.

[ Link to Post ]

 

 

Lee Sin has no weaknesses, that’s why he’s problematic

Ghostcrawler New PortraitTo be clear, he does need counterplay. We have to engineer some versus just nerfing something he is already bad at, because he’s not really bad at anything. Our intention is to do that, and when we have a direction, we’ll let you know.

[ Link to Post ]

 

 

 

If you want to hit Lee Sin, why not nerf his energy costs

Ghostcrawler New PortraitThat would nerf him, and something we can consider, but does it really open up coubterplay? Maybe if you survive his attack, you have a chance to counter….

[ Link to Post ]

 

 

 

 

You overnerf some Champions to remove them from the scene and leave others imbalanced

Ghostcrawler New PortraitTotally agree. We understand how frustrating the inconsistency can be. If we were consistent, at least you could predict what you were likely to see in a patch or two. We also understand that actions speak louder than words here and you won’t take our word on improving consistency. We have to earn that trust.

[ Link to Post ]

 

 

Why not rework Poppy, Urgot and Olaf first before moving onto Lee Sin

Ghostcrawler New PortraitSo the difference here is these champions need reworks to some degree. We have several champions, many of which were designed before we really solidified what made a good champion, who don’t have a lot of counterplay or don’t do much interesting to the game overall. We do keep them weak so that they may get some play but aren’t really competitive at higher levels. This isn’t ideal by any stretch but it’s better than having the game dominated by these guys. Our apologies if you play League for Poppy and we will get her straightened out at some point.

Lee Sin isn’t in that category. He does interesting things to the game. He requires skill to play and you can make mistakes. He doesn’t need an update or rework by the team that does that for champions. However, he is very dominant. We don’t think he just needs a simple number tweak. He does need a weakness that skilled players can exploit. Does that distinction make sense?

[ Link to Post ]

 

 

Meddler QA Banner

 

Meddler’s Q&A Breakdown

 

 

 

General New Champions

 

Is it true that Champion designers can’t look at the player creations forum

Meddler New Portrait Not to the best of my knowledge, I’m not aware of anyone on the champion design team that frequents them though. Good starting ideas aren’t usually the issue we run into, it’s how you refine, implement, iterate, balance etc that’s the bigger challenge.

[ Link to Post ]

 

 

What makes a Champion Kit or Lore

Meddler New Portrait Gameplay, lore and art are the pillars of how we approach making a champion. The initial idea can be any of the above – someone’s got an image they’d like to draw, a story they’d like to tell or an ability they’d like to play with. Working from that starting point we then explore what the rest of the champion might look like and what opportunities there are to offer something new. Braum for example started off as a female Piltover engineer, with a giant mechanical shield.

We tested a kit for that initial idea in game and hit on some abilities we really liked (similar to Braum’s current passive and E), the art and personality weren’t coming together however. We consequently took another look at who such a kit could fit on and, after a fair bit of exploration of different possible personalities and origin factions hit on Braum.

[ Link to Post ]

 

 

How many Champion concepts never make it to development

Meddler New PortraitMost suggested champions never get made. A lot of ideas stop in their early stages when they’re no more than a sketch or some discussion about abilities that might be interesting. Some do end up getting put aside later in the process though, either because the character’s not working out or because we’ve got something we feel’s better. A number of those ideas do later get revisited and often work out the second or third time though (Lucian and Vi are good examples of that). Finally champions do occasionally get cancelled late in the process, that’s pretty rare though.

[ Link to Post ]

 

 

Which lane is Riot looking to design the next Champion for

Meddler New PortraitNext champ’s a top laner. Balancing a lane or the meta’s not something we try to do with a single release though, the roster’s too big and the game too complex for that to be a viable approach.

[ Link to Post ]

 

 

 

When are we going to see Ao Shin , the Storm Dragon

Meddler New PortraitNot for a long time. We do still plan to make Ao Shin, but we ran into a number of issues with how we were approaching him. As a result we basically took his concept back to the really early stages – would rather go for slow, but good, than quick but disappointing.

[ Link to Post ]

 

 

How do you like these new forums

Meddler New PortraitLiking the flexibility of these RE ‘pick your own layout’. Bit dark for me though, going to pass on some thoughts to the folks working on them, find out if color scheme modification’s something on their mind.

[ Link to Post ]

 

 

 

Is the Role of a new Champion pre-determined or is it a result of development

Meddler New PortraitWe do have a rough layout of what roles we want to release over the course of the year. As a result if we’re trying to come up with an idea for a particular release slot then yes, we do tend to target a particular role. Having said that if, during the exploration of a champion, we find out that a different role’s a better fit for the character we’re creating we’ll embrace that new role and then usually change which slot we’re planning to release said champion in.

The other thing though is that not all champion ideas are targeted at a particular release slot. Some are instead explorations of what might be cool, with no fixed timeframe in mind. Those by contrast are pretty open, with the goals (gameplay, art and story) eventually deciding what role’s a good fit.

[ Link to Post ]

 

 

 

Champion Skin Design Banner


 

What were the team’s ideas about Syndra’s kit

Meddler New PortraitTried a lot of different versions of sphere manipulation, some of which consumed the spheres on use. Also tried some other stuff that didn’t work out at all, like a giant nova effect, slow moving extremely powerful skillshot (think a line of Veigar meteors) and an ultimate that let you throw enemy champions (suspect we’ll go back to a variant on that for someone someday, Syndra wasn’t the right fit for it though).

[ Link to Post ]

 

 

Why did you make Vel’koz’s first skin of the Battlecast series

Meddler New PortraitWe did look at Deep Sea and Jurassic as options, the visual mockup for the Battlecast skin however was a clear winner for the team though, in terms of personality fit and visual opportunities.

We went for a ram with Braum since it was a great fit with the sort of character we wanted to convey – tough, at home on a mountain, headstrong, forceful but kinda fluffy etc.

[ Link to Post ]

 

 

Were any other shapes or blast patterns tried for Vel'koz's Q

Meddler New PortraitSubninja, who did the gameplay design on Vel’koz, did try out a 45 degree split instead of a 90 degree one. Was generally both less useful and harder to land, so didn’t show much promise.

The ult was driven by a desire to make a real disintegration ray, something that gave the player the feeling of melting a target under a blowtorch if they could keep the flame on it.

[ Link to Post ]

 

 

What’s your favorite mechanical idea that didn’t make it to live

Meddler New PortraitXypherous played around with a champion that could attach themselves to an ally, soaking damage for them and casting spells as the ally moved around. Would love to try that again sometime on a tank or support.

[ Link to Post ]

 

 

Follow Up

It wouldn’t make sense for that Champion to be humanoid, right

Meddler New PortraitYeah, creature or shapeshifter seems likely. I believe (before my time at Riot) the original concept was for a swarm of insects for example. It’s an idea we’ve tested a couple of times since but haven’t found the right fit for.

[ Link to Post ]

 

 

 

Was Jinx different during her concept stage

Meddler New PortraitWe did have another concept that was competing for the same space as Jinx at one point, a heavy hextech chaingunner. There were some cool bits and pieces to the idea, it never really got off the ground though and if we were to revisit it we’d want to do something pretty different – Jinx does the chaingun space well.

[ Link to Post ]

 

 

Any updates on your earlier comments regarding Lissandra's passive

Meddler New PortraitStill planning to test out a defensive effect after CCing enemies, probably with a greater effect against ranged attacks than melee, given Lissandra struggles in some ranged match ups . Hoping to put some time into that after getting some Urgot tweaks out.

[ Link to Post ]

 

 

Follow Up

What are you tweaking on Urgot

Meddler New PortraitBunch of discussion in this thread:

http://forums.na.leagueoflegends.com/board/showthread.php?p=42998910

The tweaks I mention are described in a couple of my most recent posts, short version is making bigger changes is going to require art support for a proper rework, so we’re looking to give him some help (quality of life changes, smallish buffs) in the meantime).

[ Link to Post ]

 

 

 

Was Braum’s concept inspired by Alex Armsrong from Fullmetal Alchemist

Meddler New PortraitArmstrong’s a good example of the archetype we wanted to tap into with Braum, and was one of around half a dozen reference points we had for the sort of character we wanted to make. He wasn’t the initial inspiration though.

[ Link to Post ]

 

 

 

What were some of the biggest challenges while designing Ziggs

Meddler New PortraitI just started on a Ziggs dev blog the other day actually, which should give a bunch of details about how his development went. That’s probably quite a way off though, we’ve got other dev blogs we’d like to get out first, so the short answer is that nailing down his initial personality and appearance was one of the hardest things for the team (Ziggs actually started off as a human in a bomb disposal suit for example, not a manic Yordle).

[ Link to Post ]

 

 

What’s currently the biggest unexplored piece of design space

Meddler New PortraitWe went through a period where we avoided doing creatures much at all and that’s something we’re looking to remedy now, so less human/humanoid would be my answer on the visual side. Gameplay wise I think there’s a lot of interesting stuff to be done with clickable objects (like Thresh’s lantern) and we’re playtesting a few things at the moment I’m hoping see release sometime this year (no promises, but fingers crossed).

[ Link to Post ]

 

 

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Will we see a different female Piltover engineer

Meddler New PortraitIt’s a possibility, though we’d want to do something other than a shield now of course. No firm plans, but it’s a concept we have talked about occasionally since.

[ Link to Post ]

 

 

 

 

Could you make a projectile that blocks other projectiles

Meddler New Portrait Spells that interact with other missiles in flight is something we’ll likely visit again at some point, certainly. No plans to do so in the near to moderate future at least though, that’s gameplay space we’ve tapped into enough for now. Would definitely see a variant on that sort of spell someday though that’s all about a single, brief cast, rather than an extended effect in the world, would have noticeably different use cases.

[ Link to Post ]

 

 

Will you ever create a true pet Champion

Meddler New PortraitYeah, we’d like to explore a champion with a more permanent and significant pet at some point. Would definitely want engineering support to do that properly, the current system works well enough for straightforward pets like Tibbers but wouldn’t support a pet that was around constantly, with a bigger skillset, well. Can’t make any promises on timeframe though, besides not for a while at the very least.

[ Link to Post ]

 

 

Will we see more Champions with a vacuum mechanic, like Diana’s  E

Meddler New PortraitWe’ve talked about vacuums a lot. They’re extremely powerful however, in terms of how they amplify other abilities’ effectiveness, to the degree that a champion with an accessible ranged vacuum is going to have to be balanced around their best case scenario to a degree that will leave them feeling pretty mediocre otherwise. As a result we’ve opted to limit vacuum like effects in other ways instead, whether that’s with a melee requirement and short range (Diana’s E) or movement compensation (Orianna’s ult, which is as much a flip as a vacuum much of the time).

[ Link to Post ]

 

 

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Why is Headhunter Caitlyn’s different from the skin’s original concept

Baconhawk New PortraitThis has been answered before but I am happy to answer it again. That was exactly what you said it was: concept art. If you look closely, it doesn’t bear much resemblance to Caitlyn. In order to fit within our guides for readability and clarity within the game, it had to be adjusted. Otherwise it would definitely not have worked. (You are comparing that artist’s hand-done paintover to an ingame model on the PBE, which we are still working on!).

It’s easy to say “amagad that look so much bettar rito y u do dis” but in all honesty, a lot of our concepts look totally different (for better or worse!) than the final product, but it’s all about readability and gameplay clarity as well as looking totally badass/sexy/amazing/baller/Teemo.

I hope this answers your question.

[ Link to Post ]

 

 

Why does Yasuo’s ultimate trigger from every form of displacement

Meddler New PortraitYeah, knocked up’s a misleading shorthand here, I should be saying displaced. We opted to have Yasuo’s ult trigger off any displacement because it both clarifies which allied skills are relevant (if it moves an enemy then you can) and because it opened up the pool of champions Yasuo works with more. Our intent was to make Yasuo stronger with some allies than others, but we did want to keep that set of champs he synergizes with moderately broad.

As to why the ult went out that strong? That was our best estimate on appropriate balance for Yasuo. For the first few weeks players really struggled with him, and we thought for a while we might have undertuned him and buffed him a bit as a result. Those buffs, combined with his learning curve and some quality of life changes (consistent targeting indicators, better visual feedback etc) however brought us to the conclusion he was too strong once mastered so we took some power off him. He’s currently played with some success in both competitive play and normal play. Some discussion internally on whether he may be too strong late game, last I heard we hadn’t come to a definite conclusion on that yet though.

[ Link to Post ]

 

 

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

 

 

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Dunkmaster Darius Confirmed!

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Ingame Voice Chat Banner

A continuation of yesterday’s discussion on putting voice chat in League as a feature.

 

 

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[ Question ] Why do you consider the statistics from polls on General Discussion invalid?

 

Lyte Riotlink Button Lyte: The forum population isn’t an invalid population. It all depends what type of question you are asking, or what discussions you are trying to have. If you’re trying to ask the overall playerbase how they feel about voice chat, then it’s better to do it in-game to get the most representative sample of players.

However, the forum population is really engaged and passionate about certain topics, and tend to be players who participate in Ranked Modes. So, it’s perfectly fitting to engage the forum playerbase on issues like champion balance or issues related to competitive League.

 

Thresh_Splash_Lantern Riotlink Button davin: It definitely doesn’t invalidate statistics taken here, but those statistics are gathered under very different conditions (non-random sample, self-selection, different sample characteristics in that it’s folks who visit and post on forums, etc.). 

For things that affect the whole community, we can’t just rely solely on what a non-representative subset says. It wouldn’t be responsible or scientific. But that doesn’t mean it’s useless or that we should ignore it! We sure as hell will consider it alongside all the other information we gather, though. We’re not just slaves to data, we use a data-informed approach (i.e., gather information that helps illuminate a situation).

So when it comes to things like voice chat, research into the situation includes surveys, in-client random sample polling, analytics of what happens in those games, and examination of community sentiment. They all factor in. Multi-modal investigation is the name of the game 

 

 

[ Question ] When was the poll on voice chatting in LoL made?

 

LyteRiotlink Button Lyte: It’s a small pop-up at the end of game that was sent out to a random sampling of players. There’s usually no need to send a pop-up to every single player in League; in the social sciences, they’ve done a lot of work showing that surveying a % of the population can usually get meaningful results that represent the entire population as long as the sampling comes from a representative sample (which is why sampling on the forums would be inaccurate). Many social science studies may survey a few hundred people, but in League we usually survey thousands to tens of thousands and usually do surveys for each server separately.

 

 

[ Question ] Why haven’t you provided an explanation of the methods used in this research?

 

LyteRiotlink Button Lyte: Most of the designers and researchers involved with Player Behavior have published papers in the past, so we definitely feel your pain. However, I hope you understand why it doesn’t make sense for us to fully publish detailed methodology in the main post.



To answer some of your initial concerns:
1) It’s super easy for us to identify the use of voice chat through a few different approaches. One, for some apps we can detect whether they interacted with the LOL client in some way. Two, we can confirm this with a end-of-game survey asking players if they used voice chat in the current match (and studies have shown that players are pretty honest with these types of surveys, especially if it’s a neutral activity and not something viewed as socially undesirable). Three, we can analyze chat logs to determine the exchanging of voice chat information. Using combinations of these heuristics and others, we can figure out who in the set of 10 players is using voice chat. 

2) After figuring out #1, yes, we do split the analysis into games that are full premades vs full strangers and everything in-between. We do these splits for most analyses, even when looking at things like Reports and Honor. We have seen time and time again there’s huge differences in the data given the varying premade sizes in each game.

3) We actually also separate the analysis into Wins and Losses, as we sometimes see toxicity levels are higher only during losses for some factors; however, in this case, the numbers trended similarly for both wins and losses.

 

 

[ Question ] Were there any notable differences between regions?

 

LyteRiotlink Button Lyte:  We didn’t see any huge outliers in this research across regions, but there were some nuances in regions like Korea, where many players play in PC Cafes and not at home.

 

 

 

Average MMR in League and why women are mistreated in voice chat

 

I actually do have a claim, Since the spread of players in DotA is significantly different to that of League. There’s more higher ranked players(and a higher % average) than League has. Right now, pretty much everything under plat in League is 98% of the playerbase. DotA does not follow this, in either Ranked or Unranked. One of the reasons the lower MMR doesn’t have a huge % attached to it is because players that can’t play DotA well, often don’t play at all, or very often since it’s not as fun. So the Average MMR is around the middle, which in League terms would probably be about mid gold. Higher Average skill level of all players equates to having higher skilled females in the game. Especially since I constantly see them playing, are in teams with them, and know a few myself. 

5% 1100 10% 1500 25% 2000 50% 2250 75% 2731 90% 3200 95% 3900 99% 4100
100% 4300+
It’s VERY close to this(this is unranked MMR)
I also was not saying that it was a justification as to why women are treated differently in this game. I was merely stating it as one of the possibilities as to why. Which in all likelihood is probably correct, knowing male behavior.

 

LyteRiotlink Button Lyte:  Actually, looking at Elo distributions isn’t the right way to analyze something like this. In every game, the “average” Elo or MMR is arbitrary, and chosen by the designers. 

For example, if I decided that the matchmaking system sets every League player’s Elo/MMR to 2000 when they first join League, you would see over time that the League Elo distribution would have an average of 2000. The fact that DOTA, Smite, League and all these other MOBAs have different distributions of Elo/MMR is just because the designers chose different starting Elo values (and therefore, have different Elo distributions).

Having more female players be “1800 MMR” in League than “1800 MMR” in DOTA isn’t a fair comparison… because those numbers mean completely different things in each ecosystem. Read up Elo Systems on Wikipedia if you’re curious to know the math behind this.

 

 

[ Question ] Where are you getting your statistics from about toxic voice chat users?

 

LyteRiotlink Button Lyte:  Which aspect are you curious about?

For part of the analysis you are referring to, we use a sentiment analysis model to review chat logs from a random sample of non-voice chat using players to a random sample of voice-chat using players. Then we break down the analysis in terms of premade sizes, wins versus losses, so on and so forth.

 

 

[ Question ] Were all 5 members of each team in the voice-chat program for your testing friends? 

 

LyteRiotlink Button Lyte:  The key is whether all 5 people are friends or not. If all 5 players are friends and in voice chat, the experience is better. If all 5 players are strangers, the experience is worse. If some players are in voice, and some are in text, the experience is worse.

 

 

 

[ Opinion ] If there are more highly-rated players and larger average MMR, there will be more high-skill female players

 

LyteRiotlink Button Lyte:  You may want to read up on Elo Systems on Wikipedia.

Do a thought exercise: if I just added a ‘0’ to everybody’s MMR in League of Legends, they’d now have more average MMR than other games. There’s no point comparing Elos across games unless they use the same variables.

You even mentioned that if we raised starting Elo to 2000, the new Bronze 5 might be 1700 MMR. You just explained why we simply can’t compare average MMR across games, unless the scales and baselines are the same.

 

 

[ Question ] Have you talked to similar studios about implementing voice chat?

 

LyteRiotlink Button Lyte: It’s an interesting point. A few other studios who are making MOBAs have also decided to not implement voice chat, and have done similar research. 

The study I mentioned did their research on Halo, but I imagine many of these findings apply across games/studios.

 

 

[ Question ] Isn’t toxicity a result of people being anonymous on the Internet?

 

LyteRiotlink Button Lyte: I’ve heard it said often that people believe toxicity is linked to how much anonymity there is in a given context; however, several studies and experiments have shown that that’s not true. In fact, the key to whether toxicity is present is not whether there is anonymity, but whether there are consequences for actions.

For example, a lot of news websites and social media sites started adding open comment systems that allowed people to comment on public articles or posts, but only if they logged in to Facebook or other apps that revealed your real name and your profile photo. Very quickly, these sites all realized that reducing the anonymity in these contexts did absolutely nothing in reducing the toxicity of the comments and you still had extremely sexist, racist, prejudice or homophobic comments even when people were forced to reveal their “real” name and profile photo.

I emphasized “real” name because I suppose it’s possible for people to create social media accounts that have fake names for the sole purpose of commenting on public articles and posts, but it wasn’t the norm by any means.

One of the greatest misunderstandings is that voice chat will reduce anonymity, which will reduce toxicity.

 

 

[ Suggestion ] Why not have different ways of punishment / reinforcement, so you affect a wider spectrum of players?

 

LyteRiotlink Button Lyte: You’re touching on the key point, which is that different players respond to different punishments. We find that on average, about 67% of players improve their communication patterns after just 1 chat restriction experience. If players get chat restrictions and a reform card from the Tribunal that outlines exactly what behaviors led to their punishment, the reform rate goes up to ~75% (varies a bit depending on the server).

To give a comparison, about 60% of players improve their behaviors after a game ban, and about 70% of players improve their behaviors after a game ban and receiving a reform card. So, on average, chat restrictions tend to do a bit better than game bans when it comes to reform rates; however, game bans tend to force players to create smurf accounts and shift toxicity to lower level players, so there’s an additional consequence to using game bans compared to chat restrictions.

We’re also able to do things like restrict players from specific queues, or remove Ranked Rewards, or a combination of any of these penalties. We’ve also considered things like suspending the ability to use skins or specific champions… but these are untested outside of our research labs so far. 

Regarding positive reinforcement, we’ve always had more plans to add a few more features to Honor. Unfortunately, we pivoted the team to work on Team Builder and want to get back and finish Honor after because we believe it has some of the greatest potential to encourage positive behavior. For example, in the new Tribunal, players that are highly honorable will have a chance to be reviewed in the Tribunal, and if their peers vote them as positive, they will get a reward in-game.

 

 

[ Question ] What’s a reason not to implement voice chat, aside from it making toxic players harder to track?

 

LyteRiotlink Button Lyte: I mentioned this somewhere else, but if a player is using voice chat with strangers and a part of the team is not using voice chat… then on average, the player using voice chat is more toxic in their text-based communication.

So actually, voice chat in many cases makes it even easier to track these players because they end up being toxic in text to the other players on their team who aren’t in voice chat.

 

 

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Lee Sin’s win rate isn’t indicative of his power level

 

Cedriel Riotlink Button Cedriel: There is one thing that you touch on in your post that I liked, bait or not: win rates are not a good indicator of how over/underpowered a champion is. This is because most champions—regardless of strength—are at a disadvantage against certain kinds of kits and playstyles, and so strong champions end up popularizing their own counters.

The way this plays out is fairly complex. A champion’s viability in the metagame depends on how wide of a champion pool can exploit its weaknesses, the general utility and viability of those champions, how it’s affected by itemization changes, and its best-case and worst-case performance against other viable champions. Picture a fighting game-style matchup chart (e.g., http://i203.photobucket.com/albums/a…chup101a-1.png) but with over 100 characters, complicated by having distinct roles and team dynamics and variable item builds.

The metagame stabilizes as people try all these different combinations in play and figure out strategies that work. In the current metagame what has happened is that Lee Sin’s effectiveness as a duelist and extreme mobility make him very effective at counter-jungling and counter-ganking: he can go into your jungle, pick a 1v1 fight in which he has an advantage, and escape by ward-hopping over walls if things get ugly. He also brings both good ganking capability and fair team fight utility. In other words, he’s strong in all areas but exceptionally strong in demolishing the enemy jungler.

The S4 jungle roster has been defined by Lee Sin and the few champions that can take him on evenly in duels while also offering good ganking/team-fight value: Elise, Kha’zix (pre-changes) and Eve (who is viable by playing a different game than the previous three). What win-rates in high-level play reflect is that Lee Sin is well-balanced against these three champions. What they don’t reflect is that he’s crowding out a large number of characters who would simply get pushed out of their own jungle if they got picked.

I think you (OP) realize that both sides in the Lee Sin debate have a point: yes, he does have a high skill-cap; yes, he is rarely banned in high-level play; yes, he has an average win-rate and does not significantly outperform other champions in LCS. Yes, he is extremely strong in the early-game; yes, his kit allows him to demolish many other junglers; yes, he doesn’t require that much skill to do all of this; yes, he doesn’t have significant weaknesses. All of these things are true.

In my eyes, Lee Sin is problematic in that he’s a determining factor for the reduced pool of champions we see in the jungle. I hope that our live balance team can come up with a way to keep his core identity (and the fun factor of comboing his abilities) intact while diminishing his ability to crush a large share of jungling champions.

 

 

[ Opinion ] Tank jungles aren’t viable solely because of Lee Sin

 

CedrielRiotlink Button Cedriel: I wouldn’t say that. Again, a lot of factors influence what is viable in the metagame and what isn’t. Lee Sin is a factor, yes, but if he were to get nerfed I doubt that you would instantly start seeing tank junglers popping up in LCS. Lee Sin existed in S3 too, you know.

 

 

[ Question ] Why did Riot reverted the changes suggested for Lee Sin ?

 

CedrielRiotlink Button Cedriel: Pwyff, who has much more insight into all of this than I do, talked about the Lee Sin changes here.


TL;DR: It’s complicated.

 

 

[ Opinion ] I’d rather have Lee Sin’s power adjusted through changes/buffs to other Champions

 

CedrielRiotlink Button Cedriel: I don’t have visibility into what our balance team is planning for Lee Sin, but they’re doing good work in boosting the viability of support / tanky junglers via itemization.

 

 

 

Dunkmaster Darius Banner

Dunkmaster Darius will be coming soon, as a legendary skin! Here‘s the Reddit thread where I got the images from.

 

Dunkmaster Darius Splash Art

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Dunkmaster Darius Model

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Lots more on the making of Dunkmaster Darius:


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[ Question ] Why did you state that boobs and miniskirt are what define Caitlyn’s design?

 

Riot Whist Riotlink Button Riot Whist: My intent when I made the post you’re referring to was not that it is what defines Caitlyn, rather it was pointing out that base Caitlyn also has a boob window and a skirt on. I later posted in that thread to confirm that yes her main reads are hat and gun and I was just responding to mention of the other things. That post was intended to provide context and reasons for those elements appearing in the skin.

Everybody working on the skin is pretty happy to see Caitlyn a bit more armored up – she feels more badass and powerful. I think the version we have now will make a lot of players who took issue with it happy.

For a little extra context on it:
She lost armor in production as we worked on ways to make sure she was still readable as Caitlyn (her legs and arms became more bare for the color contrast to help the gun pop). We’re changing her because we do agree with the complaints she is getting, exposing skin to make the gun pop was, in the end, not the only way to make her read correctly.

And this is why we have PBE, it’s not just for balance changes. We want this feed back so we can fix red flags before the skins go on sale. We are extremely open to community opinion and I hope the skin update helps prove that.

I’m also working to try to better word posts in the future so players can more easily understand my points and not accidentally take it out of context.

 

 

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

 

News Update June 26 Banner

 

PBE: Updated Headhunter Caitlyn Model

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Single PostsCan you get a chat ban without typing?

Fan Art Showcase: Joon Ahn Art, Irelia Action Figure and Baron Art

 

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PBE: Updated Headhunter Caitlyn Model


 

HH Cait has had the weird alien face on her head replaced with a shiny new helmet and her arms are now wrapped in armor. Also, her right thigh is covered in metal.

 

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New Headhunter Caitlyn Turnaround

 

New *head, arms and right thigh

Updated Headhunter Caitlyn

 

 

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IronStylus continues to gather feedback on a possible visual rework for Caitlyn.

 

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IronStylusRiotlink Button IronStylus: Related question:

If you were to pick which actress would play Caitlyn in a movie, who would it be?

Post suggestions and I’ll see what I can work into any potential VU 😛

 

 

[ Follow-up ]

 

Morgageddon Riotlink Button Morgageddon: Morgageddon pops in.

Yvonne Strahovski.

 

 

 

 

IronStylus worked on Ahri

 
IronStylus Riotlink Button IronStylus: And the original Sejuani.

 

 

 

 

[ Question ] What do you think about the low amount of armored ladies in the league, and how do you plan to address this?

 

IronStylus Riotlink Button IronStylus: Probably doubling down on Poppy when she comes around.

 

 

 

 

[ Opinion ] I’m pretty sure that the benefits of wearing pants and not needing to worry about cuts and abrasions far exceed the “freedom of movement” gained by the miniskirt.

 

IronStylus Riotlink Button IronStylus: Tactical mini-skirt?

 

 

 

 

[ Question ] Why can the men of Freljord walk around shirtless and exposed but Sejuani can’t show midriff?

 

IronStylus Riotlink Button IronStylus: Not sure, didn’t design any topless Freljord champions. The Bravo Ray is your man for Braum and this is mainly a Caitlyn thread.

 

 

 

[ Question ] How conflicted is the art team between having Poppy be an adorable ball of murder like Tristana and her current charm of being an ugly little munchkin (outside of, say, Battle Regalia Poppy)?

 

IronStylus Riotlink Button IronStylus: I’d suggest starting a Poppy thread if you’re curious, though I don’t have too much to say on the subject at the moment. But that aside, I don’t think she has much “adorable” in her. Being a yordle is probably only the real thing tying her to a “cute” trope.

 

 

[ Question ] Wasn’t your reasoning for the no bikini armor Sej because she was in the cold? If so, as the art lead, shouldn’t you want consistency for all the champs?

 

IronStylus Riotlink Button IronStylus: I’m not the art lead. I’m one of a few senior concept artists. There’s one for each content team. Champions, Skins, Champion Update.

 

 

 

[ Opinion ] Champion design moving from “fun” to “serious”

 

I’d like to say that Sej’s old design was fine because of the time she was released. The concepts back in early 2012 were fun, even if they were lacking in creativity. I mean, we have an anchor wielding diver, a bomber squirrel, magic smurf hippie, snobby french Nikasaur and Badlands/Tundra Barbarian Babe. Right after Lulu, we were suddenly smashed with champion after champion who tried to be ‘Cool,’ with the two exceptions being DRAAAAAAAAAAAVEN and Jayce, the latter of which caused a huge ****storm when he was released due to lore.

After Jayce, we had Angry Plant Lady, Angry Moon Lady, Angry Cat Man, Angry Psychic Lady, Angry Mantis Alien, Evil Spider Lady, Angry Ninja. Even when we were supposed to take Sej seriously, she still was a relic of the time– when LoL champ releases were more goofy/outrageous/cool/fun. Even ignoring the handwave of a reason why she was in a bikini, it still made sense in the context of LoL champs, because the game was more cartoonish. Something I personally liked, and am saddened by riot removing from the game.

~~~

On the subject of Caitlyn, the only thing I’m expecting is a hat larger than she is.

 

IronStylus Riotlink Button IronStylus: This is a very well constructed, thoughtful, and in many ways, valid point. This is not an isolated opinion, and I understand very much where you’re coming from.

 

 

 

[ Off-topic ] Why are you getting hate by the community?

 

IronStylus Riotlink Button IronStylus: Reasons 

Edit: Champion Update is the Live Design of art and theme. I’m bound to get some flack. I’ve grown to accept it.

 

 

Curse Voice Debate Banner
 The discussion on why Curse Voice is still blacklisted continues on the forums.

 

[ Question ] Why is Curse Voice banned for being voice chat software when pros have to use 3rd party programs to communicate?

Riot Sargonas Riotlink Button Riot Sargonas: There are two answers to this, one – Pros are a 5 man premade, and just like my previous answer we don’t care about friends in voice chat or voice chat in general for that matter. We care about strangers being prompted by third part software to join each other together in chat using methods and tools that interact directly with our game. Secondly, believe it or not the pros don’t use voice chat like you think they do in competition. As it happens, their headsets are all hardwired together via a mixunit. They are not using voice software, but old school direct cables.

 

[ Trolling ] If people are being banned for using Curse Voice, why not ask them to shut down the service?

Riot Sargonas Riotlink Button Riot Sargonas: We’re not asking them to shut it down because Curse Voice is a tool for all gamers to use in any game, not just LoL. It’s a great voice client that does good things outside out ecosystem, and it’s unfair to them and players for us to take that route. Also, people are not getting banned at this time for using the app, so taking our time to resolve it diplomatically is of no harm to the players.

 

 

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[ Question ] Can you get a chat ban without typing?

 

Lyte Riotlink Button Lyte: I’m currently out of the office so I can’t look at your specific account; however, there’s some misunderstandings to how the system works.

If you were communicating in a toxic manner, you’ll get a chat restriction; it’s nearly impossible to get your first chat restriction without behaving toxic in some way.

However, what happens afterwards varies a lot from player to player. In each case, after the chat restriction ends for a player, the system reviews all the games you played recently and tries to determine if you’ve improved your behavior. If your behavior has gotten worse, you will get even more chat restrictions than what you got in the previous set of restrictions. If your behavior has improved dramatically and you are in neutral or positive standing, you will receive no chat restrictions. If you don’t talk at all, it’s still better than communicating in a toxic way so you may receive a few chat restrictions until you are in better standing. In fact, many players never talk in League of Legends and just use smart pings to communicate in-game and that’s perfectly fine.

If the system is unsure about your current standing (because you never talked in your past sets of games, or you showed both positive and negative patterns of behavior in your games), you’ll receive a few more chat restrictions so the system can collect more data. In ambiguous or extreme cases, Player Support will also assist the system with manual review of the data to determine next steps; for example, some players who become even more negative after a chat restriction may end up losing their Ranked rewards or receive permanent account bans if Player Support feels like the player is unlikely to ever reform.

 

 

[ Question ] Which support benefits from Ardent Censer?

 

Riot Whist Riotlink Button Riot Whist: I find it really nice on support Karma, especially since chalice’s nerf to mana regen I don’t find that to be a must buy. Now I typically just get me some spooky ghosts and censor.

The movespeed from the two items is super useful to allow Karma to kite even harder.

 

 

[ Question ] Do you ban streamers who use cheats?

 

Riot Boompje Riotlink Button Riot Boompje: Sure. Whenever we find people who are using tools we don’t want them to use, we punish them. But Naming & Shaming is something we simply don’t want on the forums. If you see someone on stream using such tools, take screenshots (as you did) and send a ticket to our player support (use the button on the top right). That way, you will report them and we will notice your report guaranteed.

 

 

Fan Art Showcase Joon Ahn

 

Do you love League art? Check out some previous showcases!

 

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Fan Art Enijoi

Fan Art School Designers

 

Katarina and Ashe in Freljord by Artist Joon Ahn

 

Note: Joon Ahn is a Concept Artist working for Riot.

 

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Baron Art by NA Summoner Ice Hippo

 

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Irelia Action Figure by NA Summoner Luigi87

 

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

 

 

Boom, Headshot Banner

Caitlyn is getting a shiny sci-fi skin to add to her collection of outfits. Is it super awesome? Yup. Could it have been better? I think so, and here’s why. 

 

 Headhunter Caitlyn is both a unique iterative of Caitlyn’s design and inherits the mistakes that plague her iconic visuals – top hat, miniskirt and so on. From an animation standpoint, it’s a genuinely cool skin, but the outfit undermines the fantasy of Caitlyn being a sniper with futuristic tech. As you’ll see later down, a lot has changed in the design focus of this skin and that disappoints me (and prompted me to do the article).

 I’d go for the obvious – that it’s a skimpy outfit, like that of many other female characters in the game – but from my perspective, this isn’t a problem for League in general and I’ll explain why before I delve into my thoughts on Headhunter Caitlyn.

 

Riot Does Sexy Right Banner

 

 I compare the design focus of characters in LoL to that of any set of comic book heroes, video game protagonists, heck, even Greek and Roman Gods. Physical perfection is unattainable, it’s godly, so it makes sense that League’s Champions – both male and female – have impossible body structure. We don’t like playing as unattractive humans; we like playing as unattractive outer-world beings, like monsters from the Void and demons (Teemo), but in a fantasy realm, we identify human physical beauty as a necessity for that character to appear heroic or dastardly.

 My point is, sexually appealing fantasy heroes are a common trope. It’s human perception that identifies excessive beauty as necessary for deities and has done so for as long as history recalls. When the theme of a Champion calls for subtlety, Riot does a good job of not overly-sexualizing. Great examples of that would be Diana, Leona, Sejuani, Kayle and so on. Sejuani was visually reworked because of community feedback that her skimpy outfit made no sense when she’s battling winter conditions. You might be surprised, but Riot’s artists actually do a fantastic job of creating sexy characters without their exaggerated features dehumanizing them. Yes, some of that artistic direction is appealing to a teenage audience, but there is real maturity behind the brush.

 The times when revealing outfits come off as tasteless in League is when they’re out of place. That, I think, is the case with Headhunter Caitlyn.

 

A missed opportunity

 

 My problem with the skin is it goes for the “because boobs” image, when it was a perfect opportunity to show off Caitlyn as an armored, futuristic sniper-lady. The particles give off an Alien vs Predator vibe, which a full suit of tech-heavy armor could’ve complemented greatly. Instead, we get cleavage and thighs and there’s nothing wrong with that, but on a skin that’s supposed to show off Caitlyn in an alternative setting as a ruthless hunter from the future, it makes no sense.

 

New Headhunter Caitlyn Turnaround

 

 The technology of her gun and spells looks sci-fi, but this doesn’t translate to her clothing, which is strikingly normal. Its design follows Caitlyn’s standard wear – miniskirt, ridiculous top-hat and heel boots. I would agree that they’re iconic for her looks, but why would she wear that in tandem with laser scopes, a helmet and so on? It’s like giving Willy Wonka a particle cannon and going “have fun at the chocolate factory with that”. It’s a weird mix of Caitlyn’s playful, slutty character and her serious cop attitude.

 But she’s a sniper, why would she need armor? Snipers actually wear concealing armor, but sticking to reality isn’t the point of games so I can’t hold that against the design of Headhunter Caitlyn. I’m just pointing out the discrepancy between the guns she’s bringing to the table and the way she’s dressed. I’ve yet to see Catwoman jump into a fight wearing a full plate miniskirt and the day I do is the day I quit cinema.  .

 

Original Concept

 

A futuristic skin for Caitlyn was teased last year at the Australian PAX. Below you can see what the original concept for it looked like, in varying color schemes (credit for image goes to [email protected], you can find the full article with lots more pictures here).

 

Futuristic Caitlyn

 

 Unlike Headhunter Caitlyn, the body armor here fits the concept of a sci-fi skin perfectly. Elbow pads, boots, knee pads, visor and body plate are in one color and the connecting elements – in another, to accentuate certain parts of Caitlyn’s model. The helmet is lean and wraps around the head instead of oddly sticking up like is the case with Headhunter Caitlyn.

 The armor on concept Caitlyn seems to be composed of metal, which is what you’d assume a space suit to be made out of. Like Headhunter Caitlyn, she isn’t wearing a lot of it – it’s enough to envelop her body, but not ruin curves. It’s a middle-ground between adhering to fantasy tropes and projecting Caitlyn’s figure in full armor.

 

Futuristic Caitlyn Second Concept

 

 Lastly, Caitlyn’s gun and her outfit should go hand in hand in terms of how they’re designed. What the concept for Futuristic Caitlyn shows – matching aesthetics for both Caitlyn and the sniper rifle – is missing from the final version. Because the focal point is on Caitlyn’s chest and her miniskirt, it leaves the design incoherent with her actual tools for combat. You can imagine a space bounty-hunter Caitlyn wearing the armor from PAX when she’s aiming down sights, but you can’t imagine Headhunter Caitlyn doing it.

 

Alternative Designs

 

Samus Aran

Samus Aran / Metroid

Lots of games have done sci-fi hunter women right. A favourite example of mine would be Samus Aran from the Metroid series. In her case, the lines of the armor needed to conceal her sex, as it was an important plot-twist in the story to find out she’s female. Though her appearance was later stereotyped in Zero Mission where she was wearing a blue latex suit, Samus is still perhaps the most memorable case of a woman in armor being an intergalactic badass.

 On the left is an epic interpretation of Samus by artist transfuse. Notable elements of her visuals would be the full plate armor with glowing lights and the lack of visor or helmet. The lines on her armor are pretty conservative, but she still projects beauty, despite the broad shoulder pads and lack of skin-showing. The green lights are also a valuable asset of her looks; they add the sci-fi flavor to an otherwise rusty, battered-looking armor.

 This interpretation of Samus is maybe too strict for players to identify as something Caitlyn would wear, but it contains some elements her outfit could benefit from.

 

 

Nova and Sarah / StarCraft

 starcraft_ghost_nova_by_shiramune-d36bitsMore contemporary showcases of what Headhunter Caitlyn could had looked like can be found in the StarCraft universe, more specifically Sarah Kerrigan and Nova Terra.

 To the right is Nova Terra, drawn in marvelous detail by artist Zeronis (he’s a Concept Artist for Riot Games). Nova is how I would picture Headhunter Caitlyn looking if I were tasked with brainstorming her concept – full body armor with latex qualities and an overall stealthy outlook (which is missing from Caitlyn’s skin).

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Closing Thoughts Mini Banners

 

I don’t mind that Headhunter Caitlyn is overly-sexualized. Heck, Officer Caitlyn is practically a reference to adult movies. But the revealing outfit is misplaced on a skin with futuristic weaponry; a skin that, conceptually, looked far better a year ago. I think Headhunter Caitlyn is a case where the desire for the skin to have an obvious appeal got the better of the people designing it.

I’ve shared some references on how sci-fi armored women have been done in other games. Do you think Caitlyn would have looked better dressed in something like that? Or is Headhunter Caitlyn just fine? Share below!

 

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