Archive

Posts Tagged ‘hud update’

 

HUD Update heads to Ranked Banner

 

Rayven New PortraitAfter two weeks on live servers, we’ve made a bunch of changes to the HUD update based on player feedback ahead of pushing it out to ranked queues alongside patch 5.15. Check out the microsite for the full story behind where it all started, but if you’re familiar with the changes made before it went live, and just want to know what’s changed since the new HUD came to non-ranked queues, then read on.

Here’s what’s changed as a result of your feedback and additional iterations since the HUD update debuted in the last patch:

Readability

  • New font and styling
  • Larger team frames, meters, and ult timers
  • Full square cooldown indicator
  • New colors differentiating “on cooldown” and “out of mana”
  • Larger stat icons and text
  • Larger Ping and FPS displays
  • Scoreboard now has more padding, larger champ portraits, and larger fonts
  • Added drop shadow to chat
  • Brighter XP bar
  • Larger Summoner spell timers on the scoreboard
  • Active ability events have been changed to gold (level up, toggle, just off cd) to differentiate from unavailable (cooldown, OoM)

Animation and Audio

  • Shortened and pulled back on many animations including “level up”, “just off cooldown”, and toggles
  • Scaled back many audio cues

Layout

  • CS, KDA, and Team KDA has rejoined game time in the top right
  • Scoreboard improvements including larger and clearer summoner spell and respawn timers

Misc

  • Added colored bonus stats
  • Added cast bars for all abilities other than instant casts
  • Swapped Crit and Attack Range in player stats
  • Mute buttons on the Scoreboard are now always visible
  • Minimap can now be scaled smaller

We’d promised to add the update to ranked in a few days in our last post, but we took a little extra time to incorporate the changes you read above. Now we’re ready to roll out the HUD for all queues, and we wanted to thank everyone for their feedback. As with any element of League, we’ll keep iterating and evolving the HUD in the future, so we’re still looking for your thoughts. Tell us what you think about the newest changes to the HUD below, and we’ll see you on the Rift.’

[ 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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Discussion on New Poppy Banner

Meddler talks about the likelihood of Poppy being a dedicated tank post-rework.

 

Extra resources

 

Poppy hasnt been nerfed because shes not a consistent pick ban in pro play

Meddler Final PortraitThat’s it in a nutshell. Poppy getting picked occasionally doesn’t worry us. Poppy as regularly played though, pick/ban especially, would be a problem. Because of that we’ve got a Poppy rework in progress, with one of the aims of that project being to make it so if Poppy’s strong enough to get regular play that’s fine, rather than something we feel compelled to deal with.

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Do you think Poppy should be changed from a burst champion to a tank

Meddler Final PortraitI do feel tank is a good fit for Poppy. She’s a determined, honorable, warrior who wants to be right in the middle of the fight. Her signature gameplay traits are a hammer smash, charging someone into a wall and being extremely hard to kill, all of which can fit well with the tank class (think more Sion as a tank, than Braum as a tank).

Certainly, she’s also got a lot of kill potential at present. Extremely hard to kill or CC, really burst champion with some mobility’s not a good combo though, and it’s only held in check at present since Poppy’s early game is atrocious and she’s kept a bit weak in general. Of the two sides of her we could focus on the tank/fighter side seems like a much better fit to me than the assassin/burst side.

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Will you keep Lolipoppys original splash art after the rework

Meddler Final PortraitI haven’t dared ask what the plans for that are nightmarish creation are yet.

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Isnt it boring for paladins to always be in the middle of fights and not do damage

Meddler Final PortraitI’m with you that honorable and middle of the fight aren’t the same thing. I’d describe both Ashe and Lee Sin as honorable in terms of personality for example, yet neither wants to be right in the midst of everything (Ashe wants to keep her distance, Lee Sin usually wants to be killing or ulting a prime target so spends more time around the edges waiting for his moment). In Poppy’s case though I feel both honorable and middle of the fight do apply.

[ Link to Post ]

 


Shens Q and W to be reworked Banner

Meddler iterates on  the recently-mentioned Shen rework and mentions his Q and W spells will likely be completely changed.

 

Extra resources

 

Why are TF and Pantheons ults not canceled by damage like Tahm and Reksais

Meddler Final Portrait Consistency’s something we explicitly wanted to avoid in these cases. The goal with Rek’Sai and Tahm Kench’s ults was to offer teleports that were used in different ways to avoid overlapping too much on what makes TF and Panth distinctive. Rek’Sai has no range limit on her teleport, but can’t use it to disenage easily, while TF’s much more slippery, but has a significantly shorter range and a noticeably higher CD.


Consistency’s something we do value in cases where it makes things easier to understand at a glance (e.g. the commonly used ‘you’ve stunned’ purple VFX above stunned champions’ heads). It’s not something we want to pursue whenever possible though. We want different champions to bring different tools to the game, testing different skills and creating different decisions. Additionally, sometimes a solution in one case isn’t appropriate for another (e.g. Lucian’s a spell cast heavy ADC whose mana costs become much less significant over the course of the game. Kog’Maw’s another spell cast heavy ADC, his mana costs need to remain really meaningful however).

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I find Shens Q having the same range as Yasuos Q to be very unthematic

Meddler Final PortraitMatching thematics with gameplay is something we put a lot of effort into, there are times though where we need to prioritize balance over lighter thematic expectations. Having a thrown weapon have the same range as a long spear stab or sword thrust is that sort of case (by contrast if Caitlyn, as a sniper, had a really low attack range that’d be a pretty significant disconnect).

As far as Shen goes we think he’s in a pretty effective spot right now and don’t currently have any plans to add more power to him. It’s also very likely his Q will be replaced or very heavily modified in his gameplay update (we’d like to give him a more interesting combat pattern for laning/1v1s and changing the Q will be a significant part of that).

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Do you think Swain is in a good spot right now

Meddler Final PortraitOverall yes. We’ve always been a bit suspicious that Swain might actually be too strong and potentially pretty oppressive if the right meta came along. So far though that remains just a theory. Swain doesn’t see regular professional play, but his balance is in a good spot otherwise. No current plans for him as a result.

[ Link to Post ]

 


Will there be any changes to Shens lack of splitpushing or his Feint W

Meddler Final PortraitIt’s very likely we’ll keep Shen as a low waveclear champion, his inability to push quickly’s a really important safety valve on his ultimate.

Feint we’ll almost certainly replace outright. Odds are fairly high some form of other defensive ability will replace it, Shen needs some inherent survivability.

[ Link to Post ]

 

 

Changelog for New Hud Banner

Changes to the new HUD will be hitting the PBE next week.

 

HUD changes for next PBE build

Chager Final PortraitWe’ve received a lot of good feedback and have made some adjustments to the HUD to test out before the next release:

  • Cooldown timers now take the entire skill square (no longer circular)
  • We’ve made the CD timers go from full to empty to better show cooldown time (vs. fill up)
  • Off cooldown flash has been changed in color (gold) and reduced in animation length
  • Multiple sounds have been removed or softened (skill up, scoreboard open close, player stat window open close)
  • Some fonts have changed
    — Please note we’ve just implemented a new font system and are going through and tuning all the places fonts are displayed. There’s still a lot of polish left to do but we wanted to get it out and tested on PBE as we iterate
  • Changed crit and attack range in the character stats page (crit now displays in bottom left of base window and attack range in bottom left of extended stat window)

Things we’re looking to get out early next week:

  • Adjusting color of OOM and CD to have differentiated colors
  • Ongoing font work (both color/shadow and size/typography)
  • More space between ally portraits and minimap (and making portraits bigger)
  • Level up animation color differentiation and animation shortening

Thanks,
-Chager

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Colorblind Mode is in a terrible state

Rayven New PortraitHi, we hear you! We are working on a TON of readability improvements for the next patch including:

  • Clearer, larger fonts
  • Text colors and styling (as well as darker bgs for contrast)
  • Full square ability cooldowns with a more readable color
  • Pulled way back on animation length and noise
  • A lot less blue
  • More negative space between elements
  • Larger team frames and meters
  • More readable stats
  • More readable spell pips

All that said, our internal colorblind testers (red/green) found the new minimap to be more readable than the old one due to the toned down bg. Are you having trouble tracking info on it?

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Can you not make pots fully gray when they cant be used

Rayven New PortraitWe might pull back on the fully grey pots. They’re grey in the old HUD as well, but not completely.

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Will we be able to move around item slots in the shop menu

Rayven New PortraitWe want this as well. Weren’t able to do it as part of this feature though 🙁

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The new minimap is weird and attracts my eyes when I dont want to look at it

Rayven New PortraitIt was jarring for us at first too, but in the end we felt things read better with the dim bg. Your feedback is noted though. LMK if you get used to it over time.

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The scoreboard is currently hard to navigate

Rayven New PortraitYeah we want to improve the scoreboard this patch. What else are you having trouble seeing other than MIA?

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The Champion stat icons for Attack Range and Crit Chance should be swapped

Rayven New PortraitThanks Throstus, we are swapping AR for crit and I’ll move that icon over 🙂

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The cooldown and outofmana animations look to similar to each other

Rayven New PortraitWe are doing a big differentiation pass on cd and oom. The funny thing is, they were both blue in the old HUD as well. Need to find the right balance though.

[ Link to Post ]

 



Why was the scoreboard global kills towers moved to the bottom right

Rayven New PortraitThe concept was to get frequently checked strategic info in one glance rather than darting your eyes around the screen. I think we could have chunked info better for sure to cut down on the “clutter.”

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The shop menu takes too much space Can we be given the option to resize it

Rayven New PortraitYou can scale the Shop down by grabbing and dragging the bottom right corner – I agree it’s too big. I scale mine all the way down.

We are working on most of the contrast issues you mentioned.

[ Link to Post ]

 

 

HP as True damage mechanic Banner

Fiora’s new ultimate has caused some balance concerns among the community regarding the lack of counterplay in spells that deal %HP true damage.

 

Extra resources

 

I hope HP true damage doesnt become an overused mechanic in new kits

Meddler Final PortraitIt’s a mechanic we only intend to only use very occasionally (hence the 4 year gap between Vayne’s release with it and Fiora’s rework gaining it). It’s something we’ve explored on a few different prototypes post Vayne release, this is the first time though where we’ve concluded it was an appropriate fit. % max hp physical/magic damage or flat true damage are almost always the more appropriate tool for abilities that need to be limited against squishy targets/strengthened against tankier targets.

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Whatre your thoughts on Vaynes current state

Meddler Final PortraitWe’re pretty happy with Vayne’s current state. She’s a reasonable pick, especially if you build a team that supports her well. She’s got clear weaknesses though, and doesn’t offer things almost all other ADCs do. When you pick Vayne you’re choosing to give up various tools in exchange for her strengths.

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RANKED DECAY RETURNS ON JULY 27TH

 

Ranked decay coming back on July 27th

Riot Mirross Final PortraitHey folks,

Last week, we temporarily disabled ranked queues and ranked decay so players wouldn’t lose LP while ranked was down. Ranked decay will be re-enabled return on July 27 at 12:00PM PDT in all regions.

The time that’s passed will still count against your inactivity period when decay is re-enabled, so if you’ve taken a break, make sure to play a game before July 27 if you want to avoid the LP penalty. If you’ve been playing consistently, this won’t affect you at all.

Ranked decay refresher:

Bronze, Silver & Gold:

There’s no decay in solo or team queues for these tiers.

Platinum & Diamond:

Solo and team queues:

After 28 days of inactivity in a particular ranked queue, you’ll be hidden from the standings in your league. You’ll also lose LP depending on your current tier. Every seven days thereafter, you’ll lose LP until you play a match in that queue particular.

Master & Challenger:

Solo queue:

Decay sets in after 10 days of inactivity to ensure competition continues at the highest echelons of League.

Team queue:

Decay occurs after 28 days to account for the difficulties of managing five (or more) player schedules.

Find out more about ranked decay.

[ Link to Post ]

 

 

Bilgewater Wallpapers Banner

Riot’s LAN site has posted all sorts of digital Bilgewater-themed goodies:

 

WALLPAPERS

BW.Crest_1920x1080

Young.TF.Graves_Splash_1920x1080 Pre.GP_Splash_1920x1080 TF.v.Graves_1920x1080 SlaughterDocksSkins_Splash_1920x1080 MF_Splash_1920x1080 GP_StandingAlone_1920x1080

 

Summoner Icons

Graves.Icon.320x320 TF.Zoom.Young.320x320 Graves.Zoom.Young.320x320 Bilgewater.Crest.320x320 TF.Icon.320x320

 

BILGEWATER SETTINGS Act1.Explore.the.world.FB.Cover.851x315 Act2.Explore.the.world.FB.Cover.851x315

 

FANMADE WALLPAPER

Artsed.Carnicero.1920x1080 (1)

 

FANMADE ARTWORK

portada1 portada2 portada3

 

FANMADE PORTRAITS

graves missfortune fizz Gangplank thresh twistedfate nami rata graves gp twistedF ms

 


Bilgewater Events and Tournaments Banner

You can find a Bilgewater tournament to participate in and compete for rewards HERE.

 

TLDR: Bilgewater-themed live events are happening all around the world. Join the party and experience Bilgewater in a whole new way–and yes, there may be loot to plunder.

Special Bilgewater Boarding Parties are being planned and we need you on board. Be a part of history as you meet with other players and bring Bilgewater to life. Crew members who are victorious in combat (we mean tournaments) will be rewarded with Bilgewater prizing. If you’re part of one of the in-person Bilgewater Boarding Parties, there may be exclusive swag you can’t get anywhere else.

Be part of League of Legends history and bring Bilgewater to real life!


WHAT BOARDING PARTIES ARE HAPPENING NEAR ME

Community-Run Events

These are special Bilgewater Boarding Parties organized and run by members of your local community. These events will take place between July 30th and August 9th at in-person locations around the world and online.

To register for a community-run Boarding Party head to the Community Events page, find an event near you (or online) and click the “Register” button. Be sure to read the event details for info on how to join in the fun. New events will be added as they are approved. Be sure to check back often to get the most updated list.

 

INPERSON TOURNAMENTS

In-person tournamentsMeet other League of Legends fans for a face-to-face tournament held in a real-world location near you. Competition takes place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




ONLINE TOURNAMENTS

Online tournamentsCan’t make it to an in-person Boarding Party? Then make your adventure virtual by joining an online tournament. These events take place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




INPERSON PLAY SESSIONS

In-person play sessionsIf competition isn’t your thing, look for a Bilgewater Play Session, a non-competitive opportunity to play on the new on the Butcher’s Bridge ARAM map and Black Market Brawlers game-mode.




Approved community-run tournaments are eligible for special Bilgewater digital prizing based on event type and size. Prizing will be awarded to the top teams in the tournament. Check out each event’s “Prizing” section for more information. Players must be registered for the event on the Community Events page to be eligible for prizing.


BILGEWATER SWAG

bwbp_chestA limited number of in-person Bilgewater Boarding Parties will be receiving a shipment of exclusive Bilgewater swag (which means ‘free stuff’) that isn’t available anywhere else. As always, supplies are limited, and not every attendee or Boarding Party is guaranteed loot.

 






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

 

PBE Roundup Patch 5 14 Banner

 Patch 5.14 will hit live in the early hours of July 22nd, assuming there are no delays. Here are all its contents:

 

General

Champion Updates

Balance

Store Content

Visual

Featured Game Modes

Miscellaneous

 

 

HUD UPDATE Banner

All HUD elements have received a visual and functional overhaul. Here’s how the new HUD functions:

 

The basic layout is similar, but positioning of certain elements has been tweaked. The item box now rests on the right side of your spells bar.

Hud Update 2

 

Stats have been relegated to a pop-in box on the right side of your Champion portrait. From left-to-right and top-to-bottom: Attack Damage, Ability Power, Armor, Magic Resistance, Attack Speed, Cooldown Reduction, Auto Attack Range, Movement Speed.

Hud Update 1

 

The menus follow a similar visual pattern. Note that their functionality is still the same. Here’s the visually updated shop & options menu:

Hud Update Options Hud Update Items Menu

 

Two buttons have been added next to the minimap – an Options menu shortcut and a toggleable lock/unlock camera feature.

Hud Update 5 Hud Update 6

 

Speaking of options, in Interface you can choose to have your minimap on the left. This will swap the positioning of the minimap and the chat:

Hud Update Map Left Hud Update Map Right

 

The scoreboard is again brought up with TAB and displays similar information as before. Items are now arranged by cost and you can drag-and-drop champions in the scoreboard in whatever ways you like (match up Support to Support and ADC to ADC, for example). Another new feature is a counter for how many towers each team has destroyed.

Hud Update 10

 

Note that you can still see Summoner Names and you can mute other players, but to do so you have to hover over the Champion’s portrait in the TAB bar. In regular view those aren’t displayed.

Mute Button

 

Your teammates’ portraits will appear above the minimap. A filled green dot means they have their ultimates up; a blue one signals an ult being channeled.

Hud Update 12

 

Leveling up spells is now followed up by a fancy animation:

Hud Update 9

 

When you can’t cast spells for some reason (CC, Teleport, etc.) the HUD will gray out your spell bar and it’ll also put crosses on spells / active items.

Hud Update TP Spells

 

While on cooldown, spells will have both a standard countdown and a circular dial that will show how close you are to having a spell off cooldown. If you don’t have the mana to cast a certain spell, it’ll be marked with a blue tear symbol:

Hud Update 11

 

Pressing “C” brings up the rest of your Champion’s statistics. From left-to-right and top-to-bottom: Health regen, Mana (Resource) regen, Armor Penetration, Magic Penetration, Life Steal, Spell Vamp, Critical Strike Chance and Tenacity. If you swap your map to the left, the stats panel will also shift to the left.

Hud Update 7 Hud Update 8

 

The recall bar has received streamlined visuals and now has a countdown timer:

Hud Update Recall

 

While dead, you’ll have a countdown meter both on your Champion’s portrait and on top of your minimap. All respawn timers are displayed above your minimap in realtime.

Hud Update Death

 

Lastly, CTRL + F will once again bring up your ping & FPS in the upper right corner:

FPS Counter

 

 

CHAMPION UPDATE GANGPLANK

Gangplank has received a mini-gameplay rework, coupled with a complete visual overhaul.

 

Gangplank_Splash_0 (1) GangplankLoadScreen

Gangplank_Square_0

 

MODEL EMOTES

Gangplank Model 1 Gangplank Model 2

 

Recall Banner

Gangplank Recall

 

TRIAL BY FIRE PASSIVE

 

Trial by Fire Final IconTrial by Fire [ New Passive ]

  • Every 15 seconds, Gangplank’s next melee attack ignites the target, dealing 20 [+10 * Champion level] [+1.2 bonus AD] true damage over the next 1.5 seconds and granting 30% bonus Movement Speed for the next 2 seconds. Destroying a Powder Keg instantly refreshes Trial by Fire and grants Gangplank the Movement Speed bonus. Parrrley cannot activate Trial by Fire.

 

Gangplank Passive

 

PARRRLEY Q

 

Parrrley Final IconParrley [ Q ]

Cost: 50 Mana || Cooldown: 5 seconds at all ranks

Gangplank fires his pistol at his target, dealing 20/45/70/95/120 [+1.0 Total AD] physical damage and applying on-hit effects. If Parrrley kills a unit, the shot plunders 4/5/6/7/8 bonus gold and refunds 50% of the mana cost. For each Gold plundered, Gangplank gains a Silver Serpent that he can use at the shop to upgrade Cannon Barrage.

 

Gangplank Q 1

 

REMOVE SCURVY W

 

Remove Scurvy Final IconRemove Scurvy [ W ]

Cost: 60/70/80/90/100 Mana || Cooldown: 22/20/18/16/14 seconds

Gangplank consumes a large quantity of citrus fruit, curing all disabling effects and healing him for 50/75/100/125/150 [+0.9 AP] [+15% of GP’s Missing Health]

 

Gangplank W

 

POWDER KEG E

 

Powder Keg Final Icon

Powder Keg [ New E ]

Cost: Free || Cooldown: 18/17/16/15/14 seconds for a charge, maximum of 2 charges

Places a powder keg that can be attacked by Gangplank or his enemies. If Gangplank destroys a keg, it explodes in an AoE blast that slows enemies by 40/50/60/70/80% for 2 seconds and deals 80/110/140/170/200 bonus physical damage to Champions. This damage ignores 60% of armor. Other casks within the zone will chain explode, but will not deal additional damage.

If an enemy destroys the cask, it defuses the explosion and grants gold. The health of kegs decays every 2 seconds, and that rate is increased at levels 7 and 13.

Ranks in Cannon Barrage [ R ] increase the maximum amount of Powder Keg charges to 3/4/5.

 

Gangplank E

 

CANNON BARRAGE R

 

Cannon Barrage Final Icon

Cannon Barrage [ R ]

Cost: 100 Mana at all ranks || Cooldown: 140/130/120 seconds

Signals Gangplank’s ship to fire waves of cannonballs at an area. Each wave deals 50/70/90 [+0.1 AP] magic damage and slows enemies by 30% for 0.5 seconds. Ranks in Cannon Barrage increase the Powder Keg charges Gangplank can store from 2 to 3/4/5.

Cannon Barrage can be upgraded up to three times.

Death’s Daughter fires an initial mega-cannonball in the center of the area of effect.
Raise Morale gives allies within the area of effect additional move speed.
Fire at Will increases the rate of fire over the duration of Cannon Barrage.

 

Gangplank R

 

 

SPOOKY GANGPLANK

Sailor GP 4

 

MINUTEMAN GANGPLANK

Minuteman GP 1 Minuteman GP 2

 

SAILOR GANGPLANK

Sailor GP 3 Sailor GP 4

 

TOY SOLDIER GANGPLANK

Toy GP 1 Toy GP 2

 

SPECIAL FORCES GANGPLANK

Special GP 1 Special GP 2

 

SULTAN GANGPLANK

Sultan GP 1 Sultan GP 2

 

Lastly, here is Gangplank’s new Champion Select quote:

 

 

CHAMPION UPDATE MISS FORTUNE

Miss Fortune joins the pirate duo with completely new VFX on all her spells and minor gameplay changes.

 

mf MissFortune_0

MissFortune_Square_0

 

MODEL

Miss Fortune Model 1 Miss Fortune Model 2

 

STRUT PASSIVE

 

Strut Final IconStrut [ Passive ]

[New] Strut now only falls off when Miss Fortune takes direct, non-periodic damage.

 

MF Strut 1

 

DOUBLE UP Q

 

Double Up Final IconDouble Up [ Q ]

[New] If the first shot kills the target, the bounce damage increases to 150%.

 

MF Q 1

 

IMPURE SHOTS W

 

Impure Shots Final IconImpure Shots [ W ]

[New] Activating Impure Shots enables Strut.

 

MF W 1

 

MAKE IT RAIN E

 

Make it Rain Final IconMake it Rain [ E ]

[ Changes ] Slow changed from 25/35/45/55/65% to 40/45/50/55/60 and the duration of the AoE field has been reduced from 3 seconds to 2

 

MF E 1

 

BULLET TIME R


Bullet Time Final IconBullet Time [ R ]

[ No Changes ] Miss Fortune plants her feet and unleashes a barrage of bullets in a cone in front of here over a few seconds that damage all enemies within the cone.

 

MF R 1

 

COWGIRL MISS FORTUNE

Cowgirl MF 1 Cowgirl MF 2

 

WATERLOO MISS FORTUNE

Waterloo MF 1 Waterloo MF 2

 

SECRET AGENT MISS FORTUNE

Secret Agent MF 1 Secret Agent MF 2

 

CANDY CANE MISS FORTUNE

Candy Cane MF 1 Candy Cane MF 2

 

Mafia Miss Fortune

Mafia MF 1 Mafia MF 2

 

ROAD WARRIOR MISS FORTUNE

Road Warrior MF 1 Road Warrior MF 2

 

 

Champion Changes

 

Azir Final Portrait \

 

Nerf BoxShurimas Legacy Final Icon Shurima’s Legacy [ Passive ]

  • Second passive removed: no longer grants 1.25% bonus Attack Speed for every 1% of Cooldown Reduction

 

Buff BoxArise Final IconArise! [ W ]

  • Now passively grants 20/30/40/50/60% bonus Attack Speed

 

Nerf BoxShifting Sands Final IconShifting Sands [ E ]

  • No longer knocks enemies up on impact

 

 

 

Ekko Final Portrait

 

Buff BoxTimewinder Final IconTimewinder [ Q ]

  • Mana cost decreased from 60/70/80/90/100 to 50/60/70/80/90

 

Buff BoxPhase Dive Final IconPhase Dive [ E ]

  • Cooldown decreased from 15/13/11/9/7 seconds to 13/11.5/10/8.5/7

 

 

 

Elise Final Portrait


Buff BoxCocoon Final IconCocoon [ E ]

  • Stun duration changed from 1/1.3/1.5/1.8/2 seconds to 1.6/1.7/1.8/1.9/2

 

Buff BoxSpider Form Final IconSpider Form [ R ]

  • AP ratio on spiderlings’ basic attacks increased from 0.1 to 0.15
  • Spiderlings now deal magic damage, converted from physical

 

 

Evelynn Final Portrait

 

Nerf BoxHate Spike Final IconHate Spike [ Q ]

  • Base damage decreased from 40/55/70/85/100 to 40/50/60/70/80

 

 

Buff BoxAgonys Embrace Final IconAgony’s Embrace [ R ]

  • Slow strength increased from 30/50/70% to 40/60/80%

 

 

 

Gangplank Final Portrait

General Box

  • Health-per-level decreased from 81 to 79
  • Base Attack Damage decreased from 59 to 56
  • Attack Speed-per-level increased from 2.75% to 3.2%
  • Armor per level decreased from 3.3 to 3
  • Base Health-per-second increased from 1.1 to 1.2

 

New Item BoxTrial by Fire Final IconTrial by Fire [ New Passive ]

Every 15 seconds, Gangplank’s next melee attack ignites the target, dealing 20 [+10 * Champion level] [+1.2 bonus AD] true damage over the next 1.5 seconds and granting 30% bonus Movement Speed for the next 2 seconds. Destroying a Powder Keg instantly refreshes Trial by Fire and grants Gangplank the Movement Speed bonus. Parrrley cannot activate Trial by Fire.

 

Buff BoxParrrley Final IconParrrley [ Q ]

  • Mana cost decreased from 50/55/60/65/70 to 50 at all ranks
  • For each Gold plundered by Parrrley, Gangplank gains a Silver Serpent that he can use at the shop to upgrade Cannon Barrage.

 

Change BoxRemove Scurvy Final IconRemove Scurvy [ W ]

  • Heal value changed from 80/150/220/290/360 [+1.0 AP] to 50/75/100/125/150 [+0.9 AP] + 15% of Gangplank’s missing Health.
  • Cooldown decreased from 22/21/20/19/18 seconds to 22/20/18/16/14
  • Mana cost increased from 65 at all ranks to 60/70/80/90/100

 

New Item BoxPowder Keg Final IconPowder Keg [ New E ]

Cost: Free || Cooldown: 18/17/16/15/14 seconds for a charge, maximum of 2 charges

Places a powder keg that can be attacked by Gangplank or his enemies. If Gangplank destroys a keg, it explodes in an AoE blast that slows enemies by 40/50/60/70/80% for 2 seconds and deals 80/110/140/170/200 bonus physical damage to Champions. This damage ignores 60% of armor. Other casks within the zone will chain explode, but will not deal additional damage.

If an enemy destroys the cask, it defuses the explosion and grants gold. The health of kegs decays every 2 seconds, and that rate is increased at levels 7 and 13.

Ranks in Cannon Barrage [ R ] increase the maximum amount of Powder Keg charges to 3/4/5.

 

Change BoxCannon Barrage Final Icon

Cannon Barrage [ R ]

  • Magic damage changed from 75/120/165 [+0.2 AP] per second for a total of 7 seconds to 50/70/90 [+0.1 AP] per wave for a total of 12 waves over 8 seconds
  • Cooldown increased from 125/110/95 seconds to 140/130/120
  • Slow strength inside area increased from 25% to 30%

Additionally, Gangplank’s ultimate can now be upgraded at the store with Silver Serpents:

  • Death’s Daughter fires an initial mega-cannonball in the center of the area of effect, dealing 300% true damage and slowing targets by 60% for 1.5 seconds
  • Raise Morale gives allies within the area of effect 30% bonus Movement Speed.
  • Fire at Will increases the rate of fire over the duration of Cannon Barrage [additional 6 waves over the same duration]

 

 

Miss Fortune Final Portrait

 

Buff BoxDouble Up Final IconDouble Up [ Q ]

  • If Double Up kills its initial target, the damage to the secondary target is increased to 150%

 

Change BoxImpure Shots Final IconImpure Shots [ W ]

  • Active now grants Miss Fortune Strut [ Passive ] for the duration.
  • Cooldown decreased from 16 seconds at all ranks to 12
  • Active no longer applies Grievous Wounds

 

Change BoxMake it Rain Final IconMake It Rain [ E ]

  • Slow strength changed from 25/35/45/55/65% to 40/45/50/55/60
  • Duration of AoE slow field decreased from 3 seconds to 2

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • Stacks now last 6 seconds before disappearing, decreased from 10

 

Nerf BoxOverload Final IconOverload [ Q ]

  • Base damage decreased from 60/95/130/165/200 to 60/85/110/135/160

 

Nerf BoxSpell Flux Final IconSpell Flux [ E ]

  • Damage decreased from 50/66/82/98/114 [+0.3 AP] to 36/52/68/84/100 [+0.2 AP]

 

 

 

Tahm Kench Final Portrait

 

Buff BoxTung Lash Final IconTongue Lash [ Q ]

  • Base damage increased from 80/115/150/185/220 to 80/125/170/215/260

 

Buff BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Cooldown decreased from 160/130/100 seconds to 120/110/100
  • Damage on passive increased from 4/5/6% of Tahm’s bonus Health to 4/6/8%

 

 

Xin Zhao Final Portrait

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • AP Ratio increased from 0.5 to 0.7

 

 

 

Item Changes

 

Buff BoxHunter's_Machete_itemHunter’s Machete

  • Now grants 4 mana-per-second while fighting monsters, increased from 3

 

Nerf BoxMagus Enchantment Final IconRuneglaive Enchantment

  • Spellblade AoE passive now only triggers for jungle monsters
  • Passive no longer converts the user’s basic attack damage to magic damage

 

New Item BoxZekes HarbingerZeke’s Harbinger [ Renamed from Zeke’s Herald ]

  • Replaces Zeke’s Herald
  • Recipe: Glacial Shroud [950 Gold] + Amplifying Tome [435 Gold] x2 + Recipe Cost [480 Gold] = 2300 Gold Total
  • Grants 250 Mana, 25 Armor, 50 Ability Power and 10% Cooldown Reduction
  • UNIQUE Active – Conduit: Bind to target ally. (60 second cooldown) [Note, you can only have one Conduit active at all times]
  • UNIQUE Passive: When within 1000 units of each other, you and your ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing you and your ally’s Ability Power by 20% and Critical Strike Chance by 50% for 6 seconds.

[ Note ] Zeke’s Harbinger grants 4 charges per basic attack and 10 per spell cast.

 

Zekes harbinger

 

Here’s how the Conduit effect looks in-game. Note that the arrows always point to each other.

Conduit Ingame

 

 

CAPTAIN FORTUNE

You can join Captain Fortune’s crew for a sailor’s fee of 975 RP.

 

MissFortune_Splash_8 Bf1RHyG

 

MODEL

Miss Fortune Skin 1 Miss Fortune Skin 2

 

Recall Banner

Miss Fortune Recall

 

 

CORSAIR QUINN

Corsair Quinn can fly to your aid for a price of 750 RP.

 

Quinn Splash Mirror Quinn Load Screen Mirrored

 

MODEL

Corsair Quinn Updated 1 Corsair Quinn Updated 2

 

BLINDING ASSAULT Q

Corsair Quinn Q 

 

TAG TEAM R

Valor Model

 

 

CUTPURSE TWISTED FATE

You can gamble on Cutpurse TF for 750 RP.

 

Graves_Splash_6 Cutpurse TF Load Screen

 

MODEL

Cutpurse TF 1 Cutpurse TF 2

Cutpurse TF Update 2 Cutpurse TF Update 1

 

PICK A CARD W

Cutpurse TF 3

 

 

CUTTHROAT GRAVES

Graves won’t cut your throat if you cough up 750 RP.

 

Graves_Splash_6 Cutthroat Graves Load Screen

 

MODEL

Cutthroat Graves Updated 1 Cutthroat Graves Updated 2

 

 

ROGUE ADMIRAL GAREN

Rogue Admiral Garen will let you join the ranks for 750 RP.

 

Quinn Splash Mirror Rogue Garen Load Screen

 

MODEL

Rogue Garen Model 1 Rogue Garen Model 2

 

COURAGE W

Rogue Garen W 2

 

 

SEA HUNTER AATROX

You can have this uglier Witcher siren for 750 RP.

 

Aatrox_Splash_32 (3) Sea Hunter Aatrox Load Screen

 

MODEL

Aatrox Model 1 Aatrox Model 2

 

 

New Chroma Packs

Shockblade Zed’s Chroma pack was reverted due to visual glitches, but now it’s back and will be available in store sometime during the Patch 5.15 PBE cycle.


Zed Skin 1

Zed Skin 2

Zed Skin 3



NEW WARD SKINS

The two new pirate-themed wards will be available for 640 RP each.

 

SLAUGHTER FLEET WARD SKIN

Slaughter Fleet Ward Skin Model

wardskin_43

 

MOTHER SERPENT WARD SKINS

Mother Serpent Ward 1

wardskin_42

 

 

New Summoner Icons

profileIcon902 profileIcon903 profileIcon901 profileIcon900 profileIcon899 profileIcon898 profileIcon897

 

 

BUTCHERS BRIDGE NEW ARAM MAP

The new Bilgewater-themed ARAM map will replace the Howling Abyss for a limited time after Patch 5.14 hits live.

 

Bilgewater 1     Bilgewater 2

Bilgewater 7     Bilgewater 3

Bilgewater 5     Bilgewater 4

Bilgewater 9     Bilgewater 8

Bilgewater 6

 

NEW ANIMATIONS FOR MARK DASH

Mark now throws an orange instead of a snowball. Dash will crash a pirate ship into your target with you on board.

 

Mark Dash Bilgewater 



TWEAKS TO SPELLBLADE VFX

The Spellblade passive effect now has different color effects, depending on the item used.

 

ICEBORN GAUNTLET

Hecarim Passive 4

 

LICH BANE

Hecarim Passive 3

 

RUNEGLAIVE

Hecarim Passive 2

 

SHEEN TRINITY FORCE

Hecarim Passive 1

 

 

NEW SUMMONERS RIFT BANNERS

Two new banners have been added for Summoner’s Rift, presumably for the upcoming pirate event.

 

SRU_ES_Banner_IKS SRU_ES_Banner_GANK

 

 

NEW MODE BLACK MARKET BRAWLERS

 

L4T3NCY Final PortraitYo! ^o^/

It’s that time again. 😀 We’ve been hard at work on this one and can’t wait for you guys to get crackin’ in the next featured game mode, “Black Market Brawlers”. This is one of our most complex FGMs to date, with multiple mechanics and a treasure trove of new content to absorb. So buckle in and let’s break it down.


 

Black Market Brawlers

TL;DR: Purchase illegal Black Market items and use golden Krakens to recruit new brawler minions as you vie for dominance on Summoner’s Rift!

Players: 5v5
Map: Summoner’s Rift
Pick type: Blind Draft

 

KRAKENS


Golden Krakens are a new currency you’ll earn to spend on hiring and upgrading your brawler minion.

Earn and spend Krakens to hire the brawler minion of your choice, then upgrade them however you want.

Krakens are acquired by:

  • Every 60sec = 1 Kraken
  • 1 kill = 2 Krakens
  • 1 assist = 1 Kraken
  • Baron/Dragon = 1 Kraken per team member (5 total)
  • Counter jungling a large monster = 1 Kraken

Destroying an inhibitor won’t summon a Siege Minion but instead, dramatically buff all the Brawlers in that lane.

 

 

THE BRAWLERS

There are four types of brawler minions. Each game you will spend Krakens you’ve earned to hire one brawler minion type of your choice, then upgrade him as you see fit throughout the game. Once hired, your brawler will replace a regular minion and spawn in every wave of all 3 lanes for the rest of the game. Each brawler minion has 3 upgrade paths (Abilities, Attack & Defense) you can pursue to customise them how you want. Upgrades can be purchased from the new “Brawlers” tab in the item shop at fountain using Krakens.

 

IRONBACKS


Melee: Tanky siege

Initial hire: Your Ironback takes 25% reduced dmg from enemy turrets.

  • Lv 1: Your Ironback deals 175% dmg to enemy structures. Gains a shield that blocks the next basic attack from a champion or a turret. (Shield CD 10sec)
  • Lv 2: Your Ironback deals 250% dmg to enemy structures. While the shield is active, it takes 35% reduced dmg from minions.
  • Lv 3: Your Ironback deals 325% dmg to enemy structures. The shield CD is reduced to 3sec and it now takes 60% reduced dmg from minions.

 

RAZORFINS


Melee: Champion pursuer

Initial hire: Your Razorfin has 100% bonus attack speed.

  • Lv 1: Upon aggroing an enemy champion, it will pursue them endlessly. While attacking enemy champions your Razorfin has 100% increased movement speed and ignores unit collision.
  • Lv 2: Each time your Razorfin hits an enemy champion, it applies a mark. On the 3rd mark, Razorfins deal 300% damage to the target.
  • Lv 3: Two Razorfins will spawn for you in each wave.

 

PLUNDERCRABS

Ranged: Champion harass

Initial hire: Your Plundercrab shoots an additional shot at a nearby champion with +150 attack range but 50% damage.

  • Lv 1: Your Plundercrab has +50 attack range. Gains a stacking 20% attack speed buff (up to 150%) for 3sec every time they hit an enemy champion.
  • Lv 2: Your Plundercrab has +100 attack range. Deals 150% dmg on hitting enemy champions.
  • Lv 3: Your Plundercrab has +150 attack range. On-hit bonus now also applies when hitting enemy minions, and shoots an additional shot at ALL nearby enemy champions.

 

OCKLEPODS


Ranged: Support utility

Initial hire: Your Ocklepod casts a magic shield on allied minions every 10sec, blocking 100 + (2 x Ocklepod AD). The shield lasts 10sec.

  • Lv 1: Your Ocklepod has 10 MR. Spawns a moving Clairvoyance every 30sec. After a 4sec reveal delay, it grants vision to a nearby area for 4sec.
  • Lv 2: Your Ocklepod has 20 MR. Shield now blocks 250 + (2 x Ocklepod’s AD) damage and is cast every 4sec.
  • Lv 3: Your Ocklepod has 30 MR. Clairvoyance is now cast every 10sec, and the reveal delay is reduced to 2sec. Duration and distance travelled of the Clairvoyance is increased by 50%.

 

 

BRAWLER ABILITIES

Adds an ability to your brawler. Each brawler minion has different abilities unique to them (Total 3). See above for detailed descriptions of each brawler’s unique ability upgrades.
Initial hire (5 Krakens): See above

  • Lv 1 (5 Krakens): See above.
  • Lv 2 (10 Krakens): See above.
  • Lv 3 (20 Krakens): See above.

 

BRAWLER ATTACK

Adds AD to your Brawler (Total 3).

  • Lv 1 (5 Krakens): +10 AD (Total +10 AD)
  • Lv 2 (10 Krakens): +20 AD (Total +30 AD)
  • Lv 3 (20 Krakens): +30 AD (Total +60 AD)

 

BRAWLER DEFENSE

Adds extra HP to your Brawler (Total 3)

  • Lv 1 (5 Krakens): +100 HP (Total +100 HP)
  • Lv 2 (10 Krakens): +200 HP (Total +300 HP)
  • Lv 3 (20 Krakens): +300 HP (Total +600 HP)

 

 

Items

As well as the new brawler minions, there’s also a cache of new illicit Black Market items in the mix on this featured game mode. NOTE: “Morellonomicon” will be disabled in this mode. 🙂

 

Typhoon Claws

  • Recipe: Pickaxe [875 Gold] + Dagger [ 450 Gold]
  • Total Cost: 2000 Gold
  • Grants 30 AD, 20% Attack Speed and 4% Movemeent Speed
  • UNIQUE Passive – Furious Swipes: Basic Attacks grant Malice Charges upon hitting an enemy. After 3 stacks, your next 3 attacks will be at maximum attack speed, but deal -50% damage. Charges expire after 3sec.

 

Flesheater (Melee Only)

  • Recipe: Vampiric Scepter [800 Gold] + Long Sword [360 Gold]
  • Total Cost: 1460 Gold
  • Grants 20 AD and 10% Life Steal
  • UNIQUE Passive – Basic attacks build Flesh charges. After 5 basic attacks, the Flesheater active will be ready.
  • UNIQUE Active – Flesheater: Rip the flesh from target enemy minion dealing 200 (+75% AD) true damage to the target, healing the user for 50 (+75% AD) HP and adding 1 Flesh stack to the item.
  • UNIQUE Passive – Each stack on Flesheater adds +1 AD to the wielder.

 

Mirage Blade

  • Recipe: Vampiric Scepter [800 Gold] + Pickaxe [875 Gold] + Cloak of Agility [ 730 Gold]
  • Total Cost: 3200 Gold
  • Grants 60 AD, 15% Critical Chance and 12% Life Steal
  • UNIQUE Passive – Mark of the Sands: Basic Attacks apply a Sand Mark on the target revealing them for 3sec. Only one enemy can be Marked at any time.
  • UNIQUE Active – Mirage Step: Teleport 350 units directly away from the Sand Marked target (60sec CD.)

 

Lost Chapter

  • Recipe: Fiendish Codex [820 Gold] + Forbidden Idol [600 Gold]
  • Total Cost: 1800 Gold
  • Grants 50 AP, 100% Base Mana Regen
  • UNIQUE Passive: +20% CDR

 

Netherstride Grimoire

  • Recipe: Lost Chapter [1800 Gold] + Amplifying Tome [435 Gold]
  • Total Cost: 3000 Gold
  • Grants 100 AP, 100% Base Mana Regen and 20% Cooldown Reduction
  • UNIQUE Passive – Malice: Gain 20% movement speed for 2sec when hitting an enemy with a damaging spell.

 

Rite of Ruin

  • Recipe: Lost Chapter [1800 Gold] + Amplifying Tome [435 Gold]
  • Total Cost: 3000 Gold
  • Grants 100 AP, 100% Base Mana Regen and 20% Cooldown Reduction
  • UNIQUE Passive – Razing: Gains charges upon moving or killing enemies (200 charges max). Attacking a structure expends 50 charges to deal 100 (+15% AP) bonus true damage.

 

Pox Arcana

  • Recipe: Lost Chapter [1800 Gold] + Amplifying Tome [435 Gold]
  • Total Cost: 3000 Gold
  • Grants 100 AP, 100% Base Mana Regen and 20% Cooldown Reduction
  • UNIQUE Passive – Pox: Damaging spells apply a stack of Pox (max of 5) to enemy champions hit for 10sec.
  • UNIQUE Active – Disease Harvest: Deals 100 magic damage plus 20 (+5% of AP) per stack of Pox to all nearby enemies affected by Pox, and restores 5% of maximum mana to the caster per stack of Pox on enemies hit. (60sec CD)

 

Staff of Flowing Water

  • Recipe: Chalice of Harmony [900 Gold] + Amplifying Tome [435 Gold]
  • Total Cost: 1635 Gold
  • Grants 40 AP, 25 Magic Resist and 50% Base Mana Regen
  • UNIQUE Passive – Mana Font: Restores 2% of missing Mana every 5sec.
  • UNIQUE Passive: Gain 30% Movement Speed and 10 Mana Regen per 5sec while in the river.

 

Trickster’s Glass

  • Recipe: Haunting Guise [1485 Gold] + Ruby Crystal [400 Gold]
  • Total Cost: 2115 Gold
  • Grants 60 AP and 400 Health
  • UNIQUE Passive – Eyes of Pain: +15 Magic Penetration
  • UNIQUE Active – Disguise: Teleport to ally and take on their appearance for 30sec. Casting a spell or attacking breaks the deception. (90sec CD)

 

Dead Man’s Plate

  • Recipe: Chain Vest [750 Gold] + Giant’s Belt [1000 Gold] + Ruby Crystal [400 Gold]
  • Total Cost: 2800 Gold
  • Grants 580 Health and 50 Armor
  • UNIQUE Passive – Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum quickly decays while not moving.
  • UNIQUE Passive – Crushing Blow: Basic attacks discharge all Momentum, dealing 1 physical damage per 2 stacks.

 

Martyr’s Gambit

  • Recipe: Crystalline Brace [600 Gold] +Kindlegem [850 Gold]
  • Total Cost: 1850 Gold
  • Grants 400 Health, 100% Base Health Regen and 10% Cooldown Reduction
  • UNIQUE Active: Binds yourself to target champion for the next 3sec, redirecting 60% of all damage dealt to them to yourself. (30sec CD).

 

Puppeteer

  • Recipe: Chalice of Harmony [900 Gold] + Kindlegem [850 Gold]
  • Total Cost: 2200 Gold
  • Grants 250 Health, 25 Magic Resist, 50% Base Mana Regen and 20% Cooldown Reduction
  • UNIQUE Passive – Mana Font: Restores 2% of missing Mana every 5sec.
  • UNIQUE Passive: Basic attacks mark champions with a string for 6sec. Moving further than 1000 range away from marked champions will break the string.
  • UNIQUE Active: Pull all champions Marked by Puppeteer within 1000 range towards you. Units move a maximum of 250 distance (45sec CD).

 

Murksphere

  • Cost: 365 Gold
  • Grants 5% Cooldown Reduction and 25% Base Mana Regen
  • UNIQUE Active – Swindler’s Shield: Shield ally for 60 HP and generate gold equal to 25% of the damage absorbed (15sec CD). Self-cast shields will not generate gold from Monster damage.

 

Swindler’s Orb

  • Recipe: Murksphere [365 Gold]
  • Total Cost: 865 Gold
  • Grants 10% Cooldown Reduction and 50% Base Mana Regen
  • UNIQUE Active – Swindler’s Shield: Shield ally for 60 HP and generate gold equal to 25% of the damage absorbed (15sec CD). Self-cast shields will not generate gold from Monster damage.

 

Globe of Trust

  • Recipe: Swindler’s Orb [865 Gold] + Kindlegem [850 Gold]
  • Total Cost: 2100 Gold
  • Grants 20% Cooldown Reduction and 150% Base Mana Regen
  • UNIQUE Active – Safe Harbor: Lobs a bubble that shields nearby allies for 150 HP and generates gold equal to 25% of the damage absorbed (maximum of 100 gold per cast) (15sec CD). Self-cast shields will not generate gold from Monster damage.

 

Boot Enchant: Teleport

  • Recipe: Enchant for any Tier 2 boot.
  • Total Cost: 600 Gold
  • UNIQUE Active – Teleport: Teleport to target allied object.

 

Known issues:

— Some placeholder SFX

We’re looking forward to seeing the outcomes of a mode as deep as this one. Do you hire brawler minions that enhance your team’s strengths (“Let’s get some Ironbacks so we can siege down towers!”) or exploit the enemy team’s weaknesses (“they have terrible wave clear.. Razorfin rush!”). The Black Market items will also completely change champ viability for multiple roles. I’m sure you guys will find crazy new combos/synergy that we haven’t even thought of! o.O

Please report any bugs you find in here. As always, thanks for helping us test PBE guys. ^_^

-L4T3NCY

[ Link to Post ]

 



UPDATED CLIENT LORE

Gangplank, Graves and Twisted have received new backsentences:


GANGPLANK Mini banner

“As unpredictable as he is brutal, the self-appointed reaver king known as Gangplank rules Bilgewater through a mix of fear, violence, and cunning. Where he goes, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails on the horizon causes panic among even the hardiest crew.”


GRAVES Mini Banner

“Malcolm Graves is a wanted man in every realm, city-state, and empire he has visited. Tough, strong-willed, and above all, relentless, through his life of crime he has amassed (then invariably lost) a small fortune.”


TWISTED FATE Mini Banner

 “Twisted Fate is an infamous card sharp and swindler who has gambled and charmed his way across much of the known world, earning the enmity and admiration of the rich and foolish alike. He rarely takes things seriously, greeting each day with a mocking smile and an insouciant swagger. In every possible way, Twisted Fate always has an ace up his sleeve.”

 

 


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

 

16 07 Red Posts Banner

 

Table of Contents

 

Recent News

In-Store-Chroma-Packs-Banner

In-Store-July-Bundles-Banner


 


Ghostcrawler on Riot communicating with players

Ghostcrawler New PortraitHey there,

Since you guys are talking about me by name, I figured I would jump in here.

First, there appears to be some misperception that players somehow chased me away from communicating. I want to clarify that it is in fact a misperception. I’ve been making games for some time, and long got over the point where an angry forum rant is going to hurt my feelings. 🙂

Second, we do agree that there has been a drop off in Rioters out here on the Boards and Reddit trying to have a conversation with you all, and that is something we are trying to improve, to get back closer to the good old days. Part of what originally attracted me to Riot was having so many Rioters out there talking to players.

In the interim, that has put more pressure on those of us (I’d call out myself, Meddler and Lyte just to name a few on the design side) who are out here still trying to engage.

Boards and Reddit, to be frank, take a lot of time to scan, read, sort through and answer. It’s not so bad when there are a lot of us, but it can get overwhelming quickly as I am sure you can attest. The conversations move fast. A lot of them are just discussions or debates between players, which are informative for us to observe, but not really our place to step in and disrupt a conversation that should really 90% of the time be among players. That’s not intended to be an excuse, but it’s a reality that we are struggling with.

I am personally experimenting with some other ways to reach out to players and answer questions that have a better signal to noise ratio.

You can hit me up on twitter at @OccupyGStreet or ask.fm/RiotGhostcrawler.

At least I know those conversations are directed towards me and I can feel free to intrude upon them. It’s also a little easier to reach players in regions besides NA that way.

Again, not intended to be a permanent solution, but something I’m trying in the short term.

[ Link to Post ]



Why is Elise getting such minor changes in Patch 514

For reference, these are the changes Elise will receive in Patch 5.14 next week:

 

Buff BoxCocoon Final IconCocoon [ E ]

  • Stun duration increased from 1/1.25/1.5/1.75/2 seconds to 1.6/1.7/1.8/1.9/2

 

Buff BoxSpider Form Final IconSpider Form [ R ]

  • AP Ratio on spiderlings’ damage has been increased from 0.1 to 0.15
  • Spiderlings now deal magic damage (they deal physical damage on live)

 

Meddler Final PortraitI believe those are the changes for 5.14, though I don’t have the patch notes to hand at the moment so there might be something small I’m forgetting.

While there are only a few lines of change there I do think we’ll see some substantial improvement in Elise’s performance. The stun increase in particular is a pretty substantial buff, increasing stun duration by 60% for the majority of the game (Elise, even with the current E rank ups, still tends to max E last, so has rank one E until level 14).

[ Link to Post ]


 

Trinkets dont encourage team vision again only Supports ward the map

Meddler Final PortraitOverall we’re pretty happy with the ward limit per person. There’s a limit to how much vision we think’s right for the game (FOW’s there for a reason), so the limit per player’s allowed us to offer vision in other ways. Trinkets in particular we’re really happy with – they generate some interesting gameplay. It’s also put supports in a much more interesting spot, where they’re able to invest in items rather than being forced to sink anywhere near as much money into vision.

Something that is a bit of barrier to appropriate trinket use though for some players is that they’re put off by the upgrade cost. We’re planning to test removing the gold cost for the upgraded versions in the preseason as a result, find out if that has a good effect on the game. You should pretty much always be upgrading them as is, so it’s a change that’s got the potential to help players that aren’t appreciating the vision system yet engage with it more. At the same time it would also free up a bit of gold for players that are buying the upgrades at present.

[ Link to Post ]

 

 

The HUD update ready to go live with 514


Rayven New PortraitAfter an extended stay on the PBE, we’re pushing the HUD update out to the live servers alongside patch 5.14! Check out the HUD update microsite for the full story, but if you’re already familiar with the initial changes and just want to know what’s changed since the new HUD hit the PBE, then read on!

Here’s what’s changed – in a large part thanks to your feedback – since the HUD update said hi to PBE:

  • Teammate ult timers – we’ve added in timers that indicate when your allies can use their ults! Before the update, this was just represented by a binary green light, but you’ll see the ult timers fill up with the update, meaning you can more accurately figure out when it’s time to wombo.
  • Teammate summoner spell timers – hit the tab key at any point and you’ll see if your allies can use their spells, and, if not, how long until they can.
  • Teammate mana bars have returned – we left out allied mana bars with the update, thinking they weren’t super important. We were wrong, you guys let us know, and they’re back in now.
  • Persistence – if you open champion stats or latency display during a game, it’ll persist between matches.
  • Level up ceremony – we added a bunch of animations and sounds to make sure you know when you ding.
  • Spellbar clarity – made some pretty hefty changes to the shape, color, and animation of cooldown, loss of control and out of mana to improve readability.
  • Minimap changes – game time feels like it belongs near the minimap because timing is usually related to map objectives, but ultimately playtests and feedback have shown it’s a more natural fit in the top corner.
  • Visual style – we’re all for minimal, but we may have overshot it. We’ve since tried to squeeze in more magic through texture work and animation.
  • Accessibility – added camera lock and options buttons back in.

We’re planning on rolling the HUD update over to live with patch 5.14. We’ll target non-ranked queues first to make sure nothing goes boom, then, if we’re ship-shape, add the update to ranked a few days later.

We’re super excited to get the new HUD out to you guys! Let us know your thoughts in the comments below.

[ Link to Post ]

 

 

MMR Boosting Punishments for the 2015 Season

Rhojin New PortraitHey Everyone,

Through past seasons we have been dedicated to the detection and punishment of players who have been involved in MMR Boosting in one way or another. Over the past seven months the Player Support Player Behavior team and Risk team have been working together on vast improvements to our detection methods to ensure even more of a strain is put on Boosters and those they are boosting.

Now after months of hard work and dedication we are able to aggressively go after players who have participated in MMR Boosting. Over the following weeks we will be rolling out MMR Boosting punishments to over 70,000 players who have had their accounts boosted in the 2015 season. These 70,000 are not the only ones who will receive MMR Boosting punishments this season; starting today we will be rolling out normal ban waves punishing anyone who has had their account boosted this season.

For those who are new to League of Legends and for anyone who needs a little refresher, a MMR Boosting punishment is not something to disregard. Anyone punished will face the following punishment :

  • A two week suspension
  • Removal of all previous Season Rewards (Victorious Skins, Borders, Icons, Ward Skins)
  • Ineligibility to receive the 2015 Season Rewards
  • A second offense will result in the permanent suspension of the account

If you have any questions or concerns regarding MMR Boosting or the punishments please share them in the comments, I and members of the Risk team will be here to answer them. Please remember the Boards rules on naming and shaming, if you feel a player is involved in MMR Boosting in any way please do not post your report here. You can send a report in through a support ticket and we will begin investigation.

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What is your definition of MMR boosting

Riot Cluvie Final PortraitI think that going into detail here would reveal a little too much information behind our detection method. That being said, we go through extensive audits to ensure accuracy and look at a variety of factors, not just one or two things.

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Playing duo with a friend is not boosting

Rhojin New PortraitExactly this. We do not punish players for playing games (ranked or otherwise) with their friends.

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Can we share accounts for normal games

Rhojin New PortraitSharing an account is never okay. While sharing an account for only normal games would not result in an MMR Boosting punishment, it can still be punished for Account Sharing violations.

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How will this affect players who use a VPN or travel a lot

Rhojin New PortraitUsing a VPN will never result in a MMR Boosting suspension, nor will playing from a friends house. We know players like to play from locations other than home all the time. Our methods take this into consideration. The last thing we want to do is punish someone for hanging out with friends or family.

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Do you investigate accounts prior to banning them or are you just guessing

Rhojin New PortraitThere is no guessing or blind firing of bans involved. Before we ban anyone, their account goes through a rigorous investigation process in order to ensure we only punish players who were actually participating in MMR Boosting. If there is even the slightest doubt that a player may not have been boosted we will refrain from punishing them.

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How can you tell between a boosted account and a player on a win streak

Rhojin New PortraitSimply going on a win streak will not get you punished for MMR Boosting. We understand that players may go on win streak, try new builds and playstyles. The only time we punish anyone is if we detect someone else was playing ranked games on their account.

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How will this system detect the difference between smurfing and boosting

Riot Cluvie Final PortraitI think there might be a little bit of confusion here on what boosting and smurfing is — boosting is sharing your credentials with someone else with the intent of them playing on your account to raise your rank up. Smurfing is something that has come to mean creating an alt account and playing.

If a case is brought to our attention and confirmed that it has not actually been boosted, but was detected for boosting, we will take a look and see what caused it to be flagged and adjust the system accordingly.

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Do these 70000 players include other regions or are they all from NA

Rhojin New PortraitThis wave of punishments are going to hit players from the NA, EUW and EUNE servers.

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Will boosters and the people who are boosted receive similar punishment

Rhojin New PortraitYes, the punishments are the same for both Boosters and the Boosted.

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What about competitive players

Rhojin New PortraitAny competitive rulings against pros/teams are made by Riot E-Sports. That being said, if anyone is caught being involved in MMR Boosting they will receive a punishment on their account, even pro players.

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How will players learn if theyre banned for boosting being boosted

Riot Cluvie Final PortraitAccounts that have been suspended will receive an email informing them of the suspension as well as the punishments that have been placed on the account.

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

 

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The HUD update ready to go live with 514

Rayven New PortraitAfter an extended stay on the PBE, we’re pushing the HUD update out to the live servers alongside patch 5.14! Check out the HUD update microsite for the full story, but if you’re already familiar with the initial changes and just want to know what’s changed since the new HUD hit the PBE, then read on!

Here’s what’s changed – in a large part thanks to your feedback – since the HUD update said hi to PBE:

  • Teammate ult timers – we’ve added in timers that indicate when your allies can use their ults! Before the update, this was just represented by a binary green light, but you’ll see the ult timers fill up with the update, meaning you can more accurately figure out when it’s time to wombo.
  • Teammate summoner spell timers – hit the tab key at any point and you’ll see if your allies can use their spells, and, if not, how long until they can.
  • Teammate mana bars have returned – we left out allied mana bars with the update, thinking they weren’t super important. We were wrong, you guys let us know, and they’re back in now.
  • Persistence – if you open champion stats or latency display during a game, it’ll persist between matches.
  • Level up ceremony – we added a bunch of animations and sounds to make sure you know when you ding.
  • Spellbar clarity – made some pretty hefty changes to the shape, color, and animation of cooldown, loss of control and out of mana to improve readability.
  • Minimap changes – game time feels like it belongs near the minimap because timing is usually related to map objectives, but ultimately playtests and feedback have shown it’s a more natural fit in the top corner.
  • Visual style – we’re all for minimal, but we may have overshot it. We’ve since tried to squeeze in more magic through texture work and animation.
  • Accessibility – added camera lock and options buttons back in.

We’re planning on rolling the HUD update over to live with patch 5.14. We’ll target non-ranked queues first to make sure nothing goes boom, then, if we’re ship-shape, add the update to ranked a few days later.

We’re super excited to get the new HUD out to you guys! Let us know your thoughts in the comments below.

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PORTRAITS FOR BLACK MARKET MINIONS

The new minions of Black Market Brawlers have received their in-game portraits:

 

BW_Plundercrab_Square BW_Ironback_Square BW_Razorfin_Square BW_Ocklepod_Square

 

 

ALL PBE UPDATES FOR PATCH 514 CYCLE

PBE 09 07 Reference Banner

Check out Captain Fortune’s splash art and the visual tweaks to the Spellblade passive HERE.

 


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

 

HUD Update QA Banner

You can check out the official HUD update announcement HERE, as well as my PBE coverage of it HERE.

 

This Q&A was conducted by associate producer Chager, UX designer Rayven, platform engineer Razgrief, video editor Matchu and Gharris, who is plainly Gharris.

 


Chager Final PortraitHowdy all,

With the info and PBE release of the HUD update for League of Legends, we wanted to gather the team that’s been working on it to answer questions anyone may have.

We’ll start around 2pm PDT and will go until 4pm PDT. Folks from the team Include User Experience, Engineering, Visual Design, and QA experts, so ask away and we’ll do our best to answer as many as we can.

Thanks,
-Chager

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Ok all, we’re going to call it there for now. Some awesome questions and hopefully equally good answers from us all. We still want to keep the conversation going so we’ll be visiting this and other threads while the HUD is on PBE. In the mean time keep the feedback coming and we look forward to some good conversations and making the HUD Update awesome for y’all.

Thanks,
-Clarity Team

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Is the spectator HUD going to receive a similar update to the ingame one

Chager Final PortraitHey Jeddy,

Spectator will be receiving a visual update, but it will come out after this is released to live. We wanted to focus on the core player experience first, and then shift attention to the spectator HUD.

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Are the ping buttons for the minimap still there

Rayven New PortraitNo we’ve removed those buttons to streamline and focus the minimap. The functionality is still accessible through hotkeys of course.

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Can buffs debuffs be moved back into the center of the screen again

Chager Final PortraitYes! As part of the HUD update we will be moving buffs/debuffs back to center HUD.

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Will the F keys still focus the camera on ally Champions

Riot Gharris: Hey, just wanted to chime in here and say that we’re strongly considering the feature. This isn’t information that has been made available before, so we’re going to talk it out before dumping that in.

I think it’d be pretty cool though!

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Follow Up

Spittfire (NA)a day ago

With moving players around in the scoreboard, would there be any QoL feature to have keybinds remain consistent? Like if I move a player to position #1 on my side, I’d like to have F1 ALWAYS select the player I put in position #1. Instead of the keys being assigned by the current immovable pick order

 

Razgrief Final IconThis. Changing players’ order in the scoreboard also updates which key targets them, so you can make it so that Top lane is always F2, etc. The only thing is F1 will always be you, no matter where you are in the order, then F2-5 will be the team in scoreboard order. The team frames over the minimap will also reorder based on your new layout.

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Are there plans to make the new icons for the spell bar easier to see

Rayven New PortraitFor sure. We will be improving the readability of spell states generally and OoM is specifically on our to-do list.

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Will there be an option to select the old HUD over the new one

Chager Final PortraitRight now we don’t have any plans to leave the old layout as an option. There’s a lot behind the scenes with coding and a design philosophy behind how we’re presenting info in the new HUD that is hard to retrofit back into the old HUD.

What about the new HUD makes you want to keep the old one around? If there are areas of concern that would make it harder to adapt to let us know!

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Will the health resource bars still be animated as they are right now

Rayven New PortraitYes, we are looking to add some animated magic into those meters.

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Why are you updating the HUD instead of fixing Death Recap

Rayven New PortraitDeath recap is currently being worked on. In the future, you won’t be killed by Revive.

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Follow Up

Rayven New PortraitYes Death Recap is being worked on, but not as part of this update.

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Have you considered adding ally ult timers

Chager Final PortraitWe’ve been thinking about adding ally ult timers in the teammates section, but wanted to see what responses were like before we moved forward. I have a strong hunch they’ll make it in soon.

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Are we going to be able to scale the HUD elements individually

Rayven New PortraitYes.

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How hard do you think it will be for players to adapt to the new HUD

Chager Final PortraitWe’re expecting some disruption as players get used to the new layout and functionality (similar to what players went through with SRU). That being said we’ve been testing this within Riot for a while now and several teams that are regularly using it are really enjoying the new features.

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Will cosmetic elements like the crystals we have now be implemented

Riot Gharris: Hey Remus, we feel you on the crystals! We’re definitely looking to infuse our work with a good deal of magic, but I’m not sure you’ll get to see your crystals again – to be specific.

Names/summoner icons are currently being added to the scoreboard as on-hover tooltips.

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Are items easier to move from slot to slot than they are on live

Rayven New PortraitShould be better, but we’ll keep looking to improve it.

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The cooldown animation is currently hard to focus on

Chager Final PortraitWe’ve gotten similar feedback around the cooldown animations and are looking at ways to change it to make it easier to read than it is now. Stay tuned as we continue to change and iterate while we’re on PBE.

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The right corner seems overloaded with information

Rayven New PortraitOnce more folks use it we’ll be watching for feedback about the minimap being cluttered and react if needed. We will not be providing an option to toggle back to the old HUD, but in playtests it’s generally only taken a few games for players to get used to the new layout.

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Can we have the Surrender Vote window minimize to the minimap

Rayven New PortraitYes, this is on our backlog.

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Will we be able to see our own ping with the new HUD

Rayven New PortraitPing is near the minimap in the new HUD.

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In the TAB score menu can we have the enemy CS

Rayven New PortraitWe tried that layout and found this one generally easier when comparing stats. That said, we’ll watch for this feedback once folks have tried it more.

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It will take some time for streamers to adjust to the new HUD

Chager Final PortraitWe know it’ll be a change for streamers who will have to redo their overlay, but the new HUD takes up less screen real estate than the old one. That and with more independent scaling of parts we think it’ll give streamers MORE layout possibilities than before.

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Will you update the mouse cursor

Chager Final PortraitIt’s on our backlog of work but no ETA on when it’ll happen.

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Any plans to show skin portraits instead of the default Champion ones

Rayven New PortraitAgree, would be nice in the portrait (and confusing on the minimap/scoreboard). No plans, but considering it for sure.

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Will it be possible to adjust the size of the minimap by any chance

Riot Gharris: Yepperino! There’s a minimap sizing slider in the options interface.

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Will we be able to drag and drop items in the Shop screen

Riot Gharris: Not yet. I feel you on this one, and dream of being able to do it all the time.

It’s definitely something we want to do in the future, though.

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How does having the option to rearrange team members help us

Rayven New PortraitMatching up lane opponents makes comparison easier in the scoreboard.

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The new HUD doesnt look aesthetically

Matchu Final PortraitHeya! We really appreciate the feedback. Our design is definitely still a work in progress. We are going with a more modern look as you’ve alluded to. As we move forward we will be adding additional polish and bringing back in some of that life you’re missing with additional texture fidelity, animation refinement – both functional (ability states like cooldowns and toggles) and decorative (health bars, leveling up) in addition to bringing more of a magical flavor to the HUD and it’s personality. This is all dependent of course on how it affects or distracts from gameplay and the feedback we get in the process.

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Will the old HUD animations be removed

Chager Final PortraitWe are looking to add some life to the new HUD via small meaningful animation touches, so don’t fear. We needed to get the nuts and bolts done and out to PBE before we put the final polish touches on.

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Is the moving around players feature exclusive only to the scoreboard

Razgrief Final IconChanging the order in the scoreboard also changes the slots over the minimap.

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


 

 

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Summary

Following yesterday’s HUD Update on the PBE, we have Rioters responding to community feedback on the forums. Also, GC weighed in on Riot’s champion release schedule and the burden of new picks on players. Lastly, Meddler shared some context regarding Ashe’s recent PBE nerf.

 

Recent News

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HUD Update Banner

 


Hud Box 8

 


Will there be a similar update to Champ Select

Chager Final PortraitFor this project we specifically focused on the in game UI (this team’s specialty). I hear you though about wanting to have an updated look and feel for Champ select though.

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Will you add Ult timers to the new HUD

Rayven New PortraitWe are considering it for post launch.

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Follow Up

Rayven New PortraitThanks for the feedback. We are considering timers for post launch.

Hadn’t considered Ignite, Heal, and Barrier, but that might make a nice addition.

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How will the HUD update affect turning DJ Sonas music on and off

Chager Final PortraitDJ Sona will have same functionality as she does now in the current hud. We’re working on final placement for her UI now.

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Can you add a transparency option for the store interface

Rayven New PortraitYou won’t be able to play through it, but we will try some transparency in the store similar to the scoreboard.

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Will you bring back ally mana levels to the HUD

Chager Final PortraitWe are considering putting in mana/power bars on the team portraits. Stay tuned for more info regarding that.

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Allow us to move the HUD elements around They obstruct much of the screen

Rayven New PortraitWe’ve found in playtests that we can see more of the game, not less. Once you’ve tried it, let us know if the minimap is really too cluttered.

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Where are the mute buttons

Rayven New PortraitOn the scoreboard when you hover over a champ portrait.

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Ekko Single banner

 


Riot should take a break from making new Champions for awhile

Yi Wreck Shen: We all agree that new champions are fun and exiting, but there are a lot of things riot needs to work on to better balance league and make it anext even better game.

  1. Rework the champs that needs reworks. Getting Ashe was basically like getting a new champion. It brought a lot of people to pbe and was and is a very popular pick now. Saw some lcs Play too. There are a ton of champs that need minor tweaks or complete reworks. Balancing what you have already presented us should be priotithere. There are a ton of champ options and diversity now.
  2. Learning champs is incredibly hard for new players. This game gets bigger every day. I started playing a year and half ago. Learning every champ and what they did toOK a very long time. I have only played probably about 25% of the roster. There are so many champs already and you have to master a few if you want to get anywhere in ranked. How can you expect all these champs you took time into making to get played by noobits when there is a new champ released every month and said players are trying to learn and findo already released players they may like.
  3. Why do I have to go on Lolking.net to figure out ratios and what not for champions? Why is the in game description of skills less descriptive then online? Why are certain things even left out in game description? Like the fact hecarim can move through creeps and a bunch of others.

This game is great but I feel like it’s time to start doing some fine tuning and it would make the game experience a lot more enjoyable. FixING champs and reworking them is like a new champ in itsself. We basically got two new champs back to back with Ashe and Ekko. Work on fixing poppy/Taric/Yorrik etc. Then those champs will get a bunch of play again.

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Ghostcrawler New PortraitWe have separate teams making new champions and updating old champions. While we could probably increase the update cadence if we collapsed the first team, we do get some benefits of working in parallel.

Figuring out the right cadence of new champions releases is something we talk about A LOT. There was a belief a few years ago that we were going to freak out players (new and existing) if we kept shipping 20 champions a year. On the other hand, getting a new champion is one of the most exciting things that can happen to the game for existing players. I think the game might actually start feeling stale if we stopped releasing new champs. We’d like to figure out a way to release them a little more frequently than we have done the last year or so, if we can do that without affecting quality.

We understand it’s a challenge for new players to learn League and that adding more champions over time doesn’t help with that. But, honestly, we feel like it’s the right thing to do to support you guys, you know actual League players, than starve you for content in the hopes of getting new players. There is a lot we can, should, and eventually will do to make League easier to learn, but I worry about any strategy that improves the learning curve at the expense of current players.

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Ashe Single Banner

 


Why was Ashes Q nerfed against towers

For reference, here’s the Ashe nerf in question (part of this PBE update):

 

Ashe Final Portrait

 

Nerf BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Active can no longer target structures

 


Meddler Final PortraitThat’s the thinking here. Where possible we’d like to create or preserve distinctive strengths on different champions, particular those within the same class (ADCs in this case). Jinx and Trist are both really good at destroying buildings, it’s a defining characteristic for them. Ashe by contrast’s distinguished from other ADCs most by the sheer amount of CC she brings. Since we feel Ashe is too strong at present we need to nerf her, we’re trying to do so in ways that ensure that Ashe continues to offer a different impact on the game, and a really distinct experience for people playing her however.

Removing a character’s strengths, or giving them strengths that overlap too much with other characters, risks creating a really homogenized game, where, even if you see a wide range of characters played, the difference between them’s not very significant, so it still feels samey. Removing unnecessary strengths, if a champion is overpowered, is the approach we prefer as a result.

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Diamond 5 LP Gain Changes

Socrates New PortraitHey all,

Right now, some players in Diamond 5 receive unusually low LP gains and losses. We’re releasing a change that should smooth out gains for most of the affected players. That said, a small number of D5 players close to being demoted will continue to see low gains until they climb back to a high enough MMR to move through Diamond.

There won’t be any down time as we release this to each region.

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


 

HUD Update Banner

 

This update’s an evolution of the existing UI and is designed to better support the way you play League by improving gameplay clarity through its better layout, improved readability, and added features.

TL;DR

We’re creating a more streamlined UI that doesn’t obscure the play space and reorganizes the information based on how players actually use it.

These changes are all driven by tons of observation and playtesting, but like everything else, we’re looking for your feedback to improve them further.


GETTING TACTICAL

HUD Update 1

When we say ”tactical”, we’re referring to information that supports your moment to moment – mainly combat – gameplay decisions, stuff like casting an ult or chugging a pot. It also covers the things being done to your champion, like being shielded by a friendly Janna or ignited by a less friendly one.

We’ve grouped these elements and placed them front and center because that’s a player’s main field of view. We’ve also amped up the visuals on state changes such as “just off cooldown” and “level up” to ensure you catch them without having to take your eye off the action.


THINKING STRATEGICALLY

HUD Update 2

Strategic information allows players to see the big picture. It helps you understand the state of the overall game and what’s going on across the map in order to make longer term decisions.

For example, maybe you’ve farmed enough gold to get a BF Sword on your first back. Before you B, you have a few questions to answer: how are the lanes pushing? Where’s their jungler? Did your support just hit 6? How are you tracking compared to your lane opponent? Is dragon up? Then later on, maybe you’ve just scraped through a teamfight and have other questions that need fast answers: who’s still alive on my team? How many did we kill? How long until the enemy respawns? What can we get before then?

In the current HUD, this information is scattered across the entire screen from the minimap to the top right corner, the left side, and even the TAB menu. With the HUD update, we’re grouping the answers to these questions around the minimap because players naturally head there for this kind of info. We think that this cluster creates a strategic command center of sorts and leads to better overall map awareness.


MORE USABILITY AND CLARITY

Hud Update 3

Finally, the update’s tackling some feature requests aimed at general usability. We’ve moved the scoreboard around so the two teams are listed horizontally, and added drag and drop so you can shift people around and line up midlane vs midlane, or move people around however you like. The new scoreboard also lists player items in order of cost, meaning you can figure out who’s packing the bigger punches, or who can take the most punishment out of the team’s tanks. Last but not least, we’ve squeezed in tower info onto the scoreboard, meaning you pretty much have all the important info on hand whenever you hit the tab key.


ROLLOUT

That’s about it for now! The HUD update’s going up with the next PBE patch, and we’d love as much feedback as possible from you guys.

 

FAQ

Yo, I got some feedback for you.

  • First off, Scarizard, that’s not a question. Secondly, while we’re on PBE, your feedback will be critical in helping us improve further. Leave us your thoughts and comments on the PBE Boards here!

Is there any information that’s going away?

  • Nope. Pretty much all the information contained in the current HUD is still there, and in fact, we’ve even added information (such as CDR, CS to target frames, and enemy respawn timers.) which should help you make better decisions.

 Can I customize the HUD?

  • You can expect scale sliders and toggles for many individual elements which will allow you to pull the HUD back even more. Beyond that, our approach here will be similar to the overall HUD update: we’ll provide customization in order to solve specific problems or in service of gameplay. This helps us prioritize our work while also feeding into our philosophy that a competitive game like League of Legends should always have a level playing field.

When is the new HUD coming to live?

  • Hopefully, after a few rounds of testing and player feedback on the PBE, we’ll be able to bring it to live servers!

 

 

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