Archive

Posts Tagged ‘Irelia’

Patch 6.13 Content

June 27th, 2016

 

Patch 6 13 Banner

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

 

Store Content

Balance

New Game Mode



Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7

 

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

 


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10

 

PcCIAqe RUGEEVI

 

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

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Change BoxTeleport Final IconTeleport

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

 

 

Champion Changes

 

Blitzcrank Final Portrait

 

Change BoxStatic_Field Static Field [ R ]

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

 

 


Gnar Final Portrait

 

 Buff BoxRage_GeneRage Gene [ Passive ]

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

 


Buff BoxHyperHyper [ W ]

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

 

 

 

Irelia Final Portrait

 

Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

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

 

 


Jarvan IV Final Portrait

 

Change BoxGolden_AegisGolden Aegis [ W ]

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

 

 

Kindred Final Portrait

General

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

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

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

 

 

Lulu Final Portrait

General

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

 

Change BoxGlitterlanceGlitterlance [ Q ]

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

 

Buff BoxWhimsyWhimsy [ W ]

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

 

 

Swain Final Portrait

 

Nerf BoxRavenous_FlockRavenous Flock [ R ]

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

 

 


Tahm Kench Final Portrait

 

Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

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

 

Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

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

 

 

Change BoxThick Skin Final IconThick Skin [ E ]

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

 

Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

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

 

 

Thresh Final Portrait

 

Buff BoxDamnation Final IconDamnation [ Passive ]

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

 


Change BoxDarkPassageDark Passage [ W ]

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

 

 

Trundle Final Portrait

General

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

 


Vladimir Final Portrait

 

Change BoxCrimson_PactCrimson Pact [ Passive ]

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

 

Change BoxTransfusionTransfusion [ Q ]

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

 

 

Volibear Final Portrait

 

Nerf BoxFrenzyFrenzy [ W ]

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

 

 

Zyra Final Portrait

 

Change BoxRampant Growth Final IconRampant Growth [ W ]

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

 



Item Changes

 

Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.



Buff BoxArdent Censer Final IconArdent Censer

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

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

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

 


Buff BoxEye of the Equinox Final IconEye of the Equinox

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

 


Buff BoxFace of the Mountain Final IconFace of the Mountain

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

 


Change Box3114_Forbidden_IdolForbidden Idol

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

 

Buff BoxMikaels Crucible Final IconMikael’s Crucible

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

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

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

 

Buff BoxRelic ShieldRelic Shield

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

 


Buff BoxRuby Sightstone Final IconRuby Sightstone

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

 

Buff BoxSpellthief Final IconSpellthief’s Edge

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

 


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

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

 

Buff BoxTargons Brace Final IconTargon’s Brace

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

 



New Game Mode: Nexus Siege

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

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



Nexus Siege

TL;DR:

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

Players: 5v5

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

General mechanics:

Round based:

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

Siege Warp trinket and teleporting:

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

Crystal Shards:

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

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

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

Normalised EXP & Gold:

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

Obliterator (Defense team only):

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

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

Siege Weapons:

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

Attack:

Siege Ballista

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

Vanguard Banner

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

Shield Totem

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

Port Pad

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

Defense:

Tower Surge: Beam of Ruination

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

Tower Surge: Firestorm Bulwark

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

Entropy Field

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

Flash Zone

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


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

Let the siege begin. 🙂
— L4T3NCY

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

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

 

PBE Round-up: Patch 6.7

April 3rd, 2016

 

PBE Roundup 67 bANNER

Patch 6.7 will be out in the early hours of April 6th, assuming there are no delays. Here are its contents:

 

Balance

Store Content

Miscellaneous

 

 

Champion Changes

 

Aurelion Sol Final Portrait

 

Nerf BoxStarsurgeStarsurge [ Q ]

  • Stun duration decreased from 1.0/1.25/1.5/1.75/2 seconds to 1.1/1.2/1.3/1.4/1.5.

 

 

Nerf BoxVoice_of_LightVoice of Light [ R ]

  • Slow duration changed from 4 seconds (decaying-over-time) to 2 seconds (non-decaying);
  • Slow strength decreased from 60/70/80% to 40/50/60%.

 

 

Corki Final Portrait

 

Nerf BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

  • Auto attacks no longer deal 10% bonus damage.

 

 

 

Irelia Final Portrait

 

Buff BoxBladesurgeBladesurge [ Q ]

  • AD ratio increased from 1.0 to 1.2;
  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70.

 

 

Jhin Final Portrait

 

Nerf BoxDancing Grenade Final IconDancing Grenade [ Q ]

  • Base Damage decreased from 60/85/110/135/160 to 50/75/100/125/150;
  • Mana Cost increased from 30/35/40/45/50 to 40/45/50/55/60.

 

Buff BoxCaptive Audience Final IconCaptive Audience [ E ]

  • Mana Cost decreased from 40/45/50/55/60 to 30/35/40/45/50.

 

 

 

Kindred Final Portrait

 

Nerf BoxLambs Respite Final IconLamb’s Respite [ R ]

  • Will now only be castable on Kindred, not on other allies (clicking the spell now self-casts it on Kindred).

 

 

Lux Final Portrait

 

Quality of Life Box FinalPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • The projectile will now travel slower away from Lux and faster when it returns [source].

 

 


Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ] 

  • Base damage changed from 65/110/155/200 to 60/110/160/210.

 

 

 

Poppy Final Portrait

 

Nerf BoxIron Ambassador Final IconIron Ambassador [ Passive ]

  • Bonus auto-attack range decreased from 400 to 300.

 

 

Buff BoxHammer Shock Final IconHammer Shock [ Q ]

    • Base Damage changed from 40/60/80/100/120  [+6% of Max HP] to 35/55/75/95/115 [+7% of Max HP].

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Range decreased from 525 to 425.

 

 

 

Rammus Final Portrait

 

Nerf BoxTremors Final IconTremors [ R ]

  • Cooldown increased from 60 seconds at all ranks to 100/80/60.

 

 

 

Soraka Final Portrait

 

Nerf BoxStarcall Final IconStarcall [ Q ]

  • Mana cost increased from 40 at all ranks to 40/45/50/55/60.

 

 

Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana Cost increased from 40/45/50/55/60 to 50/55/60/65/70.

 

 

 

Udyr Final Portrait

General

  • Base Health-per-second decreased from 1.75 to 1.2.

 

Nerf BoxPhoenix Stance Final IconPhoenix Stance [ R ]

  • Base damage-per-second decreased from 15/25/35/45/55 to 10/20/30/40/50;
  • Magic damage on third-hit proc decreased from 40/75/110/145/180 to 25/60/95/130/165.

 

 

Zed Final Portrait

 

Nerf BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Passive Bonus AD boost decreased from 5/10/15/20/25% to 4/8/12/16/20%;
  • Cooldown increased from 18/17/16/15/14 seconds to 22/20/18/16/14.

 

 

Item Changes

 

Quality of Life Box FinalDead Mans Plate Final IconDead Man’s Plate

  • Tooltip updated to reflect that blinds and silences don’t cause the passive stacks to decay.

 

 

Nerf BoxMaw of Malmortius Final IconMaw of Malmortius

  • Magic Resist decreased from 50 to 40.
  • Lifegrip passive no longer grants 25% Attack Speed until you exit combat.

 

 

MASTERY CHANGES Banner

 

Nerf BoxWarlords Bloodlust Final IconWarlord’s Bloodlust

  • Lifesteal effectiveness for ranged Champions against minions decreased from 50% to 25%.

 

 

 

MECHA ZERO SION Banner

Mecha Zero Sion is a legendary skin will be available in store for 1820 RP.

 

Sion_Splash_5

 

MODEL AND EMOTES Banner

Mecha Sion Model 1 Mecha Sion Model 2

Mecha Sion Model 3 Mecha Sion Model 4

Mecha Sion Model 5 Mecha Sion Model 6

Mecha Sion Model 7 Mecha Sion Model 8

 

ALL SPELLS

 

Recall Banner

Mecha Sion Recall 1 Mecha Sion Recall 2

 

HOMEGUARD MOVE ANIMATION Banner

 

GLORY IN DEATH PASSIVE

Mecha Sion Passive 1

 

DECIMATING SMASH Q

Mecha Sion Q 1 Mecha Sion Q 2

Mecha Sion Q 3 \

 

SOUL FURNACE W

Mecha Sion W 1 Mecha Sion W 2

Mecha Sion W 3 Mecha Sion W 5

Mecha Sion W 4

 

ROAR OF THE SLAYER E

Mecha Sion E 1 Mecha Sion E 2 (1)

 

UNSTOPPABLE ONSLAUGHT R

 

Here’s his new voice-over (video by SkinSpotlights):

 

Here’s login theme for Mecha Zero Sion by frostyNinja:

 

And here’s the music from the login screen:

 

Here’s the still image from the animation:

cs_bg_champions (2)

 

 

PROGRAM LISSANDRA Banner

Program Lissandra features a robot VO filter and will be available in store for 1350 RP.

 

Lissandra_Splash_3

 

MODEL Banner

Program Lissandra Model 1 Program Lissandra Model 2

 

ALL SPELLS

 

Recall Banner

Program Lissandra Recall 1 Program Lissandra Recall 2

Program Lissandra Recall 3 Program Lissandra Recall 4

 

BASIC ATTACK ANIMATION Banner

Program Lissandra Basic Attack 1

 

ICE SHARD Q

Program Lissandra Q 1 Program Lissandra Q 2

 

RING OF FROST W

Program Lissandra W 2 Program Lissandra W 1

 

GLACIAL PATH E

Program Lissandra E 1 Program Lissandra E 2

Program Lissandra E 3 Program Lissandra E 4

 

FROZEN TOMB R

Program Lissandra R 1 Program Lissandra R 3

Program Lissandra R 4 Program Lissandra R 5

 

 

PROGRAM SORAKA Banner

Program Soraka features a robot VO filter and will be available in store for 1350 RP.

 

Soraka_Splash_6 Soraka_6

 

MODEL Banner

Program Soraka Model 1 Program Soraka Model 2

 

ALL SPELLS

 

 

Recall Banner

Program Soraka Recall 1 Program Soraka Recall 2

 

BASIC ATTACK ANIMATION Banner

Program Soraka Basic Attack 1

 

SALVATION PASSIVE

Program Soraka Passive 1

 

STARCALL Q

Program Soraka Q 1 Program Soraka Q 2

Program Soraka Q 3

 

ASTRAL INFUSION W

Program Soraka W 1 Program Soraka W 2

 

EQUINOX E

Program Soraka E 1 Program Soraka E 2

Program Soraka E 3 Program Soraka E 4

 

WISH R

Program Soraka R 1 Program Soraka R 2

 

 

MECHA ZERO WARD Banner

The Mecha Zero Ward skin will be available in store for 640 RP.

 

 

New Summoner Icons

 

Four new Mecha-style icons will be in store soon. No idea how to get them yet, but you’ll most likely have to transform your money into RP:

profileIcon1135 profileIcon1132 profileIcon1133 profileIcon1134

 

New icons for the teams participating in the MSI tournament will be released shortly after Patch 6.7. As always, they’ll likely be in store for 250 RP and a portion of the proceeds will go to the respective teams.

profileIcon1117 profileIcon1119 profileIcon1120 profileIcon1121 profileIcon1122 profileIcon1123 profileIcon1124

profileIcon1125 profileIcon1126 profileIcon1127 profileIcon1128 profileIcon1129 profileIcon1130

 

 

MISCELLANEOUS Banner

There is now an MSI logo in the middle of Summoner’s Rift:

 

MSI Logo

 

Global Splash Update Incoming

Riot JxE Final PortraitHey folks,

As many of you (especially fans of the Chinese LoL scene) may know, some of our older skin and champion splash arts are different across the world. This is a big deal – splash art is one of most important tools we have for conveying a champion’s fantasy and personality in League. We want players to have a global, unified experience – it’s confusing when (ex.) Taric or Goth Annie have vastly divergent representations of their power and feel depending on which region you play League in.

Splashes are used everywhere: from champ select to the loading screen, portrait icons, the store, and more recently Hextech Crafting. With that in mind, we’ll be updating a large number of our older splash arts to unify them across all regions. You should be seeing the first batch in today’s PBE (and onward throughout the patch 6.7 PBE cycle), with another batch coming later in patch 6.8!

Edit: Thanks for the feedback everyone. We won’t be making any reverts or changes during this round, but this feedback will help our splash artists prioritize what to upgrade when they get the chance. I mentioned this in a comment, the benefit of making these changes is to eliminate a pipeline that has been causing us internal pain. We know some of these aren’t as nice and the art style is off, but choosing one splash or the other was the fastest way to kill this pipeline. We want to focus on new content and features, not firefighting and changes like this help us do that.

[ Link to Post ]

 

Here’s a tweet to explain the change:

 

And here are all the splash arts from today’s patch that have received changes:

 

Ahri

Ahri 1 Ahri 2

 

Akali

Akali 1 Akali 2

Akali 3

 

Alistar

Alistar 1

 

Amumu

Amumu 1 Amumu 2

Amumu 3 Amumu 4

 

Annie

Annie 1 Annie 2

 

Blitzcrank

Blitzcrank 1

 

Caitlyn

Caitlyn 1 Caitlyn 2

 

Cho’Gath

Chogath 1

 

Corki

Corki 1

 

Dr. Mundo

Dr Mundo 1

 

Evelynn

Evelynn 1 Evelynn 2

 

Fiddlesticks

Fiddlesticks 1

 

Garen

Garen 1 Garen 2

 

Gragas

Gragas_Splash_2

 

Hecarim

Hecarim 1

 

Irelia

Irelia 1 Irelia 2

 

Janna

Janna 1 Janna_Splash_2

 

Jarvan IV

JarvanIV_Splash_3

 

Jax

Jax_splash_6

 

Karma

Karma 1 Karma 2

 

Karthus

Karthus 1 Karthus 2

Karthus 3 Karthus 4

 

Kayle

Kayle_Splash_3

 

Kennen

Kennen_Splash_2

 

Kog’Maw

KogMaw_Splash_5

 

LeBlanc

Leblanc_Splash_1

 

Lee Sin

Lee Sin 1 LeeSin_Splash_2

 

Master  Yi

Master Yi 1 Master Yi 2

Master Yi 3

 

Miss Fortune

Master Yi 4 Miss Fortune 1

Miss Fortune 2 MissFortune_Splash_2

 

Mordekaiser

Mordekaiser 1

 

Morgana

Morgana 1 Morgana 2

 

Nocturne

Nocturne 1

 

Nunu

Nunu_Splash_1 Nunu_Splash_2

Nunu_Splash_4

 

Rammus

Rammus_Splash_3 Rammus_Splash_4

 

Wukong

Wukong 1 Wukong 2

 


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

 

 

Red Posts 22 01 Banner

 

Topics Banner

 

Recent News Banner

Lunar Revel 2016 Banner

PBE Update 20 01 Banner

Red Posts 19 01 Banner

 

 

MidYear Mage Update

Statikk New PortraitHey all,

The next class update will be focused on “traditional” Mages and I’m here to give you guys and gals some of the initial details. Similar to the Juggernaut and Marksman releases, these updates aim to take look at an entire class of champions and accomplish 2 primary goals:

  1. Ensure the class as a whole is relevant and satisfying to play
  2. Differentiate each champion within the class

Why Mages?

Many Mages are intended to lack mobility but have not necessarily been given clear answers as to what they should do about it or why they work without it. For each sub-class of Mages (this is something we’ll dive into more in a different post) these answers will vary, but our intent is to make it clear that each of these champions is powerful in their own unique way.

On the flip side of the coin, many of them no longer meet our evolving gameplay standards of interactivity, depth, uniqueness, etc. This is also an opportunity to go back and adjust these champions (especially some of our older ones) making them more interesting to play as, with, and against.

Who are we working on?

Similar to the Marksman update, we’re aiming to release ~6 significant updates. The champions we are currently considering (but are still subject to change) are Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, and Zyra.

For each of these champions we aim for them to be 3 things:

  1. Distinct – offer a unique reason to be picked
  2. Cohesive – deliver on their core thematic and gameplay fantasy
  3. Healthy – balance-able and fun to play as and against at all skill levels

Note that given the scope of these projects, we won’t necessarily solve every issue on every champion – and fortunately we won’t have to since all of the champions already succeed in their own way at some of the above.

On top of the 6, we are again looking to do a sweep across the entire class (as we did with the Marksman) to find potential tweaks that will make them more unique, interactive, and exciting to play. The smaller-scale changes done to Twitch and Lucian are good examples of this.

What can you expect? When?

We’ve learned a lot from our previous projects and better understand the line between something unique and something unfamiliar. Our priority is to find ways to evolve and enhance the current direction of a champion while still accomplishing the above-stated goals.

In some ways, the feeling of change is unavoidable; we are updating these champions so things WILL be different. We’re confident that we can retain the things you guys love while adding new dimensions.

This is all still a far ways off, so don’t expect anything soon. As you can infer from the title, we’re aiming to release these changes around mid-year and we’ve only just begun to delve deeply into these projects.

How can you help?

We’d love to have your guys’ feedback and opinion on the Mages before and during their development process rather than only at the tail end – especially for the “big 6” (Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, Zyra).

We are most interested in the following about your favorite champion:

  1. What aspect is most core or sacred to their identity?
  2. What issue bothers you the most when playing them?

This doesn’t mean we’ll be magically giving everyone dashes or any other instant remedies to all their problems (weaknesses often exist for a good reason). Instead, this information will help us understand which direction to take each champion and where the opportunities lie.

We won’t be talking in the short-term about exact changelists since we’re still in such a state of flux, but we hope you guys are as excited as we are about the updates ahead!

[ Link to Post ]

 

 

Dont ruin Malzahars jungle potential with his voidlings

Repertoir New PortraitI can’t guarantee voidlings will be exactly the same as they are now, but this perspective is something I’m trying to strongly consider when working on Malz.

[ Link to Post ]

 

 

 

Why did you pick VelKoz for a rework and not Swain

Swain Banner Single

Statikk New PortraitSwain was definitely very high on our “want to do” list. What it really came down to is that we feel he really needs a full-on rework (gameplay, thematics, visuals) similar to Sion or Poppy in order to really deliver on an awesome version of Swain.

A large reason why we have chosen the current 6 is based off our confidence that we can deliver a solid update given the more limited scope they will get being as a part of a class update. We’re being a lot more careful about over-reaching since it’s definitely bitten us in the past.

[ Link to Post ]

 

Follow Up Banner

Statikk New PortraitReally substantial change for Swain’s likely to be quite a way off yeah (highly unlikely this year, can’t predict so usefully beyond that). We do think he’d benefit a lot from a full overhaul, he’s certainly not in Taric, Yorick etc tier though, they’ve got significantly bigger problems than he does.

[ Link to Post ]

 

 

Why are you changing VelKoz Isn’t he fine right now

Velkoz Single Banner

Statikk New PortraitVel’Koz is a great champion, but he honestly lacks Distinctness. He has some hints here and there of uniqueness (Q targeting, true damage from Deconstruct, etc.) but none of them are pushed to a point where it truly differentiates him.

Don’t worry, even within the 6, the amount of change each champion will see is pretty drastically different.

[ Link to Post ]

 

Follow Up Banner

Statikk New PortraitI think you guys will be pleasantly surprised, we’re pretty aligned on where there is potential for Distinctness in Vel’Koz’s kit. We just don’t agree that he’s there just yet.

[ Link to Post ]

 

 

Follow Up Banner

Meddler Final PortraitWe’re not going to be ready to talk details of what will/won’t change for quite a while. It’s likely that Vel’Koz’s changes will be at the small end of the spectrum though, he’s fundamentally solid apart from his lack of distinct enough outputs (what he does isn’t distinct enough, how his does it is very distinct though).

[ Link to Post ]

 

 

 

What about Fiddlesticks Why isnt he schedule dfor a rework

Fiddlesticks Single Banner

Statikk New PortraitFiddle is also a champion we considered, but ultimately felt wasn’t the right fit.

To do a quick rundown on our perception:

  1. Distinct – Fiddle is extremely distinct on the roster. Playing as and against him offer unique experiences.
  2. Cohesive – Fiddle is decent in terms of cohesiveness. He has a somewhat niche thematic as a terrifying scarecrow, but it’s understandably cool. It could probably be pushed a bit further especially in terms of the satisfaction from all his base spell (Drain, Terrify, and Dark Wind).
  3. Healthy – This is debatable, but Fiddle is certainly not the largest health problem in the game. Tactically, his spells’ gameplay could probably be more robust in terms of interactivity (counterplay). Strategically though, there are many ways to deal with Fiddle whether through vision, knockbacks, stuns, etc.

Fiddle is certainly a bit dusty and old-feeling, but that means he may be more in need of a visual / polish pass more than anything. It’s not like he wouldn’t benefit with some more significant work, but he’s a champion that we feel can be a put in a decent spot even with just some minor number tweaks.

[ Link to Post ]

 

 

Dont ruin the botlane strengths of Champs like Zyra Brand and VelKoz

Statikk New PortraitReally good point. We don’t intend to destroy Support playstyles, but truthfully many of these champions’ fantasies and gameplay manifest best in a role where they can get gold and be the primary threat for their team.

We’re very aware that Zyra, Vel’Koz, and even Brand to some extent all have identities in the Bot Lane.

[ Link to Post ]

 

 

I hope Zyra gets a new passive and more ways to interact with her plants

Zyra Single Banner

Repertoir New PortraitWe haven’t yet started work on Zyra other than ideation, but one of the things we tended to be excited about was more plant interactions, like she brings the forest alive around her. Not sure where that means we’re going to take her, but I am excited to see what the team comes up with.

[ Link to Post ]

 

Follow Up Banner

Repertoir New PortraitThe more we work on these group champion projects, the more I think we tend to find that if someone already has something going for them (like Zyra an “counterengage mage”), it’s usually a good idea to start ideation with how we might be able to crank that current strength up to 11.

[ Link to Post ]

 

 

Keep the reworks simple We dont need more Skarnertype minigames

Skarner Update banner

Statikk New PortraitSimple is a great rule of thumb to lean on. We’re definitely keeping that in mind for these projects.

We agree with you on the “mini-games” thing. Mechanics start feeling like forced “mini-games” when they feel arbitrary, uninteresting, or simply don’t align with the expectations and desires of the champion. We understand this space a lot better after the past few projects.

[ Link to Post ]

 

 

Why did you put minigames like Skarners crystal spires in the first place

Meddler Final PortraitWe think mini games, when well done, can feel like a really fun, natural part of a champion’s playstyle in a way that expresses their personality/theme. Draven axe catching for example taps into his show off nature, Bard’s chime collecting fits well on a weird dude that wanders and saves things etc. If the minigame doesn’t feel compelling, or doesn’t fit with the champion it’s on however then yeah, that can feel pretty jarring. I’d agree Skarner’s an example of that – if he had a reason to really want to defend the crystals in the jungle it might be another matter (e.g. if they contained others of his kind, frozen, that could eventually come out late game and join his fight).

[ Link to Post ]

 

 

Why isnt Ryze on your rework list

Ryze Single Banner

Meddler Final PortraitWe’re going to try and tackle Ryze before the mid year, we think he’s enough of a problem we need to act sooner . Unclear whether that’ll mean some degree of rework or just significant balance changes.

[ Link to Post ]

 

 

 

Do you guys plan on doing anything with Syndra

Syndra Single Banner

Repertoir New PortraitIf I recall correctly, Syndra made it pretty far through the selection process, but I believe we determined that she either needed a ton of work to really spice things up on her, or that we could give her a little love on the mechanics side closer to release and still get pretty good mileage. As these projects tend to fall in between these two amounts of work, we ultimately passed on her in favor of others.

[ Link to Post ]

 

 

Xeraths in a weird spot right now Have you considered him for your list

Xerath Single Banner

Repertoir New PortraitI’m interested to know why you think Xerath is in a weird spot. Is it because of the state of the meta-game? Or is it that there’s something he’s failing to deliver that he seems to be intended to be doing?

As far as what we thought, Xerath seems to be up to par in Distinction, Cohesiveness, and Health. I’ve seen some people argue his gameplay is too similar to Lux to be considered distinct, but we actually see Xerath as more of an extreme range DPS mage, whereas Lux is more of an extreme range burst caster that relies heavily on catching squishies out and killing them with quick full combos.

[ Link to Post ]

 

 

Whatre your thoughts on Irelias  E from a balance design standpoint

Irelia Single Banner

Meddler Final PortraitI don’t think it’s a great ability, in particular because it can be really unclear what result will happen before she uses it, leading to press the button and hope plays that can feel unfair (in a way you can’t influence) to one player or the other. It’s also an ability that, due to the way it can punish fighting back and its nature as a targeted spell, can leave opponents without apparent options.

Having said that though there are a lot of other champions/abilities I think we’d be much better off looking at first that need the work more. An Irelia rework someday’s a definite possibility, think it’s unlikely we’ll do one this year though.

[ Link to Post ]

 


Is Singed scheduled for a rework

Single Single Banner

Meddler Final PortraitWe don’t have any plans to make significant changes to Singed (almost certainly balance adjustments at some point, but none currently planned). He’s got a distinct playstyle, a deep mastery curve, creates great high moments and certainly isn’t a jack of all trades. He is a bit weird thematically, but not in a ‘this guy’s failing to deliver on his core fantasy’ kind of way.

I’m not personally convinced the root from the Fling/Mega Adhesive combo’s sufficiently relevant to justify its existence on the kit, could imagine a world in which we took that out and replaced it with something a bit less niche. I don’t play Singed much myself though, so I might be just unaware of a bunch of value that interaction provides.

[ Link to Post ]

 


Do youve any changes planned for the Dragon buff

Meddler Final PortraitWe’ve been experimenting with some possibilities over the last couple of weeks, including changing the 4th buff to something a bit more felt than minion/monster damage. Currently waiting to get some insight into how dragon’s being valued in the start of the ranked season/first couple of weeks of professional play though to inform how big our changes should or shouldn’t be.

[ Link to Post ]

 

 

The 2016 ranked season is now live

Ranked Season 2016 Single Banner

Socrates New PortraitThe 2016 ranked season is now live! Gather your allies and gear up for all new challenges as you climb the ladder in 2016. We’ve introduced a swath of changes over the course of preseason, as well as new dynamic groups — now you can queue for ranked play with any number of friends. With new champ select, you’ll queue up for your two best positions — you’re guaranteed to always end up with one of the two positions you select — and join a team of players who’ve done the same.

To learn more about the 2016 Season, visit the season homepage here or check out the patch notesover yonder. It’s a new season of GGs, and we’ll see you on the battlefield!

[ Link to Post ]

 

 

Ready set play Earn Party Rewards all week long

Celebrate the launch of new champ select and the 2016 ranked season with Party Rewards. How’s it work? Simple. The larger your premade group, the larger the IP bounty you rake in. The bonus is even bigger for new champ select-enabled queues like Normal and Ranked draft. The All-Star bonus from Team Fire’s win at All-Stars is active in Taiwan, NA, and Korea!

Check out the details below!

Premade size New champ select queues Other queues
1 0% 0%
2 125% 50%
3 175% 75%
4 225% 100%
5 450% 150%

Party Rewards are live starting today (10:00AM PST on January 20) until 11:59PM PST on January 24. We’ll see you on the Rift!

[ Link to Post ]

 

 

Dynamic Queue system disabled further details

Ymir New PortraitTL;DR Dynamic queue was disabled because of a load issue, Solo/Duo Ranked is temporarily re-enabled, and all matches played in this mode still count towards your future Dynamic ranking.

Earlier today, we saw an issue on EUW that required us to disable the dynamic queue system. This was due to an issue with player load on the servers. This has also affected the KR server in a similar way.

As a result of this, all ranked modes based on the dynamic queuing system were disabled and remained down while we continued to investigate. When deciding on a course of action we had two options:

a) Leave ranked disabled until the issue was resolved
b) Re-enable the previous Ranked Solo/Duo queue

We chose option b) because we wanted to ensure that those of you who enjoy ranked could still play your placement matches. As we did not have a clear ETA on a fix, we proceeded to re-enable Ranked Solo/Duo until the issue is resolved.

What does this mean for your placements and rating?

Any games played on the currently available solo/duo queue system will count towards your placements and ranking when the new system is back up. For example, if you already played 2 games before the issues began in Dynamic Draft and 6 more in Solo Queue, you’d have 8 games played – and these all count towards your placements.

Why are other regions not affected?

Before we introduced this feature, we used a simulated environment to load test the entire system. Live implementation was first conducted on TR and NA with no major glitches. However, some subsystems of the dynamic queues didn’t scale up correctly when running on a larger live environment.

What are the next steps?

Our engineers are actively working to fix and re-enable dynamic queues in EUW. As of now we have no ETA but our tech teams will provide an update when we have more information to share. Thank you for your patience.

UPDATE: To answer a question some of you may have regarding Party Rewards, a several day event that offers bonus IP for playing with friends. We’re holding this event back for EUW until issues are resolved. Once Dynamic Queues are back we’ll look to enable Party Rewards and make sure that players on EUW have the same amount of time to earn IP with friends.

[ Link to Post ]

 

 

If you have large updates why not test them on the biggest server EUW

Ymir New PortraitWe don’t consider Live environments as testing platforms. That would be dangerous and unfair to our players. Most of our features go through similar process after the development phase: functional testing -> load testing -> initial deployment to previously selected environments -> few days of player behavior testing (collecting players usage data) -> full deployment everywhere else. The NA & TR deployments week ago just helped us properly understand player reactions, gather important behavioral data and eventually tweak and adjust the service globally. You know, hundreds of dynamic variables here and there…

There were some minor issues in NA, but in general the service was and still is stable. Load testing of large services is always tricky though as one has to simulate the load in development labs. You can’t just get millions of players to test your service live — it must be done artificially as a set of ongoing software trials. We always go much higher than the expected traffic, and usually get highly expected results, like the one with the months-long EUW load tests before the new data center deployment in AMS. No matter how precise you are, live environments can be unpredictable and sometimes even tiny unexpected factor is enough to get one subsystem’s thread on hold. Obviously there are larger systems out there in the internet, but they are usually distributed and can handle the load separately. Our environments work differently — there is a distribution in given service’ cluster, but in general EUW, NA, KR, etc, are single entities handling the entire traffic all by itself.

Sorry for longer post. We’ll obviously do our best to get back to you with fixed Dynamic Queues asap 😉

[ Link to Post ]

 

 

Update on Dynamic Queues for all regions

Draggles New Portrait Update: Dynamic normal queue is now disabled in all regions worldwide while we work on a fix (as an fyi, NA began to see similar issues despite the earlier launch on that server). Still no ETA to give but will be sure to have someone update this thread when that changes.

[ Link to Post ]

 

 

Follow Up Banner

Riot Eambo Final PortraitHi guys,

The PB team are the experts on this one, and their updates mean a lot more than mine. However, Lyte has been posted HERE with information – while unfortunately there’s not much to be said at the minute, the team are hard at work trying to fix this issue, get it tested, and get it out to you guys. We are as excited for this feature as you are – I honestly couldn’t wait to get home yesterday to play it, and I plan on leaving my placements until it’s back up and running due to the less stressful nature of things in the new champ select.

I know you guys want updates, and it sucks when we can only post “we’re working on it” – but that’s the truth and update we’ve got at the moment. As per Lyte, there’s no ETA at the moment, but I advise keeping an eye on the boards and Lyte’s twitter for updates as they’re available.

Thanks for sticking with us on this – we know it’s far from a smooth experience, but personally I truly believe the new champion select and dynamic queues are great features, and cannot wait to see them (back) on live to get some games with you guys on the rift!

[ Link to Post ]

 

 

Champion Mastery Level 6 7

Socrates New PortraitHey all,

When we first announced that Hextech Crafting and loot was heading to PBE, we saw a few questions about how champion shards would work for players who already had all champions unlocked. We weren’t ready to answer those questions then, we are now at the point where we want to reach out to the community for feedback.

Here’s our current, leading design:

  • All players (whether you have all champions unlocked or not) can use champion shards that are duplicates of champions you already own to increase the Champion Mastery level cap of specific champions up to level 7.
    • This will increase the level cap, but won’t increase your actual Champion Mastery experience or unlock any associated rewards (unless you already have enough mastery points on a champ to be level 6 or 7, in which case you’ll immediately unlock those rewards)
    • Example: You own Jax. Using a Jax shard, you can raise the Champion Mastery level cap to 6 for Jax.
  • Alternatively, you can combine 3 champion mastery shards to unlock another level on any champion you choose.
    • Example: You spend three random champion shards to increase Champion Mastery level and a pop up appears allowing you to select any champion. You select Renekton, raising his Champion Mastery level cap to 6.

We also plan to offer chests in the store that can be purchased with IP that would contain specific types of champion shards. For example, we might offer a Demacian Chest for a limited period of time which would contain champion shards for champions associated with Demacia. We might also offer chests like these via other means, like rewards for accomplishments in ranked.

Our goal with this is to ensure champion shards drops always feel like a step towards something players care about and to make to the highest tiers of champion mastery feel exclusive and valuable. Ultimately we think this will make it more meaningful when you drop your mastery badge emote after a clutch (or not so clutch) play. It’s possible that there could be some other reward types associated with higher champion mastery levels, but this is still TBD. We’re excited to get Hextech Crafting and loot out to you all and curious to hear your feedback.

Thanks everyone for all the testing you’ve done so far!

[ Link to Post ]

 

 

Does that mean we need shards to drop to reach Mastery levels 6 and 7

Socrates New PortraitIt’s the level 6 and 7 cap that unlock not the experience required for the levels themselves. So you’ll still have to earn your way up. Since the chests require strong performances (S grades) on champs, it puts more weight on unlocking these levels.

Somebody else pointed out since these rewards are more exclusive they should probably be cooler. That’s a good point also.

[ Link to Post ]

 

As always, here’s a short collection of recent fan-art:

 

Zed by Citemer:

C76v1p9 9B7oRhc

 

Swimsuit Lux by raichoo:

swimsuit_lux_by_raichiyo33-d9onwp6

 

A New Dawn by haonguyenly:

a_new_dawn_by_haonguyenly-d9ot6qn

 


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

 

Reds 13 10 Banner

 

Topics Banner

 

Recent News Banner

PATCH 520 MAINTENANCE SCHEDULE FOR ALL REGIONS Banner

COSMIC REAVER KASSADIN AVAILABLE AFTER 520 Banner

Navi Banner

 

 

New Zilean passive Q feel and responsiveness tuning recommended items

Zilean Banner Single

20thCenturyFaux Final PortraitIt’s time for time!

Zilean’s passive has been a weak point for a while now, and his Q had numerous little things that felt “off” about it. Those are past-tense sentiments. When the PBE updates, the new stuff will be in! This update is all about visceral satisfaction. The Q should feel better to use and the passive gives allies XP in a much more hands-on way. If any of you fine folks have the chance to check it out on the PBE, I’d love to hear what you think!

For Time Bomb, we’ve updated the attach logic, tweaked the animation timing, given it a new attach particle, fixed a bug where it would appear to ‘flicker’ on landing, and generally made the way it interacts with the game world more consistent and satisfying. None of these changes by themselves are likely to stand out, but taken together they should improve the experience of using Time Bomb significantly.

For the passive, it’s new! Behold!

Time in a Bottle

Zilean stores time as Experience at a rate of X per 5 seconds.

When he has enough Experience to finish an ally’s level, he can right-click them to impart it. Zilean receives as much Experience as he gives. Cannot be used in combat.

Does what it says on the tin. While the passive is off cooldown, Zilean sees indicators letting him know how much more XP he needs to finish someone’s level; when he has enough, there’s a line indicator to show him he can activate it. Hi-five a level into your buddies! Zilean gains the same XP as he gives and banks XP faster the higher level he is, so he wants to use it as often as he can. By being higher level mid lane he has slightly more XP to hand out, by being with an ADC bot lane he has persistent access to an ally. At level 18 Zilean no longer needs any XP for himself so the amount he gifts his allies effectively doubles.

These changes help establish Zilean’s identity, both thematically and in gameplay. Thematically, Zilean’s typically had a lot of interesting and unique elements, but has fallen short of the epic power expressive of time magic. Some of his spells do reach that height–Chronoshift, the Time Bomb stun, and to a lesser extent the 99% value on Time Warp. By giving him direct, visceral control over one of the fundamental forces of the game, he solidifies the stature that befits him as a time mage.

In gameplay, Zilean’s support side excels against assassins/divers and in a protect the carry role; in this, he is typically overshadowed by Lulu, who shares his solo/bot switch capability and who can defend her ADC without the dps interruption that Chronoshift’s revive brings. His utility mage side often overlaps with Orianna, a perennial generalist who can provide utility from a carry role and who also capitalizes on melee teammates. Between these two, Zilean’s unique elements are his superior synergy with juggernauts via Time Warp, his amazing lategame control scaling, his massive zone control (compared to Lulu), and his mid-game roaming (compared to Orianna).

Time in a Bottle gives him a capability that’s totally unique in its own right and further accents the things that separate him from other champs. Juggernauts typically care about levels much more than ADCs and the passive rewards him for roaming. It won’t solve all of Zilean’s challenges, but it helps the time mage float in the right direction.

Lastly, we’ve added a rec item page for mid; players can toggle between the mid and support rec items by clicking the down arrow on the tab title. The mid page displays by default–generally, the newer players are the ones who use rec items and mid lane is a much more forgiving place to play the Zilsta.

Foxy grandpa indeed. All this stuff will be on the PBE soon, I’m especially eager to hear how the changes feel in live games!

[ Link to Post ]

 

 

Can Zilean use his passive while his teammate is farming minions

20thCenturyFaux Final PortraitIt only counts whether Zilean is in combat, and combat with minions doesn’t count.

[ Link to Post ]

 

 

 

 

Items like Steraks Gage make Total AD scaling better than Bonus AD

Meddler Final PortraitBase AD being significantly more appealing on some types of champion than others is something we’re trying out as a lever for better item design. Something we’ve struggled with in the past is creating items to help out some classes or positions because of the way other classes/positions would take better advantage of them (a pain some junglers for example probably recall well, given some past uses of jungle items by laners before the need to at least take Smite to do so). In this particular case base AD/total AD ratios are things we’re looking to focus on juggernauts much more than mobile melee.

[ Link to Post ]

 

 

There are already mobile melees with Total AD ratios Irelia Riven

Championship Riven Banner

Meddler Final PortraitIf items like Sterak’s become problems on characters like Irelia and Riven we’ll look at whether we can shift them to bonus scaling instead of total, rather than necessarily having to nerf the items in question. Bonus versus total AD is a tool we’re looking to use as a way to distinguish different classes somewhat, rather than an old way versus new way thing.

[ Link to Post ]

 

 

Will we be seeing long lore entries for every new champion from now on

Jaredan Final PortraitIt’ll vary a little, but essentially this is the planned format moving forward for every Champion, including all currently existing ones. It’ll take us some time, but we’ll get there.

[ Link to Post ]

 

 

Follow Up Banner

Jaredan Final PortraitEach new champ will be getting one on (or very near) release. Separate teams are developing the longer character intros. Narrative folks embedded on the product teams Champ and ChampUp will work on longer intros for the champ they are focused on, another team is working purely on small edits (removing mentions of IoW. for example) and also writing full pieces such as we did for Bilgewater. The discipline (Narrative) makes sure we’ve got good communication on how those different endeavors are working together.

[ Link to Post ]

 

 

Will new champion lore be limited to events like Bilgewater

Jaredan Final PortraitIt won’t be limited to events like Bilgewater.

[ Link to Post ]

 

 

 

 

What happened to the Runeterra map Is it still being worked on

Runeterra Map Banner

Jaredan Final PortraitWe don’t have anything ready to show other than the two artifacts we have so far. It is being worked on though, I checked in with Ant in Oz about it this week.

[ Link to Post ]

 

 

 

Will we ever have a clearly defined Timeline for the world of Runeterra

Jaredan Final PortraitA timeline is something being worked on by the Foundations team. There’s a lot of work to go into that though.

[ Link to Post ]

 

 

 

Will your team be working on fleshing out Mount Targon as a region

Jaredan Final PortraitIt’s high on the list alright. That was not a pun. The Foundations team is working hard on Mount Targon, among others regions.

[ Link to Post ]

 

 

 

Have you considered writing a more unified culture for Ionia

Jaredan Final PortraitI think it will be the exact opposite of a unified culture. Ionia isn’t a small island, it’s pretty huge. There will necessarily be a lot of diversity due to landmass—it’s not as big as Valoran, but there’s plenty of room for different landscapes and people.

You’re spot on about the lack of history beyond the Noxian war. A few of us were speaking about this very topic yesterday. That’s something we know we need to develop.

The Freljord’s past, present, and future is very much on our minds. You’ll see development on that, just not right now.

[ Link to Post ]

 

Will we finally learn more about Mordekaiser

Mordekaiser Single Banner

Jaredan Final PortraitWe’re doing a lot of thinking around Mordekaiser. He’s going to be rather important, don’t worry. That importance might not be completely apparent right away, but it will be. Oh yes, it will be…

This cryptic tease was brought to you by Poro Snax. Poro Snax. Now only 97% poro.

[ Link to Post ]

 

Concept artist Jon Buran has uploaded several concepts for League skins. You can find the collection on ArtStation HERE and you can find the remainder of his art on his DevinantArt page.

COVER COVER COVER COVER COVER

 


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

 

Red Posts 22 09 Banner

 

Topics Banner

 

Recent News Banner

SEPTEMBER BUNDLES MYSTERY SKINS IN STORE Banner

 

 

Could you update the Champion Update schedule

Scruffy Final PortraitWe’ll get to this very soon.

Spoiler (the nearer future):

Poppy (big)
Taric (big)
Shen (medium)
A bunch of small marksmen updates (like the juggernauts)

There are others that we’ve talked about (yorick, akali etc) but those are still in earlier phases.

[ Link to Post ]

 

 

Are these reworks listed in the order theyll be released

Scruffy Final PortraitNo sorry, it’s not even 100% clear to me how they will shake out. Different “pods” on the team are working on different projects concurrently so sometimes things finish faster than others.

[ Link to Post ]

 

 

 

Can you share which Marksmen women are slated for updates

Scruffy Final PortraitThere are a lot of them in progress, and we’ve mentioned a few already (MF/Quinn). Not sure if I should spoil the rest.

There will be a bunch of them with like 1 skill or mechanic change (like the juggernauts) focused on making them more unique. Some marksmen, Lucian and Graves for example, have a ton of overlap in playstyle and strengths/weaknesses. We hope to fix those type of overlaps.

On top of the characters getting “reworks” we are probably going to do a stat/scaling pass on nearly all of the marksmen to go with the updated marksmen items that are being worked on by the systems team.

[ Link to Post ]

 

 

Is Caitlyn on your Marksman Update list

Caitlyn Banner

Scruffy Final PortraitWe are indeed doing some work on Caitlyn as part of the pre-season’s Marksmen update. None of her abilities are likely to change substantially. As many have mentioned she’s fun and functional on Live. It’s just hard to identify a situation when she’s the right pick over other marksmen.

Here’s the gist of the present direction, roughly ordered big to small in terms of where our changes are likely to focus:

  1. Hone Caitlyn’s strategic identity as a siege/zone control-focused champion, likely by emphasizing her traps.
    Hone her thematic identity as a sharpshooter by emphasizing accuracy and range.
  2. Give a bit more depth to her playstyle, likely by emphasizing shot timing and target selection. You should know a person who has 30 games on Cait from one with 5.
    Add this depth through rewarding good planning and judgment, not pure mechanical skill.
  3. Retain/enhance her trademark safety, again likely through enhanced traps, in exchange for not being a great tank buster compared to less safe marksmen.
    Ensure she has access to offensive rewards should she trade in some of that safety, likely through 90 Caliber Net.
  4. Create limited windows of breathing room to her early pressure so that more champions, when properly played, can fight back against her laning phase.
    Use those windows to let us be comfortable with her being a potent lane bully.

[ Link to Post ]

 

 

 

Where do you think Irelia sits in terms of being updated

Scruffy Final PortraitWe aren’t working on her currently, but she is a champ that we have a ton of interest in for the future. There is so much we could do now to better deliver on the promise of the “psi blade” character. It’ll be a lot of work and we’d probably want to build her from the ground up (new model, anims, kit etc).

When we do start working on her, we will definitely have some dialogue about what are the things that current irelia has that are really working. I would rather we enhance the things that irelia mains love than just create something cool, but too different.

[ Link to Post ]

 

 

Could you elaborate on what changes youll be making to Quinn

Quinn Banner

Repertoir New PortraitI appreciate your guys’ concern with the upcoming Quinn changes, and I do enjoy seeing threads like these that are well thought out and in the spirit of making a character everyone can be happy with.

We’re still not quite ready yet to discuss Quinn’s upcoming changes in detail, but I’m looking forward to being able to do so. I will say in advance that the above stuff that OP mentions Quinn mains agree on won’t necessarily be everything you can expect from the changes, and I do understand that there will inevitably be players that disagree with some of the changes I’ll end up making, as is the case with almost every update to a character. In her changes, we’re trying to mostly preserve what is cool and fun about the character while hopefully making the whole package make a bit more sense, especially from a gameplay perspective.

I will say that in the update, you can expect her abilities to mostly be the same, with changes here and there to their effects, cast types, numbers, etc.

[ Link to Post ]

 

 

Whatre your thoughts on Darius being permabanned in Patch 5 18

Darius Banner 1

Meddler Final PortraitPersonal feeling is that his current ban rate made sense for 5.17 Darius, but doesn’t for 5.18 Darius since he’s lost a noticeable amount of power. He might still be ban worthy for some people/some match ups, and might or might not still be too strong, but not 90% ban rate worthy. I’d expect it to take a while for his ban rate to lower though, most people banning him won’t be seeing him in game in the first place to observe the changes (super high ban rates limit feedback), so it’ll take a while for them to get a read on his revised state.

[ Link to Post ]

 

 

Follow Up Banner

Meddler Final PortraitAs far as follow ups go, if we needed to do something flat + % missing, or flat multiplied by % missing on the heal would definitely be one of the things we’d look at. Whether that’s the change we’d go for would depend on what the issue was though (no sense nerfing his heal if something else turns out to be an issue for example).

[ Link to Post ]

 

 

Riot Music Team Update

Praeco Final PortraitHello folks.

With the Kindred theme coming out, I’d like to introduce you to Edouard “Ed The Conqueror” Brenneisen, who just joined our music team as composer. Kindred was his first project, and we’re all very excited to have him on our team, writing music for you all in the future.

With him, our team now consists of the following vagabonds:

  • Sebastien “Chemicalseb” Najand (His work includes the themes of Ekko, Braum, Urf, Super Galaxy Rumble, Rek’Sai, Bard, PROJECT, etc.)
  • Alex “Scherzophrenia” Temple (His work includes the themes of Bilgewater(including map music & champion themes), Snowdown 2014, Tiny Masterpiece of Evil, Tales of the Rift, etc.)
  • Jason “Protoshredanoid” Willey (He also joined our team somewhat recently. His work includes the theme of Tahm Kench, Pentakill & eSports music contributions)
  • Edouard “Ed The Conqueror” Brenneisen (As mentioned, Kindred was his first piece for us)
  • Myself, Christian “Praeco” Linke (My work includes the themes of Nami, Diana, Jinx, Vi, Amumu, etc.)

Together, we work on all musical aspects of League of Legends. We all have different and musical styles and backgrounds that we try to utilize intelligently for all the different projects that we tackle, and one of the awesome aspects of working on this team indeed is being able to learn from each other every single day.

If you have any questions, feel free to ask us whatever you’d like.

Also, for the curious, the awesome dudes from surrenderat20.net already uploaded the theme, which is currently on PBE:

Thanks,

Christian // Praeco

[ Link to Post ]

 

 

Will we have more music from Pentakill

Praeco Final PortraitYeah! We’ve had a handful of get-togethers so far to write on some new stuff. We don’t have much yet, but we’re actually working on it 🙂

[ Link to Post ]

 

 

 

Is there going to be an update to the League of Legends album

Praeco Final PortraitYes. Also in the beginning phase, but this one should be taking way less time than the first, because the newer music is produced much better, and hence will not require as much re-production.

[ Link to Post ]

 

 

How did you develop the music for the Burning Tides event

Scherzophrenia: Hi!

Bilgewater was a fun project to work on, particularly as someone who probably plays 10 ARAM games for every SR game. One of the first things we looked at was what kind of instruments it should have, and whether there should be a “featured” instrument (in the way the Nyckelharpa is for Freljord). We decided that rather than focusing on one instrument, we could capture the melting-pot feel of Bilgewater better by using a variety of different instruments “imported” from other parts of Runeterra, brought together with some questionable playing techniques to make some unsophisticated noise at a pub down by the slaughter docks. The next question was, what should that ensemble sound like?

A lot of the “percussion” that you hear in the track is quite literally what you might hear in a Bilgewater pub: it’s recordings of mugs being slammed down onto wooden tables that I later cut up and assigned to keys in a playable MIDI instrument. Some of the other non-MIDI instruments were chosen based on what was available, which in hindsight I think fits the spirit of how a Bilgewater ensemble would be assembled. We brought back the same bouzouki that chemicalseb used all over Braum’s theme, but after traveling all the way from Freljord we thought it shouldn’t sound that great. To fix this, I tuned it down almost an octave to get a loose, nasty twangy sound from it. I also bought a cheap Mandolin for the project, and while I do my best to play it “correctly” on many parts of the tracks, I think we actually had much more interesting results when I played it with a violin bow. I thought of it as the sound of a drifter with a bit of mostly-forgotten fiddle technique bartering his way into possession of a mandolin somewhere in Bilgewater, and trying to play it like a fiddle because in his addled mind, it looked kind of like one. You can hear this in a lot of the drones, like the ones that begin most of the logins and the champ select music. The voices are a bunch of Rioters having a little too much fun for a Monday afternoon. We’d considered doing lyrics but concluded that it would be too distracting for in-game music.

Musically, I thought everything should be simple and unsophisticated – the kind of music that would be picked up through oral tradition rather than properly learned. Thematically this meant straightforward rhythms with a lot of note repetition and a lot of stepwise motion (moving up or down by just one note rather than in larger leaps). I developed all of this in the map music first, and then later extracted and re-purposed the themes for the various logins. We actually work this way on a lot of our projects, where we might do a promotional video first, and then expand certain elements into the login. (For example Shurima, Ekko, Freljord, and Summoner’s Rift were all done this way.) This often is due to project timelines more than anything else, but it also works in our favor, because it can be tempting to get carried away while working on a standalone login and write music that will be harder to adapt for a more time-locked format.

I have been meaning to get the rest of the music up onto Soundcloud, sorry for the delay! I’ll try to get it up this week 🙂

[ Link to Post ]

 

 

How do you feel about the open mid situation developing in NA and EU

Ghostcrawler New PortraitIt’s a really nuanced conversation. The reason we don’t allow surrender immediately (for example once you see what the enemy team comp is) is because it’s often possible to win a come-from-behind victory, and we want to give players an opportunity to focus on strategy rather than focusing on campaigning the team to surrender. In addition, we don’t want to use quick surrender as a run-around leavers. For example, we don’t want to encourage someone harassing you to surrender because they didn’t get the position they wanted or because they didn’t get First Blood.

However, it does also suck when you are really, really far behind (say a couple of players never connected) and you’re just killing time waiting for that 20 minutes to tick down. Our surrender mechanic may need more flexibility in its design.

The open mid situation is further complicated by a number of factors. For example, teams may be throwing games just to get around the surrender limit I discussed above. Or maybe players perceive the game to be more snowbally than it really is, so they feel like playing from behind isn’t worth the effort. (Our data suggests the game isn’t more snowbally for players in most ELOs, but perceptions don’t always match reality.) Also, there may be a perception that since open mid started in Korea, and Koreans have a well-earned reputation as skill players, that they must be onto something. 🙂

We’re discussing what to do about it, if anything.

[ Link to Post ]

 

 

PROJECT community creations

Jynx Final Portrait…SEARCHING… TARGET // FAN ART //

ACTIVATE.

 

 

Akujin-b0x and crimson-seal

 

drweesnaw and goodknight2sday

 

grouchygutterrat and Gumae

 

kaerru and Kai Cosplay

 

KaerruArt and kiremeister

 

Maciej Kuciara and McDobo

 

MgnZ and MonoriRogue

 

Muju and Naheht

 

NE0SHIN and nerdrodder

 

Noscium and Polkadotzombie

 

Racchoi and RazeArmada

 

Shintaibee and Skullwidow

 

SuperKusoKao and synclairekapturart

 

Tropic02 and yuan lan

 

zymv587 and キノコ

 

Share more of your favorite PROJECT creations in the comments below!

 


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

 

News 19 02 Banner

 

Summary

Meddler has confirmed that tank junglers like Zac, Nautilus and Nunu will be receiving buffs in the next few patches; no news yet on whether Rammus and Amumu will receive tweaks. DJ Sona will be discounted to 2450 RP on release, Veigar‘s PBE changes are locked for Patch 5.4, Azir will be receiving compensation for his recent nerfs, IronStylus talks Irelia’s future redesign, new champion has been confirmed to have no knock-up abilities and an opportunity to share a school story about  making friendships through games!

Table of Contents

 

Recent News

Wonder-Above-Banner

Mandrake-Ward-banner

 

All PBE Updates for Patch 5.4 Cycle:

 


Tank Junglers Banner


 

 Can we have an update on tank junglers

Meddler Final PortraitWe’re aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3’s the current live patch, design work on 5.4’s just finished for context). To start with that’ll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).

[ Link to Post ]

 

 

Wont buffing Rangers Trailblazer help tanks jungle easier

Riot Axes New PortraitSo, just for some context here, the item sustain has been tuned around jungle goals and not the other way around. That is, taking camps is supposed to cost some of your resources and the items aren’t supposed to be able to shortcut that too much.

We are definitely looking at the jungle items, with Skirmisher’s Sabre and Poacher’s Knife up for fairly significant changes, though maybe not on the same cadence that Meddler mentioned (those changes are targeted more at making sure the whole set ends up in a good place, not specifically at making particular junglers feel good).

We’re also looking at the enchantments – no details right now, but Juggernaut is on our hit list both in final item and build path, with the goal of making it actually work for jungle tanks. There are a few other things in progress right now, and we’ll see where they land.

Tl;dr: Trailblazer itself is unlikely to receive buffs, but we hear you on jungle tanks and we are working on it. We want those champs to feel good to play.

[ Link to Post ]

 


What about Rammus and Amumu

Meddler Final PortraitRammus and Amumu will both be looked at to see what they need, though potentially as part of a second set (whether in the same patch cycle or a later one) depending on how long work on the first set takes.

[ Link to Post ]

 

 

Single Posts

 


25 discount on DJ Sona for release



Veigars changes are locked for Patch 5 4

[ Note ] You can check all of Veigar’s changes for Patch 5.4 here.

Meddler Final PortraitThe Veigar changes for 5.4 are locked. Directionally we believe a delay on Veigar’s E is essential to making Veigar healthy (so that we can be happy if he’s strong and popular, rather than definitely having to nerf him if that happens). If that delay does prove to be too long we’ll reduce it, given it’s much harder to shut Veigar’s laning down given the extra range and shorter CD on his Q however that delay’s our best estimate on appropriate for the upcoming patch.

[ Link to Post ]



Azir is currently at 38 winrate Will he be buffed soon

Meddler Final PortraitWe’re working on some Azir buffs at the moment, the recent nerfs hit him harder than intended. It’s very likely, though not guaranteed yet, that those changes will include adding at least some range back onto his W.

Odds are high those buffs will be in the 5.5 patch (5.4’s already locked so we can’t do the next patch, we would like to get these out as soon as feasible though).

[ Link to Post ]



Lunar Revel festivities wind down

The sky lights up as one last round of fireworks explodes, celebrating the end of this year’s Lunar Revel. Legacy content (listed below) heads back into the vault when the festivities end so grab all your favorites by February 23!

  • Dragonblade Riven
  • Warring Kingdowms Tryndamere
  • Firecracker Ward
  • Firecracker Icon
  • Year of the Goat Icon

 


Next champion will not have a knock up

Meddler Final PortraitI would like to take you up on that bet for enormous amounts of money.

Or, to be even blunter about it – no, no knock up on the next champ. Probably none on the next couple of champs either, though that’s not completely certain yet.

[ Link to Post ]

 

 

Whatre your ideas for Irelias upcoming redesign

IronStylus Final PortraitA lot of what she’ll be depends a whole hell of a lot on a gameplay overhaul. She’s currently viewed as a larger scope project, but if gameplay is able to ship something first, we might scale back the scope. I don’t think that they have a kit currently however. She’s technically in the “high-opportunity” bucket, but chances are she’d need a whole lot of support from all three disciplines.

Personally, I like to design around story and gameplay. I can work with her being an Ionian general wielding unobtainium soul-blades. That’s cool to build off of. However if we overhaul her narrative aspects, some things might change, but I don’t see her main reads as changing. She’s not going to turn into a magic wand user or anything.

The version I have currently sort of looks like a blend of some internal Ionian exploration we’ve worked on as well as some hints of Yasuo’s armor plates and Karma’s clothing style. I riffed off of Yasuo to give her a fuller set of armor that sort of follows the plating of his armored arm. Sort of like.. what would the military version of that look like, and how does it’s general sensibilities work as a whole costume?

Aside from that, that’s all I really have. It’ll be a good jumping off point for us when the discussion comes around though.

I’m really excited for her whenever we do decide to start pre-production on her!

[ Link to Post ]



How have video games influenced your friendships in school

Riot Sherman505: Over the last couple weeks, I have been working on this NACC recap article. It got me thinking a lot about the friendships I developed playing League in college.

College is a strange time in everyones life. It’s essentially a social reset where you’re left to build a whole new group of friends. During the weeks leading up to my first day of school, I started playing League with a friend’s friend. Since it was the summer, we played a few times a day and really got to know each other. It was about a week before school started that we realized we were going to be attending the same college and would live in the same dormitory.

I missed the official move in date and showed up a few days late after all the freshman orientation activities, so everyone sort of had a leg up on me. Once I met up with him I was introduced to everyone he had already been hanging out with. We all had a common interest in video games, and it wasn’t long until we all played League together for the first time (had to play in the communal laundry room for the best connection).

The people I met in that first week went on to be my roommates for the next four years. We played in some of the first college tournaments and eventually started a League of Legends club at our school. Even now that we have graduated, we still play League together as much as possible.

How has League (or other video games) influenced your friendships in school?

[ Link to Post ]



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


 

PBE 14 01 Banner

 

PBE 14/01

 

[ 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.

 

Here’s all the major content you’ll see in Patch 5.2 (updated every PBE Patch):

Arbiter Velkoz Cycle Banner
Firecracker Jinx Cycle Banner
Warring Nida Cycle Banner
Warring Kata Banner

 

 

This splash is labeled as part of a Nidalee skin, but it looks like it’s for Sivir. Sivir skin hype!

 

 

Sweetheart Annie

Sweetheart Annie will be available in store for 750 RP after Patch 5.2 hits live.

 

Sweetheart Annie Model 1

Sweetheart Annie Model 2

Sweetheart Annie Model 3

Sweetheart Annie Model 4

 

 

PBE Bugs Feedback Thread Sweetheart Annie

KateyKhaos Final Portrait1/14: Looks like we were a bit too early. Annie won’t be playable in game today. Sorry!

Annie couldn’t wait to show everyone her Valentine’s Day outfit, so we agreed to let her on the PBE a bit early!

Sweetheart Annie will be 750 RP and includes:

A new model and texture for both her and Tibbers!

Sweetheart Annie is now available to play on PBE! We always find bug reports and feedback super helpful, so feel free to comment in the thread below! Likewise, if you’ve got any questions, post ’em here, and we’ll do our best to answer them!

[ Link to Post ]

 

 

Tristana Voice Over

Trist has a brand new voice to complement her visual and gameplay update! Here are all her lines, courtesy of SkinSpotlights:

 

 

 

Tristana Visual Update

Trist is now available on the PBE; here are her new looks across base model and all her skins:

 

Classic Tristana

Classic Tristana Model 1

Classic Tristana Model 2

Tristana Classic Recall

For her recall, Tristana does a somersault into the air and lands on her cannon.

 

Tristana Death Animation

Saddest death animation this side of Bandle City.

 

Classic Tristana Q

Rapid Fire [ Q ]

 

Rocket Jump 1

Rocket Jump 3

Rocket Jump 2

Rocket Jump [ W ]

 

Explosive Shot 1

Explosive Shot 2

Explosive Shot 3

Explosive Shot [ E ]

 

Buster Shot 1

Buster Shot 2

Buster Shot [ R ]

 

Riot Girl Tristana

Riot Girl Tristana Model

 

 Earnest Elf Tristana

Earnest Elf Tristana Model

 

Firefighter Tristana

Firefighter Tristana

 

 

Firefighter Trist is a legendary skin so all her spells got new effects! Check them out below:

Trist Skin Q 1

Trist Skin W 1

Trist Skin W 2

Trist Skin E 1

Trist Skin E 2

Trist Skin E 3

Trist Skin E 4

Trist Skin R 1

Trist Skin R 2

Trist Skin Death Animation

 

Guerrilla Tristana

Guerrilla Tristana Model

 

Bucaneer Tristana

Bucaneer Tristana Model

 

Rocket Girl Tristana

Rocket Girl Trist Model

Rocket Girl Trist Model 2

 

 

Texture Rebalances

Irelia and Jarvan IV got texture updates in this updates. I’ll also check if Dr Mundo‘s textures have been fixed.

 

Classic Dr. Mundo

Classic Mundo Model 1

Classic Mundo Model 2

 

Executioner Mundo

Executioner Mundo Model

 

Corporate Mundo

Corporate Mundo Model

 

Mundo Mundo

Mundo Mundo Model

 

Classic Irelia

Irelia Model 1

Irelia Model 2

 

Nightblade Irelia

Nightblade Irelia Model

 

Aviator Irelia

Aviator Irelia Model

 

Infiltrator Irelia

Infiltrator Irelia Model

 

Frostbutt Irelia

Frostbutt Irelia Model

 

Classic Jarvan IV

Classic Jarvan Model 1

Classic jarvan Model 2

 

Commando Jarvan IV

Commando Jarvan IV Model

 

Dragonslayer Jarvan IV

Dragonslayer Jarvan Model

 

Darkforge Jarvan IV 

Darkforge Jarvan Model

 

 

Champion Changes

 

 

Reksai Final Portrait

 

Burrow Unburrow Final IconBurrow/Un-burrow [ W ]

  • Enemies can now be hit by Unburrow’s knock-up and damage once every 10/9/8/7/6 seconds, decreased from once every 10 seconds at all ranks

 

 

Tristana Final Portrait

  • Attack Speed-per-level increased from 1.2% to 1.5% (live value is 2.5%)

 

Explosive-Shot-Final-IconExplosive Shot [ E ]

  • Base damage decreased from 70/80/90/100/110 to 60/70/80/90/100
  • Bonus AD Ratio increased from 0.6/0.7/0.8/0.9/1.0 to 0.6/0.75/0.9/1.05/1.2

 

Buster Shot Final IconBuster Shot [ R ]

  • AP Ratio decreased from 1.5 to 1.2

 

[ Note ] You can check out the changes to Tristana on the PBE so far here.

 

 

Objectives

 

Dragon Final IconDragon

  • Base damage decreased from 230 to 120
  • Attack range increased from 350 to 500

 

 

New Friend Discovery Feature

If you have a Facebook account and friends there who play League, this new feature will give you an easy way to find each other in-game.

 

AddFriend

 

MattEnth: Hey everyone,

In an upcoming patch, we’re introducing a new series of features that’ll help you find and add your IRL friends in League. We’re designing a hub for these features that’ll grow over time. The first of these helps you add fellow League players from your Facebook friends list. Many of you are on Facebook, and already use it to find friends in gaming networks. To us, it makes sense to start there.

When the new hub goes up, you’ll have the option of finding friends in League through Facebook. To clarify, you must choose to activate and use this feature. If you do, you’ll start seeing friend suggestions near the bottom of your League friends list. From there, you can add your friend or dismiss the recommendation.

You’ll only see suggested friends under all of these conditions:

  1. Both you and the suggested friend have activated and approved the Facebook connection
  2. You aren’t yet friends in League
  3. You are friends on Facebook
  4. Neither you nor the suggested friend have ignored the recommendation

When you add a suggested Facebook friend to your LoL friends list, you’ll still see them by their summoner name. In this implementation, their Facebook name will be prepopulated in their friends list note so you remember who’s who. You can still change the note afterward if you like.

We recognize that this isn’t a feature for every player. A key design tenet for the feature is that nothing changes for players who choose not to use it. We want this feature to be easy to ignore, while still valuable for those who want to beef up their friends list. We also want to make it easy to opt out of the feature at any time and for any reason.

Another key design tenet is privacy. We’ve taken extra steps to ensure that your Facebook info will never be shared with players if you haven’t explicitly activated the feature. If you do authorize and activate the feature, only your Facebook friends will ever see you as a suggested friend. Your Facebook info won’t be shared with strangers, won’t interact with your Facebook feed and will never post to your Facebook Timeline for you.

This feature is going to be on the PBE for a while so that we can gather feedback and iterate. We’re not quite finished yet, but we wanted to make sure to get the word out early. I’ll be around in the thread with Limely, a designer on the feature, to answer any questions!

MattEnth

[ Link to Post ]

 

 

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

 

 

News 13 01 Banner

 

Red Posts 13/01

 

Recent News Banner

Patch-51-Maintenance-Banner

 

 

Champion Updates Banner 3

 

 

QA on Champion Update Design

Scruffy Final PortraitHey everyone!

This is a totally unprompted thread where I thought I could answer whatever questions about new champion or champion update designs. I’ll come back to the thread and post answers to a bunch of questions up into this OP.

Because this is the first time I’m trying this, let’s do a broad and obvious topic – Champ Design (including reworks). The type of question that would be fitting here is like “how do you determine which skills to keep when you rework a character?” or “what makes a good character passive in your opinion?”

Stay on topic (sorry I don’t work on URF so DONT ASK LOL) and I’ll try to answer as many questions as I can.

Fire away!

EDIT 1:

I’ll answer a few now and come back later for more (and probably throughout the weekend)

  • If a champion is relatively fine in a purely BALANCE perspective, do they ever have an opportunity to get reworked to be more like what they’re supposed to be? Or be made so that they aren’t such a wasted concept?
  • Yes! We most definitely do and will continue to use thematic delivery, fun, and satisfaction as a reason to revisit a character. We always set out the goals of a project when we start, so we know if it is more mechanics focused (something like soraka) or thematic/satisfaction focus (something like gangplank) or a lot of both (sion).
  • How do you prioritize updates?

Currently we prioritize updates by which are the most “in need” of the improvements (gameplay or visual). Each group (art, design, sound) will use their own analysis and player feedback to rank which champs are really needing the update. This led us to champs like soraka, sion, nidalee, poppy, karthus, etc. While going through this list we have some spare people to work on smaller less urgent projects like viktor, gragas, tristana to keep things coming as often as we can.

  • How much more mobility can we expect to see added to League of Legends in the coming season?

This is a timely question, with so many more mobile champs in recent releases than in the early days of LoL. We actually met with a large group of new champ and champup designers to talk about how much mobility we are giving to characters and at what cost. The general consensus is that we are probably going to both be a bit more selective with where we give mobility and give the characters appropriate costs to having mobility. For example, we think that by default a marksman doesn’t have burst mobility, so the question that we are asking ourselves is “what cost is a character like lucian, tristana, or corki paying for the powerful mobility tools that they have?”

  • Can you describe the factors in/process between deciding whether a skill is a skillshot or targeted ability?

You could have a great ability on both sides of this coin (skillshot or targeted). The real question that we are asking is what parts of a character’s overall kit are reliable and which are unreliable. Having a healthy mix of both is typically a recipe for success because it gives the character some baseline tools that they can count on mixed in with some important moments where hitting a skillshot, blocking a spell with a spellshield, or dodging a big burst of damage with your Zed ult can determine the outcome of a fight.

EDIT 2:

A few more answers

  • What is Riot’s current opinions on hybrid champions, either current or possibly new?

Hybrid champions aren’t problematic as a concept, we just try to factor in how being a hybrid character affects the game. A hybrid champ has both a harder time itemizing for penetration and makes it harder for their opponents to itemize defenses against them.

  • Ever considered an energy-based Support?

We haven’t put any serious work into an energy based on manaless support recently, but it isn’t an impossible design space. The key factor here is that we would want to preserve the important “attrition” element of bottom lane, so this character should probably not have strong health sustain or healing in combination with no mana.

  • How does Riot determine what to keep and what to revise on champion kits in need of a rework for “thematic” reasons?

The first step of a rework is often more about finding the right overall direction for a character. Take Sion for example, we first determined that this guy is best delivered as a tanky “undead juggernaut” that moves slowly but is a major disruptive force in the middle of a fight. It is a very high priority for us to find the right core concept for a character that matches the coolest and most important elements of the character before the rework. With the high level direction figured out, we can see what abilities on the old kit would still work with the new direction for the character.

  • Does how often a champion get played factor in to the decision to rework them? Or are you fine with niche picks, like Urgot?

We do consider a champ’s play rate when we are selecting reworks but we don’t bias one way or the other. A good mix of popular and unpopular champions is what we are aiming for currently so that we can sometimes update popular champs to create positive impact to a wide group of players and sometimes update niche champs to keep them relevant or give them new life.

EDIT 3:

  • How often do reworks get canned, and how far do they usually make it before they get canned?

Rework projects rarely get canned. Though in the past, maybe 1 in 5 that goes into early exploration is put on hold and picked up later. A project like Warwick that Zenon was working on but had to be put on hold for him to work on other projects will be picked up where he left off and finished. Even if entire kits are scrapped and restarted, the work is not a waste because we likely learned a lot about what didn’t work for that iteration and that leads us to things that usually work much better.

  • When it comes to new champion design and such, is the factor of said champion completely overshadowing another, older champ taken into account?

We very heavily consider this when working on new champions. We want a new champ to bring something new to the game rather than replace and overshadow something that champs already do. Sometimes if a champion is released in a too powerful state, it can give them strengths that they aren’t designed to have.

For example, Braum is intended to be a unique defensive support in how he can block projectiles for his team while staying mobile. When he released he was doing that just fine, but he was also a very strong aggressive pick support with Q slows, damage and follow up stuns. When we saw that he was overshadowing a lot of other supports in this way, Wreckz and the live balance team responded by lowering his aggressive play potential to focus his power in the ways that he is meant to have it.

  • How would you go about reworking Teemo?

Hehe, I can’t resist answering this one because TEEMO. So first off don’t take any of this as gospel because I’m just spitballing here.

First off is to try and understand the core of what Teemo is about and what his current problems are. The really unique and fun thing about teemo (IMO) is the way he can control an area of the map like top lane or baron pit with his mine field of shrooms. He also has a clear poke pattern in lane and high sustained damage in the late game. Some of the most obvious problems that he has are that there is no meaningful counterplay to his mushrooms and his poke pattern is also not interactive and just involves trading targeted damage against an often melee opponent.

So when it comes to solutions I would try a variety of mushroom version with possible counterplay and to compensate the teemo player, add or emphasize the awesome rewards he gets for catching his opponents in his traps. A crazy example would be that if he was stealthed (by standing still) and someone triggered a mushroom trap, he could keep his stealth and run quickly towards the triggered trap for an ambush. The other solutions around his poke lane would also need to be creative but would definitely move in the direction of his opponent having opportunities to avoid or counter his poke, and we could give teemo some new tools to compensate for the loss of reliability.

EDIT 4

  • Where does the buck stop when it comes to big decisions on a champion rework?

There is no single individual that has the 100% say over any particular champion update, but many people get to have strong input. From a game design perspective the primary “owner” as we like to call it is the main designer that is spending most of their time working on the project. They receive a lot of input from the other designers on the Champion Update and Champion team and get really detailed and thorough feedback from the Lead Designers on their team and other teams (Scruffy, Meddler, Morello, Ezreal, etc). In the end, by the time any character goes out, many different people have reviewed the kit and, if something is good enough to ship, often most people on the team are very happy with it.

  • You gonna give talon some form of cc (a real cc, not a shitty quarter second slow) on his cut-throat (e) or maybe a decent form of utility so he can keep up with all the incredibly good kits other assassins have?

I think in the future we will shy away from hard CC on Talon because as we have seen in the past, the combination of hard CC and his burst damage led to very frustrating and non interactive situations where he can 100-0 an enemy while they are unable to react.

On the topic of how we would want to improve talon (no immediate plans yet just talking about direction), his current pattern of burst an enemy or be useless is pretty binary and honestly a bit boring. I would want to buff up some of his utility tools like his stealth or even give him new utility tools that are not hard CC (like dodge, spell shield or something like that) to allow him to not feel useless when he can’t immediately burst kill his enemies.

  • What are some themes you want to check out that haven’t been touched on yet?

These are just my personal – Mind Controller, Earth Mage, Group character (multiple yordles or something cool), Mountain Climber, Blacksmith, A bunch of animal type creature characters, Flying characters that interact differently with the map, and these are just off the top of my head.

EDIT 5:

  • Using Rek’Sai as an example, what makes you decide to use a non-mana resource on a champion? Is it a thematic decision, gameplay, or a mix of both? How do you feel about the state of mana in LoL?

I’ll answer your last question first, I feel like mana is still a very important element of LoL, especially for some types of characters. Mana as a resource creates a second strategic layer of attrition for a lot of characters that adds a “long game” strategy to champ vs champ combat. Mana allows more outcomes to fights or trades than just “I killed you” or “I took more health away.”

When it comes to when we give mana to champs (or not in Reksai’s case) it is more often a mechanical decision than a thematic one. With Reksai we were exploring some different resourse mechanics with the health return passive, where health is the resource she has to manage more than mana. By comparison a mana based jungler like Warwick or Elise should stay healthier than Reksai when they are usuing mana on their sustain tools but they will eventually run OOM and have to go back to the fountain.

  • I’m seeing a lot of questions about Yorick and Mordekaiser so lets talk about them

First thing, we’re not actively working on either of those two champs but in terms of what is next for us when we finish current projects, they are very very high up on the priority list.

So Yorick we actually have a decent starting point with Xelnath’s earlier work and it is pretty clear what this guy is about – Ghoul Minions and Melee fighting.

Morde is a bit trickier because he is really straddling the line between what is a mage and what is a fighter. I bet when we start working on him and are trying to discover his core, we will find that both elements are very important to why Morde is Morde. The tough question will be answering what unique stuff a fighter mage can bring to the game (maybe play up his “ghost enemy” stuff).

EDIT 6:

  • What is Riot’s opinion on champions with more then one way to be built?

Personally I love it when champions have multiple build paths. The things that we have to watch out for are when one of the builds creates toxic or low interest gameplay. As an example if AD Varus played like he does now but the off build AP Varus (I know this isn’t really a thing) could one shot enemies with his Q and do not much else we probably would want to change the way AP varus worked so that it had a more healthy play pattern.

  • What is the maximum amount of crowd control you think you could and would load onto a kit without going overboard? How long would the target be disabled in some way?

The way that we think about this is more about the ratio of damage a character can deal vs the amount of CC they have. A character can have crazy amounts of CC (see nautilus) if they do low sustained damage, but another character could be problematic with even 1 second of CC if they deal high burst damage. The goal here is that the enemy receiving the CC will always have some window of time where they are not CCed and not dead so that they can react.

Have you ever considered having non-ultimate global abilities that deal no damage, but instead support champions in other lanes? Something on the line of care packages.

Yes, we have considered a bunch of stuff like this. Nothing has made it into a champion but I think there is room for some pretty cool mechanics in this vein. For example, a “scouting” focused character could do all kinds of global vision plays or even give allies an oracle buff from across the map. Another example is a “global push pressure” champ that could make minion waves on the opposite side of the map much stronger to create global push pressure for their team.

I think this is all of the questions for this week. I’ll try to rope in some other designers next week and maybe we can pick another topic. Was this useful/fun for you all?

[ Link to Post ]

 

 

Single Posts January 13 Banner

 

 

Mystery Skins for Good Behavior are still coming

DARTAGNAN Final PortraitHey everyone,

Many of you have seen your friends receive their Mystery Skins with you left wondering where your Mystery Skin is, or whether you even qualified for one. Never fear!

Mystery Skins are still being sent out!

We are sending them out in waves every single day, and it may take the next couple of weeks (until the end of January) before they are all distributed. We’ll update this thread once the last wave has been sent!

As a reminder, here are the qualifications:

  • All Riot Regions qualify – NA, EUW, EUNE, LAS, LAN, BR, OCE, RU, TR, and Korea
  • You need to be level 5 (reached level 5 in 2014)
  • You need to have played and completed at least one game of any mode (including Custom Games) in 2014.
  • You did not receive a 14-day suspension
  • You did not receive a ranked restriction (a single game ranked restriction will disqualify you)
  • You did not receive a chat restriction (a single game of chat restriction will disqualify you)
  • If you received a Leaver Buster Penalty, you still qualify for the Mystery Skin
  • If your account was compromised and suspended by Riot until it was recovered, we will double-check our list to make sure you receive one
  • If you have under the 10 skin minimum for Mystery Skins, we will check the list again and make sure anyone who did not receive one, but met all other qualifications, gets one!
  • If you recently transferred to another Riot Region, you will still get a Mystery Skin, as long as you meet the previous qualifications

[ Link to Post ]

 

 

I think Irelia as a whole needs a VU

IronStylus Final Portrait^ this. In fact she will most likely be a comprehensive gameplay and visual update (VGU). She’s listed as a high-value target but currently there is no prioritization for her for 2015, but that could change. We’re trying to get ahead on a number of front’s so we’ll see. I have a concept for her but it’s definitely not final. She’ll need a probably semi-large scope effort because of thematic issues. What is she exactly? Ionian metal-manipulating general? That’s cool, but could she be more? We shall see!

[ Link to Post ]

 

 

Why did Evelynn get a skin Safecracker before her visual update

Nurse Flan Final PortraitFor Eve, we saw an opportunity to create a skin for her before an update that wouldn’t interfere too much with any then-current plans with her. This does not mean every potential champion update is in the same state and can be treated in the same way. The team felt it would be a win to create a skin at the chance we got, so we took it instead of passing it up. It may not have coincided with what was said in the past about skin plans, but I think it’s much better to try and take things on a case-by-case basis rather than let a statement be the end all be all for the rest of eternity 🙂

[ Link to Post ]

 

 

Why hasnt Zac received a skin yet

Nurse Flan Final Portrait*disclaimer – Zac skins are a hot topic and we are not able to answer any questions about -when- a skin is coming out or is in the works (or any other skins). I’m here to perhaps shed a little light and let you guys know Zac is not forgotten!*

Definitely don’t think you’re being rude! What I can tell you is that Zac’s champ and stretchy tech is very difficult to work with, and that alone increases work time on him a lot. So using a popular community skin suggestion for him, Gentleman Zac – his clothes especially around his arms would have some crazy weighting and stretching issues. And it would also be really weird to see cloth stretching and turning into globs of goo haha I’d love to hear any suggestions on workarounds you may have to mitigate this!

I know “easy” recolored skins have been suggested for Mr. Blob, but then it would seem unfair if say we released a 750RP Bubblegum Zac and have him wait a while for another skin instead of taking the time to make sure we make a super awesome blow-your-mind quality skin for him.

[ Link to Post ]

 

Follow Up

 What about a swimsuit Zac skin

[ Note ] Here’s an example of how that skin could look like.

Nurse Flan Final PortraitThat’s a good example! Besides the addition of the swim trunks, it’s technically just about a fancy blue recolor though. 😡

The fanart done of pool party Zac include some cute arm floaties – which I like, but that would again cause problems with his stretchy arms! > n <

Summer is coming up for the Northern Hemisphere kinda sorta soonish (brr, that 50 degree California winter weather!). I can definitely make an extra poke about a skin like this!
^This is not a promise that this skin is going to be made! ; u ;

[ Link to Post ]

 

 

Welcome to Fantasy LCS

OMHALODIL Final PortraitWelcome to Fantasy LCS, where you build your dream team of LCS pros and compete against your friends for bragging rights and season glory! Beginning this week, we’ll be opening up the 2015 Spring Split Fantasy draft window.

Fantasy LCS is getting a face-lift for 2015, thanks to the feedback you gave us in the 2014 Beta. Here’s what’s new:

  • NA and EU are now on separate roster locks that correspond to the first day of matches for each league.
  • Each league now features a message board where you can coordinate draft times and discuss strategy.
  • We added chat functionality during draft
  • Scoring has been slightly tweaked: we added a fast win bonus of 2 points for teams that win in less than 30 minutes. Stay tuned for an article that dives into the rationale behind this scoring addition.

We added a few administrative tools:

  • If you are a league creator, you can delete your league if you haven’t drafted yet.
  • You can also leave a league if you haven’t drafted yet.
  • You can now rename your team.

Your league home page, roster page, and match-ups page are now shareable publicly. Show off your dream team, those close wins, and your standings to your friends!

Never played fantasy? Don’t worry — it’s easy! Join together with up to seven friends or fellow League players, then build your dream team, one draft pick at a time. Every player from the NA and EU LCS is up for grabs, and what they do on the Rift each week matters. You’re awarded points based on their performance, so when your pros do well, you do too! Fantasy LCS also adds a new layer of fun to watching matches each week, as fantasy stats updates will be piped in at real-time.

We’ve got a bunch of resources to help get you ready for your draft. Learn how to play and about draft strategy at fantasy.lolesports.com.

Stay tuned for more details on when you can get drafting! In the meantime, feel free to discuss strategy below. Who are your top picks?

[ Link to Post ]

 

 

Update El Tigre Braum price updated to 1350 RP

Galetta Final PortraitEDIT: Just wanted to update the El Tigre Braum thread about his price. He was always intended to be 1350 RP but we mistakenly listed him at 975 RP (sorry!). It’s his custom respawn animation specifically that pushes him into the 1350 price tier. Like all 1350s though, he’ll be on sale for the first week after his release so you can get him for 975 RP during that time. Sorry for the mistake and we’ll make sure it doesn’t happen again!

[ Link to Post ]

 

 

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

 

 

Free Champion Rotation January 20 Banner

The following Champions will be free-to-play until January 20th:


Annie Final Portrait

Braum Final Portrait

Graves Final Portrait

Irelia Final Portrait

Katarina Final Portrait

Kog'Maw Final Portrait

Shyvana Final Portrait

Soraka Final Portrait

Trundle Final Portrait

Warwick Final Portrait



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


Comments off

 

Free Champion Rotation Week 29 Season 4

 

The following Champions will be free-to-play until August 12th:


  • Ashe - 450 IP / 260 RP
  • Irelia - 4800 IP / 880 RP
  • Jinx - 6300 IP / 975 RP
  • Lux - 3150 IP / 790 RP
  • Morgana - 1350 IP / 585 RP
  • Shyvana - 4800 IP / 880 RP
  • Thresh - 6300 IP / 975 RP
  • Twisted Fate - 1350 IP / 585 RP
  • Vi - 6300 IP / 975 RP
  • Zed – 6300 IP / 975 RP

 

 

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