- Followup on Juggernaut Items
- Cassiopeia Twin Fang Expectations
- Meddler on Braum’s [ W ]
- VUs for Immobile Mage Update
- Skins on Live Receiving Updates
- Champion-Specific Dialogue
- Illaoi’s View on Life & Rights
- Dev Blog: Updates & Splash Arts
- Fan Art Corner
Following up on the Juggernaut itemization changes made in patch 5.16, particularly the additions of Dead Man’s Plate, Titanic Hydra, and Sterak’s Gage, I wanted to quickly go over our thoughts on the current state of these items.
Original Goals (for the 08/20/2015 Release)
- Offer Juggernauts items that meet their specific needs and provide a foundation for future juggernaut item diversity
- Use stat bindings to ensure those items can be balanced for juggernauts, rather than being superior on other classes.
- Stat bindings refers to the statistics that a champion kit encourages its players to itemize for, e.g. Marksmen with Attack Speed and Critical Strike
What’s Working (as of 1/25/2015)
- All the updated Juggernauts use some of these items in their builds to solve the problems they were meant to address
- No metagolem – stacking all these items together doesnâ€™t dominate all other builds
- Clear item satisfaction created by thematic linkage (e.g. Black Cleaver on Darius) and visual effects/audio (e.g. Dead Manâ€™s Plateâ€™s trail)
- Non-Juggernauts arenâ€™t using these items excessively or unfairly (stat binding works)
Problems to Address (as of 1/25/2015)
- Non reworked juggernauts have pretty hodgepodge itemization
- Dead Manâ€™s Plate remains too strong and is crowding out other choices
- Unclear if Dead Manâ€™s Plate and Black Cleaver correct an intended juggernaut weakness (immobility) too effectively
- Titanic Hydra has very few users (lack of health-bound, Basic Attack-oriented champions)
- Juggernauts are well-supported with core items, but have few choices to make other than order/build path.
- Look to improve bindings on other Juggernauts (e.g. Nasus and Udyr)
- Further reduce Dead Manâ€™s Plateâ€™s power and assess other similar items
- Assess who should use Titanic Hydra and changes needed to make it attractive to them
- Discuss frameworks for use of flat MS versus % MS and in what ways items should or shouldnâ€™t offset class weaknesses.
I’d like to look at Randuin’s Omen and Sunfire Cape as well. I do think Deadman’s is also overbearing, though.
Basically we’re seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line – they just buy the Dead Man’s a bit later. It’s crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.
As Cassiopeia is one of the mages we’re looking at for the mid season mages update and I’m the designer heading up her changes, I’m looking to get opinions/feedback from players on what some of their specific expectations for her are.
One thing I’m having a difficult time assessing is what players’ desires are as far as Twin Fang goes, and I do have some concern that opinion will be far from unanimous. I know a lot of players want Cass to be more “poison mage” than she currently is, and I think I have a good grasp on how that may be able to manifest, but I don’t really know what that means as far as what they want from Twin Fang. It may just be that you want Twin Fang to remain mostly as it is now, with kit changes elsewhere. It may be that you want there to be more times where casting Twin Fang isn’t the best thing to be doing.
Any opinions on the matter would be greatly appreciated. For what it’s worth, I’m probably not going to be able to invest time in hundreds of responses to this thread, but I will check in on it periodically to get your ideas.
Thanks for all the input here. I’m not sure exactly what this means is going to come of Cass or Twin Fang, but I am going to try a some iterations based on what’s going on here. I don’t think this single thread can really provide a singular correct direction to take things, but it’s at least given me some perspective on how people feel about the ability. For what it’s worth, I’m probably going to test out some stuff where E has cool interactions on poisoned targets that aren’t simply a reset (and probably lower the cooldown baseline), and I’d also like to test out some different iterations that seek to put some more gameplay behind when it’s actually a good time to go in and E spam (unlike on Live, where the answer is basically always), and make those times really rewarding. Thanks again!
What Braum should and shouldn’t be able to jump to was something we looked at a lot during his development. We had some clear strengths and weaknesses in mind for Braum though, and those were really helpful in assessing what tools he should have. Gameplay wise we wanted to ensure Braum had a clear niche he was really good in, and that there were some games where he’d be an ok, but not great pick.
If what you wanted was a strong defensive front line, who worked well with frequent auto attacking allies, Braum would be a great choice, especially if the enemy was running a really missile heavy comp. If you needed really strong peel/disengage though, you’d want someone like Janna instead. Or if strong engage and reliable lockdown was what you were after someone like Leona was the better choice.
Those guidelines lead us to conclude that being able to ward jump wasn’t appropriate for Braum. In particular it gave him much more powerful initiation than was appropriate (disengage/wall hopping was a lesser concern). By gameplay goals, and by personality, Braum was intended to be a defensive, helpful champion first and foremost, so we wanted to put power into those aspects of him, rather than having to balance him around a reliable way of jumping straight onto the enemy. Early versions of Braum’s W went so far as to only allow him to jump to allied champions, not minions, that ended up feeling excessively constraining though. We also talked a fair bit about how much power Braum should be able to offer in a dive buddy situation (following another allied champion in, and then helping lock people down), ultimately concluding that was a reasonable strength and still fit well with his intended teamplay based approach.
As far as ward jumping on Lee Sin, Kat and Jax goes that’s something we ultimately decided to balance those champions around (it’s a significant strength, not a free bonus). It wasn’t originally an intended mechanic, and there have been some good arguments for taking it away at times, intuitiveness and the way it circumvents the intended weaknesses of unit targeted dashes/blinks in particular. The plays it allows though are good fits for the intended strengths of those champions, all of whom are strong on the offense and intended to be slippery. It’s also a strongly embedded part of their playstyle, which added a bit of extra weight to keeping it.
Yeah, there’s a good secondary argument there certainly. Even if Braum was a non support tank who didn’t buy Sightstone though we’d still feel not being able to jump to wards was definitely the right call.
Current expectation is that there’ll be visual updates to support kit changes, but not otherwise. Same approach as with the marksmen update for example.
A lot of the artists on the Champion Update team are focused primarily, or entirely, on the full scale relaunches like Poppy, Taric etc. For those we target a full visual overhaul, whereas the class updates are gameplay driven work with art updates focused on what needs to be changed to make small to medium sized adjustments to kits.
It isn’t too common. It’s generally done if it’s a project Champion Update takes on. Examples of that would include the mass texture rebalances that were done last year, or something similar to Shen’s update, where both gameplay and visuals were updated.
That said, changing content a player has already purchased is tricky because they’ve bought something they enjoy, and changing it could change how they feel about it, which isn’t fair to them.
We are actually working on this. Both in terms of tech and artistry. So for instance. My first VO was dunk master Darius. –lots of taunts. But not as effective as he could be. We advanced the tech on Rek’sai. I then used that tech on Tahm. Then based on what we learn from that, Beefpunchbeef stayed up a bunch of late nites so I could give Illaoi a whole new style of interactions. Jhin then pushed that forward. An important gate to remember is this tech and techniques are developed on new champs and champ relaunches. We are gaining this stuff– and slowly it will make its way through the roster. It will very very probably happen and on a champ in 2016…. then begin to spread to other champs and relaunches.
Keep in mind she believes in reincarnation, and unlike our world has empirical evidence that it exists and that there is life after death.
As for taking other people’s stuff, youre assuming that she would keep it. She doesnt want you to value stuff.. The common prayer for nagakabouros involves taking some of your money (or stuff) and giving it to the sea. Symbolically the gesture is saying, I wont hold onto things i dont need. I will find a way to get more if need more.
Her god is storms, the sea, and life. It assumes change will and must happen. Also life in the serpent isles is hard, you have to be strong and adaptable to survive.
Mini game was preharrowing, that man was stagnating and thus st risk of becoming a ghost if he died. (Endlessly repeating the same mistakes he made in life)
Hey folks, HUGEnFAST here, art lead and splash artist from the Champion Update team.
For a long while, weâ€™ve been thinking about old splash art, specifically splash art belonging to the skins of previously updated champions. As you are likely aware, most champion updates have not been accompanied by comprehensive splash art reworks, creating a problem where certain splashes are outdated or inaccurate representations of what you actually see in-game.
Luckily, we have a solution to this problem: Do. All. The. Splashes.
tl;dr: We are including complete splash refreshes with all future champion updates, and weâ€™re working our way back through previously updated champions to bring their splashes up to par.
Simple solution; huge problem
When we originally started updating champions, we didnâ€™t really have the bandwidth to include a full splash refresh with each update. League has a lot of art needs; we couldnâ€™t take a full team of illustrators and sequester them for months to work exclusively on old splashes. If refreshing splashes with every update had been identified as a must-have at the time, the lack of illustration resources would have bottlenecked a lot of content.
That said, new skin splash art has always felt like a missing piece of the champion update process â€“ especially when major reworks can completely change almost everything about a championâ€™s appearance. Now that we have the right resources in place, weâ€™re ready to start filling in the gaps, one champ at a time.
Poppy was the first champion to receive a complete splash art refresh alongside her visual and gameplay update. Shen, whose update was revealed last week, is getting the same treatment, bringing new or updated splashes to the Rift along with his flying magic ninja sword and oh-so-fashionable Crocs. This is the new normal; every champion update from here on out will include splash art to go along with the changes.
One note: Not all splashes need dramatic, obvious overhauls. Some of Shenâ€™s splashes have simply been updated and improved to more accurately reflect visual tweaks, while some have been rebuilt from scratch. The goal isnâ€™t reinvention for the sake of reinvention, but bringing the old splashes closer to in-game accuracy and Leagueâ€™s current artistic sensibilities.
About those old updates
In addition to shipping reworked and refreshed splash art with new champion updates, weâ€™re going back through every previously reworked champion and making sure they receive the same attention where needed. Itâ€™s going to take a while to get it all done (there are a lot of updated champs and a lot of skins), but weâ€™re hoping to ship a few of these side updates per year and already have a couple in the works.
Weâ€™ll keep you updated as we refine our timelines and work through Leagueâ€™s massive post-update-skin splash backlog.
In the meantime, we hope youâ€™re enjoying Poppyâ€™s and Shenâ€™s new splash art, and weâ€™re excited to finally be moving this process into full production.
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Blade of the Exile by æ”¾é€ä¹‹åˆƒ:
Insane Jinx by skold:
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.