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Posts Tagged ‘jungle items’

 

PBE Roundup Patch 4 21 Banner

Patch 4.21 is huge! New champion, six new skins, a new game mode, lots of balance changes, texture rebalances and free healthcare. Patch 4.21 will be hitting live on December 9th, assuming there are no delays.

 

New Champion/Release Skin

Skins & Icons

Christmas Goodies

Balance Changes

Other

 

[ Note ] A new item, Zz’Rot Portal, was introduced in a recent PBE update but has been removed for Patch 4.21. It will return for testing in the next cycle.

 

 

Reksai the Void Burrower


 
Rek’Sai Login Theme


Rek’Sai is a new champion. As such, she’ll be available for 7800 IP/975 RP for the first week after she’s enabled, after which her price will be dropped to 6300 IP/975 RP.

RekSai_Splash_0

RekSai_0 RekSai_Square

Reksai Model 1

Reksai Model 2


Rek’Sai Abilities [ from Riot’s preview ]

 

Rek’Sai Champion Voice [ video by SkinSpotlights ]

 

Reksai Final Portrait

Base Stats

  • Damage: 55.628 (+ 3.35 per level )
  • Health: 611.2 (+ 90 per level )
  • Movement Speed: 335
  • Armor: 28.3 (+ 3.75 per level )
  • Magic Resist: 32.1 (+ 1.25 per level )
  • Health-per-5: 7.35 (+ 0.65 per level )
  • Range: 175 (Melee)

Doesn’t use Mana, uses Fury

 

Client Lore

“The largest and fiercest of her species, Rek’Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek’Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.”

 

Fury of the Xer'Sai Final IconFury of the Xer’Sai [ Passive ]

Dealing damage while unburrowed generates Fury. Burrowing consumes Fury over 5 seconds to restore up to X health. During this time, Rek’Sai’s next attack that generates Fury will grant 15 bonus Fury. White regenerating health, Rek’Sai’s next ability will also generate 15 additional Fury

 

Reksai Passive

 

Queens Wrath Prey Seeker Final IconQueen’s Wrath/Prey Seeker [ Q ]

Cooldown: 4 seconds || Range: 325

Unburrowed – Queen’s Wrath: Rek’Sai lashes out, dealing 15/35/55/75/95 ( +0.4 Bonus AD ) bonus physical damage damage to all enemies around her with her next three basic attacks within 5 seconds.

Burrowed – Prey Seeker: Rek’Sai fires out a pulse of void energy in a straight line skillshot that detonates on the first enemy struck, dealing 60/90/120/150/180 (+1 AP) magic damage and revealing the target and all nearby enemies also hit by the missile’s explosion for 2.5 seconds.

 



 

Burrow Unburrow Final IconBurrow/Unburrow [ W ]

Cooldown: 4 seconds || Range: 1650

Unburrowed – Burrow: Rek’Sai burrows underground, gaining Tremor Sense (a unique mechanic that shows Rek’Sai all enemy movement in a wide area around her) and increased movement speed at the expense of vision range and access to her basic attacks. She ignores unit collision as she moves around.

Burrowed – Unburrow: Rek’Sai bursts out into the open, knocking up nearby enemies for 1 second, based on their proximity to Rek’Sai, and dealing 60/110/160/210/260 ( + 0.5 Bonus AD) physical damage to them. A unit cannot be hit by Unburrow more than once every 10 seconds.

Burrowed Effects: New abilities, +15 Movement Speed, reduces vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in the Fog of War have their position revealed to Rek’Sai and her allies.

 


 

Furious Bite Tunnel Final IconFurious Bite/Tunnel [ E ]

Cooldown: 12 seconds|| Cooldown for Burrowed: 20/19.5/19/18.5/18 seconds || Range: 250

Unburrowed – Furious Bite: Rek’Sai bites a target dealing 80/90/100/110/120% of Total AD as physical damage, increasing by up to 100% at maximum Fury. If Furious Bite is cast while Rek’Sai has 100 Fury, it deals true damage instead of physical.

Burrowed – Tunnel: Rek’Sai digs toward a target location, creating a pair of tunnels at the two ends of her path. Tunnels last for 10 minutes and can be destroyed by enemies. Rek’Sai may have 8 tunnels at one time.

 



 

Void Rush Final IconVoid Rush [ R ]

Cooldown: 150/110/70 seconds || Range: Global

Passive: Rek’Sai gains 20/40/60% Attack Speed.

Active: Rek’Sai channels for 1.5 seconds before burrowing and dashing towards any of her tunnels, briefly gaining significant movement speed once she emerges. Taking damage from a champion or tower will interrupt the channel. While travelling, Rek’Sai cannot be targeted.

 


 

 

Eternum RekSai

 

Eternum Rek’Sai will be available in store for 1350 RP.

RekSai_Splash_1

RekSaiLoadScreen_1

Eternum Reksai Model 1

Eternum Reksai 2

Eternum Reksai 3

 

Eternum Reksai Recall

For her recall, Eternum Rek’Sai summons red lightning around her.

 

Fury of the Xer’Sai [ Passive ]

 



Queen’s Wrath/Prey Seeker [ Q ]

 


Eternum Reksai W 2

Burrow/Unburrow [ W ]

 


Eternum Reksai E 2

Furious Bite/Tunnel [ E ]

 



Void Rush [ R ]

 

 

Blood Moon Elise

 

Blood Moon Elise will be in available in store for 975 RP.

Elise_Splash_3

EliseLoadScreen_3

Blood Moon Elise Update 3

Blood Moon Elise Update 4

Blood Moon Elise 5

 

Blood Moon Elise Recall

For her recall, Blood Moon Elise plays a melody, akin to Guqin Sona.

 

Blood Moon Elise Basic attack

Basic Attack

 

Blood Moon Elise Human Q

Neurotoxin [ Human Q ]

 

Blood Moon Elise Human W

Blood Moon Elise Human W 2

Blood Moon Elise Human W 3

Blood Moon Elise Human W 4

Volatile Spiderling [ Human W ]

 

Blood Moon Elise Human E

Blood Moon Elise Human E 2

Cocoon [ Human E ]

 

Blood Moon Elise Spider Q

Venomous Bite [ Spider Q ]

 

Blood Moon Elise Spider W

Skittering Frenzy [ Spider W ]

 

Blood Moon Elise Spider E

Rappel [ Spider E ]

 

 

Blood Moon Thresh

 

Blood Moon Thresh will be available in store for 975 RP.

Thresh_Splash_3

ThreshLoadScreen_3

Blood Moon Thresh Model 1

Blood Moon Thresh Model 2

 

Blood Moon Thresh Recall

For his recall, Blood Moon Thresh performs a fancy dance and flays his hook around before vanishing.

 

Blood Moon Thresh Passive 1

Blood Moon Thresh Passive 2

Damnation [ Passive ]

 

Blood Moon Thresh Basic Attack

Basic Attack

 

Blood Moon Thresh Q

Death Sentence [ Q ]

 

Blood Moon Thresh W 1

Blood Moon Thresh W 2

Dark Passage [ W ]

 

Blood Moon Thresh E

Blood Moon Thresh E 2

Flay [ E ]

 

Blood Moon Thresh R 1

Blood Moon Thresh R 2

The Box [ R ]

 

 

Poro Rider Sejuani

 

Poro Sejuani will be available in store for 975 RP. Though she could pass off as an ultimate skin.

Sejuani_Splash_5

Sejuani_5

Poro Sej Model 1

Poro Sej Model 2

Poro Sej Recall

For her recall, Poro Sejuani summons a smaller poro that skips around her. The big poro then lifts it up in the air with its tongue. You NEED this skin.

 

Poro Sej Q

Poro Sej Q 2

Arctic Assault [ Q ]

 

Poro Sej W 1

Poro Sej W 2

Flail of the Northern Winds [ W ]

 

Poro Sej E 1

Poro Sej E 2

Permafrost [ E ]

 

Poro Sej R 1

Poro Sej R 2

Glacial Prison [ R ]

 

 

Snow Day Malzahar

 

Snow Day Malzahar will be available in store for 975 RP.

Malzahar_Splash_5

MalzaharLoadScreen_5

Snow Day Malzahar Model 1

Snow Day Malzahar Model 2

Snow Day Malzahar Voidling

 

Snow Day Malzahar Recall

For his recall, Snow Day Malzahar does a bunch of air tricks with his voidling.

 

Snow Day Malzahar Basic Attack

Basic Attack

 

Snow Day Malzahar Q 1

Snow Day Malzahar Q 2

Call of the Void [ Q ]

 

Snow Day Malzahar W

Null Zone [ W ]

 

Snow Day Malzahar E

Malefic Visions [ E ]

 

Snow Day Malzahar R

Nether Grasp [ R ]

 

 

Winter Wonder Orianna

 

Winter Wonder Ori will be up in store for 975 RP.

Orianna_Splash_5

OriannaLoadscreen_5

 

Winter Wonder Ori will be making an appearance on your client with Patch 4.21; here’s her login screen animation:


Winter Ori Preview

 

Winter Wonder Ori Model 1

Winter Wonder Ori Model 2

 

Winter Wonder Ori Recall

For her recall, Winter Wonder Ori summons an audience of poros to watch her dance ballet.

 

Basic Attack

 

Command: Attack [ Q ]

 

Command: Dissonance [ W ]

 

Command: Protect [ E ]

 

Command Shockwave [ R ]


 

New Summoner Icons


Here’s a Blood Moon icon to go along with the recently-introduced Blood Moon skins for Thresh and Elise:

profileIcon750

 

 

Legend of the Poro King Game Mode

Celebrate the holidays with “Legend of the Poro King”, a custom mode played on the Howling Abyss. Here’s an overview of the new game mode:

 

Champion Select is Blind Draft pick – you can ban champions and you can’t see what the enemy has picked. You also can’t change your Summoner Spells; the following two are locked for you:

 

 
Poro Toss IconPoro Toss

No Cost || Cooldown: 20 Seconds

Active: Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds if it hits an enemy, to dash to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

Poros are not blocked by spell shields or wind walls because they are animals, not spells!

“Poros are a model for Runeterran aerodynamics.”

 


To the King IconTo the King!

No Cost || Cooldown: 10 Seconds

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to King Poro’s side. Can only be cast while the Poro King is summoned for your team.

“Poros tug the heartstrings. The rest of you just comes along for the ride.”

 

The match starts with everyone at level 3. You also get a few poros to follow you.

 

The goal is to score poro hits on enemies with your Poro Toss. The goals are displayed on the top-right score graph.

 


Get 10 goals and you summon the Poro King, who will tank towers and let you push. He’ll also occasionally throw poros around for lols.

 

Problem is, the Poro King does almost no damage and has the AI of a bronze player. As a result, he’s more of a tanky waypoint for you to teleport back to with To the King! and not a worthwhile objective.

 

A TL;DR would be: the new game mode is ARAM where you get to pick your champion and everyone gets a Lee Sin Q.

 

These five Summoner Icons each cost 250 RP in the store. They also change how the poros that follow you look.

profileIcon743 profileIcon744 profileIcon745 profileIcon746 profileIcon747 

 

These two are still a mystery, but I assume they’re rewards for playing the new game mode.

profileIcon748 profileIcon749

 

 

Poro Ward Skins

The following wards will be sold at 640 RP in the store.

 

Poro Ward

Poro Ward Skin

 

Astro Poro Ward

Astro Poro Ward

 

Gentleman Poro Ward

 

 

Santa Hat for Baron


Baron’s getting ready for Christmas!

Santa Baron Hat

 

 

Champion Changes

 

 

Cassiopeia Final Portrait

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

  • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
  • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
  • Stack breakpoints increased from 75 / 200 / 400 to 100 / 250 / 500

 

Noxious Blast Final IconNoxious Blast [ Q ]

  • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
  • Movement speed buff changed from 10 / 15 / 20 / 25 / 30% to 20% at all ranks

 

Twin Fang Final IconTwin Fang [ E ]

  • Mana cost changed from 30 / 45 / 60 / 75 / 90 to 35 / 45 / 55 / 65 / 75
  • Now adds a debuff on the target which amplifies further poison damage by 20% for 5 seconds, stacks up to 2 times (40%).
  • AP Ratio changed from 0.4 / 0.45  / 0.5 / 0.55 / 0.6 to 0.55 at all ranks

 

 

Cho'Gath Final Portrait

 

Feast Final IconFeast [ R ]

  • If Feast kills a minion or a neutral monster, the cooldown is halved and 50% of the mana cost is refunded
  • Cooldown increased from 60 seconds at all ranks to 80

 

 

Fiddlesticks Final Portrait

 

Dread Final IconDread [ Passive ]

  • Aura removed; now, every spell and basic attack decreases the target’s magic resistance by 10 for 3 seconds

 

Terrify Final IconTerrify [ Q ]

Now applies Dread, Fiddlestick’s passive.

 

Dark Wind Final IconDark Wind [ E ]

  • Can now silence a target only once, regardless of how many times it’s bounced to that target. Dark Wind prioritizes Champions it hasn’t yet hit.
  • Deals 150% bonus damage to minions and monsters

 

 

Jayce Final Portrait

 

Hypercharge Final IconHyper Charge [ Ranged W ]

  • Cooldown decreased from 14/12/10/8/6 seconds to 13/11/9/7/5
  • Cooldown now starts when Jayce has fired all 3 shots rather than when the spell is cast

 

 

 

Jax Final Portrait

 

Counterstrike Final IconCounterstrike [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14/12/10/8

 

Grandmasters Might Final IconGrandmaster’s Might [ R ]

  • Flat magic resist bonus changed from 25/35/45 to 20/35/50
  • Bonus Armor changed from 25/35/45 (+0.3 Bonus AD) to 20/35/50 (+0.5 Bonus AD)

 

 

 

Kalista Final Portrait

 

Sentinel Final IconSentinel [ W ]

  • Minimum damage to minions decreased from 100/125/150/175/200 to 75-125, depending on the minion’s missing health
  • Mana cost decreased from 25 at all ranks to 20

 

Rend Final IconRend [ E ]

  • Percentage increased removed; now, each additional spear increases the damage of Rend by 0.6 Total AD
  • Executing an enemy with Rend now restores mana, up to twice per Rend cast
    • Mana cost increased from 35 at all ranks to 40

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • The active now automatically targets enemies caught in Slicing Maelstrom

 

Sliciing Malestrom Final IconSlicing Maelstrom [ R ]

  • Delay between maelstrom strikes decreased from 0.5/0.4/0.33 seconds to 0.25 at all levels
  • Delay between maelstrom strikes on the same target increased from 0.5/0.4/0.33 seconds to 0.5 at all levels
  • Duration of ult unchanged: 3/4/5 seconds.

 

 

Lucian Final Portrait

 

Lightslinger Final IconLightslinger [ Passive ]

  • Damage of second shot decreased from 50% of first shot’s damage at all levels to 30/40/50% (increased at levels 1, 7 and 11)
  • Duration of double-shot buff decreased from 6 seconds to 2

 

 

Nocturne Final Portrait

 

Unspeakable Horror Final IconUnspeakable Horror [ E ]

Passive movement speed increase when moving towards feared targets is now back on the PBE

 

 

 

Sejuani Final Portrait

  • Level 1 Mana increased from 328 to 440

 

Arctic Assault Final Icon  Arctic Assault [ Q ]

  • Damage changed from 40 / 70 / 100 / 130 / 160 (+0.4 AP) (+ 4 / 6 / 8 / 10 / 12% of target’s Max Health) to 80 / 125 / 170 / 215 / 260 (+0.4 AP)

 

Flail of the Northern Winds Final IconFlail of the Northern Winds [ W ]

  • Damage on initial hit changed from 40 / 60 / 80 / 100 / 120 (+0.3 AP) to 4 / 6 / 8 / 10 / 12% of target’s Max Health (+3% per 100AP)
  • AoE damage changed from 80 / 120 / 160 / 200 / 240 (+0.6 AP) (+10% Bonus Health) to 40 / 70 / 100 / 130 / 160 (+0.6 AP) (+ 4 / 6 / 8 / 10 / 12% of Total Health)
    • Mana cost decreased from 40 at all levels to 40/35/30/25/20

 

Permafrost Final IconPermafrost [ E ]

  • Cooldown decreased from 11 seconds at all ranks to 10 / 9 / 8 / 7 / 6
  • Damage decreased from 60 / 110 / 160 / 210 / 260 (+0.5 AP) to 60 / 90 / 120 / 150 / 180 (+0.5 AP)
  • Slow duration decreased from 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds to 1.5 at all ranks

 

 

Shen Final Portrait

 

Shadow Dash Final IconShadow Dash [ E ]

  • Energy cost reduced from 120 at all ranks to 100

 

 

 

Shyvana Final Portrait

 

Twin Bite Final IconTwin Bite [ Q ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 9/8/7/6/5

 

Burnout Final IconBurnout [ W ]

  • Now deals 20% more damage against jungle monsters

 

 

 

Soraka Final Portrait

  • Base HP-per-second decreased from 0.9 to 0.4
  • HP-per-second per level decreased from 0.14 to 0.1

 

Astral Infusion Final IconAstral Infusion [ W ]

  • AP Ratio on heal after hitting an enemy champion with Starcall increased – minimum ratio up from 0.2 AP to 0.4 AP, maximum – from 0.4 AP to 0.8 AP

 

 

Warwick Final Portrait

 

Hunter's Call Final IconHunter’s Call [ W ]

  • Duration decreased from 10 seconds to 6


Infinite Duress Final IconInfinite Duress [ R ]

  • Total base damage decreased from 250/335/420 to 150/250/350

 

 

 

Yasuo Final Portrait

  • Movement Speed increased from 340 to 345

 

Steel Tempest Final IconSteel Tempest [ Q ]

  • Cooldown decreased from 5/4.75/4.5/4 seconds to 4 at all ranks

 

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ]

  • Base damage increased from 80/120/160/200/240 to 80/130/180/230/280
  • Addtionally, Elastic Slingshot will spawn bonus health blobs for Zac if he hits multiple enemy champions with the spell.

 

 

Item Changes

 

Abyssal Scepter Final IconAbyssal Scepter

  • Recipe changed: no longer builds out of 2 Null Magic Mantles (2 x 500 Gold) and a Blasting Wand ( 860 Gold )
  • Now builds out of the new Negatron Cloak (850 Gold) and a Blasting Wand ( 860 Gold). Combine cost is 730 Gold.

 

 

Athene's Unholy Grail Final IconAthene’s Unholy Grail

  • Unique passive  – Mana Font increased to 2% missing mana every  5 seconds from 1.5%

[ Note ] This change also applies to Chalice of Harmony and Mikael’s Crucible

 

Face of the Mountain Final IconFace of the Mountain

  • Execute passive range increased from 200 to 400 (means you can execute minions when your allies are at 400 range)

 

Forbidden Idol Final IconForbidden Idol

  • Mana Regen decreased from 60% of champion’s base mana regen to 50%

 

Guardian Angel Final IconGuardian Angel 

Magic Resist increased from 40 to 50

 

Targon's Brace Final IconTargon’s Brace

  • Execute passive range increased from 200 to 240 (same change as Face of the Mountain, but smaller range)

 

Overlord Bloodmail Final IconOverlord’s Bloodmail [ Twisted Treeline / Dominion ]

  • Health-over-5 after a kill or assist increased from 200 to 300

 

 

Jungle Changes

[ Note ] The jungle monsters on Twisted Treeline have received the Smite buffs from Summoner’s Rift, as well as tweaks to their stats (more health, higher respawn time, more gold granted, higher movement speed)

 

Hunter's Machete New Icon 2Hunter’s Machete

  • Now grants an additional 10 Gold when a large monsters is killed

 

Hunter’s Machete Upgrades

  • Same change as with Hunter’s Machete


The gold granted by jungle monsters has been reduced for every camp.

  • Gromp  – from 72 to 62
  • Ancient Krug  – from 66 to 60
  • Krug  – from 18 to 14
  • Greater Murkwolf  – from 48 to 42
  • Small Murkwolf  – from 14 to 12
  • Crimson Raptor – from 42 to 41
  • Raptor from 12 to 9
  • Blue Sentinel  – from 42 to 36
  • Small Sentry – from 22 to 20
  • Red Brambleback – from 42 to 36
  • Cinderling  – from 22 to 20

 

64px-Devourer_itemEnchantment: Devourer

  • On-hit magic damage decreased from 40 to 25

 

64px-Warrior_itemEnchantment: Warrior

  • No longer grants 10 flat armor penetration
  • Now deals 10% increased physical damage to Champions

 

Ranger's Trailblazer New IconRanger’s Trailblazer

  • No longer reduces Smite’s cooldown by 15 seconds

 

Skirmisher's Sabre Final IconSkirmisher’s Sabre

  • While marked by Challenging Smite, targets take bonus true damage from basic attacks for 3 seconds, decreased from 6

 

Gift of Heavy Hands [ Krug Camp ]

  • Stun on jungle monsters now procs every 6 attacks, increased from 5

 

Krug-Camp-Visuals2

 

 

Texture Rebalances

Malphite, Malzahar, Shen, Wukong and Xin Zhao got texture updates to their base model and skins in this patch.

 

Classic Malphite

Classic Malphite TU

 

Coal Reef Malphite

 

Marble Malphite

 

Obsidian Malphite

Obsidian Malphite TU

 

Classic Malzahar

Malzahar New


Shadow Prince Malzahar

Shadow Prince Malzahar


Djinn Malzahar

Djinn Malzahar


Overlord Malzahar

Overlord Malzahar

 

Classic Shen

 

Surgeon Shen

 

Blood Moon Shen

 

Warlord Shen

 

 Classic Wukong

 

Volcanic Wukong

 

General Wukong

 

Classic Xin Zhao

Xin TU 1

 

Commando Xin Zhao

Xin TU 2

 

Imperial Xin Zhao

Xin TU 3

 

Viscero Xin Zhao

Xin TU 4

 

Winged Hussar Xin Zhao

Xin TU 5

 

 

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

 

 

News 08 10 Banner

 

Summary

The balance team has detailed major balance changes to objectives and items during preseason, including a Dragon Buff and the removal of Dragon gold, an item that helps with split-pushing, updates to existing items and lots more. Following yesterday’s post regarding the NA server infrastructure upgrade in November, we now have a list of goals Riot wants to accomplish to ensure stability in the server region. Lastly, we have some clarity on the upcoming jungle items during preseason, one of which will be able to Smite champions.

TL;DR in featured comments.

 

Recent News

Patch-4-18-Maintenance-Schedule-Banner

Jungle-Changes-Banner (1)

NA-Servers-Banner

 

 

Preseason 2015 Banner

 

 

Feral Pony New PortraitHi there!

Riot Reinboom and Feral Pony here to bring you an objective look at the objective changes we’re making for the 2015 season.

Philosophically, our big goal this season is to encourage more strategic diversity in League of Legends. This touches a lot of different areas but it all boils down to making your high level decisions matter (versus tactical decisions like last hitting, fight mechanics, etc). What champions can I bring? Where do I go on the map? How do I respond when the enemy team takes an objective? What can I do now that we’ve secured dragon? How does my build impact my interactions on the map? These things currently do matter, but we feel there’s room for improvement and we’re excited to explore some of these opportunities with you.

Along with this goal, we also want to ensure that we have more options in place to better balance the game. We want to be able to tone down problematic strategies and enhance weaker strategies without having to nerf or buff every champion involved in that particular playstyle (if anyone remembers Shen or Rengar pre-rework).

It’s kind of hard to talk about these changes without directly referencing some specifics, so I’ll highlight a few changes that speak to the above philosophy. Also worth repeating: all of the below are rough examples and very subject to change / may not even ship!:

One opportunity we have is examining the currently similar rewards of Dragon and Turrets – that is, gold. Often teams will trade these objectives and end up in roughly the same spot that they were at prior. Our hope is that by differentiating these rewards when a trade occurs, both teams can end up with different strengths and options as to how they progress the game from that point on.

Dragon

In more specifics: we’re going to be piloting a change where killing the Dragon grants a permanent “Dragon Blooded” buff that increases in power and function as your team kills more dragons. Since this reward increases the more times a team slays the Dragon, this puts an increasing value on the Dragon as the game progresses, both for the dragon-slaying team seeking greater buffs and for the opposing team trying to prevent them from powering up to take the victory. This change should add additional tension as the game progresses while also keeping the Dragon a more relevant objective as the game continues.

Turrets

With Turrets, we took a slightly different perspective. They already do their job well when it comes to shaking up the game; taking a turret means the enemy has less vision and defense to return to, and their playstyle changes accordingly.

So instead of changing the reward, we wanted to take a look at how teams were taking turrets. Our current idea is based on the concept that teams will need to play slightly different with each turret layer they encounter. For example, a strong split pushing team might be well-equipped at taking outer turrets but will need to switch up their tactics as the fight moves deeper into the enemy base. This allows for more variety when a team is trying to opt into a fast-pushing strategy, as they’ll have multiple layers of objectives to account for.

And more to come

The above are just two examples of the space we’re investigating when it comes to strategic diversity in League of Legends. There’s a lot more on our preseason plate as we look to things like Baron Nashor, early game objectives versus late, new forms of objective rewards (e.g. map utility), and more.

In the end, our hope is that by creating uniquely incomparable rewards for different objectives, we’ll be able to differentiate each game based on the accomplishments therein. A team who controls map objectives and wins by mounting pressure should see victory in a different way than a team who, for example, fast-pushes their way to a win.

Also remember that objectives aren’t the only way we can pursue this goal. While Fearless and Axes spoke about the new item changes for the jungle in the 2015 preseason, we also have a some additional changes to items to assist with the above goals, so without further ado…

Hi!

We’re back again with news of what’s in store for items with season 2015.

A Choice Most Strategic

When we looked at all of the high-level strategic opportunities in League, some questions and opportunities arose. Through items, could we follow the same path as objectives in allowing teams to opt into different strategies? Where would the meaningful choices be found? What would they be? Could there be a method to protect yourself against opposing strategies?

We set out to investigate.

Ultimately, the philosophy we’re pursuing with preseason items feeds into the same goals as before: strategic diversity. As such, we want to create and retune items with a specific focus on macro-level value (ie: pre-fight, or out of combat) over micro-level contributions (more on this in a sec). If more teams can pick up the items they need to change course in a game (ie: switching to split pushing or sieging through item purchases rather than relying purely on champion composition), we hope to provide the right tools for strategic innovation to prosper in League of Legends.

‘Macro’ items versus ‘micro’ items

As a foreword: you can think of this preseason patch as a light ‘macro’ item revamp, in that we’re looking to create items that interact and enhance the broader game: a team’s ability to siege, initiate, split push, recover from a siege, etc, rather than items that interact on a fight-to-fight basis, like Zhonya’s Hourglass or Locket of the Iron Solari. By focusing our efforts here, we hope to see teams really branching out in terms of innovative strategies, and that we’ve created the proper ecosystem for opponents to react with unique responses of their own.

Radiant Glory

For soft initiation tanks, it can be tough to opt into the play pattern you’re expected to excel at (that is, aggressive initiation) if you’re not ahead. Historically, the ability to initiate with tanky ‘run-at-you’ champions was provided in the form of an old item of yore, “Shurelya’s Reverie.” The speed boost from Shurelya’s was often good enough for champions like Olaf to get into a fight without having to rely on Flash or Ghost. We want to give that strategic opportunity back while also focusing its design.

Zz’rot Portal

We want to give tanky dudes a way to rapidly devour turrets. With minions. As a team, opting in to a split push is your choice and we didn’t want to lock that in just at champ select. This items allows for better split pushing, as it spawns little dudes who go on to assault nearby turrets.

Warmog’s Armor

An example where we’re trying to find strategic power in items that already exist is something like Warmog’s Armor, where we’re tripling its out-of-combat regeneration (although we’ll be reducing its maximum health bonus). The big goal here was to create an item with a strong focus on skirmishing and poke recovery rather than simply being a pile of regenerating combat stats. As to what strengths a Warmog’s purchase will offer, well, we’re leaving it to you to discover!

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When will we see the stats of these new items

Feral Pony New PortraitWe’re not quite as new item heavy this preseason as we have been in previous seasons overall, but we’ll have specific numbers and changes as the game as we move onto PBE.

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What stats will Radiant Glory give

Feral Pony New PortraitNo CDR currently, but yes health and mana. It builds out of Catalyst atm.

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Won’t the split-push portal item be problematic

LtRandolph New PortraitThere is some amount of space for an item that helps a non-split-pushy champ split push that an innately split-pushy champ wouldn’t want. I would imagine that a Tryndamere would opt into just hitting faster and harder, rather than getting little helpers via the Portal. But a Maokai who’s going full tanky would be more likely to want some company.

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Will Dragon still grant gold after these changes

Reinboom New PortraitThe last hitter gets the standard 25 gold. Otherwise – no. This could still change after some testing.

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Feral Pony New PortraitIt does not currently give global gold. The dragon bonus is instead of the large sum of gold.

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Won’t this Dragon buff lead to very one-sided matches

LtRandolph New PortraitOne thing to keep in mind is that dragon is already snowbally, just in a hidden and not very clearly differentiated way. By shifting power from global gold into other forms of power, it makes choosing between a tower and a dragon, for example, a much more interesting choice.

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Reinboom New PortraitThey serve differing purposes now and their value is individualized to each team.

In some cases, you really need to setup and burn your control to ensure you get the next dragon fight, even if it might cost you baron.

Individually, Baron is still the boss of the map and the star of the “man, I really want to make this river purple” show, and as such still holds a generally stronger overall benefit.

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NA Servers Banner 2

 

 

RiotPDB New PortraitHey, everyone. I’m on the NA projects team and we want to clarify plans around NA’s future as a server. Currently, service is not equal across the region, and that sucks. Even worse, it feels like we’ve talked about plans to improve things for a long, long time with no real visible action taken. We currently have multiple projects aimed at addressing ping issues in NA, so read on.

 

Yesterday, we were so excited to start talking about the new server infrastructure build, but we chose our words poorly. While technically we’re rebuilding the servers from the ground up somewhere new, the word “migration” naturally sounds like we’re moving to a central location, which we’re not ready for just yet.

We want to apologize for the confusion, and do more than say “we’re working on it,” because you’ve all heard that before. Allow us to put the infrastructure rebuild into context and map out the three-phase plan we’ve outlined for NA. We can’t promise to dish details about everything because we’re still finalizing some projects, but we can give you a better idea of what we’re doing behind the curtain.

Right now, there are three main issues with the NA server environment:

  1. Out-of-date infrastructure (poor stability)
  2. ISP traffic routing (network optimization)
  3. Server location (ping distribution)

Ideally, we’d tackle all three at the same time, but these are big changes and we want to make sure we’re getting each one right before moving on to the next step. Measure twice, cut once.

  1. The Infrastructure team is leading the charge on building a new server infrastructurefrom the ground up to make sure the game experience is stable and more secure. Instability causes cascading problems like fluctuating ping, downtime, and poor service, so we want to address this challenge first. Expect a more stable connection on these shiny, sturdy servers this November.

  2. The Internet Optimization team is actively working with ISPs across the US and Canada to build what’s known as an internet backbone for League players. This backbone will decrease variances and chokepoints in connections across the region, resulting in a better optimized connection to those shiny new servers. Expect these internet superhighways to roll out in early 2015.

  3. Finally, our team is dedicated to scoping out what will ultimately be the new locationthat the NA servers and optimized backbone connections will call home. We aren’t ready to share where this new home will be or when this project team will be ready for prime-time, but we want you to know that the ultimate goal is providing a comparable, stable ping no matter which coast you’re playing from. As these first two projects finalize, we’ll know more and will be ready to share additional details.

Stay tuned for more info from us in the future!

  • RiotPDB, NA Projects Team

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Taric Banner


 

 

IronStylus Final PortraitGot my eyes on him as of late. This isn’t at all a confirmation of any release or production work any time soon, we’re just snooping around the concept potential now.

A lot of people have a lot of different opinions on Taric, and many of them differ. This discussion has been had before, I’m sure it will be had again, but I’d like have you guys spitball some ideas. This isn’t a mechanics discussion as much as it’s an art and theme discussion. Taric as a character, visually and thematically.

There’s a lot of nuance that people have gleaned from our Gem Knight, despite him being quite the old and outdated asset. Pizza feet, a whole 16 VO lines and a whole lotta gems. The line that we always have to walk is how to we retain/enhance/reconstruct what makes that champion special while also doing the hard work of an overhaul, which objectively, the character needs.

I maintain that Taric is an interesting and complex case. Almost a blank canvas due to how low fidelity and limited his in-game assets are and even the supporting story and themes around him. However, many people see different things when they see Taric. Be they enthusiasts or newcomers. It can be difficult to parse what’s objective reality and what’s been created and filled in by the player. Currently, one of my assumptions is that so many people have different projections as to what Taric is because right now there’s no solid foundation as he exists. You can pretty much project whatever you like to on him, and currently, that projection tends to be a bit of a joke.

Despite that, there’s great opportunity with Taric. But the question is.. what sort of opportunity? What do you see as important aspects to consider, to build upon, or to remake when it comes to Taric?

What would you do? Feel free to throw reference imagery here, personality write-ups, or just drop your 2 cents.

Thanks, guys!

EDIT: You guys are awesome. I’m reading every single one of these comments, just so you know. Keep them coming and don’t be hesitent to post even if it’s far down. I’m still skimming and reading! Gunna start another thread to ask for some reference that players think would help define Taric’s look. Thanks again!

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Part 2 - Images you relate to Taric
IronStylus Final PortraitHey guys,

So that other Taric thread is an amazing gold mine (or should I say GEM MINE! AHH? GET IT? Anyways..) of ideas and suggestions. The sentiments and discussions are absolutely fascinating and extremely helpful. I’m always floored by how insightful and thoughtful, you, our players are, and how in depth you go. You have no idea how valuable that insight is.

What I’d like to ask for here is reference. As artists we constantly look at reference imagery for a number of reasons. Sometimes it’s to look at anatomy, to make sure we’re creating a body correctly. Other times it’s for light or color, so we can see how a scheme will serve an illustration. In this case however, I’m looking for design reference.

What does that mean? Armor! Gems! Motifs! Flourishes! Portraits! Anything that could be pointed to and said “Hey, I think Taric could incorporate elements from this!”, or, “This image really hits me in the feels, those are the sort of feels I want to feel when I look at Taric.”

So while the last thread (which is still going strong, please continue to post in there) there was a lot of visual suggestions, explanations in written format sorta dominated. That’s totally fine. Here I’d love to see you throw some images at me!

Thanks!

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Jungle Items Banner

 

 

Missed the preseason jungle news? Here’s the announcement:

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Can you give us details on these new jungle items

Riot Axes New PortraitThe items will focus on your job as the jungler, augmenting the kinds of actions junglers need to take (invasion, ganking, etc). Can’t promise no junglers will ever just disappear into their jungle to farm forever, but the items generally encourage you to take action, not avoid it.

 

Now, a successful counterjungler on one team might mean relatively few ganks for lanes – but it will be because of another pvp match happening on the map (directly through combat or indirectly through camp stealing), not because the junglers aren’t interested in participating in a pvp game until 30 minutes go by or anything like that. We are looking at ways to let control of the jungle translate into better ability for your laners to roam, but that kind of system would be pretty light and you would not see ganking at today’s frequency.

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Fearless New PortraitSo, we don’t want to throw out too many details, just because there are a ton of elements in actual flux, and setting the expectation that anything is for sure, or here to stay is a real risk when we release details.

With the caveat that this could still get pulled, changed, etc., one of the new jungle items allows you to use your Smite on enemy champions. Still figuring out what effect is going to be (damage + slow, just a crazy slow, ???). Mainly just very excited about the patterns that emerge when Smite has more pulls on its usage so that Smite becomes a multidimensional choice.

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

 

 

Patch 4 point 11 Banner

 

Patch 4.11 Notes

 

Recent News

 

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Pwyff New PortraitHey Summoners,

Welcome to Patch 4.11! Our big story for this patch is to bring some equality back to the jungle. In the 2014 season, popular junglers have been heavily skewed in favor of high-pressure damage dealing champions like Lee Sin, Pantheon, Kha’Zix, Evelynn, Elise, etc, and it was these dominant picks that knocked most supportive tanky junglers right out of the park.

On deeper analysis, we quickly realized the problem was less about buffing tanky junglers to keep up and more that we lacked a strong item path for utility junglers to pick up. As a result, patch 4.11 will be introducing one new and one might-as-well-be-new item in the form of Quill Coat and Spirit of the Ancient Golem, both of which should cater heavily to the tanky utility-focused junglers in the game. We also went through and brought a few champions we felt needed additional love up to speed, as well as one mini-renovation for Maokai so that he could feel better about being back in the spotlight.

With the League of Legends World Championships on the horizon, we’ve also begun looking at high-level competitive changes we can make, like turret modifications and some reductions in dominant champion power. One champion you might be expecting to see in this category but isn’t (Lucian) is still in the garage as we’re thinking about the best approach to take. I’m telling you now because we want you to know that we know he’s particularly strong as a well-rounded marksman (especially in competitive play), but we want to make sure we can highlight a meaningful weakness (and strength) in Lucian before moving forward.

And that’s it for today’s foreword! Check out the patch notes below, and remember that you can now navigate through the notes via a handy floating table of contents on the right side (desktop / laptop viewers only!). Time to dust off my Sejuani!

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General


 

Turrets

Bounty Rewards

Turrets

Experience

 

 

Champions


 

Braum

Heimerdinger

Jax

Karthus

Kayle

Lucian

Maokai

Nautilus

Nidalee

Rengar

Skarner

Vladimir

Yasuo

Zac

Ziggs

Embiggened Champions

Updated Splashes

 

 

Items


 

Items

Jungle Items

Attack Damage Items

 

 

Ranked Duo Queue


 

Ranked Duo Queue Text

 

 

Bots


 

Bots Text

 

 

Public Chat Rooms


 

Public Chat Rooms Text

 

 

Bugfixes


 

Bugfixes Text

 

 

Upcoming Skins


 

Upcoming Skins

 

 

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

 

 

PBE Ashe Icons

 

 

Xerath New Portrait

 
Rite_of_the_Arcane    Rite of the Arcane [ R ]

  • Damage increased from 180/235/290 to 190/245/300

 

 

Items

 

 
Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Bonus damage to monsters increased from 20% to 30% (same as live)
  • Health decreased from 400 to 350 (same as live)

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Bonus damage to monsters increased from 20% to 30% (same as live)
  • AD decreased from 35 to 30 (same as live)

 
Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

  • Bonus damage to monsters increased from 20% to 30% (same as live)

 

Spirit_Stone_itemSpirit Stone

  • Bonus damage to monsters increased from 15% to 20% (same as live)

 

 

New Ashe Icons

 

Ashe New Icons

 

 

 Single Posts

 

 

What role would you want Diana to have on a team?

 

Vesh Button Rioter Vesh: I imagine a more fighter-type Diana to build Zhonyas and Nashor’s tooth, jump into a fight, moonfall, de-aggro with zhonyas, and then come out of it and wake on squishy’s with her passive until they die all while staying alive with a more defensive-centric shield.


Diana should still want to be a back-line fighter (after all, if you give her the tools to jump to the carry she will do it regardless). She will still want to be on the softer targets. I don’t think “tank killed” is what she wants to be or what she should be, I just think there are better ways to accomplice her goals than press QRR and one shot someone if she’s ahead.



Missed any recent articles? Check below:


 

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The Blue Fist

May 13th, 2013

bluefist

There is an interesting trend going on in jungle itemization, and the name of the game is efficiency. The jungle has previously been a role in stuck purgatory; there was always too little farm to be a threat and too many roaming opportunities to justify running a double top. This has driven the picks, for both items and junglers, towards maximum efficiency; or how much you get out of what scraps you manage to scrounge. This is why Wriggle’s is rarely completed quickly, opting instead for Madred’s Razors alone. The Madred option, however, is being overshadowed by the new and improved blue fist – Spirit of the Ancient Golem.

season3

So let’s look at the itemization in Season 3 junglers so far. There are two resonating items with a swing in either direction: Aegis/Bulwark and Locket of the Iron Solari. Junglers used to be happy building Giant’s Belt items, but the trend has definitely shifted back to a teamfight/initiation-oriented jungler, running aura and support items. While other junglers are far from viable, the “safe” pick is a tank character with these items, and this makes sense. NA, EU and KR teams have a very fine line between the best and the worst. It very much reminds me of the American football saying “any given Sunday” where any team that’s hot can make some major upsets because the skill margin is very small. Running a tanky jungler to protect the team and provide a second layer of peeling and auras for the carries simply makes sense.

pic2

At the front of this resurgence of tanky, support junglers is a new build path. The big trend right now in the professional scene is building boots 1, the blue fist and then an Aegis. This is an interesting combination brought about by a change in the Spirit of the Ancient Golem. Originally, it was an armor/HP item with Tenacity, built from a Giant’s Belt and Spirit Stone. This combination was swell for about two characters, but otherwise it was just an “ok” Tenacity choice to those not building Merc Treads. Then the item was changed to provide 10% CDR, and be built from a Kindlegem and Spirit Stone; the armor was removed. While this initially seemed lackluster, it’s opening up an entire new door for junglers.

What’s Changed?

The Kindlegem component is letting junglers purchase parts of the blue fist without needing 1k gold for a Giant’s Belt and also granting CDR, which every character likes. The increase in base movement speed broke through for junglers and now boots 2 are a third item because, frankly, movement speed takes a back seat to life/tenacity and aura resistances in almost all scenarios (especially already running MS Quints). Having a tenacity option other than Merc Treads is saving junglers a ton of money on the most expensive boots in the game. This allows junglers to purchase strong impact items, piecemeal, as the game progresses, while still having strong presence. The small movespeed differential is often made up with CC abilities, plus giving a reduced cooldown tank bearing down on you with 500 additional health and 35% Tenacity. Every single one of the safe, tanky junglers can take advantage of this and bear down on the laners in turn.

Who Cares?

Well the uprising of the Blue Fist means a lot of really cool stuff. First, boot upgrades are taking a back seat to item progression. It’s also taking down Merc Tread’s holy spot of the Tenacity item and exploring other paths of CC reduction. Most importantly, this change is allowing junglers to have a smoother power curve. You have the Machete start into Spirit Stone and then more health with the crystal, then more CDR and then you get super regen plus CDR and a gigantic amount of health, all for a relatively low amount of gold. This means that a successful gank or two now leads you into this blue fist wielding terror, roaming the map smashing souls with supreme tankiness. This is a big change over simply spending 1k for a Giant’s Belt and feeling mediocre about it. It allows junglers to build the fist and boots 1 with a null magic and health crystal towards Aegis and being a threat with 100+ dual resistance. It’s a step in the right direction for jungle tanks, and hopefully not too far a step as to squash the carry junglers.

How do I apply this?

Well, as a jungler, you should consider building the blue fist. The cheap build items mean that even if you hit a rough patch, you can pick up health, regen or CDR easily. This is extremely potent on almost any jungle tank/initiator such as Nasus, Volibear, etc. I personally forgot about this item when playing, but it’s a strong first rush item. If you have any sort of CC, your ganks become much more potent with reduced CC on top of a CDR to re-CC them. Item builds for your junglers will shift depending on how the game is patched, but I don’t think the blue fist is a fluke at all. Try going boots 1, fist and Aegis in your games and reap the rewards or comment on how you did/didn’t like it!