Abyssal ScepterreworkÂ â€“ currently not being worked on
Mandrake Ward â€“Â preview HERE,Â also in development hiatus
Tahm Kench is a new champion. He’ll be available for 7800 IP/975 RP after Patch 5.13 hits live. You can check out his official reveal HERE.
Base Health: 610Â + 95Â per level
Base Mana: 325Â + 40 per level
Base Damage: 56 + 3.2 per level
Base Attack Speed per level: 2.5%
Armor: 30 + 3 per level
Magic Resist: 32 + 1.25 per level
Auto Attack Range: 200
Movement Speed: 335
Base Health-per-second: 1.3 + 0.11 per level
Base Mana-per-second: 1.1 + 0.2 per level
For his recall, Tahm Kench takes his hat off and bows.
An Acquired Taste [ Passive ]
Tahm Kench’s basic attacks and abilities on enemy champions build stacks. At three stacks,Â his abilities have additional effects.
Tongue Lash [ Q ]
Cost: 50 mana at all ranks ||Â Range: 800 ||Â Cooldown: 6 seconds
Tahm Kench lashes out his tongue, dealing 80/115/150/185/220 [+0.7 AP]Â magic damage to the first enemy hit and slowing them by 50/55/60/65/70%Â for 2 seconds. If the target has 3 stacks of Tahm Kench’s passive, it will instead be stunned for 1.5 seconds.
If Devour [ W ] is cast while the tongue is still travelling, the spell will devour the first minion or monster hit.
Devour [ W ]
Cost: 90 Mana ||Â Range: 250 ||Â Cooldown: 14/13/12/11/10Â seconds
Devours a target enemy for 4/4.5/5/5.5/6 seconds (halved duration for enemy Champions), dealingÂ 20/23/26/29/32% [+2% per 100 AP] of their maximum Health as magic damage.Â Maximum damage to monsters isÂ capped at 400/450/500/550/600.
If cast on an allied champion, Tahm Kench gains 30/35/40/45/50%Â bonus Movement Speed while holding that champion and moving towards an enemy champion.Â Tahm gains half the movespeed value if heâ€™s notÂ moving toward an enemy champion, or 15/17.5/20/22.5/25%.
If cast on a minion or monster, Tahm Kench can reactive the spell to spit them out, dealingÂ 100/150/200/250/300 [+ 0.6 AP] magic damage to all target hit.
Enemy champions can only be devoured when Tahm Kench has 3 stacks of his passive on them and he is slowed by 95% for the duration of the spell.
Thick Skin [ E ]
Cost: 50 Mana ||Â Cooldown: 16/15/14/13/12 seconds
Passive: If Thick Skin is not on cooldown, any damage Tahm Kench takes fills up a gray health bar. If the bar starts decaying, it will start healing him.
Active: Converts Tahm Kench’s gray health bar to a shield that lasts 6 seconds. The shield loses value over the duration.
Abyssal Voyage [ R ]
Cost: 100 Mana ||Â Range: 4000 ||Â Cooldown: 160/130/100Â seconds
Passive: Tahm Kench’s basic attacks and damage spells deal an additional 20 + 4/5/6% of Tahm Kench’s bonus Health as magic damage.
Active: Tahm Kench channels for up to 15 seconds. Throughout the duration, any allied Champion can click on Tahm Kench and be absorbed by him. Tahm Kench and his ally will then travel to target area on the map. If an enemy Champion deals damage to Tahm Kench during the channel, the spell will be interrupted. Tahm Kench can re-castÂ the spell during the channel to travel alone.
“The whole world’s a river, and I’m its king.”
Tahm Kench travels Runeterra’s waterways, feeding his insatiable appetite with the misery of the unsuspecting. The singularly charming gourmand savors every moment of his victims’ suffering. Â A deal with Two-Coats may carry you to wherever you wish, but your journey will most assuredly end in the depths of despair.
Lastly, here’s Tahm’s Champion Select quote:
Master Chef Tahm Kench will be available for 975 RP or together in a bundle with Tahm Kench for 1462 RP.
For his recall, Chef Tahm stirs his stew and then swallows it whole, utencils included.
Gentleman Gnar will be available for 975 RP.
Gentleman Gnar has different recall animations depending on his form. While small, he chews on his clock; in megaÂ form, he rests on his cane.
New chromaÂ packs forÂ Grim Reaper Karthus, Dreadknight Nasus and Bard will be available after Patch 5.13 is live:
Team Icons for the LCK, Master Series & GPL will be available in store after Patch 5.13 hits live:
From left to right and top to bottom: CJ Entus , SKT T1, Sonic Boom Sbenu, SamsungÂ Galaxy, NaJin EmFire, KT Rolster, KOO Tigers, Jin AirÂ Green Wings, Longzhu Incredible Miracle and Rebels Anarchy.
From left to right and top to bottom:Â AHQ eSports Club, Assassin Sniper, Flash Wolves, Logitech Snipers, Machi eSports, Midnight Sun eSports, Taipei Assassins and Hong Kong eSports.
Â Â Â
From left to right and top to bottom:Â Imperium Pro Team, Boba Marines, ZOTAC United, Team Proioxis, Impunity Legends, Thirsty Chinchillas, Go To Sleep and Wargods.
Brand’s W now has a swirly animation and is slightly more explosive:
Nunu’s snowball has been rounded to look like a snowball and not an ice block. Also, hisÂ ultimate now has streamlined particles on the channel and a giant snowflake effect for the explosion:
Rumble has new thundering particles on his W and E, and the Equalizer has entirely reworked visuals across skins:
Shyvana’s received new fiery particles for her Q, W, E and Dragon form spells:
Base Damage increased from 56.7 to 61
Damage-per-level increased from 3.25 to 3.5
Martial Poise [ Passive ]
Basic attacks now deal 90% of Kalistaâ€™s total AD
Pierce [ Q ]
Can no longer be cast while Kalista is dashing
Rend [Â EÂ ]
Each additional spear increases Rendâ€™s damage by 50% of Rendâ€™s base damage, orÂ 10/15/20/25/30Â + 0.3 of Total AD, changedÂ from aÂ 0.2/0.225/0.25/0.275/0.3 total AD ratio
Righteous Fury [ E ]
Kayleâ€™s basic attacks now passively deal an additional 10/15/20/25/30 [ +0.15 AP] magic damage
Righteous Furyâ€™s tooltip active now lists thatÂ it increases the on-hit magic damage byÂ 10/15/20/25/30 [+0.15 AP] magic damage on hit (Note, the damage on the active compared to live is the same)
Mark of the Storm [ Passive ]
Tooltip now notes that the stun duration is 1.25 seconds, not 1
Riptide [ E ]Â
Base damage decreasedÂ from 60/100/140/180/220 to 60/95/130/165/200
Unburrow [ W ]
The knock-up areaâ€™s range has been decreased from 200 to 160
Burnout [ W ]
Base damage decreased from 20/35/50/65/80 to 20/32/45/57/70
Magic Resist increased from 31.25 [+0 per level] to 33.35 [+1.25 per level]
Mega Adhesive [ W ]
Root duration increased from 1 second to 1/1.25/1.5/1.75/2
Archangelâ€™s Staff [ Dominion-only change ]
Item cost increased from 2690 Gold to 3000
Ability Power increased from 60 to 80
[ Note ] Same changes apply to Seraphâ€™s Embrace on Dominion.
Health decreasedÂ from 600 to 500
Cooldown on active movespeed buff increased from 60 seconds to 90
Ability PowerÂ increasedÂ from 40 to 50
TheÂ damage on Spellbladeâ€™s passive has been increased from 0.75 of base AD + 0.3 AP to 1.0 of base AD + 0.3 AP
Spellblade proc no longer triggers spell effects like Ludenâ€™s Echo
Ability Power increased from 60 to 80
UNIQUE Passive now increases all healing by 20%, including outside heals from other Champions (Soraka heal, for example)
Woogletâ€™s Witchcap [ 3v3 only ]
Item cost decreased from 3490 Gold to 3460
Base magic damage-on-hit has been increased from 25 to 30
Passive no longer grants 2 stacks for Champion kills/assists and 1 for monsters; instead, it grants 1 stack for large monsters and Champion kills/assists, 2 for killing the Scuttlecrab and 5 for killing epic monsters (Dragon, Baron)
At 30 stacks, the Devourer enchantment becomes â€œSatedâ€:
Upon purchasing a Devourer enchantment, you get a purple ghost dog that follows you around and reminds you you’re not alone in this world:
Sated Devourer [Upgrades automatically at 30 stacks]
Grants 50% Attack Speed and 60 magic damage-on-hit
No longer stacks bonus damage
UNIQUE Passive â€“ Phantom Hit: Basic attacks deal bonus magic damage and every other basic attack will proc on-hit effects twice
Here are the in-game icons for the Sated Devourer jungle upgrades:
Cost decreased from 860 Gold to 850
Needlessly Large Rod
Cost decreased from 1600Â Gold toÂ 1250
Ability Power decreased from 80 to 60
Recipe Change:Â Needlessly Large Rod + Blasting Wand + Amplifying Tome
Total CostÂ increased from 3300 Gold toÂ 3500
Ability Power UNCHANGED: 120 AP
UNIQUE Passive now grants 35% Ability Power Amp, increased from 30%
Total Cost decreased from 3300 Gold toÂ 3000
Now grants 100 Ability Power, decreased from 120
Luden’s Echo (Summoner’s Rift)
Total Cost decreased from 3100 Gold toÂ 3000
Now grants 100 Ability Power, decreased from 120
Now grants 10% bonus Movement Speed, increased from 7%
Archangel’s Staff (Summoner’s Rift)
Recipe Change: Needlessly Large Rod + Tear of the Goddess + 1030 Gold
Total Cost increased from 2700Â Gold toÂ 3000
Now grants 80 BaseÂ Ability Power, increased from 60
Seraph’s Embrace (Summoner’s Rift)
Now grants 80 Base AP, increased from 60
Rod of Ages (Summoner’s Rift)
Total Cost decreased from 2800Â Gold to 2700
Now grants 300 Base Health, decreased from 450
Grants 400 Base Mana, decreased from 450
The passive growth now gives 40 Mana per minute, increased from 20, up to a maximum of 400, increased from 200
Passive now grants 4 AP per minute, increased from 2 AP, up to a maximum of 40 AP, increased from 20
Total cost increased from 2920 Gold to 3000
Now grants 40% Attack Speed, decreased from 50%
Now grants 80 AP, increased from 60
Rylai’s Crystal Scepter
Recipe Change:Â Needlessly Large Rod + Amplifying Tome + Giant’s Belt
Total Cost increased from 2900 Gold to 3000
On single targets, the slow strengh has been increased from 35% for 1.5 seconds to 40% for 1.5 seconds
The AoE slow strength has been increased from 15% for 1.5 seconds to 40% for 1 second
For Passive DotS and “zone spells”, the slow strength has been increased from 15% for 1.5 seconds to 20% for 1 second
Total Cost has been increased from 1480 Gold to 1500
Recipe Change: Haunting Guise + Blasting Wand
Total Cost has been increased from 2900Â Gold toÂ 3000
Now grants 80 Base AP, increased from 50
Will of the Ancients
No longer grants 20% Spell Vamp
New Passive: Your spells and abilities heal you for 15% of the damage dealt, calculated BEFORE your opponent’s resistances. 33% effect for AoE Spells.
Recipe Change:Â Fiendish Codex + Forbidden Idol + Amplifying Tome
Total Cost unchanged
Athene’s Unholy Grail
Recipe Change:Â Fiendish Codex + Chalice of Harmony + Amplifying Tome
Total Cost unchanged
Total Cost has been increased fromÂ 2295Â Gold to 2500
Now grants 80 Ability Power, increased from 70
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at email@example.com.
Here are the Champions who have been and will be the focal points for the rework team over this patch and Patch 4.10.
Â RiotSeb:Â Hey guys,
RiotSeb back with some info on Champion Update projects headed to Live / PBE with the current patch cycle.
Â The Karthus Visual Update is headed to live! With the help of your feedback we made several changes to Karthus during his time on PBE, mostly centered on clarity but with a little swag mixed in for good measure.
Â Some of you had expressed concern about losing Karthusâ€™ abilities within each other due to color similarity, and internally we wanted to make sure players could tell the difference between abilities cast by friendly/enemy Karthuses (Karthi?). We decided to kill two Teemos with one axe by adding friendly and enemy team-color indicators to Karthusâ€™ basic abilities, so they should be more distinguishable when youâ€™ve got spells flying all over the screen. Weâ€™ve also done some optimization work on Defile, as it was originally a bit performance-heavy and visually noisy given how often itâ€™s used.
Â We also saw some requests for global VO on Requiem; the main issue there is that Karthusâ€™ R lines are pretty dang long so as to match the channel time, and long global VO could turn annoying very quickly when youâ€™re hearing it (not to mention dying to it) every couple minutes. We definitely liked the idea though, so we added a global, evil laugh to Requiem thatâ€™ll crank up the feeling of impending doom no matter where your enemies are on the map.
Â As Iâ€™ve mentioned previously, weâ€™re committed to following through on Champion Updates post-Live and making sure their foundations are solid. With Karthus, weâ€™re keeping an eye on couple areas such as whether his frenetic casting causes VO overlap and whether his clearer Q effect results in the olâ€™ lich needing a bit more power.
Â Weâ€™ve been working on Skarner for a while now, and in addition to some of the gameplay updates weâ€™ve discussed previously we also had time to flesh out his thematic through some art upgrades and a brand new passive.
Â While continuing to avoid Skarnerâ€™s old gameplay problems, weâ€™re looking to increase his power with more CC and stickiness as well as enable him to consistently bring value to his team even when behind. To that end, Crystal Slash now grants Skarner stacking Movement Speed, and the scorpion is sporting a new passive that stacks on enemies every time he hits them with a spell â€“ at 3 stacks, Skarnerâ€™s next attack applies bonus damage and a short stun.
Â Skarnerâ€™s new passive obviously required some new VFX, and we decided to take the opportunity to roll together some other key art updates. In addition to the obligatory passive particle, Skarner has received a Texture Update as well as a touched-up shield particle on his W.
Â If youâ€™d like to dig deeper into Skarnerâ€™s approaching update you can head on over toÂ his PBE thread.
Â With her nuclear-tipped spears and incredible escapability, Nidalee’s been a contentious champion for a long time, and weâ€™ve been working on a Gameplay Update focused on toning down the frustration of playing against her and giving Nidalee players more diverse gameplay options and decision points.
Â To that end, we knew we wanted to reduce the damage potential of Javelin Toss as well as tone down Nidaleeâ€™s overall safety (especially in prolonged chases) and force her to balance escape potential against the ability to finish off opponents. Doing so gave us the opportunity to diversify her offensive arsenal and make Cougar form a more co-equal partner in Nidaleeâ€™s engagements â€“ furthered by the fact that Cougar form is now available right from level 1. The defining feature of this update is a new â€˜Huntâ€™ mechanic , which is applied by Nidaleeâ€™s human-form abilities and both increases her speed towards Hunted targets and provides additional options and power to her Cougar-form abilities. Along with some other changes, this mechanic links Nidalee’s two forms into a more cohesive package and gives her the chance to feel incredibly agile and dangerous in her ability to close the distance and take an enemy down.
Â Head over to theÂ Nidalee PBE threadÂ if youâ€™d like to see the current specifics of her upcoming Gameplay Update.
[ Suggestion ] Let Karthus playersÂ hear his VO during “Requiem”Â regardless of where the camera is
Â Â RiotSeb:Â That’s a good idea, thanks for mentioning it! Will have to look into this possibility because based on what I can think of right now, he’d be the only champion that uses it (unless we want to do Ashe/Jinx/Ezreal ults as well or something…)
[ Trolling ] How do you pronounce Karthus?
Â RiotScruffy:Â The only true way to say it is Kartoos (like caboose).
Â Â Ququroon:Â Karrrrtoooooooooooooos! It’s the rolling of the R that really makes it.
Â ohmikegoodness:Â I personally refer to Karthus as CLOTHUS due to all the hours put into animating all his tassels. Soraka takes a close second to difficulty in animating!
[ Question ] Can the stunned target from Skarner’s passive look similar to how they’re encased in Skarner’s ultimate?
Â Â RiotScruffy:Â The crystallized effect is similar, check it out on PBE when the servers come up.
Â The discussion regarding Soraka’s announced rework continues. Can she stay a healer in a game where the archetype is so problematic?
Regarding the recent changes to Soraka
Â Morello:Â Thanks for the post. Looking at it, here’s what our analysis is;
1) Nerfing Solo Soraka was needed, and we think this was the right decision. “Countering” based on a specific pick limits the pool of picks additionally – let’s not confuse hard-countering and counterplay. Solo Soraka, pre-nerf, had a 58% winrate, which does cause us to ask questions.
2) Support Soraka was already weak, and this is an additional kick to her. We know this feels bad, and we may look at this.
3) Soraka will get a rework this year. There’sÂ this threadÂ in where we talk a bit more about our plans here.
Soraka is overdue for this – we do think she’s a bad experience for people who want to play her, and we need to fix that. That being said, her current kit cannot be powerful and healthy simultaneously – exactly why we’ve reprioritized her rework to this year. We’re going to do everything we can to keep her as a healer – though that will require MAJOR shifts to her kit.
A healer may be able to work under a different model. The MMO Priest model cannot be what it is (I’ve written litanies on why this is the case). If anyone can do healer in League, it needs to be done on Soraka.
[ Question ] What are your plans for Soraka?
Â Â Morello:Â If healer is possible (I think it might be), then we’ll find it for Soraka. If it’s not, though, then the choices would become:
Violate Soraka’s identity and make her good, but not a healer
Never rework Soraka, but keep her weak since she fucks up the game 🙂
This Sophie’s choice has stayed our hand on it too long already, so we want to rip the bandaid off and make a choice. Starting with exploring (different) healing models, then working from there.
Soraka will not be the same as she is today.
Soraka will hopefully be a healer.
Nidalee‘s recently announcedÂ rework will soon be available for testing! Here’s her new kit in detail.
Â RiotRepertoir:Â Hey guys,
NidaleeÂ has some gameplay changes headed her way, largely in the form of a modified passive and its interactions throughout her kit. These changes help reinforce a pattern of interaction betweenNidaleeÂ and opponents, but since the changes are quite dramatic, they required changes to numbers and timings throughout her kit. Iâ€™ll be popping in and out of this thread while sheâ€™s on PBE to collect everyoneâ€™s feedback on her, so please feel free to leave it in the comments and Iâ€™ll try to get back to you.
While all feedback is welcome at this point, the stuff that would be particularly useful is:
Are Pounce and Swipe behaving the way youâ€™d expect?
Are you having difficulty using her Hunt Pounce effectively?
How has your laning pattern changed compared to Live (both as and againstÂ Nidalee)?
How do you feel in roaming cases using your modified brush passive?
Did you notice any bugs on her?
What items are you guys building on her to be successful?
How was your experience building mainly Ability Power items?
How was your experience building more bruiser items?
Generally, where do you feel she is too strong/weak?
Thanks in advance for all your guysâ€™ thoughts,
With that said, if you’re interested in the full changelist, here it is below:
Basic attack hit timing adjusted to better match visual
Death Recap now properly differentiates between Javelin Toss and Takedown, and Bushwhack and Pounce
(R) Aspect of the Cougar now has 4 ranks and is automatically trained at level 1
UI elements added to support modified passive
Movement Speed increased to 340 from 335
Â Prowl [ Passive ]
Movement Speed in brush reduced to 10% from 15%
Movement Speed in brush is now increased to 30% while moving toward visible enemy champions within 5500 range
Damaging champions with Javelin Toss and Bushwhack causes her to Hunt these targets for 4 seconds, granting Prowlâ€™s increased Movement Speed toward them and enhancing her next Takedown, Pounce, and Swipe against them
NidaleeÂ ignores unit collision while Prowl and Hunt are active
Javelin Toss [ Q ]
Minimum base damage reduced to 50/75/100/125/150 from 55/95/140/185/230
Maximum base damage reduced to 150/225/300/375/450 from 137/237/350/462/575
Minimum Ability Power ratio reduced to 40% from 65%
Maximum Ability Power ratio reduced to 120% from 162.5%
Cooldown adjusted to 8/7/6/5 with rank in (R) Aspect of the Cougar from 6 at all ranks
Now deals maximum damage at 1300 range rather than 1500
Missile visuals adjusted to better match player expectation
Applies the Hunt debuff to enemy champions hit
Takedown [ Cougar Q ]
Deals 33% increased damage to Hunted targets
Minimum base damage reduced to 4/20/50/90 from x/40/70/100
Maximum non Hunt base damage reduced to 10/50/125/225 from x/120/210/300
Maximum Hunt base damage introduced at 13/67/167/300
Maximum non Hunt Total Attack Damage ratio reduced to 250% from 300%
Maximum Hunt Total Attack Damage ratio introduced at 333%
Minimum non Hunt Ability Power ratio introduced at 24%
Maximum non Hunt Ability Power ratio introduced at 60%
Maximum Hunt Ability Power ratio introduced at 80%
Now deals entirely magic damage instead of entirely physical damage
Maximum damage is now dealt when the target is at 20% current Health, up from 0%
NidaleeÂ gains 75 Attack Range while Takedown is active
Bushwhack [ W ]
Ground duration reduced to 2 minutes from 4
Debuff duration reduced to 4 seconds from 8
Now only affects 1 enemy per trap
Flat base damage reduced to 20/40/60/80/100 from 80/125/170/215/260
Flat damage Ability Power ratio removed (was 40%)
No longer shreds enemy Armor and Magic Resist
Now additionally deals 12/14/16/18/20% of the targetâ€™s current Health over its duration
Now additionally deals 1% of the targetâ€™s current Health per 50 Ability power over its duration
Cooldown reduced to 17/15/13/11/9 from 18 at all ranks
Mana cost reduced to 40/45/50/55/60 from 60/75/90/105/120
Team color indicators added to better indicate trigger radius
Persistent pulsing particle adjusted for better visibility
Applies the Hunt debuff to enemy champions hit
Pounce [ Cougar W ]
Now moves toward the playerâ€™s cursor rather thanÂ Nidaleeâ€™s current facing
Base damage reduced to 50/100/150/200 from x/125/175/225
Ability Power ratio reduced to 30% from 40%
Cooldown increased to 5 seconds from 3.5
Can now be used to jump to Hunted targets at up to 700 range by hovering the cursor over the Hunted target
Killing a unit while in Cougar form reduces Pounceâ€™s current cooldown to 1.5 seconds if it is currently higher
Primal Surge [ E ]
Base healing increased to 55/95/135/175/215 from 50/85/120/155/190
Ability Power ratio reduced to 50% from 70%
Attack Speed buff duration reduced to 6 seconds from 7
Swipe [ Cougar E ]
Now targets toward the playerâ€™s cursor rather thanÂ Nidaleeâ€™s current facing
Base damage reduced to 70/130/190/250 from x/150/225/300
Ability Power ratio reduced to 45% from 60%
Swiping a Hunted target reduces Pounceâ€™s current cooldown to 1.5 seconds if it is currently higher
Cooldown reduced to 5 seconds from 6
Aspect of the Cougar [ R ]
No longer grants 20 Movement Speed while in Cougar form
Cooldown adjusted to 5.00/3.75/2.50/1.25 from 4.00 at all ranks
NidaleeÂ gains vision of all Hunted targets while in Cougar form”
[ Question ] Is there a range indicator circle for her Hunted Pounce, like with Rengar’s leap?
Â RiotRepertoir:Â There are actually two UI elements for enhanced Pounce that only Nidalee sees while Hunting.
A circle range indicator for Hunt’s improved Pounce
A directional tether between Nidalee and Hunted champions that swaps from dark red to bright green when Nidalee gets in range for the improved Pounce.
Â Â RiotSeb:Â Yes, there are new targeting effects to help Nidalee players use their Hunt Pounce more effectively and take advantage of the boosted range. Please give us feedback if it’s not working out for you, once it hits PBE!
[ Question ] Will Nidalee be getting new spell effects with this rework?
Â Â RiotSeb:Â Yes, there are new targeting effects to help Nidalee players use their Hunt Pounce more effectively and take advantage of the boosted range. Please give us feedback if it’s not working out for you, once it hits PBE!
[ Question ] Can you explain the range changes to Javelin Toss?
Â Â RiotRepertoir:Â Javelin Toss still has a range of 1500, but it achieves its max damage once it has traveled 1300 range. I knew there was a limit on the amount of damage Javelin Toss could deal, and it needed to be lower, but I wanted to keep the spell satisfying, so the last 200 units is basically a cushion where the max damage is dealt. Takedown base damage probably does look a bit wonky, but keep in mind that most of the damage of Takedown is in the Total Attack Damage ratio. As such, the base damage at rank 1 R is more like 4 plus her Total Attack Damage.
[ Question ]Â Why is Bushwhack now dealing so much damage and not shredding resistances?
Â Â RiotRepertoir:Â Bushwhack is still in tuning, so maybe they’re too strong right now; that’s quite possible and can be tuned to not be obnoxious I believe. One of the goals of these changes is to reduce invisible power in her kit, which is why the shreds were removed from her traps. However, it wasn’t really the goal to make traps weak, and my experience working on her has taught me that Bushwhack is an integral part of her fighting tankier champions. Also, traps have about the same cooldown at rank 1, and they are now quite visually loud on the ground, so avoiding them will have to be a conscious effort, but it shouldn’t be the case that you couldn’t see them out there openly in the lane.
[ Question ] Won’t a 700 range Pounce from Hunted be too overwhelming?
Â Â RiotRepertoir:Â In practice you will very rarely get two empowered 700 range Pounces within the time of the Pounce reset. Most often, you will get the empowered one to go in, use your Swipe on the Hunted target, and then have a 375 range Pounce to jump out.
[ Question ] If minions still activate Bushwhack traps, how can this become an integral part of Nidalee’s rotation in lane?
Â Â Â RiotRepertoir:Â Traps are more about setup to me. While playing this Nidalee, players will be taking aggressive action with their Javelin Toss, forcing enemies to dodge them to not get Hunted. Bushwhack traps, on the other hand, require some foresight into where they should be placed for the purposes of Hunting. For example, if I’m laning against a melee champion that may try to jump on me, I probably want to have one around my feet to get damage and Hunt proc on him if he does, but if I’m against a ranged champion, I may trap the sides of the lane to corral them into a smaller part of the lane where I can line up Javelins.
[ Follow-upÂ ] What if two targets simultaneously trigger Bushwhack? Does it apply the debuff to both?
Â Â RiotRepertoir:Â Bushwhack traps always look inside their radius for champions first and minions second, so you shouldn’t ever trigger it on a minion when there is also a champion in its activation range.
[ Question ] If she’s roaming during laning, what’s her mechanism for being able to set up a Hunt?
Â Â RiotRepertoir:Â Same as any other point in the game I suppose. Hit a spear/trap, switch to cougar and jump to them.
[ Question ] Is Nidalee jungle intended to be possible/viable with these changes?
Â Â RiotRepertoir:Â It wasn’t intended insofar as we tried to make it a thing, but we don’t really think we need to try to stop it from happening either, since it doesn’t seem all that abusive from the get-go.
[ Question ] With these changes, what will stop people from playing her exactly the same as before?
Â Â RiotRepertoir:Â I think the reduced effectiveness in playing this way will mostly likely cause people to adjust their playstyles. There will still be spear throwing, but a much larger number of her kills will come from getting in your face.
Riot really doesn’t know what to do with Skarner, as evidenced by his second (and, frankly, haphazard) rework. Keep reading for full details on his new kit.
Â Â RiotScruffy:Â Hey Skarners,
Skar is up on PBE with a few gameplay and art changes. We’re increasing Skarner’s power with more CC and stickiness without creating the old gameplay problems. Additionally, he will be able to consistently bring value to his team, even when behind. He also has upgraded character textures and some new particles for his passive and W.
Full List of Changes:
[NEW] Crystallizing Sting [ Passive ]
Skarners damaging spells apply Crystal Poison to enemy Champions and large monsters
If Skarner attacks a target with 3 stacks of Crystal Poison he will deal an additional 20-105 damage and stun the target for 0.5/0.75/1 seconds
After a stun, targets will not receive Crystal Poison for 6 seconds
Crystal Slash [ Q ]
[NEW] Crystal Energy Bonus: Skarner now gains 3/4/5/6/7% Movement speed per stack
[NEW] Auto attacks reduce Crystal Slash’s cooldown by .5s (doubled against Champions)
Base physical damage reduced from 25/40/55/70/85 to 20/30/40/50/60
Base physical ratio reduced from 0.8 to 0.4
Bonus magic damage reduced from 24/36/48/60/72 to 20/30/40/50/60
Bonus magic ratio reduced from 0.4 to 0.2
Crystalline Exoskeleton [ W ]
Cooldown lowered from 16 to 13 seconds
Fracture [ E ]
Base damage lowered from 80/120/160/200/240 to 40/60/80/100/120
AP ratio lowered from 0.7 to 0.4
Cooldown lowered from 14 to 12 seconds
Impale [ R ]
Cooldown lowered from 130/120/100 to 100/90/80
Impale consumes all stacks of Crystal Poison and deals 50/75/100 damage per stack consumed to the target
[ Opinion ] HisÂ ultimate consuming his passive stacks without a stun seems counter-intuitive
Â Â RiotScruffy:Â When we didn’t have the ult consuming the passive stacks we were seeing Ult into follow up passive stun pretty much every time. This was creating really long hard CC chains beyond the duration that we typically allow.
With this in mind, we compensate him if he uses an ult on a target with stacks of the passive by adding additional damage per stack.
[ Follow-up ]Â Does Skarner gain the 6 second cooldown if this is the case?
Â Â RiotScruffy: The stun cooldown is not applied in this case.
[ Question ] Can Skarner still Q during his ult?
Â Â RiotScruffy:Â Yes he can.
[ Question ] Does proccing the stun on Skarner’s passive consume the current stacks of Crystal Poison?
Â Â RiotScruffy:Â It does, he will have to stack it up again for the next stun on the same target.
[ Question ] How long do the stacks of Crystal Poison last?
Â Â RiotScruffy:Â The stacks last for 5 seconds right now.
[ Question ] Why do the damage numbers seem so low?
Â Â RiotScruffy:Â The great thing is, that if he is only deficient in damage numbers that is a very easy fix. The mechanics changes here (more cc and stickiness) are the main focus to get right.
We will definitely keep an eye on him and make adjustments to his overall dps after more testing.
[ Question ] How will theseÂ changes affect Skarner’s gameplay?
Â Â RiotScruffy:Â It does change his feel somewhat in that he now has a very tangible goal that he is shooting for in a gank/skirmish or any duel. Reaching the stun will often secure kills or turn a fight.
At the same time, the Q changes (movement speed per stack) actually make him feel much more like his old self. If I start Qing on a target, I’m going to stick to them pretty well.
AD bruiser builds are still viable with his high base AD, but generally he will take slightly longer to kill enemies but have much better time sticking and CCing.
Kha’Zix was hit hard in Patch 4.9. Why were the decisions to nerf him made and where does this place him in the meta?
[ QQÂ ] Why did you kill Kha’Zix’s playstyle as a tanky bruiser?
Â Â Morello:Â If you were planning on running in the frontline and snowballing through a team, yep, you can’t do that now.
If you wanted to flank, assassinate and escape, you can still do that.
[ Question ] Were these changes made to remove bruiser Kha’Zix from the game?
Â Â Morello:Â Everything that made bruiser Kha’Zix good is gone – that’s the entire point. Assassin Kha’ should still be in good shape.
[ Question ] Can you clarify why his ultimate evolution was nerfed so much?
Â Â Morello:Â Damage Reduction on Assassins is OP* 🙂
A concern has sprung up among some players that if they decide to mute their team to avoid tilting, they can be banned for refusing to communicate.
[ Question ] Can I get banned for not using chat to communicate with my teammates?
Â Â WookieeCookie:Â You won’t get banned for not communicating in chat with your teammates.
Generally I don’t chat much myself, I just use pings to communicate my intentions or alerts to others.
Even if you mute someone, they will still be able to see your pings so you can effectively communicate with them.
Getting use to the ping tool can be a bit weird at first, but to be honest now that I’m comfortable with it I can communicate to my team a lot faster than actually typing things out.
[ Suggestion ] Mute players, but don’t tell them you have, and communicate with pings only
Â WookieeCookie:Â Blazing Salvo has a lot of great points, but I wanted to reinforce his first point. There’s a good way to mute people, and a bad way. Make sure you’re not super passive aggresive about it and let everyone know that you’re muting them. Don’t threaten or abuse them and then mute them. Don’t say you’re muting them, not mute them, and then verbally abuse them when they see what you say, etc etc.
Be the bigger player, if someone is abusive, just report them and move on. No need to feed the trolls.
[ Question ] How do YOU deal with negativity in-game?
Â Â WookieeCookie: I try to avoid muting people as much as possible as well. I like to give everyone the benefit of the doubt. But I have seen some players start to trend towards the negative in certain matches and rather than take the morale hit I just mute them and play on. It helps me play cooperatively with them throughout the match and keeps me focused on the game at hand without having to see their negativity.
Senior Character Artist Grumpy Monkey is up on the forums to answer some questions about where he’s been and what he’s been working on.
[ Q&A ] Grumpy Monkey returns to forums
Â Â Grumpy Monkey:Â Hey! I am right here! Sorry for the radio silence. I have been super busy! We got Heimerdinger,Twitch, Karthus, Some Skarner Texture update love on the way, and of course we have been toiling away at the big guy Mr. Sion himself. in fact here is some concept art of new Sion to get you pumped!http://imgur.com/t67yPaiÂ Done by Feral Pony. Who knew he was such a legit artist? Anyways we have some great stuff lined up for the rest of the year. Thanks for missing me on the forums! I sometimes forget I need to visit good ol GD from time to time. If you want to hit me up directly you can always get my attention at @riotgrumpmonkey on the twitters.
Â Â Grumpy Monkey:Â I want to answer some of your questions best I can.
1. How is work going for the Champs? Pretty good.Â
You know just making them and stuff. No biggie.
2.How many do you actively work on at a given time?Â
Well, I like to work on three and a given time. One in final polish, one in hard core production mode, and one in early conceptual phase. It’s like juggling.
3.A Rioter said not too long ago that there were 10 VUs last year and that there should be more this year. Since Rioters have said that they’ve gotten the team more together and running more efficiently, will there be 10 or more VUs this year?
“Should” is a funny word isn’t it? We have a lot planned, I just hope we can get everything we set out to do done! Bless that Rioter’s heart for being so ambitious though.
4.Is Grump Monkey the only one who works on sculpting the champs and their skins?
Well mostly yes. I get much needed helps from time to time from Mr. Iron Stylus and Concept help from various Concept geniuses on the team (Riot Teatime, Huge n Fast) But the sculpting is largely done and supervised by yours truly.
5.Will Pantheon get a VU this year? If so, has he been started?
He is not Highest on the list. His Dragon slayer skin certainly made us re consider though.
6.Will Kassadin get a VU this year? If so, has he been started?Â
We have a few loose ends we need to tie up before we can get to him , but he is in our crosshairs, and we can’t wait to get to him.
7.Malzahar is not discussed often but his model is in serious need for a VU. I know you guys will get to all champs eventually, but has he been discussed?
I talked about him just today! I think he might be more in line for a TU, just a fresh coat of paint and some model tweaks rather than a full on VU.
8.Do you think you can give Pantheon a traditional skin? Just for the fact that the team can go all out making him this original creative looking badass armored Rakkor, and fans who are attached to his “greek” look wont be upset. It’s a win win for everyone. Please?
Ideally I would hope we theme the Rakkor around what pantheon currently is. I would want to make Pantheon feel new, but still very familiar. But thats just me. If we decide that the Rakkor are visually very different from what pantheon currently is and want him to represent that new direction, then I think a traditional skin is in order. We will see when we cross that bridge though.
9.How’s the Taric and Sion progress going?
Taric is in progress, very very early steps to be honest…. But Sion is my focus these days, and he’s going great. I’m Really happy with how he’s turning out so far.
10.What do you love about your job?
GREAT QUESTION!!! I love how fast things move, I never get bored. I love that I can make things that millions of people appreciate. I love showing My wife and kids stuff that I worked on when it goes live, and I love the people I work with.
11.What about your job frustrates you?
I hate my Commute lol. I also wish I could get stuff done faster, but with such a huge game we try our best to be really really careful that what we release is quality stuff, so I understand. I also get frustrated with Ironstylus’s hair. It’s so perfect. He never has a bad hair day. Hope I answered your questions good enough!
Over the past two years we’ve been ramping up our ability to steadily modernize champions’ art, background and gameplay, to the point where champion updates have become an integral part of the overall evolution of League of Legends. When we first began making these updates we were mindful of the fact that we were altering content to which players might be very attached, and with that in mind we agreed to the handful of refund requests from the passionate players who owned updated champions and who sent a ticket to Player Support.Â
Back then we could do these individual gestures of goodwill because the number of refund requests was pretty low. Requests came largely from players who mained the champ. Once the policy was made public, there was a 10,000%+ spike in requests. We looked at the data and found that a very large majority of requests were from players who werenâ€™t actively invested in the champion pre-update, but were trying to get back RP or IP without using a refund token.
To give you an idea of the impact, every recent champion update has resulted in a storm of support tickets larger than what we typically see from a full day of major server instability. Combine this with the fact that we’re on pace to double our annual number of champion updates (6 in 2013, already 7 in first half of 2014) and it begins to significantly impact Player Support’s ability to handle critical issues like account recoveries and tech support.
As a result of these factors, we’ve decided that beginning with the Karthus champion update, we will stop processing refund requests for updated champions. It would be awesome to have a process that specifically targets those players significantly impacted by an update and doesn’t interfere with Player Support’s ability to quickly solve vital support issues, but we are far off from a good solution to this.
We know this may be disappointing for some players, particularly those actively playing and invested in updated champions. To help address this issue, the champion update team is working onÂ increased transparencyÂ when it comes to which champions they’re working on. Additionally, the Player Support team has created aÂ central hubÂ with info on past, present, and future champion updates. These efforts should both help you plan your purchases and use of refund tokens and give you better places to voice your feedback and help us fine-tune updates.Â
If you have any questions about this change, please leave them below and we’ll do our best to address them.
[ TwitterÂ ] Will there be a new Caitlyn skin this year?
@Lynleire There is a new one coming out this year, I had the honor to design the skin. I’m excited to show!
[ Question ] Why was Patch 4.9 so large (~860 Mb) ?
Â Riot Draggles:Â The audio engine updates are most of this patch – imagine you have a suitcase full of coats: adding content like skins and new champions are essentially putting socks in the suitcase – you can slip them in without disturbing too much of the contents. Changing something as deep and complex as the audio engine is like taking out all the coats and replacing them with towels – it’s a delicate process.
Okay, that wasn’t the most perfect metaphor but you get what I mean – gave me something to do while I was patching my own clientÂ
[ Feedback ] Help Riot Spider choose a League tattoo!
Â Â Riot Spider: Hey everyone!Â
I like video games AND I like tattoos, and I was considering getting another tattoo…maybe even a League of Legends related one! What is some of your favorite iconic LoL artwork? If you have a LOL Tattoo (and it’s safe to post) – post it!Â
If I do get one I will post it – but it will be awhile. I have to find the right person to do the work too.
[ Follow-up ]
Â Riot Spider:Â I was thinking of silhouettes, or potentially something like an insignia from one of the factions. There are also some iconic objects that could be interesting too. I have a lot of material to draw from here…
There are a few posts I wanted to address though.Â
People get tattoos for many reasons, often nobody else will really understand those reasons. I would argue that is the case for other forms of self expression too. Other people understanding them is great, but it isn’t really the point.Â
I have been in game development for nearly 8 years. It has taken me around the world, allowed me to make amazing friends, and it has introduced me to countless new ideas – things I would never have understood if not for my being part of the gaming community. I will always have some things in common with millions of people around the world – I may never have really understood that without being part of it. Without any hyperbole, gaming has changed who I am as a person.Â
I have one other tattoo on my right calf, so far. It’s related to the games I worked on previously, and it’s is extremely likely that decades from now very few people will understand what it means. Even now when people see it I often get questions about it, and that doesn’t bother me in the slightest. I didn’t get it for them, I got it for me. I earned it.
[ Question ] Where did you get the inspiration for Pentakill’s songs?
Â ANVILANCHE:Â HAIL!Â
Happy to hear you like it. I can’t speak entirely to the influence of all the songs, but for my bit (The Prophecy) I imagined myself as something like Charon, the boatman, looking into a tide of souls. Just an old, gravelly hunch watching the jimmies of a billion souls get rustled at the rising of an unseen and ancient force.
[ Question] Why was I banned for ELO-boosting?
Â Keyru:Â When investigating MMR Boosting cases we take a lot of time and thoroughness to confirm that the player was participating in these actions. The two accounts under your email were both punished for boosting another account that is not yours. When we do find boosters, we punish all accounts owned by them.
After looking into this case again today, I also found something quite interesting. It seems like both accounts that are under your current email have transferred ownership within the past 8 months. Iâ€™ve went forward with proactively locking them to go through our account recovery process. We can continue this conversation through your tickets.
If you have any questions, feel free to ask me atÂ @NoL_Chefo.
Pentakill’s roster, Yorick, Karthus, Mordekaiser, Olaf and Sona, are all getting new Splash arts!
New art for the cover of the album, “Smite and Ignite”,Â has been teased on the PBE!
Â Â Â
OK, I was kidding about the last one, but the rest are real. Also, if you have Pentakill Sona or Pentakill Mordekaiser, check here to see how their new models look like on the PBE.
A song of ice and fire is coming for your wallet this week!
Craving something new at champ select? Get fed on these limited time bundles. Theyâ€™re flexible in cost, meaning the final bundle price will automatically adjust to reflect only whatâ€™s new to your collection.
Pool Party bundle â€“ 50% offÂ at 2813 RPÂ (5060 RP if you need the champions)
Pool Party Bundle
With the sun beating down and the water heating up, the gangâ€™s getting back together. Who brought the hot dogs?
Pentakill’s debut album is just a few days away! Learn more about the musicians starring in it and check out their awesome new songs!
Two more Pentakill songs have been uploaded!
Pentakill – Deathfire Grasp
Pentakill – Ohmwrecker
Q: How do you get musicians on board with your idea for a Pentakill album?
Â Â Praeco:Â We just ask them. 😉
It’s often very tricky, since, you know, a video game developer comes around the corner and says “Ayo we’re writing a metal album, wanna trust us blindly that it’s legit and sing it?” – I myself would be rather hesitant to believe that it’ll work out without having the musical context. 😉 But all of the musicians that we collaborated with on the Pentakill album are very passionate musicians and really cared about creating something awesome, so after spending some time with them on a creative level, we were able to gain their trust.
Â fizznchips:Â Also we kidnapped their families.
Q: Will you postÂ more ofÂ these songs on Youtube before the album is released?
Â Â Praeco:Â All of the songs will be available on youtube, yes. once the album goes live, or once we leak them. 😛
Q: Will the album also be available on Spotify?
Â Â Praeco:Â Yes it will be.
Q: Will it be available via Google play?
Â viranimal:Â Yes, it will 🙂
Q: Will there be a download link on the Pentakill page for the whole album?
Â Â Praeco: Yes.
Q: Do you think the lyrics of “Deathfire Grasp” take away from the song?
Â Â Praeco:Â That’s fair. It’s definitely the song on the album that refers to the game the most in such a style, it’s a direct homage to playing the game. Lightbringer and Thornmail are very different, they rather tell a tale. I think you will probably really dig Thornmail. All of the songs have a pretty different approach lyrically.
A lot of our musical / lyrics writing approach for the whole album was to create something that is very diverse, and is a true homage to metal as a whole, so all the songs will be touching sub-genres of metal.
Q: Will you sell a physical copy of the album?
Â Â Praeco:Â There will be a physical copy, once we figure it out. ;P should be available within a few weeks.
Q: Is the singer from “Deathfire Grasp” ZP Theart, ex-singer from Dragonforce?
Â Â Praeco:Â ’tis.
A recent Reddit threadÂ sparked some discussion about Evelynn’s need for a VU.
No new Evelynn skin before her Visual Update
Â Â IronStylus:Â So, we did a proxy model from a concept I did for Eve. (Proxy meaning a low-rez, less detailed, more dirty version of a final in-game asset) At first glance it actually looked decent. It was cool to see the new “base” in Eve’s signature pose. However, as soon as we began to run her around the problems were overwhelming. Her rig is a mess. Animations are clunky. She was made before we had as many bones as we do now in our rigs, and it wouldn’t accommodate any new animations for a new base or a new skin. The tassels maybe have.. 5 bones? That’s not enough for an animator to make as nice looking cloth as we’ve been able to do on Karthus.
So yeah. Chances are she won’t get a new skin until we get that VU in order. We’re currently still in early ideation for her, and actually we’ll be having a meeting soon to see where she will fall in our slotting priorities.
Q: When will we see Evelynn’sÂ new visuals?
Â Â IronStylus:Â I doubt she’ll happen this year, but that’s just a guess. We’ll have a better idea during our slotting sessions where we’ll prioritize what’s next.
Q: Why is Evelynn problematic to update, visually?
Â Â IronStylus:Â There are a lot of champions that suffer from ailments aside from not looking good. Taric, Eve, Sion, etc, all have some fundamental thematic questions that need to be answered before we can throw them into production.
One of the reasons Karthus was straight forward is because he’s essentially an undead lich death-pope. Not a lot of thematic tinkering there.
Battle Boosts in the new One-for-all Mode have sparked a lot of controversy. Are they a good addition to League?Â
Â Q: Aren’t we supposed to be refunded the Battle Boost RP cost in the case of a queue dodge?
Â BuboBubo:Â Yes – no RP is supposed to be charged for dodged games. Please submit a ticket if this bug happens!
Q: Where can I see the bonus IP I’ve earned from a Battle Boost?
Â Â BuboBubo:Â I think the IP you earn is indicated in the little symbol next to the IP bar. This is unclear but changing the bar was a surprisingly big undertaking (thanks old code!). Noting this to improve for next time.
Â Â BuboBubo: Hem not sure what I can add beyond my explanation just above – there should be a green arrow next to the IP bar and mousing over it will show that you were credited the IP. But there does seem to be a potential for bugs with transferred accounts
The IP happens regardless of outcome.
I appreciate the patience but it would be a big deal if we said it’d grant IP and then it didn’t! Let me know if it’s still unclear or not working.
Q: Why don’t we have the option to pay for Battle Boosts with IP?
Â Â BuboBubo:Â I don’t think we have ever offered access to skins for IP. I hear ya that there is demand but it’s a really really big bridge to cross and this didn’t seem like the right time or place.Â
We always want purchases priced to be a fair value, if not better – what part makes it feel unfulfilling to you? I’d love to hear any thoughts you might have on how would you have priced this and what you would base it on.
Thanks for the feedback! Hope you enjoy the game mode all the sameÂ
Opinion: The Battle Boost is worth it only if you’re playing with premade friends
Â Â BuboBubo:Â Thanks for the responses guys – one thing I noticed is that people who judge this as a single game skin trial for themselves find it really really not worth – Noted. This wasn’t really the goal, but since there is no way of trailing a skin and players want that, it’s judged against that standard.
IRXS’ explanation is much closer to what we had in mind – Our intended goal was to complement the ‘team’ side of one-for-all. We’ll be collecting feedback more systematically from purchasers and nonpurchasers but I appreciate you all sharing your thoughts!
Suggestion:Â Allow playersÂ to test skins for free in custom games with bots
Â Â BuboBubo:Â Ah my apologies if this came off as it’s impossible – I meant to acknowledge that no such method is available right now.
I think your story is a legitimate example and one that many players can relate to. Thanks for the suggestion as well!
Q: Why is feedback on Battle Boosts neglected?
Â Â BuboBubo:I deeply appreciate all the feedback and will take it lumps and all because it’s core to us getting better. But sometimes player feedback comes in pretty harsh packages and it’s not uncommon to see some pretty cynical viewpoints which takes some getting used to. Not to absolve myself of blame either – we do make mistakes and earn our share of ire. Hopefully we can continue to get better to the point where we earn your trust and the benefit of the doubt. I’ll personally keep chipping away at this and every other Rioter I know is working towards this too.
Forums are getting a rule makeover . Live services Rioter Tamat has you covered on what the new requirements are.
Â Tamat:Â Hello superfriends,
I’d like to make you aware thatÂ there’s a new threadÂ on the beta boards about the rules we’re going to be implementing as part of our new approach. I post this in GD because I know that many of you will have strong feelings on this subject, so I’d like to invite you to come over and check out the discussion.Â
Fair warning, some of the rules we’re discussing are in full effect, so please take heed before posting.
LAST THING! If you do decide to go over and post, if you can use the up / down vote to rate content by how valuable you think it is for the discussion, that’d help us test some stuff!
Thanks in advance!
Q: Will you properly communicate the issue with punished players?
Â Â Tamat: I hope you’ll be pleasantly surprised. We’re putting a lot of thought into our approach here.
Q: What does the “overly sexual art” rule imply?
Â Â Tamat: I’ll cross-post a reply that I made in the Rules WiP thread.
“Art that shows partial or full nudity (by social standards) or is heavily sexually suggestive. The intent of the rules is to spell that out in a way that everyone can understand. I’m not sure if it is right now. What do you guys think?“
Follow-up Q: Does that include the Splash arts of Zyra, Evelynn, Leblanc, Elise, etc.?
Â Â Tamat: No. None of those come anywhere close. Does that make it clearer?
Q:Â Why don’t you make a sticky thread with the new rules on GD?
Â Â Tamat:Â Because we’re not equipped to moderate these boards by that strict a standard at the moment. You have to remember that the volume of posts in these forums is much, much higher than the CB boards. If you consider how much of that volume would currently be in violation of these rules, we’re talking serious business. We’re figuring our approach for moderation here, but nothing has been decided yet. Would love to hear your thoughts.
Â Q: Why must the community beta forumÂ replace the existing ones? Can’t they both be used by players?
Â Â Tamat:Â Real talk for a second here guys. These forums are powered by a system that was originally architected back in the 90’s. The amount of hacked development that we’ve done to get them to where they are today was a herculean effort, and one that accrued a lot ofÂ tech debt. There will come a day when these forums could crash and burn. Worse case scenario, who knows what could happen.
We don’t want to wait for that, so we’re trying to solve that problem with the CB boards. Please don’t go torches and pitchforks on me, I’m just giving you some transparency into the reality.
Q: Will the community beta forum layout be updated?
Â Â Tamat:Â We’re actually working on that right now. I hope you’ll be pleasantly surprised with an update down the road.
Q: Why aren’t these rules worded more professionally?
Â Â Tamat:Â News flash: you can be professional, and use language that you use in your everyday life. Do you want us to be a suit and tie Rito, or a Rito ran by a bunch of gamers with personality?Â
If you have any questions, feel free to ask me atÂ @NoL_Chefo.
Come closer, my children, let me look upon you. So many new faces, searching and uncertain. Many find their way to this consecrated land without knowing it to be their destination. But this pilgrimage was no accident; you have suffered, and you seek a convalescence of the spirit. Look around. You are not alone.
We are gathered here this day to mourn those lost to us. To weep, to wail, and cry out for those souls whom we hold so dear, yet who remain out of reach. Speak now and let them hear us. Let them hear our pain! Let them hear our anguish! Let them know in their hearts that they are not forgotten!
These pitiable creatures are pale reflections of ourselves, shrouded in a haze of false light, groping blindly for some scrap of meaning. Shackled to a hollow existence, they languish, unaware of what they are or what they could be. Every second, secretly begging for release.
My children, we are their shepherds. Only when they hear our voices do they stir. So call to them! Raise them up from their aimless stupor. Sing with all your longing, your hatred, your hunger! Fill their empty lives with dread; remind them of their inevitable mortality.
Go forth, you faithful, and offer these wretches freedom from lifeâ€™s prison. Deliver unto them the word of death, and bring their wayward spirits home.
Death frees us all.
While others are bound by the shackles of death, one man embraced the yearning darkness stretching on beyond lifeâ€™s boundaries. And though he chose to forgo mortality on the lost lands of the Shadow Isles, Karthus has yet been born anew, and drifts now towards the PBE bearing new-found morbid resplendence.
Next in our sights for a champion update is the Deathsinger himself! Part of Leagueâ€™s launch back in 2009, Karthus has seen almost 80 champion releases since he first graced the Fields of Justice. Over the last five years, weâ€™ve brought in a whole host of tech updates, design improvements, narrative world-building and art upgrades to champions and maps. Itâ€™s time to bring Karthus up to date, too.
But how? Well, just as with ourÂ previous updates, we had to first identify what the goals of Karthusâ€™ update were. Hereâ€™s what we came up with:
A True Shadow Isles Champion
On his release, Karthus was a champion from the Shadow Isles, or at least created there. Awesome! What did that mean at the time? Very little, honestly. But since then, weâ€™ve taken pretty extensive steps to really define the Shadow Isles. Twisted Treelineâ€™s set there, for example, and weâ€™ve created Shadow Isles champions like Elise, Hecarim and Thresh who each share the same thematic ties and cool blue-green color palettes. Updating Karthus means we can add his own spin on the place while aligning him to the world that weâ€™ve since established.
A Unique Lich
Weâ€™ve also taken the chance to really cementÂ whoÂ Karthus is with his update. In 2009, we had just 40 champions, and Karthus had the whole â€œevil and malicious undead baddieâ€ archetype to himself. He had a whole nine lines of voice over to convey character, too. Now we have close to 120 champions, and old Karthus has had to cozy up with all the half-dead, dead, extra dead and spectral characters weâ€™ve since created. Updating Karthus gives us a chance to expand his breadth of character so he again fills a unique niche. New Karthus has significantly expanded voice over (over 200 script lines, all voiced by a new actor!) and characterful animations that really nail his personality.
A 2014 Champion
Updating Karthus means we can apply all the tech and knowhow that weâ€™ve picked up since launching the game. For example, weâ€™re actually going to animate his robes so heÂ doesnâ€™tÂ look like a jellyfish in his idle state, and weâ€™re building a whole range of Lay Waste animations so he Qs with variety. On top of that, weâ€™re greatly increasing the fidelity of his model. Karthus looks a little different â€“ weâ€™ve made him lessÂ bare-bonesÂ â€“ because we now have the tech and expertise needed to display the level of detail that a withered necromancer visually demands. In addition, the change means players around the world can enjoy the same awesome Karthus without us having to switch things up for various cultural sensibilities.
Karthus VU + Skins
Karthus will be on PBE soon. Before he brings death to the live servers, give him a spin and let us know your thoughts below!
This prey was smarter than the rest. Good. It had been too long since heâ€™d had worthy game. Night Hunter Rengar cloaks his lithe frame with the shadows themselves, fading into invisibility as he begins his hunt. He approaches from downwind, drawn by his quarryâ€™s pounding heart. This is what he lives for. This is why he embraced the darkness. Eyes glittering in the moonlight, Rengar readies his dusk-touched bola before hurling it at his target. The chains catch. Shadows dance as they start twisting around the hapless markâ€™s legs, dragging them squealing to the ground. Rengar is ready. The forest shakes as he leaps from the brush, dispelling the shadows wrapped around him. Black flames emanate from his sinister blades as he lines them up. With a sharp thrust, his quarry gasps one last, painful, breath. Night Hunter Rengar lives for the hunt.
Embrace the darkness withÂ Night Hunter Rengar, available now in the League of Legends store forÂ 975 RP.
Here’s a list of Champions that will be getting major updates in the near future.
Â RiotSeb:Â Hey guys,
RiotSeb here for the Champion Update team to give you a bit of insight into some of the projects our team is working on at the moment.
In case you missed it, the Karthus Visual Update is headed to PBE! Read moreÂ here.
Our teamâ€™s mandate doesnâ€™t end when updates hit Live â€“ we aim to keep fine-tuning them until their foundational elements are sound. For example, weâ€™re still working on a couple of Twitchâ€™s oddities such as his ultimate rendering him unable to attack structures.
Skarner is a major ongoing focus at the moment, as his initial Gameplay Update had some issues that weâ€™re still committed to solving. Skarnerâ€™s adjusted kit didnâ€™t fully live of up to the fantasy players had come to expect when playing him, so weâ€™ve been looking at ways to get back a bit of that magic while preserving his healthier new gameplay. As we mentioned inÂ this thread, weâ€™re currently experimenting with some passive / Q functionality tweaks aimed at increasing his stickiness, and weâ€™re excited to see all you scorpion lovers try the changes out once weâ€™ve nailed them down. We know this has been a major pain point for you Skarner players out there, and weâ€™re hoping to get this next iteration on PBE within the next patch or two.
The huntress is a pretty polarizing figure, and weâ€™ve slated her for an upcoming Gameplay Update focused on evening out her most abrasive elements while opening up a fresh gameplay pattern centered on a new â€˜Huntâ€™ mechanic.
Nidaleeâ€™s current ability to project the bulk of her damage (and potentially massive damage at that) from extreme range with hardly any threat of retaliation is something we want to significantly tone down. Doing so will allow us to add some more interesting power in the form of â€˜Hunt,â€™ a mechanic that creates interesting decision points by increasing Nidalee’s overall strength against Hunted targets, especially in Cougar form. Updates to some of Cougar formâ€™s abilities that contextualize their effects based on target and facing will further help Cougar form mature into a more interesting and co-equal component of Nidaleeâ€™s engagements.
Head over toÂ this threadÂ if youâ€™d like to chat with Riot Repertoir and learn more about the upcoming Nidalee GU.
Yeah yeah Seb, but whatâ€™s next?
In the past weâ€™ve havenâ€™t usually talked much about our pipeline, mostly because the team was still spinning up and we didnâ€™t want to create false expectations about how quickly updates would come out. When youâ€™ve found out about things weâ€™re working on itâ€™s mostly been through early designer discussions and hints, or when we officially announced updates. And while we definitely like surprising you (and hopefully will continue to do soÂ evil grin), weâ€™d also like to start giving you some idea of whatâ€™s coming down the line.
Keep in mind the following does not represent a comprehensive list of whatâ€™s on our radar or even being worked on. Champion Updates are a major part of League of Legendsâ€™ ongoing evolution, and weâ€™re committed to the long-term maintenance of the entire League roster.
A note on our upcoming aims â€“ with Heimerdinger, Twitch, and Karthus weâ€™re closing out a stretch of art-focused updates and moving into a period where weâ€™re shifting the emphasis to gameplay. This does not mean weâ€™re abandoning art; Gameplay Updates will still be supported with visual retouches where necessary, and for our more comprehensive projects weâ€™re looking at champions with outdated / irrelevant gameplay in addition to lagging visuals (i.e. a certain undead behemoth).
Everything mentioned below is tentative, not tied to dates, subject to change, delay, cancellation, etc. When updating everyoneâ€™s beloved champions, our overriding goal is to do the job right; speed comes a distant second. Seriously, Soonâ„¢, if you try to hold me to whatâ€™s said below Iâ€™m taking a poro hostage.
Sonaâ€™s planned Gameplay Update is currently a bit more surgical than most â€“ sheâ€™s got several existing strengths and high points that players love. Specifically, weâ€™re currently exploring ways to make the choices attached to Sonaâ€™s basic abilities more exciting and looking at more satisfying uses of the power currently held by her auras. Ultimately, we want to condense Sonaâ€™s power into actions that create skill expression for Sona players, greater clarity of interaction for allies, and have possible counterplay for opponents. Doing so will allow us to create more meaningful moments for players with a champion that is still Sona, but with bigger pay-offs and a lot more to care about from moment to moment.
Fiora occupies a cool gameplay space, one weâ€™d like to further by making her feel more like a fencer/duelist both mechanically (how her abilities function) and thematically (how her abilities look, sound, and relate to her identity). Currently, Fiora is mostly an Assassin, using all her abilities to jump on a squishy target and quickly deal tons of damage in the hope of killing it dead. While we’d like to elements of that play style, we also want to nudge her towards being more of a Light Fighter, dealing good long-term DPS, staying in or near the fight at almost all times, and satisfied to switch between targets as fights change/move. This means making her more mobile and elusive in fights, with bigger periodic damage spikes rather than one large burst at the start of a fight. We also want to make her more mechanically intense (using her abilities more frequently, with a better reward for using them properly).
Inorite? Everyoneâ€™s favorite undead juggernaut is firmly in our sights and has grown into one of our biggest projects. There are a lot of challenges here – to be frank, Sion is OLD, pretty much across the board. At the same time, he occupies an awesome and iconic thematic space, so from gameplay to art to creative background weâ€™re taking a ground-up approach to re-tooling Sion into the best possible expression of his role as Noxusâ€™ undying champion. Heâ€™s definitely a ways out (as I said, we aim to get it right!), but we canâ€™t wait for him to reemerge and strike terror into mere mortals everywhere.
As I mentioned, weâ€™d like to continue periodically doing updates of this sort when we send projects to PBE or Live. Weâ€™ll also be back with more specific discussions as the above projects (or others!) get closer to completion. Until then, happy rifting!
Q: Will Sona’s rework scrap what’s unique about her? (eg. Skarner, Karma)
Â Â RiotSeb:Â I agree with you about our inconsistent record of maintaining a champion’s identity through some of the updates in the past. One of the goals of adjusting our team’s scope was to make sure that we have art and gameplay working together to make sure our updates are cohesive and true to the champion in every way. Before, when we had more piecemeal updates from various different teams, it was more difficult to coordinate and communicate about this.
Sona is a project we’re taking very seriously because she’s well liked by players and picked quite often (in general play, not necessarily in LCS). There are major elements of Sona that players really like, so we’re making sure to take that into account– that’s integral to our strategy when revisiting old champions.
Q:Â Are you slowing down on Visual Updates?
Â Â RiotSeb:Â Not necessarily– visual updates are a really important and valuable thing our team works on! It’s just that in between visual updates, the team will also be delivering gameplay-focused updates as well. Our goal is to bring champions up to the quality bar, whether they need cosmetic upgrades, gameplay changes, or whatever combination.
Nidalee’s long history of being a problematicÂ gameplay element in League is coming to an end. Here are the notes for her upcoming rework.
Â RiotRepertoir:Â Hey guys,
As you may or may not be aware of to this point, weâ€™ve been pretty hard at work trying to address some problems weâ€™ve identified with Nidaleeâ€™s gameplay.
Nidaleeâ€™s current pattern of nuking from very long range and being uncatchable is problematic for the game. It creates scenarios where there is no reasonable strategy that can be used to beat her, and it edges out most of the interactive gameplay we try to encourage. While working on her, we definitely want to make significant balance changes to Javelin Toss and her overall escapability, but we also want to make a more complete shapeshifting character that uses both forms in most of its success cases. That being said, Nidalee is a pretty cool character, and we donâ€™t want to necessarily rebuild her from the ground up. In light of this, none of her abilities will be replaced by completely new ones, but playing as and against her will definitely be a different experience.
Before we get too far into this, please understand that we are still making minor tweaks and balance changes and that some of this (particularly the numbers part of it) is stillÂ SUBJECT TO CHANGE!!! With that out of that wayâ€¦
Probably the two biggest changes to the character are her Cougar kit and her character passive. Aspect of the Cougar will now have 4 ranks and automatically be trained at level 1, and its Pounce and Swipe abilities will direct toward the playerâ€™s cursor. As for her passive, it reads close to the following:
Moving through brush increases Nidaleeâ€™s Movement Speed by 10% for 2 seconds, increased to X% toward visible enemy champions in a large radius. Hitting enemy champions with Javelin Toss and Bushwhack causes her to Hunt these targets for 3 seconds, granting Prowlâ€™s increased Movement Speed toward them and enhancing the first of each of her Cougar abilities against them.
This naturally leads to a few questions:
How big is X%?
This is a balance decision that will continue to be sorted out up to her release, but we want there to be a very meaningful difference between pursuing and fleeing as Nidalee.
How large is â€œa large radiusâ€ actually going to be in game?
Since this is another variable that is still open to balance tuning, weâ€™re not settled on a final value, but weâ€™d like it to give her interesting ways to approach fights.
And most interestingly, how are her Cougar abilities enhanced?
Takedown: using Takedown on a Hunted target causes it to deal increased damage to the target.
Pounce: can be used to jump to Hunted enemies at about double its normal range.
Swipe: using Swipe on a Hunted target resets Pounceâ€™s cooldown to a set value if it is currently above that value.
Aspect of the Cougar: as a Cougar, Nidalee gains vision of all Hunted enemies.
In addition to these changes, there are numbers changes across the kit. Significant examples include, but may not be limited to:
Javelin Toss [ Q ]
Base damage and Ability Power ratio reduced
Cooldown scales down with rank in Aspect of the Cougar (R)
Applies the Hunt debuff to enemy champions
Bushwhack [ W ]
Cooldown and Mana Cost reduced dramatically
No longer shreds Armor and Magic Resist
Applies the Hunt debuff to enemy champions (still deals DoT, Hunt limited to 1 target)
Primal Surge [ E ]
Base healing and Ability Power ratio adjusted
Aspect of the Cougar [ R ]
Now has 4 ranksÂ with a point in level 1, CD scales down with rank
No longer passively grants 20 Movement Speed
Cougar ability base damages and scalings adjusted across the board
Takedown [ Cougar Q ]
Now fully deals magic damage and has an Ability Power ratio in addition to its Attack Damage ratio and missing Health scaling
Deals increased damage to Hunted targets
Pounce [ Cougar W ]
Now targets toward the playerâ€™s cursor; Cooldown increased
Can be used to Pounce to targets at increased range
Killing a unit resets Pounceâ€™s cooldown to a set value if it is currently above that value
Swipe [ Cougar E ]
Now targets toward the playerâ€™s cursor
Swiping a Hunted target resets Pounceâ€™s cooldown to a set value if it is currently above that value
About Ruining AD/Bruiser Nidalee…
A lot of people seem to be concerned about AD or bruiser Nidalee no longer being possible. I think it’s because of Takedown dealing magic damage and having an Ability Power ratio. I should mention that the Ability Power ratio isÂ in additionÂ to the current Base+TotalAD damage paradigm. If the concern is just about dealing full magic damage and that will ruin her in top lane, then that’s something I’ll want to give consideration to. The original post above has been edited to reflect that this ability, outside of switching damage types, is only seeing gains.
About Pounce and Swipe targeting…
Truthfully – and as a Nidalee player myself – I held off on changing her cougar targeting for a long time as we began to explore the character. However, when I finally did, it felt better not only to new Nidalee players, but to experienced ones as well. It took a game or two to adjust to, and ever since it’s just much easier to control. I guess it’s one of those things that you’ll just need to take my word for until you get your hands on it, but I’m pretty sure you’ll agree at that time, even if it takes a game or two to adjust to. Also, there’s some scripting logic in there so that she still pounces straight forward when your cursor is far from her (for example, Pouncing back to lane).
About Nidalee being too squishy to ever go into melee…
If it ultimately proves true that she just dies too much, this is a problem that we can solve. We could give her resists in Cougar, or while Hunting, or just higher base stats. We could give her high base damages so that she can afford to build a bit tankier. Being too squishy to be a melee character is solvable.
For Nidalee players worried about me gutting Nidalee…
I hear you on this concern. I mained Nidalee all of last season as well, and she’s still one of my favorite champions. I know we haven’t hit the balance mark on our last few champion updates on release, but I think we’ve learned enough from them to not make that mistake again. One of the great things about making these changes is that we can tune things to where they can feel satisfying and powerful in ways that are reasonable, with her engaging in proper risks and having incredible success cases. I’m really open to feedback that is well thought out and explained, because it’s important to me that she’s a blast to play following any changes made, so keep it coming! 🙂
Q: Why is Takedown’s damage type changed to magic?
Â RiotRepertoir:Â The goal with changing Takedown to magic damage was to unify her damage type, making her feel better about penetration for all of her abilities, and making it so that opponenents don’t feel like there’s no right answer for itemizing defensively against her.
Q: Won’t these changes make Nidalee weak in Human form?
Â RiotRepertoir:Â Bushwhack and Primal Surge are an important part of her kit, and I totally get that. It’s definitely not my intention to put them in a place where she’s going to struggle in human form. If anything, her two forms should now complement each other a bit better now regardless of build.
Q: Can you elaborate on how Cougar form abilities are enchanted against enemies marked by Hunt?
Â RiotRepertoir:Â To clarify on this, it enhances the first Takedown, the first Pounce, and the first Swipe for each Hunt window.
Q: Will Nidalee be getting a Visual UpdateÂ as well?
Â RiotRepertoir:Â She’ll be getting some particle work to go along with some of the new mechanics, but she won’t be receiving a full visual update.
Q: How would you describe Nidalee’s core gameplay pattern?
Â Â RiotRepertoir: This kit is all about using both forms to succeed. Skillful Javelin Tosses and well placed Bushwhack traps allow her combat advantages over certain opponents. Primal Surge continues to support her role in a poke heavy composition. As a human, Nidalee wants to fish Javelin Tosses toward valuable enemy targets, and when they hit, she has a decision to make; can I go in on this? Meanwhile, she wants to think about her traps for where she’ll need them 10 or more seconds in the future.
If she hasn’t hit a valuable squishy with Javelin Toss, she can still trap up her team’s backline and help her carry deal valuable damage to enemy tanks. As a Cougar, Nidalee wants to deal damage to her ideal target, and this is usually decided by who she was able to Hunt to do so. Outside of a specific engagement, however, Nidalee uses vision and map mobility to create numbers advantages for her team, rewarded by combat advantages in her Cougar form against targets she has successfully begun the Hunt on.
Q: Will Bruiser Nidalee remain viable?
Â Â RiotRepertoir:Â The exact item build may not be the same – for instance, Void Staff or Liandry’s Torment may appear due to her dealing magic damage on Takedown – but the playstyle should remain largely unchanged.
Q: Won’t increasing Nidalee’s already high Cougar form damage become a problem?
Â Â RiotRepertoir:Â Yeah, that’s certainly a valid concern, but don’t forget thatÂ Cougar ability base damages and scalings have been adjusted across the board. All damage changes made to abilities are being done so with consideration to her full kit, not just Javelin Toss and Takedown.
Q: What do you see as healthy changes for Nidalee with this rework?
Â Â RiotRepertoir:Â I think one of the best parts about these changes to the character is that she now has to at least fight people up close. Once she’s there, if she’s doing too much damage or living too long, we can tune her numbers in a way that reflects that.
Q: Is the AD Ratio from Takedown now removed?
Â Â RiotRepertoir:Â I made an edit to my original post above to reflect this, but the AD ratio has not been removed from Takedown, and it’s something I’ve never considered changing. I’m not interested in removing AD from playability or anything like that.
Q: Why is Nidalee lacking Crowd Control?
Â Â RiotRepertoir:Â Giving her CC was something that we gave consideration from time to time, but it never really felt like something she should have. It’s actually pretty defining that she’s one of the few characters in the game with now crowd control whatsoever. The way I see it, having no crowd control on the kit lets us really ramp up the Movement Speed on the Hunt.
How will this new “Hunt” mechanic play out?
Â Â RiotRepertoir:Â Tuning the numbers properly here is really important. I’m looking to hit a ground where if an enemy runs from a max range spear when they’re hit by it, they won’t get caught, but if they don’t make a play against her for the duration of the mark, she will be fast enough to get to them and execute her combo between a the Movement Speed on Hunt and the increased Pounce range.
The relationship between Hunt duration, Hunt Movement Speed, Pounce range, and Javelin Toss cooldown has been very evident ever since we landed on this kit.
Following the recent controversy with Pantheon’s stealth-changes and the sale of his new skin, Hippalus from eCommerce came up to the forums to announce that refunds are available.
Â Â Hippalus:Â As a Pantheon main, I agree the changes suck. But even if I beg Morello in the elevator, our team has no say on balance changes, bug fixes, or anything else. And they don’t tell us what’s coming.
Also, I believe Player Support has been giving refunds in situations where players no longer want the skin because of these changes (EDIT – confirmed but only through Friday). There haven’t been any announcements because it only affects a few players, but I don’t think there’s still an open issue there. I’ll make sure Bubo knows the latest so he can stop arguing about itÂ
Q: Isn’t it a problem that the balance team doesn’t communicate with the rest of the company?
Â Â Hippalus:Â You’re missing the point – there’s nothing to plan for. Balance changes don’t affect pricing and content launches and vice versa. Why would we need special access to information? It would only create the temptation to do the kind of underhanded stuff that you like to accuse us of.
Q: Didn’t the company choose profit over player trust in the case of Pantheon?
Â Â Hippalus:Â There is no Rioter I know that would want to work for a company that made choices like that. Sacrificing team morale and player trust for a few pennies may be the norm at some companies but it’s the furthest thing from reality here. Almost everyone at Riot (me included) was a player first and still has that mindset.
And because it’s random, there are so many examples where we nerf champions before skin releases as well. Then we get threads talking about how we’re stupid instead of devious.
Â Phreak:Â I actually want to hop on something here:
The Core Gameplay guys do work with new skins sometimes. But I want to raise two things to your attention to specify how:
1. The team plans its changes in advance. They’ll say, “Okay, let’s take a look at X champion.” “Alright I’m working on it. When the changes are ready, I’ll submit them.” Sometimes that happens to be the same patch as a skin, sometimes it’s a change in isolation. Either way, the patch planning is done by the team itself, not by Hippalus saying, “Yo guys, buff this guy before his legendary comes out.”
2. Core GameplayÂ doesÂ playtest the new skins, but they test it for feel, readability, etc. Numerous times, they send the skins BACK, make the skins artists take MORE time on them, DELAY the release, and ultimately suck up resources that “could” be used to make more skins or whatever. The playtests literally cost us money because their goal is releasing skins that work better for you guys in game.
Â Â Hippalus:Â Just confirmed with Player Support that any Dragon Slayer Pantheon refund requests will be processed as long as they are submitted by Friday.
Rioters are all over the forums & Reddit to answer questions regarding the announced Karthus VU.
Â Â Ququroon:Â I hope you guys like this update to the Deathsinger! The Champion Update team worked hard to update his visual fidelity while providing a little more of that creepy feeling.
He also finally makes good on his title!
Q: Why did you remove his book?
Â Â Riot Whist:Â His book is not gone. …?
Watch the ability demo closer, he starts out with his book pulled out.
He has a different ult animation when he’s not dead. It features 100% more book.
Q: Does he hideÂ the book when in combat?
Â Â Riot Whist:Â He holsters his book on his belt. It’s hard to see at the angles shown in the image on the bottom of the page. However I’m pretty sure the pose on Statue of Karth is from his ultimate, and as you can see he has maximum bookage.
In terms of his passive death, I had noted during production that his book and staff are not carried with him. Curiously, his clothes are though. I asked Relaunch team to also have his robes fall off for it and leave Karthus naked for realism, but they didn’t seem to like that idea for some reason.
The decision to lose the book and staff was not actually something I was involved in and thus can’t give you a real answer.
Q: How hard was it to update Karthus?
Â Â IronStylus:Â On the scale of changes, we basically “Master Yi’d” him. Where there were just color changes or very mild geometry changes we pushed him a bit further. We try to make slight changes into more variety when it comes to the existing skins.
Q: Why are his spells so similar-looking?
Â Â Ququroon:Â We wanted to make Karthus look more unified in direction, which is why the particles look the way that they do. We’re very sensitive to if this impacting gameplay or not.
When Karthus arrives on PBE, could you let me know if you have the same concerns?
Riot Preetihas posted aÂ fan art showcase for the League’s latest additionÂ – Braum. Poros not excluded!
Q: Is Skinsforlol.com a safe website?
Â Â BuboBubo:Â I would advise against all such sites. It’s really common to get scammed – a quick google/forum/reddit search will show a ton of such examples.
Q: What keeps you coming back to GD?
Â Â BuboBubo:Â It’s where a very passionate subset of players let us know what’s on their mind.Â
Some regular contributors make great posts and seem like cool people in general. The art sub forum also has some great stuff.
Q: What’s the one thing Riot does better than Valve?
Â Â BuboBubo:Â We are the number one company at allowing you to kill teemo. No other company even comes close. And based on how much time we all spend engaging in this activity, I can guarantee that this is the most important part of any game, sport or spiritual undertaking.
Update: Who made the splash arts for Night Hunter Rengar, Dragonslayer Pantheon and Nocturne?
Â Â Riot JxE:Â So I lied about it being different artists, my memory was way off. The artist that made all of those was Alex Flores:http://alexflores.deviantart.com/
Upcoming Splash Arts
Â Â Riot JxE: Also just so people stop asking if their favorite champ is going to get a new splash, we will be updating everyone’s base splashes eventually, quality work takes time, but it will happen.
Braum Price Reduction – 6300 IP
It’s been a week since Braum’s release and his price has gone down from 7800 IP to 6300 IP.
1. Karthus is getting a full visual update.
The VU includes several Lay Waste [ Q ] animations, more than 200 script lines and a completely new model rig to make Karthus look less bare-bones when idle.
Karthus now holsters his book while casting spells.
The spell animations follow a visual pattern and so look somewhat similar, but this is subject to change once the Karthus VU hits PBE for testing.
2. Night Hunter Rengar is now available inÂ store for 975 RP.
3. A number of Champions are in line for changes soon.
Twitch will be getting minor adjustments, including a bug-fix to his inability to hit structures while using his ultimate.
SkarnerÂ will have an easier time sticking to targets with buffs toÂ how his Passive and Q work.
Sona currently isn’t conveying her power to allies well and her kit has almost no choice involved. Future changes will add moment-to-moment decisions to her kit, but her aura play will be preserved.
Fiora will have her damage spread over longer periods of time, with added mobility and easier target-switching. Her rework will reclassify her from Assassin to Light Fighter.
Sion will be completely reworked. His theme is valuable to Riot and so the team have chosen to take their time and do the Champion justice.
4. Nidalee is being completely reworked.
She’s getting a new mechanic – Hunt. Human form abilities apply Hunt, while Cougar form abilities consume it. While in Cougar form, Nidalee has true sight of HuntedÂ enemies.
Prowl [ Passive ] now additionally grants NidaleeÂ %Â bonus movement speed when moving towards Hunted targets.
Her Cougar FormÂ [Â R ]Â will be available at level 1.
Javelin Toss [ QÂ ]Â will deal lower damage and it’s cooldown will scale with ranks in Nidalee’s ultimate. Applies Hunt.
Bushwhack [ W ] no longer shreds resists, its cooldown and mana cost are going way down, and it also applies Hunt.
Takedown [ Cougar Q ] now deals magic damage that’s still an execute and scales with both AD and AP. Damage is further increased if the target is Hunted.
Pounce [ Cougar W ] is now cast towards the direction of the cursor, its cooldown is going up, but killing a target partially resets the CD. Can consume Hunted debuff to leapÂ toÂ a target fromÂ double the ability’s normal range.
Swipe [ Cougar E ] is also cast towards the direction of the cursor. Swiping a Hunted target partially resets the cooldown of Pounce.
Bruiser Nidalee may need to pick up a Magic penetration item, but the build willÂ still be viable.
5. Following yesterday’s controversy with the stealth-changes to Pantheon, Riot is offering refunds of Dragonslayer Pantheon until Friday.
6. Braum now costs 6300 IP, down from 7800 IP.
If you have any questions, feel free to ask me atÂ @NoL_Chefo.
In my (hopefully) long-awaited return to writing for News of Legends, after a rather busy month at home, I want to talk about the AP champions out there and who you should be learning if youâ€™re picking this role up for the first time in your LoL career. In my previous article I talked about the three support champions you should learn if youâ€™re new to the role; today Iâ€™m going to be talking about AP champions. Iâ€™ve avoided using the phrase â€œmid laneâ€ champions because currently the meta-game isnâ€™t the most stable, and the classic AP Carry mid isnâ€™t necessarily what people will be using in every game. Weâ€™ve seen champions like Talon, Lee Sin and Khaâ€™Zix all being very effective in the mid lane, but none of those fit the description of an AP Carry. For those who know the world of AP Carries, this isnâ€™t the article for you. However, for someone who is nearing thirty or perhaps just wants to learn AP Carries for the first ever time, this is the article for you. We will not be breaking ground with any new game-changing strategies; I will simply offer a push in the right direction for your first steps towards playing an AP Carry. Learning the following champions will give you a solid base from which to jump-start your League of Legends experience playing AP champions.
Ryze is by far one of the best AP champions you can possibly start to play with. Heâ€™s by no means the most powerful champion out there but he has a great kit that allows for mistakes, which is essential in learning any new role. What sets Ryze apart from most AP champions is that his abilities scale with mana, meaning that the more mana you have, the more powerful you become. This means than in the early game you can kill two birds with one stone, as stacking mana means youâ€™re less mana-dependant and youâ€™re more powerful. Two of the most standard early-game items for Ryze are Tear of the Goddess and Catalyst the Protector, which will give you a solid amount of mana, health, and through Catalystâ€™s passive, good health/mana regen when you level up. This is very important as the less you have to worry about mana and health, the more you can focus on killing minions and your enemies. Items like Glacial Shroud which you build into Frozen Heart add to this tankiness even further. Ryzeâ€™s abilities must not be forgotten, as they are also why he is such a good champion for those learning. A simple single high-priority spell, Overload, coupled with some nice CC in the form of Rune Prison, means that you have the ability to freeze and burst down champions or use that CC to escape if things get a little hairy. The bonuses gained from his ultimate, Desperate Power, coupled with the AoE from Spell Flux means Ryze has frankly ridiculous levels of sustain. If youâ€™re playing Ryze properly you should never have to worry about your health or mana. Ryze isnâ€™t the most exciting champion, but he is the first you should learn if youâ€™re getting into AP Carries.
Once you have learnt Ryze you will have an easier time learning:Â Annie
For a more in depth guide on Ryze, check out Nukemumgâ€™s Guide to Ryze
Akali is one of my favourite AP champions, simply because if the enemy doesnâ€™t know how to counter her, itâ€™s pretty much game over. Get a few kills on Akali and once youâ€™re level six the game is now heavily in your favour. Akali has ridiculous levels of burst, sustain, and team fight utility. She is certainly a step up in difficulty from Ryze, but because of her potential to single handedly turn the tides of the game, if played properly, I feel she is a must-play champion for the beginner to AP carries. Iâ€™ve chosen her over champions like LeBlanc and Veigar who are also known for their burst because Akali will give you much more use in the long run, as within the current meta she is still highly relevant. Akali has a flat 6% spell vamp (+1% per 6AD) so from level one she has a good base level of sustain. Once you throw in the fact that the Hextech Gunblade is the first item you complete, Akali will have 26% spell vamp + 17% life steal (Flat 10% from Hextech + ~7% from the 45 attack damage from Hextech stacked with her passive). Also remember you only get â…“ of the spell vamp for AoE attacks. At this point you should have little-to-no issue with sustain in the laning phase or in team fights. The thing that makes Akali frankly overpowered is her Burst. With a triple-stacked Shadow Dance and full energy plus a Hextech Gunblade, you should have absolutely no issue bursting down any champion that isnâ€™t stacking pure health or magic resist, and even in the early game you will still be able to do this unless they rush a Warmog’s. Akali has great team fight capabilities with her Twilight Shround, making her invisible when not attacking in her circle. Two things happen at this point; you either get a free reset and chance to regenerate some energy, collect your thoughts and strike where itâ€™s most effective, or the enemy is forced to waste money on pink wards or an Oracle’s to see you.
With huge levels of sustain, even larger burst, the ability to snowball and carry extremely hard and still being relevant in ranked play, Akali is a must for anyone wanting to learn AP champions. For a more in depth guide, check out PhoenixKamiâ€™s build
Once you have learnt Akali you will have an easier time learning the following champions: Katarina, LeBlanc, Orianna.
Karthus is a great champion. Although heâ€™s not seen too much at top level play anymore, heâ€™s a fantastic AP character who you should learn early on. Karthusâ€™ strength lies in three key things: the ability to farm, his passive, and his global ultimate. Starting with his ability to farm- his Q (Lay Waste) is fantastic for last hitting minions, and although you should theoretically be able to do it with your auto-attack, Karthus enables the player to farm a little easier than most other champions. Karthusâ€™ passive allows him to remain active for seven seconds after dying. Although you canâ€™t move, you can still activate your abilities, helping you to secure kills or even continue farming. This works fantastically in team fights where you die with Defile active, as youâ€™ll continue to deal huge amounts of AoE damage. The biggest reason to play Karthus however is Requiem, his R ability. Requiem is a global ultimate, meaning it will hit every enemy on the map regardless of where they are, even if you canâ€™t see them. Requiem is great for picking off enemies after team fights, helping other lanes if they need someone finishing off after an engagement, or even as a pre-emptive strike before you engage a team fight. It can even be cast once youâ€™ve died. Karthus offers a great deal to anyone learning the role, and will help you master farming as well as paying attention to other lanes, to make full use of Requiem. Karthus is a relatively simple yet still effective champion, which allows the player to practice a variety of different key skills in their pursuit of perfection.
Once you have learnt Karthus you will have an easier time learning the following champions: Anivia, Morgana (skillshots!)
This list is by no means definitive, and there are of course other champions who are suited to players wishing to learn the role of AP Carry. Other champions that may be as effective include Annie, Veigar and Lux. As previously mentioned, this post is not a guide on the most effective champions, but merely a nudge in the right direction for someone wishing to learn the basics of the AP Carry.
Until my next piece (which hopefully won’t be another month =D) I wish those of you just starting out in ranked, or gearing up for it as you level, the best of luck and enjoyment in your endeavours.