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Patch 6.1 Notes

January 13th, 2016

 

Patch 6 1 Notes Banner

Patch 6.1 will hit live in a few hours. Here are the official notes:

 

Patch 6.1

Store Content

Balance

Miscellaneous

 

Don’t know when Patch 6.1 will hit live in your region? Here’s the maintenance schedule:

Patch 6 1 Maintenance Banner

 

 

CHALLENGER NIDALEE Banner

Challenger Nidalee is a legacy skin and will cost 975 RP.

 

Nidalee_Splash_8 Nidalee_8

 

ALL SPELLS

 

 

MODEL Banner

Challenger Nidalee Model 1 Challenger Nidalee Model 2

Challenger Nidalee Model 3 Challenger Nidalee Model 4

 

Recall Banner

Challenger Nidalee Recall 1 Challenger Nidalee Recall 2

 

PROWL PASSIVE Banner

Challenger Nidalee Passive 1 Challenger Nidalee Passive 2

 

JAVELIN TOSS HUMAN Q Banner

Challenger Nidalee Q 1 Challenger Nidalee Q 2

 

BUSHWHACK HUMAN W Banner

Challenger Nidalee W Human 1 Challenger Nidalee W Human 2

 

PRIMAL SURGE HUMAN E Banner

Challenger Nidalee E 1 Challenger Nidalee E 2

 

TAKEDOWN COUGAR Q Banner

Challenger Nidalee Cougar Q 1 Challenger Nidalee Cougar Q 2

 

POUNCE COUGAR W Banner

Challenger Nidalee W 1 Challenger Nidalee W 2

 

SWIPE COUGAR E Banner

Challenger Nidalee Cougar E 1 Challenger Nidalee Cougar E 2

 

ASPECT OF THE COUGAR R

Challenger Nidalee R 1 Challenger Nidalee R 4

Challenger Nidalee R 2 Challenger Nidalee R 3

 

 

LUNAR WRAITH CAITLYN Banner

Lunar Wraith Caitlyn is a legacy skin and will be available for 1350 RP.

 

Caitlyn_Splash_10 Caitlyn_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Caitlyn Model 1 Lunar Wraith Caitlyn Model 2

 

Recall Banner

Lunar Wraith Caitlyn Recall 1 Lunar Wraith Caitlyn Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Caitlyn Auto Attack 1 Lunar Wraith Caitlyn Auto Attack 2

 

HEADSHOT PASSIVE

Lunar Wraith Caitlyn Headshot 2 Lunar Wraith Caitlyn Headshot

 

PILTOVER PEACEMAKER Q

Lunar Wraith Caitlyn Q 1 Lunar Wraith Caitlyn Q 2

 

YORDLE SNAP TRAP W

Lunar Wraith Caitlyn W 1 Lunar Wraith Caitlyn W 2

 

90 CALIBER NET E

Lunar Wraith Caitlyn E 1 Lunar Wraith Caitlyn E 2

 

ACE IN THE HOLE R

Lunar Wraith Caitlyn R 1 Lunar Wraith Caitlyn R 2

 

 

LUNAR WRAITH MORGANA Banner

Lunar Wraith Morgana is a legacy skin and will be available for 975 RP.

 

Morgana_Splash_10 Morgana_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Morgana Updated Model 1 Lunar Wraith Morgana Updated Model 2

 

Recall Banner

Lunar Wraith Morgana Recall 1 Lunar Wraith Morgana Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Morgana Auto Attack 1 Lunar Wraith Morgana Auto Attack 2

 

DARK BINDING Q

Lunar Wraith Morgana Q 1 Lunar Wraith Morgana Q 2

 

TORMENTED SOIL W

Lunar Wraith Morgana W 1

 

BLACK SHIELD E

Lunar Wraith Morgana E 1

 

SOUL SHACKLES R

Lunar Wraith Morgana R 1 Lunar Wraith Morgana R 2

 

 

RADIANT WUKONG Banner

Radiant Wukong is NOT a legacy skin and will be available for 1350 RP.

 

MonkeyKing_Splash_5 MonkeyKing_5

 

ALL SPELLS

 

MODEL Banner

Radiant Wukong Model 1 Updated Radiant Wukong Model 2 Updated

 

Recall Banner

Radiant Wukong Recall 1 Radiant Wukong Recall 2

 

HOMEGUARD MOVE ANIMATION Banner

 

CRUSHING BLOW Q

Radiant Wukong Q 1 Radiant Wukong Q 2

 

DECOY W

Radiant Wukong W 1 Radiant Wukong W 2

 

NIMBUS STRIKE E

Radiant Wukong E 1 Radiant Wukong E 2

 

CYCLONE R

Radiant Wukong R 1 Radiant Wukong R 2

 


Rising Dawn Ward Skin Banner

This monkey-themed ward skin will be available for 640 RP in the store after Patch 6.1 hits live:

 

Rising Dawn Ward Skin 3 Rising Dawn Ward Skin 2

Rising Dawn Ward Skin 1

 


New Summoner Icons

Four new Lunar-themed summoner icons will be available in the store, presumably for 250 RP each:

 

Lunar Icon 3 Lunar Icon 1 Lunar Icon 2 lunar icon 4

 

Patch 6.1 will also bring team icons for the upcoming season. These will cost 250 RP and, like always, a portion of the profits will go to the respective teams:

 

OCE (Oceania):

profileIcon990 profileIcon991 profileIcon992 profileIcon993

profileIcon994 profileIcon995 profileIcon996 profileIcon997

 

Russia (Wildcard):

profileIcon999 profileIcon1000 profileIcon1001 profileIcon1002

profileIcon1003 profileIcon1004 profileIcon1005

 

LMS:

profileIcon1006 profileIcon1007 profileIcon1008

profileIcon1009 profileIcon1010 profileIcon1011

 

NA LCS:

profileIcon1012 profileIcon1014 profileIcon1015 profileIcon1016 profileIcon1017

profileIcon1018 profileIcon1019 profileIcon1020 profileIcon1021

 

EU LCS:

profileIcon1022 profileIcon1023 profileIcon1024 profileIcon1025 profileIcon1026

profileIcon1027 profileIcon1028 profileIcon1029 profileIcon1030 profileIcon1031

 

LAN:

profileIcon1032 profileIcon1033 profileIcon1034

profileIcon1035 profileIcon1036 profileIcon1037

 

LAS:

profileIcon1038 profileIcon1039 profileIcon1040

profileIcon1041 profileIcon1042 profileIcon1043

 

LCK:

profileIcon1044 profileIcon1045 profileIcon1046 profileIcon1047 profileIcon1048

profileIcon1049 profileIcon1050 profileIcon1051 profileIcon1052 profileIcon1053

 

LPL:

profileIcon1083 profileIcon1084 profileIcon1085 profileIcon1086 profileIcon1087 profileIcon1088

profileIcon1089 profileIcon1090 profileIcon1091 profileIcon1092 profileIcon1093 profileIcon1082

 

Brazil (Wildcard):

profileIcon1065 profileIcon1066 profileIcon1067 profileIcon1068

profileIcon1069 profileIcon1070 profileIcon1071 profileIcon1072

 

Turkey (Wildcard):

profileIcon1073 profileIcon1074 profileIcon1075 profileIcon1076 profileIcon1094

profileIcon1077 profileIcon1078 profileIcon1079 profileIcon1080 profileIcon1095

 

 

Champion Changes

 

Bard Final Portrait

 

Buff BoxMeeps Final IconTraveler’s Call [ Passive ]

  • Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade.


 

Brand Final Portrait

 

Nerf Box Pyroclasm Final IconPyroclasm [ R ]

  • Bugfix: No longer prioritizes Champions over minions when those Champions aren’t affected by Brand’s passive.

 

 

Caitlyn Final Portrait

 

Quality of Life Box FinalHeadshot Final IconHeadshot [ Passive ]

  • Fixed a bug where Caitlyn would walk toward her empowered Headshot target if they were less than 650 range of her;
  • Fixed a bug where Caitlyn’s next basic attack would sometimes be delayed more than normal after an empowered Headshot;
  • Fixed a bug where Caitlyn would sometimes take longer than intended before firing an empowered Headshot when swapping targets.

 

Quality of Life Box FinalYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Trap now is slightly better at catching small champions (like yordles).

 

 


Elise Final Portrait

 

Quality of Life Box FinalRappel Final IconRappel [ E ]

  • Fixed a bug where Elise would quickly drop onto a nearby enemy when self-casting Rappel.

 

 

Fiddlesticks-Final-Portrait (1)

 

Buff BoxDark Wind Final IconDark Wind [ E ]

  • Mana cost decreased from 50/70/90/110/130 to 50/60/70/80/90.

 

 

 

Gangplank-Final-Champion-Portrait (1)

 

Nerf BoxTrial by Fire Final IconTrial by Fire [ Passive ]

  • Bonus AD ratio decreased from 1.2 to 1;
  • DoT duration increased from 1.5 seconds to 2.5 (same damage).

 

 

Heimerdinger Final Portrait


Quality of Life Box FinalStorm Grenade Final IconCH-2 Electron Storm Grenade

  • Fixed a bug where Heimerdinger’s grenade was granting too much vision for the duration.

 

 

Jinx Final Portrait

 

Quality of Life Box FinalSwitcheroo Final IconSwitcheroo! [ Q ]

  • Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor;
  • Fixed a bug where Jinx was able to cast rockets for free when out of mana;
  • Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher;
  • Switcheroo! can no longer be cast while disabled.

 

 

Kalista Final Portrait

 

Change BoxRend [ E ]Rend Final Icon

  • Mana cost decreased from 40 at all ranks to 30;
  • No longer refunds any mana when Rend kills its first target. Subsequent kills still refund the full cost (30).

 

 

Khazix Final Portrait

 

Quality of Life Box FinalUnseen Threat Final IconUnseen Threat [ Passive ]

  • The animation for Kha’Zix’s buffed auto-attacks has been sped up to match the speed of his regular attacks (currently slower on live).

 

Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • AoE range increased from 225 to 275.

 

 

Buff BoxLeap Final IconLeap [ E ]

  • Range increased from 600 to 700.

 

 

 

LeBlanc Final Portrait

 

Buff BoxEthereal Chains Final Icon (1)Ethereal Chains [ E ]

  • Missile speed increased from 1600 to 1750.

 

 

 

Miss Fortune Final Portrait

 


Nerf BoxLove Tap Final IconLove Taps [ Passive ]

  • AD ratio decreased from 0.6 – 1, to 0.5 – 1 (scales with level);
  • AD ratio against minions decreased from 0.3 – 0.5 to 0.25 – 0.5.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Base Damage decreased from 90/145/200/225/310 to 80/115/150/185/220.

 

 

 

Mordekaiser Final Portrait

 

Buff BoxIron Man Final Icon (1)Iron Man [ Passive ]

  • Shield decay decreased from 2%-per-second to 1.5%.

 

 

Buff BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • The spell can now be cast on minions and allows Mordekaiser to proc the “touching” damage on the aura.


[ Note ] The aura’s size is much larger if cast on siege minions:

Morde W 3 Morde W 1 Morde W 2

 

Change BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • Now deals 25% of its damage instantly, decreased from 50% (total damage unchanged, now deals 75% of its damage over-time, changed from 50%)
  • Bonus AD on Ghost changed from 10/25/50 flat to [ 1.0 of Mordekaiser’s Bonus AD ].

 

 

Poppy Final Portrait

 

Quality of Life Box FinalHammer Shock Final IconHammer Shock [ Q ]

  • If Poppy casts Hammer Shock immediately after Heroic Charge, Hammer Shock will cast toward her target.

 

 

Riven Final Portrait

 

Buff BoxRunic Blade Final IconRunic Blade [ Passive ]

  • Total AD ratio increased from 0.2 – 0.5 to 0.25 – 0.5 [ values for levels 1 – 18 ].

 

 


Rumble Final Portrait

GENERAL Banner

  • Collision radius on champion model decreased from 50 to 35.

 

Buff BoxFlamespitterFlamespitter [ Q ]

  • Range increased from 550 to 600;
  • Tick rate decreased from 0.5 seconds to 0.25 (meaning Rumble will apply damage in shorter periods, total damage remains the same but this helps in shorter engages).

 

 

Teemo Final Champion Portrait

GENERAL Banner

  • Base Attack Damage increased from 47.5 to 49.5.

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Time to stealth in brush increased from 0.75 seconds to 1.5;
  • Teemo can now stealth while moving in a brush.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Cast range increased from 300/600/900 to 400/650/900.

 

 


Thresh Final Portrait

 

Quality of Life Box FinalDamnation Final IconDamnation [ Passive ]

  • Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing.

 

 

Trundle-Final-Portrait (1)

 

Nerf BoxChomp Final IconChomp [ Q ]

  • No longer affects towers.

 


Nerf BoxPillar-of-Ice-Final-Icon (1) (1)Pillar of Ice [ E ]

  • Mana cost increased from 60 at all ranks to 75.

 

 

Nerf BoxSubjugate-Final-Icon (1) (1)Subjugate [ R ]

  • Cooldown increased from 80/70/60 seconds to 110/90/70;
  • Mana cost increased from 75 at all ranks to 100.

 

 

Urgot Final Portrait

 

Quality of Life Box FinalNoxian Corrosive Charge Final IconNoxian Corrosive Charge [ E ]

  • Fixed a bug where Noxian Corrosive Charge was granting too much vision for the duration.

 

 

Yasuo Final Portrait

 

Quality of Life Box FinalWindwall Final IconWind Wall [ W ]

  • Fixed a bug where certain targeted abilities (such as Twisted Fate’s Pick-A-Card) would pass through Wind Wall as it spawned.

 

 

Item-Changes1 (1)

 

Buff BoxDeaths Dance Final IconDeath’s Dance

  • Heal on unique passive increased from 12% of damage dealt to 15%;
  • Damage converted to bleed (DoT) increased from 12% to 15%;
  • Attack Damage increased from 65 to 75;
  • Recipe cost increased from 525 Gold to 625 (total cost increased from 3400 Gold to 3500).

 

Change BoxEye of the Oasis Final IconEye of the Oasis

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%.

 

Change BoxEye of the Watchers Final IconEye of the Watchers

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%;

 

Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • Decreases cooldown of Warding Totem by 33%, decreased from 50% [the values are near-identical because of the Warding Totem buff]

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Mana Regeneration decreased from 150% to 100%;
  • Ghost slow now lasts 2-5 seconds (increase with distance), changed from 4 seconds flat;

 

Buff BoxLord Dominik Final IconLord Dominik’s Regards

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Quality of Life Box FinalLudens Echo Final IconLuden’s Echo

  • UNIQUE Passive is now called “Echo”, to prevent it from stacking with the passive on Runic Echoes (new jungle AP enchantment)

 

Buff BoxMortal Reminder Final IconMortal Reminder

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Now additionally grants 5% bonus Movement Speed;
  • Bonus Movement Speed while in 500 range of an enemy Champion decreased from 12% to 7%.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Bonus Movement Speed decreased from 8% to 7%.

 

 

Buff BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Bonus Movement Speed increased from 5% to 7%.

 

 

Buff BoxStatikk_ShivStatikk Shiv

  • Now deals 120% bonus damage to minions, increased from 75%.

 

 

Buff BoxSunfire-Cape-Final-Icon (1)Sunfire Cape

  • Armor increased from 45 to 50.

 

 

Buff BoxWarding Totem Final IconWarding Totem

  • Cooldown decreased from 180/120 seconds (scales down with level) to 180/90.

 

 

 

Jungle Changes Banner

 

New Item BoxMagus-Enchantment-Final-Icon (1) (1)Enchantment: Runic Echoes (replaces Runeglaive)

Grants 60 Ability Power and 10% bonus to Movement Speed;

UNIQUE Passive – Echo: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 80 [+0.1 AP] bonus magic damage to up to 4 targets.

This effect deals 2.5X damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing Mana.

 

Runic Echoes Item

 

Buff BoxHunters Talisman Final IconHunter’s Talisman

  • Mana regeneration while in the jungle increased from 150% to 180%.

 

[ Note ] This also applies to Skirmisher’s Sabre, Stalker’s Blade and Tracker’s Knife.

 

Elder Razorbeak Final Icon“Razor Sharp” Raptor Buff [ buff from smiting the ugly chicken camp ]

  • Fixed several bugs with Razor Sharp where it would not go off if the nearest enemy object was not a ward;
  • Changed trigger range from 1250 to 900 to better sync with the range of wards;
  • Changed trigger range for blue trinket wards from 1250 to 500 to better sync with the range of wards.

 

Rift Herald Final IconRift Herald

  • Auto-attack damage increased from 95 to 105.

 

 

Nerf BoxSmite Final IconSmite [ Summoner Spell ]

  • No longer triggers spell effects (such as Spell Vamp or Rylai’s Crystal Scepter).

 

 

 

MASTERY CHANGES Banner

 

Nerf BoxPrecision Final IconPrecision [ Tier 5 Cunning ]

  • Armor penetration decreased from 1/2/3/4/5 [+ 0.1/0.2/0.3/0.4/0.5 per level] to 0.6/1.2/1.8/2.4/3 + [0.06/0.12/0.18/0.24/0.3 per level]

 

 

FEROCITY KEYSTONE MASTERIES Banner

 

Buff BoxDeathfires Touch Final IconDeathfire Touch [ Keystone Ferocity ]

  • Ratios increased from [ +0.5 Bonus AD ] [ +0.2 AP ] to [ +0.6 Bonus AD ] [ +0.25 AP ].

 

 

Buff BoxFervor of Battle Final IconFervor of Battle [ Keystone Ferocity ]

  • Bonus physical damage on auto-attack per stack increased from 1-8 (scales with Champion level) to 1-12;
  • Max stacks decreased from 10 to 8 (max on-hit physical damage increased from 80 to 96).

 

Change BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone Ferocity ]

  • Heal changed from 15% of crit damage against Champions to 5-25% (scales with level);
  • Attack Speed bonus increased from 20% to 30% (for 4 seconds).

 

RESOLVE KEYSTONE MASTERIES Banner

 

Change BoxBond of Stone Final IconBond of Stone [ Keystone Resolve ]

  • Flat damage reduction increased from 3% to 4%;
  • Additionally, 6% of the damage taken by your closest ally from enemy Champions is dealt to you;
  • No longer gives 6% Damage Reduction when near an allied Champion.

 

Buff BoxStrength of the Ages Final IconStrength of the Ages [ Keystone Resolve ]

  • When capped, Strength of Ages now heals for 6% of your Maximum Health for both Siege Minions and large jungle monsters, changed from healing for 100 flat Health per Siege Minion kill.”

 

CUNNING KEYSTONE MASTERIES Banner

 

Buff BoxStormraiders Surge Final IconStormraider’s Surge [ Keystone Cunning ]

  • Movement speed buff increased from 35% to 40%;
  • Duration to trigger the buff extended from 2 seconds to 2.5;
  • Now additionally grants 75% slow resistance for 3 seconds after proccing the buff.

 

 

MINION CHANGES Banner

Just some bugfixes for minions and their wacky behavior.

The only one that’s worth calling out is the last one on the list – this was actually implemented in 5.22, and primarily helps melee vs ranged matchups with respect to basic attacks. Simply put, the ‘call for help’ used to be around yourself and not the enemy, meaning that when they’d harass you off the wave, your minions would often ‘pretend’ not to notice as they went about their business. Now minions are more courageous and will actively watch for enemy harassment.

Minions no longer freeze or awkwardly lock eyes with other minions

Minions now display how much bonus damage or damage reduction they have from the pushing changes implemented in 5.23

Minions no longer acquire new targets that are in the river or jungle, and if they enter the river or jungle they’ll refuse to acquire any target until they leave. (Implemented in 5.22 but undocumented)

Now additionally calls for help in a ring around your opponent when attacked near minions (implemented in 5.22 but undocumented).

 

 

NEW CHAMPION SELECT Banner

The New Champion Select is almost ready for live. It will follow a staggered release, with public testing for NA and TR beginning on January 13th. Below you can find a rundown of how the new system will work:

[ Note ] The new Champion Select will replace Team Builder. [ Source ]

 

Before you queue, you’ll be asked to pick your Primary and Secondary role. Logically, your Primary role takes priority in the matchmaking:

New Champ Select 1 New Champ Select 2

 

The queue interface is standard fair. The wait time is displayed at the bottom, rather than the top of the client and there are new visuals for the ticking time confirmation:

New Champ Select 3 New Champ Select 4

 

Inside the Champion Select, you’ll be placed on a 3D map of Summoner’s Rift, with an arrow-type indicator for your role:

New Champ Select 18 New Champ Select 5

 

I was Captain here, so I couldn’t ban. Instead, I could give a visual cue to teammates of what I wanted to play. This phase is a suggestive “I want to play this, please don’t ban it” type – if my teammates wanted to, they could’ve banned Yasuo, but I’ve shown them I want to play that Champion.

New Champ Select 7 New Champ Select 6

 

There’s a neat animation for bans, where the banned Champion’s portrait will disintegrate into shards. Here’s how it looks like for both allied bans and enemy bans:

New Champ Select 9 New Champ Select 8

 

Once banning is complete, picking resumes as is currently on live. The Champions picked (or hovered over) will be displayed in a circular shape. Once selected, they will play their Champ Select quote for everyone:

New Champ Select 12 New Champ Select 14

 

Here’s how the interface looks like if the player hasn’t picked a Champion yet, for both ally and enemy-side:

New Champ Select 15 New Champ Select 16

 

Once picking concludes, you can lock in your Champion or pick a different one. There’s also a new interface for your available skins:

New Champ Select 11 New Champ Select 10

 

The last part of Champion Select is a standard wait period to adjust your Masteries. Note the location of UI elements:

  • Bans at the top left and right;
  • 2D map with Roles and Champions picked on the bottom right;
  • Summoner Spells/Masteries on the bottom.

New Champ Select 17

 

 

TWEAKS TO DRAGON TRAINER LULU

Dragon Trainer Lulu has received new, brighter textures, presumably to fit better with the visuals of Dragon Trainer Tristana.

 

Dragon Trainer Lulu Model 2 Dragon Trainer Lulu Model 1

 

 

NEW Q VISUALS FOR DRAVEN SKINS

Soul Reaver Draven and Gladiator Draven have both received new visuals for the landing zones on their Spinning Axes [ Q ]:

 

Draven Skin Q 1 Draven Skin Q 2

 


A new login theme has been released to celebrate the start of the new season. Here’s the video by frostyNinja:

 

And here’s the still from the animation:

Season 6 Background

 

 

JAPANESE LOCALIZATION Banner

The Japanese localization is near-concluded and all the voice-overs, text and audio files will be released with Patch 6.1. Note that if you want to use the Japanese localization, you can select it from your launcher post-patch.

 

Japan Screenshot

 

Japan Screen 2 Screen 3

Screen 6 Screen 4

Screen 7 Screen 8

 

[ Note ] You can find all the voice-overs on SkinSpotlights‘s second channel, League Voices.

 

[ Note ] You can find all the Japanese Champion Select quotes HERE:

PBE 06 01 Banner

 

 

BUGFIXES Banner

  • Summoner names in the end of game screen have been reverted to white without glow effects
  • Fixed a bug where summoner names in the end of game screen weren’t consistently graying out as players left the lobby
  • Fixed a bug where Ekko’s Q – Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction
  • Quinn’s Q – Blinding Assault no longer causes several empowered basic attacks to miss
  • Jayce’s buff from swapping to R – Mercury Cannon is no longer consumed without dealing damage when using W – Hyper Charge to attack a structure
  • Kassadin no longer gains E – Force Pulse stacks from the active of Frost Queen’s Claim
  • Orianna’s E – Command: Protect bonus resistances are now properly multiplied by Windspeaker’s Blessing
  • Fixed a bug where splitting mastery points between Piercing Thoughts and Battering Blows granted the incorrect amount of stats
  • Fixed a few cases of champions with Sated Devourer damaging themselves when using empowered basic attacks (ex. Ekko’s E – Phase Dive or Rek’Sai’s Q – Queen’s Wrath)
  • Luden’s Echo now procs if an ability cast at max stacks damages a target after its caster dies
  • Liandry’s Torment now properly deals increased damage to enemies affected by Ahri’s E – Charm, Rammus’s E – Puncturing Taunt and Shen’s E – Shadow Dash
  • Serrated Dirk’s buff no longer occasionally consumes itself when granted by an empowered basic attack
  • Cinderhulk’s burn effect now has an on-hover range indicator
  • Zz’Rot Portal, Zeke’s Herald and Face of the Mountain are now properly searchable by typing “Active” in the item shop
  • Mejai’s Soulstealer has been added to the Mana tab of the item shop
  • Restored custom flame tail particles on Foxfire Ahri

 


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

PBE Round-up: Patch 6.1

January 7th, 2016

 

PBE Roundup Patch 6 1 Banner

Patch 6.1 will hit live in the early hours of Wednesday, January 13th, assuming there are no delays. If you’re from the NA or TR region, you’ll be able to early-test the new Champion Select.

 

Patch 6.1

Store Content

Balance

Miscellaneous

 

 

CHALLENGER NIDALEE Banner

Challenger Nidalee is a legacy skin and will cost 975 RP.

 

Nidalee_Splash_8 Nidalee_8

 

ALL SPELLS

 

 

MODEL Banner

Challenger Nidalee Model 1 Challenger Nidalee Model 2

Challenger Nidalee Model 3 Challenger Nidalee Model 4

 

Recall Banner

Challenger Nidalee Recall 1 Challenger Nidalee Recall 2

 

PROWL PASSIVE Banner

Challenger Nidalee Passive 1 Challenger Nidalee Passive 2

 

JAVELIN TOSS HUMAN Q Banner

Challenger Nidalee Q 1 Challenger Nidalee Q 2

 

BUSHWHACK HUMAN W Banner

Challenger Nidalee W Human 1 Challenger Nidalee W Human 2

 

PRIMAL SURGE HUMAN E Banner

Challenger Nidalee E 1 Challenger Nidalee E 2

 

TAKEDOWN COUGAR Q Banner

Challenger Nidalee Cougar Q 1 Challenger Nidalee Cougar Q 2

 

POUNCE COUGAR W Banner

Challenger Nidalee W 1 Challenger Nidalee W 2

 

SWIPE COUGAR E Banner

Challenger Nidalee Cougar E 1 Challenger Nidalee Cougar E 2

 

ASPECT OF THE COUGAR R

Challenger Nidalee R 1 Challenger Nidalee R 4

Challenger Nidalee R 2 Challenger Nidalee R 3

 

 

LUNAR WRAITH CAITLYN Banner

Lunar Wraith Caitlyn is a legacy skin and will be available for 1350 RP.

 

Caitlyn_Splash_10 Caitlyn_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Caitlyn Model 1 Lunar Wraith Caitlyn Model 2

 

Recall Banner

Lunar Wraith Caitlyn Recall 1 Lunar Wraith Caitlyn Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Caitlyn Auto Attack 1 Lunar Wraith Caitlyn Auto Attack 2

 

HEADSHOT PASSIVE

Lunar Wraith Caitlyn Headshot 2 Lunar Wraith Caitlyn Headshot

 

PILTOVER PEACEMAKER Q

Lunar Wraith Caitlyn Q 1 Lunar Wraith Caitlyn Q 2

 

YORDLE SNAP TRAP W

Lunar Wraith Caitlyn W 1 Lunar Wraith Caitlyn W 2

 

90 CALIBER NET E

Lunar Wraith Caitlyn E 1 Lunar Wraith Caitlyn E 2

 

ACE IN THE HOLE R

Lunar Wraith Caitlyn R 1 Lunar Wraith Caitlyn R 2

 

 

LUNAR WRAITH MORGANA Banner

Lunar Wraith Morgana is a legacy skin and will be available for 975 RP.

 

Morgana_Splash_10 Morgana_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Morgana Updated Model 1 Lunar Wraith Morgana Updated Model 2

 

Recall Banner

Lunar Wraith Morgana Recall 1 Lunar Wraith Morgana Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Morgana Auto Attack 1 Lunar Wraith Morgana Auto Attack 2

 

DARK BINDING Q

Lunar Wraith Morgana Q 1 Lunar Wraith Morgana Q 2

 

TORMENTED SOIL W

Lunar Wraith Morgana W 1

 

BLACK SHIELD E

Lunar Wraith Morgana E 1

 

SOUL SHACKLES R

Lunar Wraith Morgana R 1 Lunar Wraith Morgana R 2

 

 

RADIANT WUKONG Banner

Radiant Wukong is NOT a legacy skin and will be available for 1350 RP.

 

MonkeyKing_Splash_5 MonkeyKing_5

 

ALL SPELLS

 

MODEL Banner

Radiant Wukong Model 1 Updated Radiant Wukong Model 2 Updated

 

Recall Banner

Radiant Wukong Recall 1 Radiant Wukong Recall 2

 

HOMEGUARD MOVE ANIMATION Banner


CRUSHING BLOW Q

Radiant Wukong Q 1 Radiant Wukong Q 2

 

DECOY W

Radiant Wukong W 1 Radiant Wukong W 2

 

NIMBUS STRIKE E

Radiant Wukong E 1 Radiant Wukong E 2

 

CYCLONE R

Radiant Wukong R 1 Radiant Wukong R 2

 
 

Rising Dawn Ward Skin Banner

This monkey-themed ward skin will be available for 640 RP in the store after Patch 6.1 hits live:

 

Rising Dawn Ward Skin 3 Rising Dawn Ward Skin 2

 

Rising Dawn Ward Skin 1

 

 
 

New Summoner Icons

Four new Lunar-themed summoner icons will be available in the store, presumably for 250 RP each:

 

Lunar Icon 3 Lunar Icon 1 Lunar Icon 2 lunar icon 4

 

Patch 6.1 will also bring team icons for the upcoming season. These will cost 250 RP and, like always, a portion of the profits will go to the respective teams:

 

OCE (Oceania):

profileIcon990 profileIcon991 profileIcon992 profileIcon993

profileIcon994 profileIcon995 profileIcon996 profileIcon997

 

Russia (Wildcard):

profileIcon999 profileIcon1000 profileIcon1001 profileIcon1002

profileIcon1003 profileIcon1004 profileIcon1005

 

LMS:

profileIcon1006 profileIcon1007 profileIcon1008

profileIcon1009 profileIcon1010 profileIcon1011

 

NA LCS:

profileIcon1012 profileIcon1014 profileIcon1015 profileIcon1016 profileIcon1017

profileIcon1018 profileIcon1019 profileIcon1020 profileIcon1021

 

EU LCS:

profileIcon1022 profileIcon1023 profileIcon1024 profileIcon1025 profileIcon1026

profileIcon1027 profileIcon1028 profileIcon1029 profileIcon1030 profileIcon1031

 

LAN:

profileIcon1032 profileIcon1033 profileIcon1034

profileIcon1035 profileIcon1036 profileIcon1037

 

LAS:

profileIcon1038 profileIcon1039 profileIcon1040

profileIcon1041 profileIcon1042 profileIcon1043

 

LCK:

profileIcon1044 profileIcon1045 profileIcon1046 profileIcon1047 profileIcon1048

profileIcon1049 profileIcon1050 profileIcon1051 profileIcon1052 profileIcon1053

 

LPL:

profileIcon1083 profileIcon1084 profileIcon1085 profileIcon1086 profileIcon1087 profileIcon1088

profileIcon1089 profileIcon1090 profileIcon1091 profileIcon1092 profileIcon1093 profileIcon1082

 

Brazil (Wildcard):

profileIcon1065 profileIcon1066 profileIcon1067 profileIcon1068

profileIcon1069 profileIcon1070 profileIcon1071 profileIcon1072

 

Turkey (Wildcard):

profileIcon1073 profileIcon1074 profileIcon1075 profileIcon1076 profileIcon1094

profileIcon1077 profileIcon1078 profileIcon1079 profileIcon1080 profileIcon1095

 

 

Champion Changes

 

Brand Final Portrait

 

Nerf Box Pyroclasm Final IconPyroclasm [ R ]

  • Bugfix: No longer prioritizes Champions over minions when those Champions aren’t affected by Brand’s passive.

 

 

Fiddlesticks-Final-Portrait (1)

 

Buff BoxDark Wind Final IconDark Wind [ E ]

  • Mana cost decreased from 50/70/90/110/130 to 50/60/70/80/90.

 

 

 

Gangplank-Final-Champion-Portrait (1)

 

Nerf BoxTrial by Fire Final IconTrial by Fire [ Passive ]

  • Bonus AD ratio decreased from 1.2 to 1;
  • DoT duration increased from 1.5 seconds to 2.5 (same damage).

 

 

Kalista Final Portrait

 

Change BoxRend [ E ]Rend Final Icon

  • Mana cost decreased from 40 at all ranks to 30;
  • No longer refunds any mana when Rend kills its first target. Subsequent kills still refund the full cost (30).

 

 

Khazix Final Portrait

 

Quality of Life Box FinalUnseen Threat Final IconUnseen Threat [ Passive ]

  • The animation for Kha’Zix’s buffed auto-attacks has been sped up to match the speed of his regular attacks (currently slower on live).

 

Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • AoE range increased from 225 to 275.

 


Buff BoxLeap Final IconLeap [ E ]

  • Range increased from 600 to 700.

 

 

 

LeBlanc Final Portrait

 

Buff BoxEthereal Chains Final Icon (1)Ethereal Chains [ E ]

  • Missile speed increased from 1600 to 1750.

 

 

 

Miss Fortune Final Portrait

 


Nerf BoxLove Tap Final IconLove Taps [ Passive ]

  • AD ratio decreased from 0.6 – 1, to 0.5 – 1 (scales with level);
  • AD ratio against minions decreased from 0.3 – 0.5 to 0.25 – 0.5.


Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Base Damage decreased from 90/145/200/225/310 to 80/115/150/185/220.

 

 

 

Mordekaiser Final Portrait

 

Buff BoxIron Man Final Icon (1)Iron Man [ Passive ]

  • Shield decay decreased from 2%-per-second to 1.5%.

 

 

Buff BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • The spell can now be cast on minions and allows Mordekaiser to proc the “touching” damage on the aura.

 
[ Note ] The aura’s size is much larger if cast on siege minions:

Morde W 3 Morde W 1 Morde W 2

 

Change BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • Now deals 25% of its damage instantly, decreased from 50% (total damage unchanged, now deals 75% of its damage over-time, changed from 50%)
  • Bonus AD on Ghost changed from 10/25/50 flat to [ 1.0 of Mordekaiser’s Bonus AD ].

 

 

Teemo Final Champion Portrait

GENERAL Banner

  • Base Attack Damage increased from 47.5 to 49.5.

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Time to stealth in brush increased from 0.75 seconds to 1.5;
  • Teemo can now stealth while moving in a brush.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Cast range increased from 300/600/900 to 400/650/900.

 

 

 

Trundle-Final-Portrait (1)

 

Nerf BoxPillar-of-Ice-Final-Icon (1) (1)Pillar of Ice [ E ]

  • Mana cost increased from 60 at all ranks to 75.

 

 

Nerf BoxSubjugate-Final-Icon (1) (1)Subjugate [ R ]

  • Cooldown increased from 80/70/60 seconds to 110/90/70;
  • Mana cost increased from 75 at all ranks to 100.

 

 

 

Item-Changes1 (1)

 

Buff BoxDeaths Dance Final IconDeath’s Dance

  • Heal on unique passive increased from 12% of damage dealt to 15%;
  • Damage converted to bleed (DoT) increased from 12% to 15%;
  • Attack Damage increased from 65 to 75;
  • Recipe cost increased from 525 Gold to 625 (total cost increased from 3400 Gold to 3500).

 

Change BoxEye of the Oasis Final IconEye of the Oasis

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%.

 

Change BoxEye of the Watchers Final IconEye of the Watchers

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%;

 

Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • Decreases cooldown of Warding Totem by 33%, decreased from 50% [the values are near-identical because of the Warding Totem buff]

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Mana Regeneration decreased from 150% to 100%;
  • Ghost slow now lasts 2-5 seconds (increase with distance), changed from 4 seconds flat;

 

Buff BoxLord Dominik Final IconLord Dominik’s Regards

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Quality of Life Box FinalLudens Echo Final IconLuden’s Echo

  • UNIQUE Passive is now called “Echo”, to prevent it from stacking with the passive on Runic Echoes (new jungle AP enchantment)

 

Buff BoxMortal Reminder Final IconMortal Reminder

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Now additionally grants 5% bonus Movement Speed;
  • Bonus Movement Speed while in 500 range of an enemy Champion decreased from 12% to 7%.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Bonus Movement Speed decreased from 8% to 7%.

 

 

Buff BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Bonus Movement Speed increased from 5% to 7%.

 

 

Buff BoxStatikk_ShivStatikk Shiv

  • Now deals 120% bonus damage to minions, increased from 75%.

 

 

Buff BoxSunfire-Cape-Final-Icon (1)Sunfire Cape

  • Armor increased from 45 to 50.

 

 

Buff BoxWarding Totem Final IconWarding Totem

  • Cooldown decreased from 180/120 seconds (scales down with level) to 180/90.

 

 

 

Jungle Changes Banner

 

New Item BoxMagus-Enchantment-Final-Icon (1) (1)Enchantment: Runic Echoes (replaces Runeglaive)

Grants 60 Ability Power and 10% bonus to Movement Speed;

UNIQUE Passive – Echo: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 80 [+0.1 AP] bonus magic damage to up to 4 targets.

This effect deals 2.5X damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing Mana.

 

Runic Echoes Item

 

Buff BoxHunters Talisman Final IconHunter’s Talisman

  • Mana regeneration while in the jungle increased from 150% to 180%.

 

[ Note ] This also applies to Skirmisher’s Sabre, Stalker’s Blade and Tracker’s Knife.

 

Rift Herald Final IconRift Herald

  • Auto-attack damage increased from 95 to 105.

 

 

MASTERY CHANGES Banner

 

Nerf BoxPrecision Final IconPrecision [ Tier 5 Cunning ]

  • Armor penetration decreased from 1/2/3/4/5 [+ 0.1/0.2/0.3/0.4/0.5 per level] to 0.6/1.2/1.8/2.4/3 + [0.06/0.12/0.18/0.24/0.3 per level]

 

 

FEROCITY KEYSTONE MASTERIES Banner

 

Buff BoxDeathfires Touch Final IconDeathfire Touch [ Keystone Ferocity ]

  • Ratios increased from [ +0.5 Bonus AD ] [ +0.2 AP ] to [ +0.6 Bonus AD ] [ +0.25 AP ].

 

 

Buff BoxFervor of Battle Final IconFervor of Battle [ Keystone Ferocity ]

  • Bonus physical damage on auto-attack per stack increased from 1-8 (scales with Champion level) to 1-12;
  • Max stacks decreased from 10 to 8 (max on-hit physical damage increased from 80 to 96).

 

Change BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone Ferocity ]

  • Heal changed from 15% of crit damage against Champions to 5-25% (scales with level);
  • Attack Speed bonus increased from 20% to 30% (for 4 seconds).

 

RESOLVE KEYSTONE MASTERIES Banner

 

Change BoxBond of Stone Final IconBond of Stone [ Keystone Resolve ]

  • Flat damage reduction increased from 3% to 4%;
  • Additionally, 6% of the damage taken by your closest ally from enemy Champions is dealt to you;
  • No longer gives 6% Damage Reduction when near an allied Champion.

 

Buff BoxStrength of the Ages Final IconStrength of the Ages [ Keystone Resolve ]

  • When capped, Strength of Ages now heals for 6% of your Maximum Health for both Siege Minions and large jungle monsters, changed from healing for 100 flat Health per Siege Minion kill.”

 

CUNNING KEYSTONE MASTERIES Banner

 

Buff BoxStormraiders Surge Final IconStormraider’s Surge [ Keystone Cunning ]

  • Movement speed buff increased from 35% to 40%;
  • Duration to trigger the buff extended from 2 seconds to 2.5;
  • Now additionally grants 75% slow resistance for 3 seconds after proccing the buff.

 

 

NEW CHAMPION SELECT Banner

The New Champion Select is almost ready for live. It will follow a staggered release, with public testing for NA and TR beginning on January 13th. Below you can find a rundown of how the new system will work:

[ Note ] The new Champion Select will replace Team Builder. [ Source ]

 

Before you queue, you’ll be asked to pick your Primary and Secondary role. Logically, your Primary role takes priority in the matchmaking:

New Champ Select 1 New Champ Select 2

 

The queue interface is standard fair. The wait time is displayed at the bottom, rather than the top of the client and there are new visuals for the ticking time confirmation:

New Champ Select 3 New Champ Select 4

 

Inside the Champion Select, you’ll be placed on a 3D map of Summoner’s Rift, with an arrow-type indicator for your role:

New Champ Select 18 New Champ Select 5

 

I was Captain here, so I couldn’t ban. Instead, I could give a visual cue to teammates of what I wanted to play. This phase is a suggestive “I want to play this, please don’t ban it” type – if my teammates wanted to, they could’ve banned Yasuo, but I’ve shown them I want to play that Champion.

New Champ Select 7 New Champ Select 6

 

There’s a neat animation for bans, where the banned Champion’s portrait will disintegrate into shards. Here’s how it looks like for both allied bans and enemy bans:

New Champ Select 9 New Champ Select 8

 

Once banning is complete, picking resumes as is currently on live. The Champions picked (or hovered over) will be displayed in a circular shape. Once selected, they will play their Champ Select quote for everyone:

New Champ Select 12 New Champ Select 14

 

Here’s how the interface looks like if the player hasn’t picked a Champion yet, for both ally and enemy-side:

New Champ Select 15 New Champ Select 16

 

Once picking concludes, you can lock in your Champion or pick a different one. There’s also a new interface for your available skins:

New Champ Select 11 New Champ Select 10

 

The last part of Champion Select is a standard wait period to adjust your Masteries. Note the location of UI elements:

  • Bans at the top left and right;
  • 2D map with Roles and Champions picked on the bottom right;
  • Summoner Spells/Masteries on the bottom.

New Champ Select 17

 

 

TWEAKS TO DRAGON TRAINER LULU

Dragon Trainer Lulu has received new, brighter textures, presumably to fit better with the visuals of Dragon Trainer Tristana.

 

Dragon Trainer Lulu Model 2 Dragon Trainer Lulu Model 1

 

 

NEW Q VISUALS FOR DRAVEN SKINS

Soul Reaver Draven and Gladiator Draven have both received new visuals for the landing zones on their Spinning Axes [ Q ]:

 

Draven Skin Q 1 Draven Skin Q 2



A new login theme has been released to celebrate the start of the new season. Here’s the video by frostyNinja:

 

And here’s the still from the animation:

Season 6 Background

 

 

JAPANESE LOCALIZATION Banner

The Japanese localization is near-concluded and all the voice-overs, text and audio files will be released with Patch 6.1. Note that if you want to use the Japanese localization, you can select it from your launcher post-patch.

 

Japan Screenshot

 

Japan Screen 2 Screen 3

Screen 6 Screen 4

Screen 7 Screen 8

 

[ Note ] You can find all the voice-overs on SkinSpotlights‘s second channel, League Voices.

 

[ Note ] You can find all the Japanese Champion Select quotes HERE:

PBE 06 01 Banner

 


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

 

PBE Update 15 12 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Challenger Nidalee Reference Banner

Check out Challenger Nidalee and the new jungler Enchantment: Runic Echoes! (replaces Runeglaive)

 

 

Champion Changes

 

Gangplank Final Champion Portrait

 

Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Armor Penetration reverted from 60% of Bonus Armor to 40% of Total Armor;
  • Base damage decreased from 60/90/120/150/180 to 50/80/110/140/170.

 

 

LeBlanc Final Portrait

 

Buff BoxEthereal Chains Final IconEthereal Chains [ E ]

  • Missile Speed decreased from 1800 to 1750 [live value is 1600]

 

 

ALL PBE UPDATES FOR PATCH 61 CYCLE

 


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

 

PBE 09 12 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Challenger Nidalee Reference Banner

Check out Challenger Nidalee and the new jungler Enchantment: Runic Echoes! (replaces Runeglaive)

 

 

Champion Changes

 

LeBlanc Final Portrait

 

Buff BoxEthereal Chains Final Icon (1)Ethereal Chains [ E ]

  • Missile speed increased from 1600 to 1800.

 

 

 

Item-Changes1 (1)

 

Buff BoxDeaths Dance Final IconDeath’s Dance

  • Heal on unique passive increased from 12% of damage dealt to 15%;
  • Damage converted to bleed (DoT) increased from 12% to 15%.

 

Buff BoxLord Dominik Final IconLord Dominik

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Buff BoxMortal Reminder Final IconMortal Reminder

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Now additionally grants 5% bonus Movement Speed;
  • Bonus Movement Speed while in 500 range of an enemy Champion decreased from 12% to 7%.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Bonus Movement Speed decreased from 8% to 7%.

 

 

Buff BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Bonus Movement Speed increased from 5% to 7%.

 

 

ALL PBE UPDATES FOR PATCH 61 CYCLE

 


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

 

Red Posts 18 08 Banner

 

Topics Banner

 

Recent News Banner

NA SERVERS MOVE TO CHICAGO ON 25 08

SEPTEMBER SALES SCHEDULE Banner

PROJECT TEASER FOR 5 NEW SKINS

 

 

Update on NA Game Servers

Riot Noc New PortraitOn August 25, the NA game servers are moving to Chicago, IL. We anticipate zero downtime. However, ranked will be disabled from approximately 5:00am PDT to 12:00pm PDT (noon). The migration will take several hours and, until it’s complete some games will still be played on the old servers, so you may not immediately see a change in your ping. You may also bounce between Chicago and the old servers from game to game until the migration is complete. Read more about the server move here: http://riot.com/1E3AYXO

[ Link to Post ]

 

 

[ Taylor Meabon ] What’s your position on have 5 bans, maybe even 1 for each player? Its kind of frustrating to have none of your own input when 1 of 5 random people gets to ban 3. Also I think the champion pool is big enough to justify more bans?‎  

Ghostcrawler New PortraitTimely question. We have had a few meetings on this topic lately. Would be interested in community feedback right now on what problems you think the existing system has and your opinions about the right way to fix.

(Also specify if you’re talking about pro play or non-pro ranked play. We don’t strictly have to use the same system for both.)

[ Link to Post ]

 

Additional resources:

 

 

THORNMAIL CHANGES IN 516 AND RUBY SIGHSTONE IDEAS

Here are the changes to Thornmail that will hit live with Patch 5.16:

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

 

Can Thornmails passive trigger off all sources of physical damage

Repertoir New PortraitIf Thornmail comes out next patch and is too weak, it seems like the better approach to take would be to make it better at what it’s supposed to be good at rather than just making it good against all physical damage. It doesn’t really seem right that we should just make it really good against all physical damage. If we need an item that allows tanks and other frontliners to properly deal with Riven, we should make that item, rather than trying to balance an item with a largely different ideal case around also being able to do that.

[ Link to Post ]

 


What if Thornmail applied Grievous Wounds to enemies hitting the player

Repertoir New PortraitWe had something very close to this on Thornmail for awhile internally, but I believe it resulted in a question of what options auto attackers even have then if Thornmail not only damages them significantly, but also halves their Lifesteal.

[ Link to Post ]

 

 

What if Ruby Sighstone granted 20 CDR on item actives

Repertoir New PortraitWhat’s the intended outcome of this change? That Ruby Sightstone becomes generally more desirable to upgrade to? Or is it more that Ruby Sightstone feels better to upgrade to for a support when they manage to go full build?

[ Link to Post ]



It doesnt feel good to upgrade Sighstone lategame even if its gold efficient

Repertoir New PortraitCool. Thanks for the interesting thread, Saixos. Sounds like people are maybe wanting more of an interesting transformative element when upgrading Sightstone. From what I’ve read, players seem okay with upgrading it late in the game, but even then, it’s mostly just because you can, and not that it feels good to do so.

[ Link to Post ]

 

 

 

IMMOBILE MAGES STATE OF LEBLANC VAYNE ZYRA SION

 

Immobile mages should be updated in the same style as Juggernauts

Scruffy Final PortraitImmobile mages definitely need the same treatment as what we’re doing for the juggernauts. Not because “buffs” (those can happen at any time), but because they really need true uniqueness from champ to champ.

If you asked the question “I’m a champ that brings a bunch of aoe spell damage and some CC, who am I?” you could answer Velkoz, Zyra, Syndra, Brand, Cass, Malzahar, and ziggs. Ideally we could find what makes these champs unique and sharpen it enough so that the reason you would bring those champs to your team isn’t just whoever has the highest numbers.

As for the buffs that you’re asking for, I’ll have to run it by the live balance team and they can better speak to if any of them are in an underpowered state.

[ Link to Post ]



Will Swain also be part of this update

Scruffy Final PortraitHe might need a bit more than some uniqueness sharpening.

[ Link to Post ]

 

 

 


Why is the balance team not considering nerfs for Vayne

[ Note ] There’s been some recent community feedback on Vayne’s early game being too strong. The posts from Repertoir are a continuation of those threads.

Repertoir New PortraitWhere did we say this? Just talking around the office, that’s really not the impression I get. If you had said, “The fact that Vayne isn’t getting nerfed in 5.16 is sad really,” then that’s more reasonable. I can assure that in the last few days I’ve had several conversations about Vayne that weren’t just on the boards.

Is she getting changes in 5.16? No. However, that doesn’t necessarily mean we aren’t aware of the community sentiment on the subject.

[ Link to Post ]

 


Meddler stated a month ago that Vayne is in a fine spot balance wise

[ Note ] You can find Meddler’s comment HERE.

Repertoir New PortraitOr at least she was about a month ago, but a lot can change in a month. I suppose I should just ask him in person!

[ Link to Post ]

 

 


Do you think Ryze is in a good state currently

Scruffy Final PortraitOne of the big issues that Ryze has currently that makes him feel weak is that for the “100 games played, master tier ryze player” he is actually very very strong, but for the average/majority of players that isn’t the case.

We’re slowly working on some changes that will hopefully shorten the gap in success between an insanely top tier ryze player and everyone else. Probably still a few patches out though.

[ Link to Post ]

 


Whatre your thoughts on LeBlancs current state

Repertoir New PortraitShe may have been overnerfed, and I believe there are W speed adjustments in on 5.16 PBE at the moment.

That said, she historically falls into that Azir, Ryze, Kassadin, etc. category of champions that is balanced for higher levels of play when their solo queue win rate is in the ~45% range. This isn’t to say that any of these champions must be weak; it’s more that their performance dramatically increases with skill level and/or player experience, to the point that if they were balanced around a 50% win rate for all players, they would be 56/57%+ for experienced/skilled players. Most recently, we saw this on Ryze, whose experienced win rate jumped up above 60% by some measure despite being ~50% in solo queue at average elos.

[ Link to Post ]



Are you planning on reworking LeBlanc

Repertoir New PortraitThere’s currently no rework planned that I know of.

[ Link to Post ]





Zyra is a poke support who needs gold to function and sees zero pro play

Repertoir New PortraitWe actually generally agree with this assessment, and I believe we’re currently looking into what we may be able to do to help Zyra out. I’m not sure if it’s going to come right away, and it’s not likely to be a large scale change, but she should get some attention nonetheless.

[ Link to Post ]



How do you feel about Sions current state

Scruffy Final PortraitPersonal opinions INC but here’s my 2c:

  • Numerically he seems balanced, reasonable win rates on our data and all of the external sites like OP.GG etc
  • As most sion players (myself included) prefer top sion over jungle, there may be room for a slight power shift towards top sion rather than jungle
  • The W 2->3s delay nerf was warranted in terms of power, but the feels hit was probably not ideal. Maybe there’s a power neutral change that we can do to shorten that delay some without buffing him

[ Link to Post ]


Follow Up Banner

Does this mean Sion players will be forced to lane top instead of jungling

Scruffy Final PortraitNot at all what I mean. Sion jungle is stronger than Sion top statistically, so I was just saying there may be room for top love. I DEFINITELY wouldn’t want that at the cost of his jungle viability.

[ Link to Post ]



Why was Lee Sins rework scrapped due to player feedback but Mordes isnt

Scruffy Final PortraitI wasn’t personally involved with the lee sin changes back then (not a ‘rework’ really just some live design tweaking), but I can give you my opinion for what it’s worth.

I actually think the community outcry then was totally legitimate and called us out on what would have been changes that would have pushed out some of the core late game functions that lee sin players actually liked and aren’t unhealthy for the game. For context the changes would have made lee sin more of an attack speed dmg carry late game rather than a pick focused tank like he his now. This is the type of feedback/response that I am glad that we are doing.

There have been a few other threads with some more in depth Morde discussion, but I can repeat/bring the discussion here. We have heard the feedback on morde and are both reacting to some of it before release and planning for possible future changes if things don’t turn out exactly as we hope when he goes live. The big asks I’ve been seeing for morde are about his solo lane viability, and we are aiming to not hurt his play there while also adding a very new and interesting option for him to play bot lane. Once morde goes live, we will be listening to the feedback from top, mid, and bot lane morde players and reacting with whatever changes are appropriate.

Some of the other comments you have about us “picking sides” or “changing the whole game around lee sin” must be a deeper level of conspiracy than what we even know ourselves. The strategy the balance/systems team has been taking on creating/improving jungle diversity isn’t centered around lee sin but rather the champion pool as a whole. Things like Cinderhulk and Devourer are general changes to support other jungle characters that don’t really have anything to do with lee sin’s balance.

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Why werent the changes to Cassiopeia Veigar Zilean reverted then

Scruffy Final PortraitI saw a good comment earlier in this thread about how the important thing isn’t about being right 100% of the time. Instead it’s about having a consistent mindset/approach.

So admittedly some reworks and balance changes don’t turn out as good as others. That doesn’t mean that we are or should be taking a different approach or use different values for each individual champion. The changes made to the three champions you listed were consistent with the same design values that we apply to all champs in league.

That said, I know we’re not satisfied if cass, veigar, zil players aren’t so I’m sure that we will continue to iterate on those champs and keep improving them in the future.

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Riot have released an official tech blog where they’ll share more under-the-hood aspects of updating League:


Hello, world! What a long, strange trip it’s been. Some things have held constant since the beginning of Riot engineering: we still hold the player experience above all else, we still focus on constantly improving ourselves and our technology, and we still love to play games. But other things have dramatically changed for our team: we no longer fit in 500 square-feet, we now serve players all over the world, and supporting 1,000 concurrent players is no longer our biggest challenge. At the beginning of this journey, we couldn’t have imagined the challenges that’d arise from the scale we face today, and that influence everything from the technology we create to how we shape a player-focused engineering team.

I’m excited to introduce Riot’s new tech blog where we’ll discuss engineering topics along the breadth of these challenges. League of Legends players have given us the awesome opportunity to tackle these problems, and we’ve learned a ton that we’d like to discuss. Our goal is to share with you, the engineering community, our journey developing technology while we learn from your questions and comments.

What you won’t find here is a discussion of technology for technology’s sake. Rather, what’s important is how and why we wield technology to ship value to players. In fact, Riot isn’t a technology company, which might sound odd in the context of announcing a tech blog: Riot’s a product company. We believe the only path to success is a focus on players, which means a focus on products.

A focus on products is why we’re not only building League of Legends, but also new games, esports experiences, a merchandise store, creative ventures, big data pipelines, and more. Our engineers create the technology for those products to succeed in delighting players. As players ourselves, we know the joy of truly great game experiences, and we’re dedicated to creating new ones.

We plan to discuss facets of our engineering challenges that we hope will resonate with the community. To release content at will, our teams must move quickly and own their work end-to-end; to support that need we’re developing private cloud infrastructure and working to evolve our continuous delivery platform. With our desire to make data-informed decisions, we’ve invested in our Insights Tech team and their work building out our global data pipeline to analyze petabytes of game data. In our quest to continually improve the LoL player experience, we’ve implemented machine-learning algorithms to better understand how players interact with our game, both positively and negatively. To maintain the highest level of availability of Riot’s game and web properties, we’ve placed them atop tech stacks comprised of both our own work and invaluable open-source technologies we couldn’t live without. And, in the constant battle to stay ahead of malicious attacks, we’re supporting our security team and their efforts running a bug bounty program, developing security tools, reviewing Riot code, and educating Riot engineers on cutting-edge trends and best practices.

Riot engineers from teams around the world look forward to sharing stories related to the topics mentioned here, among many others. This blog is our chance to engage with you and we want to focus on quality content and the dialogue that follows.

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

 

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CONTEXT FOR RECENT ZED BUFF ON THE PBE Banner

 

Why are you buffing Zed again

[ Note ] This is the PBE change in question:

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

Repertoir New PortraitI didn’t do these change, but if Juggernauts release on the strong side, Zed’s going to need the buffs. Those guys just wreck him.

Honestly, I don’t know if there’s anything sadder for Zed than being the Villain.

Edit: this was a bad joke on my part. Zed getting buffs has nothing to do with Juggernauts. He should be weak against Juggernauts. He should be strong against squishies. And I should re-read posts before pressing Save so that I don’t give people the wrong impression as to why he (or any other character) might be getting changes.

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If you buff Zed hell be even stronger against immobile mages

Repertoir New PortraitAren’t the proposed buffs to Zed to reduce the blink-back time on R with rank? This seems like a pretty sound approach to me, tbh. .75 and .5 seconds are long enough in the early and mid-game for a single defender to hit some cc on him when he comes in, and though .25 seconds is pretty short, there should be teammates around to help then.

At the end of the day, Zed is probably supposed to be pretty strong against immobile skillshot mages, similar to how juggernauts are supposed to be strong against him.

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Repertoir New PortraitThe juggernaut reworks aren’t at all being released to help counter Zed. My apologies if that’s the impression I gave.

As an assassin, Zed should be strong against squishy targets. They should have a fair chance to defend themselves (especially early in the game), but the upper hand should probably be his.

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Light buffs to mobile assassins in 5 16

Meddler Final PortraitWe’re putting a bit of power back into Zed and Le Blanc in 5.16, in both cases partial reversions of the previous nerfs, they got hit harder than intended.

5.16 also includes an overall nerf to Ahri’s passive (same healing at level 1 and level 16, less healing at the levels in between though).

Fizz we’re still talking about. He’s a possible candidate for work in 5.17, depends in part on how 5.16 goes though and how the state of the game does or doesn’t change.

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REQUEST FOR 5 BANSPERTEAM Banner


 

Riot there are 126 Champions and 6 bans We need 5 bans per side

Repertoir New PortraitThough I personally don’t know why the ban count is three instead of 4 or 5 or even 2, what has actually changed recently that would make it so that you now need 2 additional bans per team? I could see the size of the roster growing being a reason, but it’s really not THAT much larger than it was at the beginning of the year.


I actually think that having another ban or two could be cool, but mostly for reasons that are due to my own personal preference, and not necessarily because I think it makes the ranked play system any better. Even in the example you provided above, assuming those champions are ban worthy, the two captains could still only ban 10 of those 13 champions, and there would still be 3 left over. And of course, there would be all the champions that every other player in the game thinks are ban worthy that did not get banned, so it’s hard to tell in that case if we’d really be any better off. One thing that would be especially painful about having 4 more total bans during the ban phase is how much longer each Draft Queue game would take. It may not sound like a big deal, but champion select already seems to drag on an eternity sometimes. I guess at the end of the day, I’m not really sure if we’d better or worse off with more bans.

Maybe a different ban system entirely would be cool, like one where everyone in the game gets to ban 1 champion in the first thirty seconds or something. That would be faster, though it would come at the cost of ban overlap or team miscommunication getting a team off to an unfriendly start. Maybe ranked 5s and competitive play should be using a different system than solo queue; not sure entirely.

We were talking internally about some adjustments to the draft phase of champ select about a year ago, but I’m not sure any particular idea stuck out as the right solution. It’s probably something worth exploring some more, since it is a part of every draft queue game we play.

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This is not a new problem its just more relevant with the growing Champ pool

Repertoir New PortraitYeah, I didn’t mean to suggest necessarily that this is a new problem this year. With that comment, I more meant to suggest to ask OP why the need was so dire now as opposed to before.

I definitely agree that it would be great if the draft system was better suited for building out team comps better as a team and banning out stuff that threatened it rather than just banning the fotms.

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Skarners passive is lackluster and is a bunch of extra work for sub par rewards

Repertoir New PortraitAbout it being lackluster, that’s certainly not the intention. If the reward just isn’t there, that is something that can be easily addressed. If it’s that they’re tedious, maybe the channel time is too long or some of them are just too far out of the way to be useful.

 

As per your suggestion, one of the things I actually think is really important to them is their static positions. It gives Skarner players, teammates, and opponents an expectation as to how they’re going to play about them in any given game. This is important to me because, even following these changes, we aren’t aiming to have Skarner be extremely popular and in every game. We’re okay with his niche appeal, and we just wanted to give a little more uniqueness to the games he’s in, as well as another point of mastery for Skarner players. Whether good or bad, his ultimate really isn’t that unique anymore, and it can’t really be made much more powerful, so we looked elsewhere.

I think another thing that seems tedious about them is that players feel like they should be trying to control them all whenever possible, and that’s really not the intention. Played optimally, Skarner should try to control the ones he thinks he’ll need in the next minute or two, or maybe stop to cap one over when he’s nearby. There’s no bonus for holding all of them, so I don’t really want Skarner players making the choice to go activate a crystal in the enemy jungle when there’s a lane that needs ganking or something, unless maybe taking that crystal helps them steal a buff or do some counterjungling.

I hope this helps to explain some of the reasoning behind the goals for his passive, even if it’s not exactly what you wanted to hear.

As a follow-up, if you want to continue to help me understand what makes them ‘lackluster and a bunch of extra work for a sub-par reward,’ I’m happy to talk about it. Though some things are probably set in stone for the upcoming patch, that doesn’t mean everything is, and it doesn’t mean that I won’t be doing follow-up work on Skarner if he falls short in unintended areas.

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Will you be pulled to another project like Stashu was with Cassiopeias rework

Repertoir New PortraitI am not my own manager, but I also do think I am capable of making positive change with the right effort and focus. You guys probably remember that Ashe got an update earlier this year? That was just an extra thing that I picked up on the side and then put together with the Champion Update team’s help, and I think it went really well.

For me, I don’t usually find that one project is enough to keep me occupied, so I like having follow-up or other stuff to work on on the side.

If a few months down the road, you think there’s follow-up that I’ve ignored or forgotten, please do hold me accountable to at least letting you know what’s up. Worst case, I’ll hopefully just be able to let you guys know what’s up, even if the decision isn’t what you want to hear. Leaving you hanging wouldn’t be cool, though.

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Arent the crystals on the enemy side just 30 free gold for the enemy jungler

Repertoir New PortraitThe crystals on the enemy side of the map start on their team, and they can’t get any gold from them unless they capture them. Technically, if you never went into the enemy jungle and left those crystals alone the whole game, they would never swap over to your team, and thus never present the chance for opponents to ever capture them for the small gold reward.

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Its tedious having to run back and recapture crystals that an enemy has capped

Repertoir New PortraitI think that feeling of being compelled to reclaim it in all cases will go away after a few plays, and you’ll just focus on the ones that are going to help you in the foreseeable future. Additionally, even in the case that someone takes a crystal from you, you do get information as to there whereabouts if you’re paying attention, so it’s not all a loss.

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Why is Skarner labeled a Juggernaut when his gameplay doesnt reflect that

Repertoir New PortraitWe actually agree that Skarner is probably the odd one out amongst the four releases coming up, but we’re actually okay with that. He’s more about CC than the others, and probably less about damage overall, but we don’t think it’s absolutely necessary that there be a single damage profile that these guys all adhere to.

Skarner will probably function full time as some kind of off tank guy, while being a full on Juggernaut damage threat while under the effects of his passive.

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How would Skarner compete for objective control with Nunu

Repertoir New PortraitGood question. I’m on my phone more so I won’t be too wordy.

First, we don’t actually consider Nunu to be in the same class as Skarner, in that Skarner is intended to be more of a damage presence than Nunu.

If you wanted objective control, but needed damage still, I’d expect skarner to be a better choice. Also, Nunu controls objectives primarily through his secure combo, whereas Skarner through fight presence and power around the objectives.

Less relevant, but still interesting, Skarner’s Impale will prevent Nunu from Smiling or Consuming, so he can actually shut that down if played well.

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DISCUSSION ON GARENS REWORK

 

The community was promised that Garens silence would remain the same

Repertoir New PortraitFrom what I understand, any messaging about Garen’s update said his Silence would still be there, not necessarily that it would go untouched in any way, shape, or form. Can you show me where we said that? Because that seems like a big goof up on our end if that’s the case. So, on that topic, yeah, no one should have promised that 🙁

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If Garens silence is a problem why does ChoGath have 3 forms of CC

Repertoir New PortraitThough historically we haven’t made many efforts to differentiate between tanks like Cho’Gath and tanky guys like Garen, we’re trying to establish that differentiation to some extent. Though we haven’t really investigated Cho’Gath directly yet, he falls much more toward the general idea of what a tank is. Durable, heavy crowd control, and low sustained damage (though his sustained damage may be too high for this to be true).

Garen, on the other hand, is being pushed toward a much higher sustained damage pattern than he’s ever had in the past, to the point that we’re classifying him as a carry. I think we can probably agree that carries shouldn’t have a high level of crowd control, though it doesn’t necessarily follow that a 2.5 second silence is a ‘high level of crowd control.’ Maybe Cho does too much damage for a tank or is unfair in some other way (like his silence duration), but it’s probably not the best idea to reduce Cho’s silence duration because we’re reducing Garen’s, and it’s also probably not the best idea to think we have to leave Garen’s silence alone because there are other characters whose silences are longer.

I will say this about the duration reduction on Garen’s silence. I lowered it to a duration that felt fair given the higher damage the character will now do. Is 1.5 seconds too low? Possibly, but it definitely wasn’t reduced because Riot doesn’t like silence. With his upcoming changes, we’re trying to put him in a spot where he can be seen as a real threat, and less of a guy whose usefulness falls off dramatically as the game goes on. If we’re not hitting that mark after his release, I’ll try to calibrate upward.

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Why did you revert Courage W back to a stacking resist buff

Repertoir New PortraitThis update aims to increase Garen’s affinity for Health items, and flat resistances are a good way to do that. Maybe this just reads as a nerf or something, but in almost all cases, it’s just not. I sure don’t think ‘scaling/stacking benefits are toxic,’ and if that was formerly our stance, we have changed a lot in the past few years, and the game has too. Overall, he should not be squishier, except in the case of full tank builds.


As to ‘complete and utter gutting,’ that seems to imply the character is going to fall to a sub 45% win rate or something. With the changes going in, I’d be truly surprised if it was closer to 45% than 55%. I could be wrong here, but we’re definitely not aiming for a gutting, or even a nerf at all. If he comes out and proves to be weak, I’ll be happy to admit we missed the mark on him, and buff him up a bit, probably in places where we took some stuff away.

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Repertoir New PortraitI really do want to make his W active more interesting in the future, if I get a chance to come back to it and power permits.

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Isnt the point of Juggernauts that theyre rewarded for closing the gap

Repertoir New PortraitThey should indeed be rewarded for getting on top of a target, and in most cases following the update, I’d expect a late game Garen to easily kill a late game Vayne in a 1.5 second silence if he manages to close the gap and get a silence off on her.

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Is the silence nerf aimed at reducing Garens lane presence

Repertoir New PortraitLane silence isn’t actually really an issue at all. It’s still the same at rank 1, after all.

This discussion does seem to keep coming back to some players saying “trust us, his silence duration needs to be what it’s always been” and me saying “trust me, I don’t think it does anymore when he does more damage.”


I understand that that’s an uncomfortable situation for you guys to be in, and I don’t mind talking having the discussion really. Since Garen went on PBE about a week ago, there were some changes that, following discussion with you guys, didn’t seem like the right changes, and I tweaked some and reverted others. That said, there are some changes that I think are important for hitting the goals of his changes, like being more about damage in the late game, and less about his silence.

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You want Garen to be a Juggernaut but it seems hell be played as an assassin

Repertoir New PortraitThough he will now do a lot of damage to a target, Garen lacks the mobility profile and target selection of a real assassin. Assassins get to blink or dash to where they want to be, try to kill a guy, and then get out, and they often have the tools to do all that. Garen has to run at a guy, stick to them for 3 seconds, and then run away. As such, I don’t really see him as an assassin.

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Whats Garens highlight supposed to look like after the rework

Repertoir New PortraitGaren does the baseline stuff of a Juggernaut (tanky, high damage, low mobility profile) with some additional assassin-like tendencies against a single, semi-random target.

When I think about what these Juggernauts are, they should all be really tanky, they should all deal high damage to the enemy team, and they should all be relatively immobile, PLUS one or two additional differentiating aspects (Villainy, in Garen’s case).

Maybe the “increased damage when hitting a single target” doesn’t send a perfect message, but Garen’s damage in teamfights should still be on par or higher than these other guys. I expect his aoe damage to still be really high despite that addition.

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Would you nerf Judgements E damage if it proves too high

Repertoir New PortraitIf it turns out Garen is too strong following his update, I’d prefer to nerf his Q speed or base MS slightly over hurting his damage.

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Why should I pick Garen over other Juggernaut top laners

Repertoir New PortraitThere are a couple potential reasons that I could see to pick Garen (outside just liking him). First, he’ll still be a lane bully for several matchups I imagine, and picking to win your lane can often be a good idea. Second, relative to other tanky top laners, Garen will have possibly the best combined package of sustained speed, durability, and damage. Basically, he’s a good pick when you need a tanky damage dealing presence and you can anticipate fights that will move a lot.

Strategically, he may be the perfect pick when you have a team that can support him (especially with speed buffs, like Lulu or Sivir) and the opposing team has only one or two damage threats (bonus points if at least one of them is a melee threat). This is the ideal pick scenario for him because the opposing team needs their limited damage dealers to get fed in order to win the game, and if they get fed, they become the Villain. Having that extra effectiveness against that Villain when the opposing team is heavily reliant on them can actually be a big deal.

Another fun interpretation of where I think Garen is a good pick, though it isn’t strategicwithin the game is when you know the opposing team relies on a certain player to get fed in order to win. This could potentially translate to competitive play, though I think it’s more applicable and fun to pre-mades with friends. When you’ve got that one Diamond guy in your premade that you know is going to stomp a bunch of Silvers, pick Garen against him and show him who’s boss in the late game.

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What problems does this rework solve for Garen

Repertoir New PortraitBefore making any changes to him, Garen was in the unfortunate situation of:

  1. Having to work super hard to get to people in fights (this used to be the standard in LoL)
  2. Not being all that impactful if he actually managed to get to people


This update doesn’t change the former. In fact, he statistically becomes slightly worse at getting to people. However, it is intended that he’ll have a huge impact if he actually manages to get to people now. Whether or not the exact numbers we have on PBE right now will perfectly accomplish that goal, that is indeed the goal, and I’ll work to get him there if he falls short of it on release. At the end of the day, Garen is never going to be able to compete with champions like Irelia, Hecarim, or Riven (this isn’t to say that any of these three characters are necessarily balanced either) when it comes to getting to specific targets, so he should be meaningfully more impactful than them in some way if he pulls it off. In his case, he’s just going to deal a ton of damage to things he sticks to.

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ROLE OF JUGGERNAUTS IN A TEAM Banner

 

What role are Juggernauts supposed to fill on a team

Meddler Final PortraitWe see juggernauts as a sub class of fighters/brawlers/bruisers/whatever else you want to call them. That’s a really large group of champions that ranges from the really mobile characters that build damage only, like Tryndamere, to the immobile champs that build tanky like Nasus. We’ve been looking at a series of sub groups with that larger fighter group as a result as follows:


  • Juggernauts – Immobile, tough, build one to two offensive items on average (e.g. Nasus or Garen)
  • Divers – Pretty mobile, and really good at getting onto specific targets they want to kill, builds a little bit more offensively than juggernauts (e.g. Irelia or Xin Zhao)
  • Light fighters (need a better name for this group – Highly mobile, builds almost entirely offense, often good at killing multiple targets, usually squishy with windowed defense of evasieness (e.g. Trynd or Fiora).

Biggest contrast between tanks and juggernauts is in what each group is trying do. Tanks are generally trying to initiate or peel more, kill by themselves less. They build almost mainly (sometimes exclusively) defense/utility and have a greater amount of mobility, generally tied to initiation or peeling actions.

As far as other juggernauts go, Olaf, Shyvana are the next two we’re planning on looking at. Yorick’s arguably a juggernaut, he’ll get a full relaunch though. Volibear could be described as a juggernaut, though he’s also got some diver and tank bits to him. Mundo also shares some juggernaut characteristics, but doesn’t really match overall (which is fine, we’re looking to use these descriptions as ways to map similarities and differences between champions, not because every champion has to be forced into a specific category).

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Follow Up Banner

Meddler Final Portrait‘Juggernaut’ is a term we’re using to talk about a type of champion that’s pretty much always been in the game. We haven’t previously put enough time into identifying their strengths, weaknesses, item needs, role in lane, role in a teamfight however, so we’re doing some of that work now.

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Will you be working on other subclasses like Divers or Light Fighters

Meddler Final PortraitWe chose juggernauts as a group to focus on because we felt they needed the work the most. Next step’s going to be follow up work post 5.16 release (balancing if we’re off on power, adjusting mechanics if some of our theories get proven wrong etc). We’ll then assess how successful this work was or wasn’t and use that to help inform how we tackle other characters.

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Would you classify Shyvana as a Juggernaut

Meddler Final Portrait We think juggernaut’s probably the closest description for Shyvana because damage output, and ability to kill enemy champions herself, is a really core part of her identity. She’s happy soaking some damage certainly, but she’s not there primarily to set up/enable her team. Gragas and Cho we’ve been looking at as tank/mage combinations, Trundle as tank (though he’s definitely got some juggenaut characteristics and doesn’t fit the tank mold that cleanly), J4 as diver or tank (definitely not a juggernaut given the amount of mobility on his kit).

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Why not turn Shen into a Juggernaut

Meddler Final PortraitAs in remove his dash and make him more about auto attacking/damage output? Not seeing the Shen+Juggernaut fit sorry, and that’s before looking at thematics too.

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Is Poppy being pushed more towards a Tank or Juggernaut role

Meddler Final PortraitMore tank (stronger CC focus, so more like Sion than like Garen).

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IDEAS FOR NERFING VAYNES EARLY GAME Banner

 

Why hasnt Riot toned down Vaynes HP true damage

Repertoir New PortraitSeems like something we’d prefer not to touch since it’s such a core part of the character’s identity. If I had to nerf Vayne, it certainly wouldn’t be the first place I’d look to hit. I’d prefer to just nerf her early game or reduce the flat damage component of Silver Bolts, but the percent part of it seems pretty core to the identity of the character.

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How would YOU nerf Vaynes early game

Repertoir New PortraitIf I had to nerf Vayne’s, I’d probably try to first think about why she’s too strong in the first place. How did she go from someone seen as having a bad early game to someone seen as pretty average in the early game?

Though these first few suggestions aren’t directly nerfs to Vayne and have other implications, I’d probably ask why Caitlyn, Lucian, and other historical lane bullies aren’t doing their job to keep her in check. So first, I’d ask why other lane bullies that used to give her trouble aren’t being played anymore, and maybe look into that (though that’s a multi-champion change).

Also, I’d probably try to determine what exactly is the issue with her early game. Is her early game actually too strong? Or does the state of the game just more or less guarantee that she gets her late game? This second part can be especially relevant, because it makes less sense to have champions that are so disproportionately strong in the late game if games are tending to go five minutes longer than they used to (not sure on the exact numbers on game length at the moment, to be honest).

I’ll admit I’m absolutely not an expert on marksman balance, so don’t take my suggestions here as gospel. However, there are lots of ways to nerf a champion’s early game. Off the top of my head:

  • Base AD nerf and increase AD/lvl. Just a couple Base AD makes a huge difference in early game power. I reduced Nidalee’s base AD when she was a terror in top lane late last season, and she basically disappeared from the lane.
  • Scale her spell damages or cooldowns non-linearly, with the later ranks giving more value than the first. This is unconventional, but there’s no reason we really can’t do it. For instance, if Tumble’s cooldown was only reduced by .5 seconds at early ranks, and 1.5 in the last few (or something like that.
  • Probably a bad idea, but maybe Vayne could have 325 or lower MS and have her passive MS increased. I think one of the things about Vayne is that she’s supposed to be a statement pick, like “I know this champion isn’t good early game, but I’m better than you and can win regardless.” Something like this may play that up, though at the expense of snowballiness.

Anyway, just some thoughts off the top of my head.

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Do you think Vaynes kit synergizes with Blade of the Ruined King too well

Repertoir New PortraitImo, BotRK rush is generally probably just too strong, especially on champions it synergizes with.

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CONTEXT FOR RECENT LEE SIN BUFFS Banner

 

 

Why is Lee Sin being buffed on the PBE

Meddler Final PortraitThese are buffs intended to give power particularly to players who aren’t amazing at Lee Sin. We like that Lee Sin’s got a pretty steep mastery curve that really rewards practice, but it’s a bit too extreme, making it really hard to put him in a good spot balance wise (if he’s balanced in top tier play he’s very weak for the average player, if he’s at least tolerable for the average player he’s probably too dominant in top tier play). They will add a bit of power to competitive Lee Sin play too, we’re looking to avoid too much of a buff there though.

As far as the specific changes go:

  • Ult now deals damage to people hit by the champion knocked back based off the bonus HP of the champ kicked. If you can Insec well, this isn’t going to be a very appealing play generally. If you can’t however, and are regularly using the ult just to get enemy divers out of the fight for your team this will offer a bit of extra power to try and optimize. Will be some niche cases where it helps out in high level play as well, we expect those situations to be pretty niche though.

  • Energy restore from passive now frontloaded onto the first auto attack (20 first auto then 10 second auto, instead of 15/15). This buff will help out both new and experienced Lee Sin players, expectation is it’ll be significantly more useful to newer players though as they learn energy management and when to weave auto attacks in between spell casts. A frequent source of failure we see from new players is constantly trying to weave in 2 autos per cast, even when that’s a really poor idea or, at the other extreme, running out of energy frequently. Giving people room to learn and grow’s great of course, we’d like to get some signalling in there to encourage people to consider 1 auto per cast more often when they’re first learning though.

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Why not balance him instead

Meddler Final Portrait‘Balanced for who?’ is one of the questions behind this work. We choose to balance for high level play, with some reigning in of massive outliers at lower skill levels. If the difference in performance between experienced and inexperienced player gets too far out of line however that means we’re forced to make a champion really hard to succeed with and unsatisfying for the average player if they’re to be balanced at high level play. Making a champions skill floor a bit more accessible, without lowering their skill ceiling, is an approach we feel’s valuable as a result, and this work is, in part, an example of that.

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Follow Up Banner

Meddler Final Portrait5.16’s also got changes to a number of other champs we believe also need some help. Currently in testing stuff includes:

  • Kassadin (ult AP ratio)
    Le Blanc (partial reversion of the W speed reduction)
    Lissandra (self cast ult heals Lissandra)
    Lucian (W MS bonus can now be triggered by allies)
    Nami (buffed passive, ult applies double strength passive)
    Twitch (lower Q mana cost and very slight ult damage increase late game)
    Vel’koz (secondary missiles on Q have more range)
    Zed (shorter delay until ult can be reactivated)

That’s all potential stuff in testing, so not guaranteed to go live of course, but Lee’s definitely not the only champ we’re looking at in that regard.

Yorick’s a champ we believe needs a full kit overhaul, in the same way old Sion did/Poppy does. He’s not in a terrible spot power wise so, given we don’t believe he’s good for the game, we don’t want to add any power to him at this point.

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BUFFS TO FIORA IN 5 16 AND UPDATE ON WARWICK Banner

 

 

Will Warwick receive an update soon

Repertoir New PortraitWarwick is one of the champions that pretty regularly shows up on the list of ‘champions to work on’, but I don’t think there are currently any plans for him. That said, there weren’t any plans for Garen, Morde, Darius, and Skarner until May, so who knows…

If you don’t mind me asking, what is it about him that makes him your favorite character?

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Fiora should receive some minor buffs

Meddler Final PortraitWe’re with you that Fiora seems to be pretty underpowered and are working on a set of buffs for her at the moment. One of those will increase her mobility, overall though at least for a first set of changes we’re looking more to add baseline effectiveness to her. From the look of it we ended up being significantly too cautious about her balance overall.

Current changelist (note, work in progress, so not set in stone) looks like this:

HP / level 80 >>> 92
AD / Level 2.5 >>> 3.3
Q CD 18/16/14/12/10 >>> 16/14/12/10/8
W CD 21/19.5/18/16.5/15 >>> 19/18/17/16/15

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

 

Champion Skin Sale February 27 Banner

The following Champions and Skins will be 50% off until February 27th:

 

LeBlanc Final Portrait

Vi Final Portrait

Volibear Final Portrait

 

Headhunter Nidalee – 487 RP

 

Nidalee_Headhunter_Splash

 

 

King Tryndamere – 260 RP

 

Tryndamere_King_Splash

 

 

Lunar Goddess Diana – 487 RP

 

Diana_LunarGoddess_Splash

 



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


 

News 14 01 Banner

 

Summary

We’re entering the PBE cycle for Patch 5.2 and the major change here is the removal of Deathfire Grasp; below you can find a discussion on what Riot plans to do for mages reliant on that item. Also, Lead Champion Designer Meddler jumped on the forums to address unpopular picks like Yorick, Urgot and Evelynn and where they are on the priority list for reworks. Lastly, the newly-overhauled Fantasy LCS is currently experiencing issues and Patch 5.1 has been delayed for at least a day.

 

Recent News

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Patch 5 2 Forecast Banner

[ ! ] Deathfire Grasp has been removed from the store on the PBE.

 

 

52 Live Gameplay Patch Forecast

Riot Jag Final PortraitHey guys, Jag here from the Live Balance team. It’s a new year, a new(ish) season, and we’re back with the Patch 5.2 Forecast!

The biggest change we’re making in 5.2 is that we’re removing Deathfire Grasp from Summoner’s Rift. There are two major reasons we felt we had to do this, so I’ll run through both:

First, DFG tends to make burst patterns even more bursty. The item effectively adds another nuke spell on top of kits that are already designed to have strong up-front damage and aggravates the “whoa, I got one shot out of nowhere” frustration of playing against certain champions. A good example is LeBlanc; DFG adds reliability to her assassination patterns and ends up removing counterplay (she gets to rely on her Q, E, and DFG spells for damage, and can use dashes to reposition or escape instead of making more risky plays).

The second reason is strongly tied to the first; removing this item gives us room to buff champion kits that would otherwise be overpowered if they could use DFG. The most obvious example is Ahri; more ‘magey’ elements of the character, like her sustained damage or kiting, end up getting washed out because she has so much power to blow up charmed targets with a DFG burst. This ends up forcing us to balance Ahri around her assassin playstyle because there’s always the “I can buy DFG” route to consider; removing the item means we can buff her in more interesting ways while still keeping some of her burst because she can’t just pick up a DFG and double down on a single playstyle.

As far as champions that purchase DFG are concerned, some will get some love now that DFG is gone (I mentioned Ahri; expect Veigar to get attention either this patch or next); some are strong enough that losing DFG is a healthy nerf; some rely on alternate item builds sufficiently that they won’t be affected too much. When 5.2 goes live, if we feel there is an itemization gap for mages, then we’ll address that further.

One of the other character classes we’re looking at in 5.2 in Assassins. Some assassins have top tier burst potential that is loaded onto high reliability spells (think Akali or Fizz here) and don’t have enough real weaknesses to compensate. Others may simply be too strong along a variety of dimensions; Zed being one of the best 1v1 champions in the game and an extremely efficient tower diver helps make him a super split pusher. However, him having such strong tower killing statistics (e.g. AS, bonus AD from W passive) on top of that makes for an overwhelming combination.

Last point regarding jungle; we have seen the jungle receive a huge amount of changes since the start of the preseason, and Patch 5.1 was no exception with the addition of the Smite charging system. We want to keep a close eye on what happens when 5.1 hits live servers and we will continue to make changes to jungle as appropriate.

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What are your plans for Mordekaiser since youre removing his core item

Riot Jag Final PortraitMordekaiser is a guy we’re still looking at. He’s an interesting problem because admittedly it seems like DFG is core to his late game team fight objectives, but on the other hand it’s really hard to play up some of his basic play patterns (especially in lane) without aggravating the “this guy is miserable to play against” experience.

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How will mages deal with bruisers without DFG

Riot Jag Final PortraitThe interesting issue with DFG is that despite being a nuke scaling off of percentage health and therefore in theory being a tank shredder, it ends up being arguably more potent on squishies since it reduces the threshold required to one shot a carry’s low health pool by 20%.

Your point suggests to me that maybe there’s an itemization hole for mages that want to deal with health stacking (that Liandry’s is not currently serving). I think that’s a good issue for us to keep an eye on.

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Will Riot add more items with actives to the game

FeralPony Final PortraitSo I can comment on this a bit. We’re looking at some longer term changes to the itemization system this will probably result in some additional active items though I wouldn’t expect anything in 5.2. A lot of the work on the Active Item UI (making active items more prominently displayed on your cast bar) had the goal of allowing us the ability to make more active items. Any additional actives we add would most likely be targeted at classes or roles that currently have a lack of activated items (ie- probably not supports as they can often be overloaded with actives though we had some ideas there as well)

There are also a few active items we had experimented with during Preseason that we liked (like ZzRot Portal) but were delayed due to scope which we might be able to get ship ready sooner.

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Will you buff LeBlanc to compensate for the removal of DFG

Riot Jag Final PortraitOur opinion is that Leblanc and Syndra are not hurt too hard by DFG’s removal (or at least not so badly that they’d need compensation).

Annie is another story. We’re working through some changes that can make her still feel good about bursting people without so heavily relying on “drop Tibbers, cast spells, enemy explodes” pattern.

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Will there be any changes to Cassiopeia in Patch 52

Riot Jag Final PortraitCassio is an interesting topic that I’d like to dive deeper on later. But to start I’d ask what you perceive she needs fixed, as she is trending quite strong since 4.21 (she’s popping up as a real force top lane).

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Ahri without DFG Banner

Deathfire Grasp is a core item on Ahri and the team is looking for ways to compensate for its removal.

 

 

DFG is a core item on Ahri Will her changes be reverted now that its gone

Meddler Final PortraitWe are testing some changes to Ahri that support the kite mage pattern she used to use sometimes. Those changes (not guaranteed, but being experimented with at the moment) include things like removing the damage amp on charm, buffing her other damage sources and giving her a speed boost while her Q’s in the air to allow more reposition plays and kiting while casting.

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Any changes to her W other than numbers

Meddler Final PortraitLong term: We’d love to spice that up a bit, with you that it’s useful but could be more interesting.

Short term: Nothing major planned. We’re looking at small changes to her as DFG follow up and kite pattern support, not significant changes to core functionality of skills right now.

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Follow Up

Not every spell needs to be mechanically complex

Meddler Final PortraitI’m with you there, both on the value of non champion defining skills sometimes being fairly simple (e.g. Rek’Sai’s burrowed Q) and that Ahri’s W’s an example of such a skill. Even on a simple skill though I’d argue there’s a lot of value in adding a bit of distinctiveness/ways to optimize things a bit more. Putting something there basically to enable a person that’s played 200 games on Ahri to pull off the occasional cool play with Foxfire that a player with only 20 games might not be aware of or able to execute at the right time.

Using Vayne’s tumble directly into a piece of terrain to AA as soon as possible’s a good example of that to my mind. A lot of the time it’s not the right call, or not relevant, and new Vayne players won’t do it deliberately. It does add an extra option to the skill, making it a bit richer though, without making the skill’s core concept or tooltip more difficult to understand.

Similarly Ezreal’s Essence Flux being able to hit himself’s often irrelevant or a poor idea to utilize. Occasionally though it’s worth playing into and, pardon the now horribly cliched phrase, is one of the sort of things that separates good players from great.

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Why dont you change Ahris ultimate to an ammunition system

Meddler Final PortraitWe did actually test Ahri during her initial development with an ammo system on her ult, with separate use/recharge, rather than the current 3 casts in X seconds approach. Conclusion we came to’s the same point you’ve made – high mobility, within a limited period of time, results in both healthier and more interesting gameplay. Ammo system Ahri always had a dash charge up to escape with, so was much harder for opponents to deal with and was disincentivized from trying to make cool multi dash plays.

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How about lowering the internal cooldown between her dashes

Meddler Final PortraitI’d be more inclined to find ways to give her other mobility or access her ult a bit more often. Having those gaps results in a longer combat pattern, with more kiting and thought for both sides about where she’ll go and when. Reducing them incentivizes her to spam them to move quickly in a direction or get damage out as fast as possible.

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Offmeta Banner



Whats your opinion on the state of Akali and Diana

Meddler Final PortraitMy current thoughts/couple of general comments:

Akali – Lot of fun and a good alignment between her kit and theme, Lacks sufficient counterplay, resulting in frustrating playing against experience especially when she’s ahead. Removal of the mitigation stats from her W’s reduced her dueling power against tankier champs which is a positive, squishy targets still struggle with a lack of options sometimes however. The live balance team’s currently experimenting with her ult range to see if reducing that’s an appropriate lever to put her into a better spot (her having high reliability’s less of an issue if it’s more practical to stay out of her zone of threat or at least force her to use another ult charge before getting to you).

Diana – Would benefit from being more clearly an assassin or a fighter, rather than a generalized mixture of the two (a good fit for her personality that unfortunately results in her being hard to give sufficiently clear strengths and weaknesses when strong enough to be picked). In an ok state, would probably require that work be done to get her to what you’d call a really good state/be a character we felt was good for the game if a really common pick. Not currently being worked on.

Both of them – Bit much overlap between the two, both utilizing a similar combat approach through their ults, Q’s and cleaves. Ensuring the two of them end up with a few more points of distinction would do both some good (which personally suggests Diana should be pushed towards being more of a fighter, though I can see the argument for assassin as well).

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When will you update unpopular Champions like Urgot Yorick etc

Meddler Final PortraitSome of the key questions we ask when deciding which champions to do updates on:

How badly does this champion need a visual/audio update?

The more out of place (or out of date) they currently look/sound the more reason we have to rework them. A champion that gets played a lot and really needs a visual upgrade is particularly significant – since they’re in games a lot they’ll be seen a lot and therefore contribute substantially to the overall average visual quality of the game. Tristana’s a good example of this – she’s a popular character, who’s also really easy to acquire (Facebook or 1350IP), with quite a few visual/audio upgrade needs.

How problematic is this champion’s gameplay?

Champions with a lack of counterplay, that result in degenerate lane picks, that suppress interesting play etc can be rework priorities because they make the game worse overall. Xerath and Soraka are good examples of this category.

How much untapped potential does this champion have?

These are characters with cool themes that aren’t properly executed on, unsatisfying kits etc. Stuff that could be really cool, but isn’t, usually for a number of reasons (gameplay+aesthetics+personality for example). There’s a good seed of a champion in there, but it’s not done right. Sion’s the best example of this.

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Why are Eve Olaf Yorick Urgot Lee Sin and Xerath low priorities

Meddler Final PortraitYorick/Urgot – Both Sion levels of rework in terms of amount of work. We talked a lot about which champion was the best fit for that level of update next and conclusion we came to was Poppy was the best overall choice. Lot of good points in favor of Yorick, and especially Urgot, but Poppy felt like the best choice for the next slot.

Lee Sin – We feel his problem’s that he’s a generalist who crowds out other picks if you’ve got a player able to take proper advantage of him. That means the work he needs is a combination of accentuating (or creating) weaknesses (and potentially strengths) and possibly a bit more counterplay. Some of that work at least’s going to be an issue of balance, as much or more than rework.

Eve/Olaf – Could do with some work, agreed. I don’t personally feel Olaf’s too far off being playable, amount he leaves some champions without options when he’s strong though’s pretty problematic.

Xerath – I’ll have to disagree with you on Xerath, I feel his rework overall left him in a pretty good spot. Would be nice to improve the visual satisfaction on his ult at some point though, the current visual effect was designed for a somewhat different style of ult so doesn’t sync up well with the feel of the current gameplay.

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Alistars new update hasnt improved his gameplay

Meddler Final PortraitAlistar’s a champ we’d like to do some light gameplay work on at some point. He’s in a reasonably good spot overall though and there are a lot of other champions we felt needed gameplay reworks more. That left us in a spot where we had the option of shipping some visual improvements, and doing some further work at an undetermined date, or delaying the visual changes until everything else could be worked on (probably quite a long time).

Getting those model/texture changes out felt like a clear win, so that’s what we decided to go for, given we had a spot in our schedule where we had enough free artist time for a job of this size and type.

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Will you continue working on Alistars gameplay after his VU

Meddler Final PortraitFair question and no offense taken at all.

I’m quite confident we’ll do some work on Alistar at some point. To be quite open I’m not sure that that’ll be this year necessarily though (talking about skill functionality changes specifically, I would expect some balance changes sometime this year of course as needed). Alistar’s overall very impactful, fun to play, and reasonably well differentiated from other champs. Sure, his passive’s a bit uninspiring, as is his E in some circumstances (powerful though it be). When he’s significantly too strong he’s also basically must pick/ban (see last year’s World Champs).

Overall though he’s in a pretty good spot, and other champs need gameplay work done a lot more than he does.

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These updates are disappointing compared to real reworks

Meddler Final PortraitThese lower scope visual updates are almost always in addition to the other, larger upgrades, not instead of them. If we’re limited by how many champs we make can new character animations and spell effects for at one time, but have the capability to do some more texture/model work, doing those smaller upgrades seems like a good way to help out an extra set of champions that would otherwise not be getting visual upgrades at all at the moment.

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Single Posts 14 01 Banner

 

 

Patch 5 1 delayed at least 24 hours

[ Note ] You can check out everything that’ll be in Patch 5.1 here.

 



Will Warring Kingdoms Katarina receive more work on her model

[ Note ] Warring Kingdoms Kata is a new skin introduced in yesterday’s PBE update. You can check out a full preview here.

KateyKhaos Final PortraitThere’s been a bit of positive feedback, yes. I think one of the larger complaints I’ve seen is that her back is pretty flat, since her hair is dark, and her pants are, too. At this point, we’re still collecting feedback, and will be looking at analyzing them in the next meeting for her. It’s possible there will be changes, but I don’t have an answer for that one yet since she only went out to PBE several hours ago.

If you’ve got some specific feedback about what you don’t like about the skin, I’d be happy to take it!

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Fantasy LCS Known Issues

[ Note ] Fantasy LCS recently received an overhaul, you can read more about it here.

OMHALODIL Final PortraitUpdate | January 13, 11:05 PM PST | 14 January, 08:05 CET : We’re continuing to investigate the issue where players are getting stuck in draft. Unfortunately, we don’t have an updated ETA at the moment. Once we have a fix in place, we’ll be looking into ways to reset the leagues affected by this issue to the pre-draft state.

Update | January 13, 7:40 PM PST | 14 January, 04:40 CET : We’re still investigating the issue where players are getting stuck in draft. We don’t have an ETA at this time, but we’re hard at work at bringing things back to normal ASAP.

Update | January 13, 4:38 PM PST | 14 January, 01:38 CET : We’ve temporarily turned off drafting to resolve an issue where some players are getting stuck when the timer reaches 0 on their turn and multiple picks for a single player are made in a row. For those of you who ran into this issue, we’re looking into figuring out a way to roll back your leagues to the state it was in pre-draft.

We’re also aware of another issue where after creating a league, some players aren’t able to share the link to others to join the league.

We’ll keep this thread updated as we find out more information and resolve these issues.

Thanks.

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

 

 

Free Champion Rotation January 13 Banner

The following Champions will be free-to-play until January 13th:

 

Amumu Final Portrait

Darius Final Portrait

Draven Final Portrait

Fiora Final Portrait

Fizz Final Portrait

Janna Final Portrait

LeBlanc Final Portrait

Lux Final Portrait

Reksai Final Portrait

Varus Final Portrait

 

 

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

 

 

 

News Banner 12 09

 

Summary

Patch 4.17’s forecast is here, detailing a shift in Nidalee‘s balance from AD lane bully to an AP bruiser, possible nerfs to Kha’Zix‘s W, minor buffs to LeBlanc and Rammus, nerfs to Tristana‘s early and mid game and the recent PBE reworks of Viktor and Soraka. Also, all 111 Champions released before 2013 and their skins will be color-fixed to match the visuals of the new Summoner’s Rift. This doesn’t mean particle changes or texture updates, just a rebalancing of the colors.

TL;DR in featured comments.

 

Recent News

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PBE Changes 4 17 Banner

 

 

Patch 4 17 Forecast Banner

 

 

Live Gameplay: Saludos Invocadores!

Spinning these Patch Forecasts back up as more changes come hurtling to the PBE. In the future we’ll be experimenting with the forecast to see what’s the best way to communicate pre-PBE changes, but for now we’ve got some neat things on the way that we wanted to talk about.

The overarching narrative for this patch is to reduce stagnation in the live environment by targeting highly banned champions and (finally) looking at those champs who make for a low-counterplay game (looking at you Talon). Speaking to the latter (low counter play dudes), it’s worth mentioning they’ve always had low counterplay, but that we’ve traditionally let them be due to their low visibility and (occasionally) lack of current-meta strengths. More below!

There’s also the GLORIOUS EVOLUTION of Viktor with his gameplay update (PBE friends, check that feedback thread) and the still-glorious-but-not-named-glorious evolution of Soraka with a larger gameplay update of her own (PBE friends, once again).

So some forecasting:

There are a few oppressive champions out there who have been climbing the ladders in terms of ban rates, play rates, and win rates, and we’ve finally decided to get into the weeds to make them a bit healthier to play against. Between 4.17 and 4.18 you can expect some small changes to champs like Akali, Talon, Yasuo, and Fiora (oh man Fiora), with most focused on reducing some in their low-counterplay abilities (maybe not eliminating, but reducing at the very least).

Speaking of strong dudes, there’s a few more on our radar that we wanted to address specifically:

 

Nidalee Final Portrait

Cat lady’s doing pretty well in all levels of play, specifically when she’s thrown into top lane as a low counterplay bruiser-bully. We’re looking for ways to reduce some of Nidalee’s high AD / auto-attack focused strengths while maybe giving some love back to her AP bruiser / AP burst builds.

 

Tristana Final Portrait

Don’t really need to say much beyond this, but Trist’s pretty good right now. Specifically her early / mid-game tradeoffs just aren’t being made when she’s got such a monster lategame potential. We’re looking for ways to fix this, specifically by adding windows to actually beat her up throughout the game.

 

Kha'Zix Final Portrait

As an opportunistic assassin, Kha’Zix’s gone back to his missile-bugging days of prioritizing W to poke away at people. Given W’s got tons of utility already piled on top of it (slow, vision, aoe), we’re a little concerned that as missile-bug picks up, Kha’Zix will go back to losing a lot of his counterplay, especially since he can poke for high damage on grouped up individuals. We’ll be keeping a close eye on Kha’Zix as our changes develop, but if he needs help assassinating people, we’re prepared to give him some love in those areas!

 

Rammus Final Portrait

Not really a nerf or a huge buff, but just in case anyone mining PBE files gets confused, we’re making it so that Powerball and Defensive Ball Curl can now overlap by 1 second, so if you use one to cancel the other you get 1 second to consider your mistake before it actually happens.

 

LeBlanc Final Portrait

LeBlanc changes! Since we removed the silence from her sigil of… malice, LeBlanc hasn’t been in the best of places. We’re looking for ways to give LB a bit more power in a healthy way, so we’re talking more deception and cleverness rather than more damage.

 

And that’s it for this forecast! Remember that we’ve got champion update forecasts going on with their own separate contexts here:

Viktor: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/2Hxh1fnf-the-truer-evolution-3rd
Soraka: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/BTP5uwf1-this-rework-is-going-to-be-bananas-soraka-rework-preview-and-discussion

As for followup discussions, today we’ll be throwing Riot Jag into the mix to answer any followup questions you may have.

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You’re hitting Kha’Zix’s W just because players use it now

Riot Jag Final PortraitThe direction we’ve always wanted to take Kha’zix is that he has to be an opportunistic assassin. To exert his power on the field, he needs to find the correct windows of vulnerability on the enemy team instead of brute forcing his way. Much like DR on his earlier versions of evolved ultimate, or the damage profile on his old Q, this version of W gives him the ability to force action.

I sympathize with you that continuous nerfs to a champion can be frustrating. That said, we’ve tried to reorient Kha’zix’s power in ways that are healthy for the game while still giving him the opportunity to be picked. We don’t plan on nerfing him to the point where he does not feel viable.

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You can’t force players to isolate themselves as Kha’Zix

Riot Jag Final PortraitYou bring up some good points. The part that is questionable to me is asserting that teams can ensure they literally never will prevent themselves from becoming isolated. I think the natural chaos of teamfights means that positioning is a dynamic state, and opportunities will always present themselves, even against top-level players. Furthermore, certain champions control space or just create disruption and isolation naturally (e.g.: Gragas), so I think teams that play Kha’zix will always have tools to make certain he’ll find his spots.

That said, isolation has often been challenging to tune correctly, both in terms of range of isolation and in terms of payoff to Kha’zix. The clarity issue is made worse by the concept of isolation being difficult to understand. I wonder how you’d feel Guardian of the Sands Kha’zix feels in this regard?

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Why are you nerfing Champions

Riot Pwyff Final PortraitForgot to add this in but we’re prepared give Kha’Zix some compensatory assassin-y buffs if he needs it. Q is important to note with regards to isolation (so Kha’Zix is more of a strategic counterplay than an in-the-moment tactical counterplay, I suppose), but yeah back to that first point.

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What about Cassiopeia, will she receive changes in 4 17

[ Note ] Cassiopeia was reworked in a recent PBE update. Link to changelist.

Riot Jag Final PortraitDefinitely keeping a close eye on her. We get more playtests of a champion in the first hour they’re out on live than we ever did internally, so RiotStashu will have plenty of data to look at and assess what state she’s in. Keep giving him feedback.

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Can we expect the Poppy gutting for this patch

Riot Jag Final PortraitRight after we crush Hecarim.

P.S. Just kidding.

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Morello Final PortraitI’m not sure if we’ll club her or not – I’d prefer to stop abusing her if we can manage or if there’s some team strategy that makes this interesting as opposed to dominant. I need to speak to the Live Gameplay dudes as this develops.

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Are you aiming to nerf Akali or give her counterplay

Riot Pwyff Final PortraitWhile Jag is out, I think we’re exploring lighter changes to give her more directionally-relevant strength while potentially giving her just a bit more opportunity for counterplay. That said, Akali’s a tough gal to strike the right balance. Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that’s pretty anti-counterplay.

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All-ins and Reset mechanics don’t fit Akali’s ninja theme

Riot Pwyff Final PortraitShe collects their essences and becomes stronger. Isn’t that what Ryu Hayabusa does? Ninja stuff.

In all seriousness, I think the shroud/stealth aspects of her kit really do fit with what you’d expect of a ninja (aside from giving resistances, cough) and there may be changes we can make to it to play up that a little bit more. We’re still looking at options.

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How do you plan on giving Talon counterplay

Riot Pwyff Final PortraitI don’t think we have anything concrete to commit to as of yet, more that we are considering both and hashing through proposed changes / playtesting them. Sorry 🙁

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Visual Rebalancing Banner


 

 

Ququroon Final PortraitHey everyone!

As the update to Summoner’s Rift continues to percolate on the PBE, we’re looking to address the fact that many of League’s older champion and skins were created using the Rift’s current look and color palette (or even older ones), which continues to evolve over time. At this point, many champion and skin textures need a bit of rebalancing to ensure they look nice regardless of where they’re standing, or who they’re standing next to.

We’re talking just about every champion and skin released before 2013 (with a few outliers). This may seem scary, but I want to emphasize that these will generally be small tweaks; corrections rather than major changes. Due to the scale of the project, this won’t all be coming at once, so don’t despair if you don’t see your favorite champion in the first batch! Here’s an example of what you’ll eventually see (old on the left, new on the right):


This then ties back to the update to SR, as one of our primary goals with the update is fleshing out LoL’s visual hierarchy. Put simply, this means that particles should have the highest visibility, followed by characters, then finally the environment and map. Rebalancing characters’ colors and textures gives us the chance to also better execute within that visual hierarchy.

We also aim for hierarchy on the characters themselves, drawing attention to key areas like heads and weapons through highlights, while dropping the values on less visible or important areas so it doesn’t distract from characters’ focal points. At the highest level, we want to ensure that everything looks consistent, and that the art always adds to, rather than detracts, from gameplay.

With these goals in mind, we’ve locked several character artists in a room (no, they’re really in there – they’ve got classic rock playing on a loop, and we’re occasionally throwing them some food or something), and they’re cranking away in order to finish things up by the time the update to SR hits Live. We’ll be rolling these out over time, and you’ll see the first batch of ~10 tomorrow on the PBE (barring any hitches!).

Please let us know any feedback and questions that you have on this. IronStylus and I will be hanging out and chatting!

 

FAQ:

 

Q: Could you explain a little more of the technical details of this?

While making these changes, we’re reassessing the finer details and making calls to emphasize certain areas of characters with the goal of increasing overall visual fidelity. Because we have a very zoomed out isometric camera angle, we want to communicate the important parts of a character without detracting from them as a whole. In other mediums (minigames, Udyr comic, cinematics like ‘A New Dawn,’ etc.) characters will also show a level of detail suitable for the angle in question.

This is something we’ve already been doing with new champions and skins to increase readability and clarity, while minimizing pixel flicker and excess noise. Our goal is never to take something away from our characters. We continue to develop and iterate on all our characters so they look like they fit inside of the same world, and in this case so they’ll have visual consistency on the Rift.

Q: Are you updating skins as well?

Absolutely. We always consider skins when working on champions, although in this case most recent skins already reach the quality standard that we’re shooting for on this project.

However, there will be a few instances where we’ll deliver some changes to a character that will only affect their default appearance. An example of this is a metal shader that we’re adding to Orianna’s base texture, which will not be applied to the skins at this time. This is being done opportunely where we see a chance to do justice to the character’s core identity.

Q: Will this affect the releases of Champion Updates?

Nope! This isn’t a project done by ChampUp, so it won’t affect any of the upcoming projects in the slightest.

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What’s the difference between this and texture updates

Ququroon Final PortraitThis isn’t the best example, but this might help.

A TU would be repainting your car. You might even add a spoiler during the process. Man, what a cool car!
A Rebalance would be more like… repairing any sun damage, or filling in any chips in the paint.

Does that make sense?

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Will there be any particle changes to the updated skins

Ququroon Final PortraitNot at this time. This is just texture rebalancing, not particles and not really any model work. Sorry! 

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Can we also expect updated Splash arts

Ququroon Final PortraitThat is apart from this, but the Splash team is working super hard.

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How many of the 111 pre-2013 champions are you adjusting

Ququroon Final PortraitMost of them? 😀

And Legacy skins are included in this.

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Will all these updates be live before the new SR visuals

FQuquroon Final Portraitor the most part, yes. We might miss a couple by a patch or two, but it should be at least very close.

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