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NA SERVERS MOVE TO CHICAGO ON 25 08

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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

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[ 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.)

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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.

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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.

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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?

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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.

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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.

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Will Swain also be part of this update

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

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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.

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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!

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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.

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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.

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Are you planning on reworking LeBlanc

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

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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.

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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

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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.

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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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introheader_3 (1)

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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PBE 07/08

 

[ 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.

 

PBE 04 08 Reference Banner

Check out the four Academy skins, Arcade Riven, Battle Boss Blitzcrank, the updates to Darius,Mordekaiser, Garen and Skarner, as well as the Armor & MR item changes and the two new items –Titanic Hydra and Sterak’s Gage!

 

 

Champion Changes

 

Alistar Final Portrait

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  • Health-per-level increased from 102 to 106

 

 

Amumu Final Portrait

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  • Armor-per-level increased from 3.3 to 3.8

 

 

Bard Final Portrait

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  • Health-per-level increased from 85 to 89

 

 

Blitzcrank Final Portrait

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  • Armor-per-level increased from 3.5 to 4

 

 

Braum Final Portrait

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  • Armor-per-level increased from 4 to 4.5

 

 

Elise Final Portrait

 

Change BoxNeurotoxin Final IconNeurotoxin [ Human Q ]

  • NEW EFFECT: Now deals 20/30/40/50/60 [+0.15 AP] magic damage-per-second for 3 seconds. Duration is doubled against monsters (old damage removed)
  • Cooldown decreased from 6 seconds to 1

 

 

Garen Final Portrait

[ Note ] These changes are relative to Garen’s PBE update.

 

Revert Box Perseverance Final IconPerseverance [ Passive ]

  • Health-per-second regen at level 16 increased from 1.6% of Garen’s max HP to 2% [reverted to live status]

 

Quality of Life Box FinalDecisive Strike Final IconDecisive Strike [ Q ]

  • Additionally, Garen moves up to 50 units toward his target when attacking with Decisive Strike from maximum Auto Attack range

 

Buff BoxCourage Final IconCourage [ W ]

  • Bonus Armor and Magic Resistance per kill increased from 0.2 to 0.3
  • Champion / Large Monsters / Epic Monster kills now grant 1 bonus Armor / MR, up from 0.3
  • Bonus Armor and MR cap increased from 10/15/20/25/30 to 30 at all ranks

 

Buff BoxJudgement Final IconJudgment [ E ]

  • Base damage per tick increased from 12/16/20/24/28 to 20/25/30/35/40
  • Garen no longer slows himself by 20% when moving toward enemy Champions he’s hitting with Judgment
  • Judgment now deals 25% reduced damage when hitting multiple units
  • Judgement no longer deals decreased damage to minions

 

 

Lee Sin Final Portrait

[ Note ] This change is relative to Lee Sin’s update in this PBE patch.

 

Nerf BoxDragons Rage Final IconDragon’s Rage [ R ]

  • Damage to additional targets hit decreased from 15/18/21% of kicked target’s max HP to 12/15/18%

 

 

Leona Final Portrait

General Box

  • Armor-per-level increased from 3.1 to 3.6

 

 

Nami Final Portrait

 

Buff BoxSurging Tides Final Icon Surging Tides [ Passive ]

  • Flat Movement Speed buff increased from 40 to 60

 

 


Buff BoxTidal Wave Final IconTidal Wave [ R ]

  • Allies hit by the wave receive double the movement speed buff from Surging Tides (120 flat)

 

 

 

Nautilus Final Portrait

General Box

  • Armor-per-level increased from 3.25 to 3.75

 

 

Rammus Final Portrait

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  • Armor-per-level increased from 3.8 to 4.3

 

 

Skarner Final Portrait

[ Note ] These changes are relative to the huge update Skarner got in this PBE update.

General Box

  • Base Movement Speed increased from 330 to 345 [reverted to live status]
  • Health-per-level increased from 84.25 to 90

 

Buff BoxCrystal Spires Final IconCrystal Spires [ Passive ]

  • Area of Effect around the spires increased by ~63%
  • Bonus Attack Speed while inside the area increased from 35% [+5% per level] to 42% [+6% per level]
  • Duration of spire lockout increased from 10 seconds to 15
  • Duration of vision granted by spires decreased from 10 seconds to 1.5
  • The maximum gold granted by captured spires has been capped at 30 (split evenly); 5 Gold if captured solo
  • Neutral spires now can’t be captured until 1:30 game time

 

Buff BoxCrystal Slash Final IconCrystal Slash [ Q ]

  • AD ratio on both the uncharged and charged states of Crystal Slash increased from 0.32/0.34/0.36/0.38/0.40 to 0.33/0.36/0.39/0.42/0.45

 

Buff BoxFracture Final IconFracture [ E ]

  • Slow duration increased from 2 seconds to 2.5 [reverted to live status]
  • Mana cost decreased from 50/55/60/65/70 to 55 at all ranks

 

 

Tahm Kench Final Portrait

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  • Armor-per-level increased from 3 to 3.5

 

 

Taric Final Portrait

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  • Armor-per-level increased from 3.2 to 3.7

 

 

Thresh Final Portrait

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  • Health-per-level increased from 89 to 93

 

 

VelKoz Final Portrait

 

Buff BoxPlasma Fission Final IconPlasma Fission [ Q ]

  • Cast time decreased from 0.3 seconds to 0.25
  • Range of secondary missiles increased from 900 to 1100

 

 

NEW ITEMS

[ Note ] This item is part of Black Market Brawlers and is being introduced to Summoner’s Rift.

 

New Item BoxDead Mans Plate Final IconDead Man’s Plate

  • Recipe: Chain Vest [750 Gold] + Giant’s Belt [1000 Gold] + Ruby Crystal [400 Gold]
  • Total Cost: 2750 Gold
  • Grants 600 Health and 55 Armor
  • UNIQUE Passive – Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum quickly decays while not moving.
  • UNIQUE Passive – Crushing Blow: Basic attacks discharge all Momentum, dealing 1 physical damage per 2 stacks. If 100 stacks are discharged the passive deals double damage. Melee attacks at 100 stacks will also apply a 75% slow that decays over 1 second.

 

 

ALL PBE UPDATES FOR PATCH 516 CYCLE

PBE Reference August 6

 


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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PBE 04/08

Store Content

Fighter Updates

Balance

 

[ 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.

 

 

ACADEMY AHRI

Academy Ahri can join your local otaku convention for 750 RP.

 

MODEL Banner

Academy Ahri Model 1 Academy Ahri Model 2

 

 

Arcade RIVEN Banner

Arcade Riven will be available in store for 1350 RP.

 

MODEL Banner

Arcade Riven Model 1 Arcade Riven Model 2

 

Recall Banner

Arcade Riven Recall

 

BROKEN WINGS Q

Arcade Riven Q Arcade Riven Q 3

Arcade Riven Q 2

 

KI STRIKE W

Ki Strike W Pic

 

VAULT E

Arcade Riven E

 

BLADE OF THE EXILE R

Arcade Riven R 1

 

DEATH ANIMATION Banner

Arcade Riven Death

 

 

ACADEMY DARIUS

Academy Darius will be available for 750 RP.

 

MODEL Banner

Academy Darius Model 1 Academy Darius Model 2

 

 

ACADEMY EKKO

Academy Ekko will cost 750 RP.

 

MODEL Banner

Academy Ekko Model 1 Academy Ekko Model 2

 

 

ACADEMY VLADIMIR

Academy Vlad will be available for recruitment for 750 RP.

 

MODEL Banner

Academy Vlad Model 1 Academy Vlad Model 2

 

 

BATTLE BOSS BLITZCRANK

Battle Boss Blitz will be sold for 1350 RP after Patch 5.16 hits live.

 

MODEL Banner

Battle Boss Blitz Model 1 Battle Boss Blitz Model 2

 

Recall Banner

Battle Boss Blitz Recall 1

 

MANA BARRIER PASSIVE

Battle Boss Blitz Passive 1

 

ROCKET GRAB Q

Battle Boss Blitz Q 1

 

OVERDRIVE W

Battle Boss Blitz W

 

POWER FIST E

Battle Boss Blitz E 1

 

STATIC FIELD R

Battle Boss Blitz R 2 Battle Boss Blitz R 3

Battle Boss Blitz R 1

 

 

FIGHTER UPDATES

 

Darius Final Portrait

General Box

  • Attack Range increased from 125 to 175
  • Attack Damage-per-level increased from 3.5 to 5
  • Health per level increased from 93 to 100
  • Armor per level increased from 3.5 to 4
  • Base Attack Speed reduced from 0.679 to 0.625
  • Attack Speed-per-level decreased from 4% to 1%

 

Buff BoxHemorrhage Final Icon

Hemorrhage [ Passive ]

  • [New] Bloodrage: Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit.
  • Bleed now deals physical damage instead of magic
  • Base bleed damage per stack decreased from 12-36 to 10-27
  • Darius no longer gains bonus Movement Speed if enemy champions are bleeding

 

Darius Passive 1 Darius Passive 2


Change BoxDecimate Final IconDecimate [ Q ]

  • Now has a 0.75 second delay before swinging
  • Darius heals for 10% of his missing Health for each enemy champion hit by the blade, capped at 30%
  • Damage on the outer circle has been changed from 105/157.5/210/262.5/315 [+1.05 Bonus AD] to 20/40/60/80/100 [+1/1.1/1.2/1.3/1.4 Total AD]
  • Damage in the inner circle has been decreased from 66% of the outer circle’s damage to 50%, or 10/20/30/40/50 [+0.5/0.55/0.6/0.65/0.7 Total AD]
  • Enemies hit by the handle (inner circle) no longer receive a stack of Hemorrhage

 

Change BoxCrippling Strike Final IconCrippling Strike [ W ]

  • Damage changed from 120/140/160/180/200% of Total AD to 140% of Total AD at all ranks
  • Slow strength increased from 20/25/30/35/40% to 40/50/60/70/80%
  • Slow duration decreased from 2 seconds to 1
  • Crippling Strike no longer lowers the Attack Speed of enemies
  • Cooldown changed from 8 seconds at all ranks to 9/8/7/6/5
  • No longer reduces the base cooldown of the spell per Hemorrhage stack
  • Mana cost decreased from 30/35/40/45/50 to 30

 

Buff BoxApprehend Final IconApprehend [ E ]

  • Fixed a bug where enemies would be pulled in if they escaped the area during the cast time
  • Cast time decreased from 0.35 seconds to 0.25
  • Now briefly slows targets after being pulled in

 

Change BoxNoxian Guilotine Final IconNoxian Guillotine [ R ]

  • Base minimum damage decreased from 160/250/340 to 100/200/300
  • No longer refunds Mana on re-casts; instead, all re-casts cost no Mana
  • At rank 3, Noxian Guillotine has no Mana cost
  • Upon executing an enemy champion, all nearby minions and monsters become terrified for a few seconds

 

 

Garen Final Portrait

General Box

  • Recommended items updated
  • Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 3.5 to 4.5
  • Armor-per-level increased from 2.7 to 3
  • Auto Attack range increased from 125 to 175

 

Nerf BoxPerseverance Final IconPerseverance [ Passive ]

  • At level 16, the Heal regen has been decreased from 2% to 1.6%



Nerf BoxDecisive Strike Final IconDecisive Strike [ Q ]

  • Silence duration decreased from 1.5/1.75/2/2.25/2.5 seconds to 1.5 at all ranks

 

 

Nerf BoxCourage Final IconCourage [ W ]

  • No longer grants 20% bonus Armor and Magic Resist
  • New passive: Killing units permanently grants 0.2 Armor and Magic Resist (1 for champions, large monsters, and epic monsters), up to a maximum of 10/15/20/25/30
  • Active no longer decreases the duration of incoming CC by 30%

 

Change BoxJudgement Final IconJudgment [ E ]

  • Damage per tick changed from 10/22.5/35/47.5/60 [+0.35/0.4/0.45/0.5/0.55 Total AD] to 12/16/20/24/28 [+0.47/0.49/0.51/0.53/0.55 Total AD]
  • Base damage ticks per cast decreased from 6 to 5
  • Cooldown decreased from 13/12/11/10/9 seconds to 9 at all ranks
  • New passive: Judgement’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
  • If Garen cancels Judgement prematurely, he’s refunded cooldown equal to the remaining duration of the spin
  • Garen no longer moves 20% slower while moving through minions
  • Garen now moves 20% slower while moving toward champions he’s hitting with Judgment
  • Judgment no longer benefits from Critical Strike Chance or Critical Strike Damage

 

Buff BoxDemacian Justice Final IconDemacian Justice [ R ]

  • New Passive: The enemy champion with the most recent kills is marked as Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage
  • Demacian Justice now deals true damage to the Villain instead of magic damage

 
Garen Villain 1 Garen Villain 2
 


Mordekaiser Final Portrait

General Box

  • Recommended Items updated
  • Base Movement Speed decreased from 340 to 330
  • Base Health decreased from 555 to 525
  • Health-per-level increased from 73 to 80
  • AD-per-level increased from 3.5 to 5
  • Attack Speed-per-level increased from 2.6% to 3%
  • Health-per-5 increased from 3.3 [+0.3 per level] to 4 [+0.55 per level]
  • Attack animation improved, but no longer scales as well with Attack Speed
  • Auto attack range increased from 125 to 200
  • Armor-per-level increased from 2.7 to 3

 

Change BoxIron Man Final IconIron Man [ Passive ]

  • Shield decay-per-second changed from 3% of the shield’s max value to 2% of base Health
  • The shield will now stop decaying when it reaches 25%
  • Maximum shield value is now equal to 25% of Morde’s maximum Health (no longer scales with level)
  • Shield generation decreased from 35% of damage dealt to 25%

 

Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • Now buffs Mordekaisers next 3 attacks. The first one deals 3/6/9/12/15 [+0.25 Total AD] [+0.2 AP]  bonus magic damage. Each next strike deals 2/2.25/2.5/2.75/3 times the damage of the previous one. Maximum damage of the third strike is 27/54/81/108/135 [+2.25 Total AD] [+1.8 AP]
  • Health cost decreased from 20/25/30/35/40 to 20/23/26/29/32
  • Cooldown increased from 8/7/6/5/4 seconds to 10/8.5/7/6.5/5

 

Change BoxCreeping Death Final IconCreeping Death [ W ]

  • New Passive: Mordekaiser receives full experience from any lane minion he kills, regardless of lane partners;
  • New Active – Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 Movement Speed while moving toward one another;
  • When close to one another, both deal 140/180/220/260/280 [+0.6 AP] magic damage to nearby enemies over 4 seconds. Mordekaiser can reactive the ability to instantly steal half the spell’s DoT, or 50/70/90/110/130 [+0.3 AP]. This value is reduced to 33% against minions, with a maximum of three targets;
  • Cooldown decreased from 20/18/16/14/12 seconds to 12/11/10/9/8;
  • Health cost removed.

 

Change BoxSiphon of Destruction Final Icon Siphon of Destruction [ E ]

  • Base damage decreased from 70/115/160/205/250 to 35/65/95/125/155
  • Now additionally scales with 0.6 of Total AD
  • Cooldown decreased from 6 seconds at all ranks to 6/5.75/5.5/5.25/5
  • If the spell hits an enemy Champion, Morde instantly fills 15% of his maximum shield

 

Morde E 1

 

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

  • Damage increased from 12/14.5/17 [+ 0.02 AP] % to 20/25/30 [+ 0.04 AP] % of target’s maximum health (again, half the damage is dealt, instant, half over a 10-second period)
  • New Passive – Dragon Force: Dealing damage to the Dragon curses it for 10 seconds. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target that has 30% the
  • Ghost duration increased from 45 seconds at all ranks to 45/60/75
  • Additionally, Mordekaiser gains 30% of his ghost’s AP and 25% of its bonus Health
  • The ghost is granted 10/25/50 bonus AD and bonus Health equal to 15% of Mordekaiser’s maximum Health

 

Morde Dragon 1

 

 

Skarner Final Portrait

General Box

  • Recommended Items updated
  • Base Movement speed decreased from 345 to 330
  • Base Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 4.2 to 4.5

 

New Item BoxCrystal Spires Final IconCrystal Spires [ New Passive ]

  • Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds.
  • While near active crystals, Skarner gains 150 Movement Speed, 35% [+5% per level] Attack Speed and restores 3% of his maximum Mana per second.

 

Crystal capture specifics:

  • Crystals remain captured permanently for the capturing team until recaptured by the opposing team
  • Capturing a crystal grants 15g to players that helped capture it
  • Crystals are locked out of being recaptured for 10 seconds after being captured
  • While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time)
  • If a member of the team owning the crystal is standing on the crystal, it cannot be captured

 

Skarner Shrine 1 Skarner Shrine 2

Skarner Shrine 3 Skarner Shrine 4

 

Note that the shrines look differently for two of Skarner’s skins:

BATTLECAST ALPHA SKARNER Banner

Skarner Battlecast Shrine 1 Skarner Battlecast Shrine 2

 

GUARDIAN OF THE SANDS SKARNER Banner

Skarner Guardian Shrine 1 Skarner Guardian Shrine 2

 

Change BoxCrystal Slash Final Icon Crystal Slash [ Q ]

  • Uncharged damage changed from 20/30/40/50/60 [+0.4 Bonus AD] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Charged damage changed from 20/30/40/50/60 [+0.2 AP] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Cooldown decreased from 3.5 seconds at all ranks to 3.5/3.25/3/2.75/2.5
  • Duration of charge buff decreased from 5 seconds to 4
  • Against non-champions, basic attacks now decrease Skarner’s cooldowns by 0.25 seconds, decreased from 0.5
  • Mana cost decreased from 16/17/18/19/20 to 10/11/12/13/14
  • Crystal Slash no longer stacks bonus Movement Speed and Attack Speed

 

Change BoxCrystalline Exoskeleton Final IconCrystalline Exoskeleton [ W ]

  • Shield value changed from 80/135/190/245/300 [+0.8 AP] to 12/13/14/15/16% of Max HP [+0.8 AP]

 

 

Buff BoxFracture Final IconFracture [ E ]

  • Missile speed now decreases for each champion hit
  • Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second.
  • Slow duration decreased from 2.5 seconds to 2

 

Change BoxImpale Final IconImpale [ R ]

  • Base magic damage decreased from 100/150/200 to 20/60/100
  • Now deals additional physical damage both at the start of the channel and at the end, equal to 100% of Skarner’s Total AD
  • Mana cost decreased from 100/125/150 to 100 at all ranks
  • Cooldown decreased from 110/100/90 seconds to 120/100/80
  • No longer deals bonus damage to targets with Crystal Venom

 

 

Champion Changes

 

Kassadin Final Portrait

 

Buff BoxRiftwalk Final IconRiftwalk [ R ]

  • First jump’s damage additionally scales with 0.2 AP; each subsequent Riftwalk scales with 0.1 AP

 

 

Lee Sin Final Portrait

 

Buff BoxFlurry Final IconFlurry [ Passive ]

  • Lee Sin now gains 20 energy back on the first basic attack and 10 on the second, changed from 15 energy on both attacks

 

Buff BoxDragons Rage Final IconDragon’s Rage [ R ]

  • If the target of the kick hits an enemy Champion, it deals additional physical damage equal to 15/18/21% of its bonus Health (damage stacks with more targets hit)

 

 

Lissandra Final Portrait

 

Buff BoxFrozen Tomb Final IconFrozen Tomb [ R ]

  • When self-cast, Frozen Tomb heals Lissandra for 100/150/200 [+0.3 AP]; this value is increased by 1% for each 1% of Health missing

 

 

Lucian Final Portrait

 

Buff BoxArdent Blaze Final IconArdent Blaze [ W ]

  • Bonus Movement Speed increased from 40/45/50/55/60 to 60/65/70/75/80
  • Duration of MS buff decreased from 2 seconds to 1
  • Lucian can now gain the MS buff if any ally hits a target marked by Ardent Blaze
  • Mana cost decreased from 60 at all ranks to 50

 

 

Nasus Final Portrait

 

Buff BoxSiphoning Strike Final IconSiphoning Strike [ Q ]

  • While the Siphoning Strike buff is active, Nasus’s basic attack range is increased from 125 to 150

 

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

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

 

 

NEW ITEMS

 

Riot Axes New PortraitHi folks,

In support of the Juggernaut champion changes, we’re releasing a pair of new items – Sterak’s Gage and Titanic Hydra. This thread is a good place for feedback.

 

 


New Item BoxSterak Gage Final Icon Sterak’s Gage

Recipe: Giant’s Belt [1000 Gold] + Long Sword [360 Gold] + 1190 Gold combine cost = 2550 Gold total

Grants 500 Health and AD equal to 25% of the user’s Base AD

UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds.

Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.

 

Storak Gage Ingame

 


Some quick context: It turns out there’s a ton of ambient AOE damage on the front lines of a teamfight – a lot of ults hit for 500+ and they all tend to come down at once. Sterak’s Gage should help Juggernauts avoid dying by accident in an average teamfight while leaving them able to be killed by focus fire or truly dedicated wombo.


 

New Item BoxTitanic Hydra Final IconTitanic Hydra (Melee Only)

Recipe: Tiamat [1900 Gold] + Ruby Crystal [400 Gold] + 1000 Gold combine cost = 3300 Gold total

Grants 250 Health, 50 AD and 100% Base Health Regen

UNIQUE Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit.

UNIQUE Passive – Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage).

UNIQUE Active – Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn’t apply to this attack).

 

Titanic Hydra Ingame

 


Quick context: The Black Cleaver covers spell-based tanky melee champs pretty well, and Trinity Force covers its set of champions amazingly. Titanic Hydra should cover more basic attack-focused Juggernauts with their own option while providing a decent stretch goal for other Juggernauts having a great game to shoot for.


Quick note – VFX, audio, and icons are still work in progress.

This thread is a great place to leave feedback if you get a chance to test these items.

Thanks!

~Riot Axes

[ Link to Post ]

 

 

Item Changes

 

Xypherous Final PortraitHey guys,

Defensive items right now are in a generally okay place – It’s not great but it’s functional.

There are some very high powered items (especially in Armor) but there are also some weaker items (especially in Magic Resistance) that are viable so on the whole – defensive builds as a whole generally reach the amount of power / cost that’s probably okay.

However, we’ll be introducing several new defensive items in the 5.16 patch and the existence of these high powered items create a world where any new item has to be almost equally high powered to compete.

This necessitates a rebalancing of power across the board such that it can be acceptable of new items being introduced.

I suspect that this changelist isn’t going to be particularly exciting – especially compared to AP – but these changes were made to provide an easier environment to balance introducing new defensive items that we’ll be introducing in the same patch.

This does have some side effects on low income characters (Support / Support Tanks / Pure Tanks) – and so we’ll likely be looking at base statistic adjustments on the ones that are most affected if we feel like they’re in a terrible spot.

TL;DR – Armor items are generally more expensive or grant less armor. Health items readjusted. Magic Resistance is generally cheaper and easier to build. Will be looking at specific support or low-income champions that might be hurt from an Armor perspective.

 

MAGIC RESISTANCE

 

Buff BoxNull Magic Mantle Final IconNull-Magic Mantle

  • Cost decreased from 500 to 450

 

Buff BoxNegatron Cloak Final IconNegatron Cloak

  • Cost decreased from 850 Gold to 800

 

Note: Rescaled the cost of MR to be roughly 90% of Armor.

Due to the change in price of Null-Magic Mantle, Wit’s End has had its cost decreased:

 

Buff BoxWits End Final IconWit’s End

  • Total cost decreased from 2600 to 2550

 

Change BoxAegis Final IconAegis of the Legion

  • Total cost decreased from 1900 Gold to 1600
  • Recipe Change: Null Magic Mantle [500 Gold] + Crystalline Bracer [600 Gold]
  • Now grants 100% Base HP regen
  • Aura no longer grants HP regen and the bonus MR to allies has been decreased from 20 to 15
  • Aura Regen: No longer grants HP Regen as an Aura.

 

Notes: Recipe change was a fairly requested change – however, given the power/size of the item – the recipe change alone would probably favor bruiser / solo tanks than actual support characters.

With this general rebalance – shrinking the item’s power and effect also lets us streamline the item path as it’ll be less suited for solo bruiser/tanks and more appropriate to support tanks / pure support who have less inventory slots.

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2800 Gold to 2750
  • Shield strength increased from 50-230 to 75-345
  • Shield duration decreased from 5 seconds to 2

 

Note: Similar to the AP item work – taking the time to sharpen the identity and power of several of these items. While a 5 second low power shield is fairly decent at general defense – it’s not quite enough shield to save someone and somewhat poor at fighting back against a high powered burst spell.

Compressing the power and duration of the shield is aimed at pushing the power away from general ambient damage absorption to a more reactive ‘block’ approach.

 

Buff BoxBanner of Command Final IconBanner of Command

  • Total cost decreased from 3000 Gold to 2750

 

 

Buff BoxSpectres Cowl Final IconSpectre’s Cowl

  • Magic Resistance increased from 35 to 40

 

 

Buff BoxSpirit Visage Final IconSpirit Visage

  • Total cost decreased from 2750 Gold to 2700
  • Magic Resistance increased from 55 to 60
  • Bonus Base Health regeneration increased from 100% to 150%

 

Buff BoxBanshees Veil Final IconBanshee’s Veil

  • Total cost decreased from 2750 Gold to 2700
  • Recipe Change: Ruby Crystal [400 Gold] swapped for Crystalline Bracer [600 Gold]
  • Magic Resistance increased from 55 to 60

 

Notes: Nothing to see here. Just general cost / power tuning – as well as some light recipe adjustments. Crystalline Bracer now forks at Veil and Aegis if you’re building MR -or- between RG and Warmog’s if you’re looking for Health.

 

ARMOR RESISTANCE

 

Change BoxRaptors Cloak Final IconRaptor’s Cloak

  • Total cost increased from 1000 Gold to 1100
  • Bonus Base Health regeneration increased from 100% to 150%
  • Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.

 

Notes: In general, Raptor’s Cloak was pretty good at one or two specific scenarios (dancing) – however, the usability tuning of it frequently meant it was pretty inconsistent in a lot of other things. While this isn’t the core problem with the item – doing some light tuning passes here to improve some of the usability around this item.

 

Change BoxZzrot Portal Final IconZZ’Rot Portal

  • Total cost decreased from 2800 Gold to 2750
  • Point Runner: See Raptor Cloak.
  • Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points.
  • Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
  • Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.

 

Notes: Some cleanup and adjustments on ZZ’Rot Portal – mostly for usability. While the range is ‘doubled’ – the health of the voidlings is lower at any given point – so poor placements of ZZ’Rot will still get you voidlings when you properly support them but at generally far lower health pools.

 

Change BoxOhmwrecker Final IconOhmwrecker

  • Point Runner: See ZZ’Rot Portal

 

 

ARMOR ITEMS

 

Buff BoxGlacial Shroud Final IconGlacial Shroud

  • Total Cost decreased from 950 Gold to 900

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Total Cost increased from 1050 Gold to 1100

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90

 

Notes: So Frozen Heart is one of several main defensive item outliers in terms of just raw power and efficiency – so we’re going to tone that down by quite a bit as, compared to other items – the effective power to cost ratio was incredibly high.

Due to the price reduction of Glacial Shroud, Zeke’s Harbinger and Icebourn Gauntlet are now also cheaper:

 

Buff BoxIceborn Gauntlet Final Icon Iceborn Gauntlet

  • Total cost decreased from 2900 to 2850

 

Buff BoxZekes Harbinger Final IconZeke’s Harbinger

  • Total cost decreased from 2300 to 2250

 

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

 

Note: Thornmail was another major outlier in terms of power effectiveness – but – it is only strong in the presence of high health pools. Because Thornmail is such an effective standalone Armor item and additional Armor doesn’t really make Thornmail much stronger – Thornmail is strongest when you can stack Health (as is the case for most pure resistance items.)

While this case will always be naturally powerful – putting a hook onto Thornmail such that purchasing additional Armor items unlocks a different sort of power as well as having some more soft synergies with other champions (Leona, Rammus, etc.)

If you’re under the effects of a negative % decrease in Armor – Thornmail will ignore it for the purpose of calculating bonus damage. However, flat decreases and shreds that cancel our your innate % increases (For example, Malphite vs. Garen) – will impact the damage of Thornmail.

 

Change BoxRanduins Omen Final IconRanduin’s Omen

  • Total Cost decreased from 2850 Gold to 2700
  • Health decreased from 500 to 400
  • Armor decreased from 70 to 60
  • Cold Steel Passive: Unchanged
  • Crit Damage Reduction: Now reduces critical strike damage taken by 10%.
  • Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds.

 

Notes: Randuin’s Omen is probably one of the more ubiquitous items in the game in terms of general purpose strength. Since we’re adding several items that try to do slightly different things – sharpening Randuin’s Omen to be a more dedicated ‘Oh god, crits are murdering me’ item seemed appropriate. However, this is overall intended to be a moderate nerf to the item.

 

HEALTH

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Now grants 200% Base Health Regen [zero on live]
  • Passive Changed: Grants Warmog’s Heart if you have above 3000 life. Warmog’s Heart restores 3% of your maximum life per second when you haven’t taken damage in 8 seconds.

 

Notes: Sharpening items. MORE SHARP. MORE FOCUS.

I think we’ve been generally happy with Warmog’s Armor as an anti-siege option for the mid-late game – so we’re kind of tripling down on the concept at this point. In the late game – recalling and regenerating has roughly similar effects in a winning case – and therefore we’ve decided to push Warmog’s into a space where it is powerful enough to replace the act of Recalling for healing in the late game for character’s that choose to invest heavily into a health route.

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total Cost decreased from 2500 Gold to 2400
  • Catalyst Passive: Loses Catalyst Passive on Upgrade.

 

Notes: Catalyst has two clear upgrades – a rush item (Rod of ze Ages) or Righteous Glory (Team Fight).

One of the reasons we’ve tuned down RG over time is that whenever its strong enough to be rushed as first item, we tend to dislike how early skirmishes get decided. Trying some minor experimental stuff to discourage RG as first-pick up by giving it a clear tradeoff from its counterpart – while also making it slightly easier to build later in the game.

 

Change BoxCinderhulk Final IconCinderhulk

  • Base Health increased from 300 to 400
  • Health multiplier decreased from 25% to 15%

 

Notes: This is a minor buff to Cinderhulk’s average case and a nerf to Cinderhulk’s best case late game. While Cinderhulk isn’t exactly a dominant pickup at the moment – it sits in this odd spot of having most of its power devoted to a late game which already has its fair share of powerful effects (Devourer). This change shifts it to be slightly more mid-game focused than its counterparts and should let us better control how much Health a character will have due to the reduced multipliers.

TL;DR – Armor is nerfed and more expensive. MR is generally cheaper and easier to build. Health adjusted. Total cost should be similar – but most likely more expensive. Will be looking at some classes for base statistics adjustments to compensate for potential loss in defensive armor.

 


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

 

Champion Skin Sale March 16 Banner

The following Champions and Skins will be 50% off until March 16th:

 

Fiora Final Portrait

Heimerdinger Final Portrait

Lee Sin Final Portrait

 

Bioforge Darius – 487 RP

Darius_2

 

Midnight Ahri – 375 RP

Ahri_2

 

Ruthless Pantheon – 260 RP

Pantheon_2

 

Ruthless Pantheon was updated in yesterday’s PBE patch:

Ruthless Pantheon Model 1

 

 

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


 

Free Champion Rotation February 10 Banner

The following Champions will be free-to-play until February 10th:

 

Anivia Final Portrait

Corki Final Portrait

Karma Final Portrait

Lee Sin Final Portrait

Lucian Final Portrait

Nunu Final Portrait

Orianna Final Portrait

Rumble Final Portrait

Sion Final Portrait

Vel'Koz Final Portrait

 

 

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

 

 

News 30 01 Banner

 

News 30/01

 


NA Servers Banner 3

 

 

Ahab Final PortraitTL;DR: We’re actively partnering with ISPs across North America to build a dedicated highway for League traffic. So far we’ve built what we call the “north bridge”, which services connections in the northern US and Canada. Work is ongoing, and the goal is to create a unique network dedicated to transporting League traffic across the shortest, most stable route possible.

Hi everyone,

Riot Ahab here again with a mini-update on what’s happening with the new dedicated League network we’re building in NA. In case you missed the original announcement and Q&A we posted earlier in January, you can check it out here.

These updates will serve as a peek behind the curtain as we continue to build out this network across NA. We can’t share all the nitty-gritty details due to contractual complexities and security concerns, but we can provide a picture of what we’re doing as we go!

For this first update, let’s explore an overview of what we’ve already built up to this point: the first half of the network, which we’re calling the “north bridge.” Currently, this bridge is pathing League traffic for the northern US and Canada and is built out of a series of strategically-placed PoPs (points of presence) with direct connections between them.

What’s the “north bridge”, and what the hell is a PoP?

Think of it this way: if this direct network is a dedicated highway for League traffic between you and the servers, think of the PoPs as “on-ramps”; they get your data on the highway to the servers in the most direct route as physically possible.

These PoPs consist of two elements:

  • Physical hardware: servers and switches placed in key cities
  • Peering agreements: contractual agreements set up with ISPs to funnel traffic directly to the closest PoP

The first part (physical hardware) is pretty straightforward: buy some server space and make sure the on-ramp allows League traffic to hurry along onto the highway.

The bigger challenge, as is true with real highways, is making sure local traffic finds its way to the on-ramp–otherwise the highway does little good! This is where peering agreements come in: these partnership agreements mean ISPs now redirect League traffic off of their networks and toward the nearest PoP.

Once we’ve made a peering agreement with a local ISP (which for big ISPs, like any contractual arrangement with a big company typically takes a fair amount of lawyering back and forth), there’s often a decent amount of necessary fine-tuning with that ISP.

This is important because different ISP algorithms can send traffic bouncing around before it loops into one of our PoPs, much like poorly laid-out street signs could send you driving several towns over and back again before finally finding a PoP on-ramp. Which means on our end we have to track down inefficient pathing routes and work with the ISP to redirect that traffic to make sure it’s taking the most direct route to the closest PoP. It takes a little work, so bringing a PoP online and securing peering agreements doesn’t always mean that everything is working as it should from the get-go. Plus, ISPs change– things break, they merge with other ISPs, split up, new ones may come, and old ones may go, which makes peering and fine-tuning a constant, ongoing process.

With that in mind, here’s a look at the direct network as it exists today:

E0u3CZR

Red dots represent live PoPs we’ve set up so far. In those areas, we’ve installed hardware and are actively working through agreements with local ISPs. Grey dots indicate PoPs that are still in-progress. We’ll post additional updates as those grey dots come online.

This map doesn’t show the direct paths connecting the PoPs, but if you connect the red dots you can see that the north bridge is largely complete. We still have plenty of peering contracts to negotiate with ISPs in these markets so we can make sure local traffic is taking the best possible path to its local PoP, but we’re off to a good start. Typically, we first target the biggest ISPs in any given market because many major ISPs often provide traffic peering routes to smaller local ones (and you’ll find a list of ISPs that we’re currently partnering with at the bottom of this post). So if you’re on a smaller ISP, your connection could likely peer through the larger ISP companies we have agreements with and already be on this new network!

So what does all of this mean?

Connections running through this network should experience a more stable, consistent experience while playing League, since it’s taking the most direct route possible to the game servers. When Phase 3 of the NA Server Roadmap deploys, this network will provide as many players as possible a comparable ping when connecting to the more centralized server location. But we’ll speak more on that in the future!

Live nearby a red dot on the map above? Experienced any drastic fluctuations to your connection in the past few months? Let us know in the comments below. Knowing your local postal code as well as ISP helps us figure out how your data is being routed, but keep in mind if your ISP isn’t yet on the list of current partners below, there’s a chance your data might not be pathing through our network yet.

We’ll post our next NA Server Roadmap update with what we’re actively doing to deliver a consistent quality League connection as well as let you guys know once we’ve started bringing the southern bridge online.

Until then, thanks for reading! We’ll stick around for the next 4 hours to answer whatever questions we can.

Cheers,
-Riot Ahab

US & Canadian ISPs we’re currently partnering with and still tuning how things work:
(note: this list is constantly growing as conversations and contracts develop, but at the time we can only list those we’ve completed peering agreements with!)

  • Atlas Networks Corporation
  • Charter Communications
  • Clear Wireless
  • Cogent Communications
  • Comcast Cable Communications
  • Eltopia
  • Hurricane Electric
  • Interconnected Associates
  • LS Networks
  • NetRiver
  • NTT America
  • Pocketinet Communications
  • Rogers Cable Communications
  • Saskatchewan Telecommunications (SaskTel)
  • Shaw Communications
  • Syringa Networks
  • TekSavvy Solutions
  • TELUS Communications
  • TeraGo Networks
  • Threshold Communications
  • Vision Net
  • WiscNet
  • Worldlink

[ Link to Post ]



Self Gifting Banner


It’s back! For a limited time, surprise yourself with a Mystery Skin!

Purchasing a Mystery Skin will unlock an unowned skin worth 520 RP or more (that could get you a discount of 84% off a skin)! As with the previous rounds of Mystery Skins, you can only unlock skins for champions you own.

Mystery Skins will be available in the Skins tab of the store for 490 RP and are limited to five per day. Grab your Mystery Skins from now until 23:59 on February 2!

[ Link to Post ]




Dev Blog Reward Banner


 

BY LYTE

TLDR: Our player behavior philosophies include punishment, reform and positive reinforcement. With rewards, we have to be careful to design systems that don’t simply incentivize positive behavior for a small duration, but provide reasons to stay positive all the time.

Hello again!

Last time, I mentioned that Drevarius would go into a deeper dive on punishment in this blog, but with the surprise Mystery Gift for positive behavior going out to 95% of players in 2014, we wanted to take the opportunity to jump ahead and explore our philosophies around rewards and positive reinforcement.

One of our core philosophies is that there’s no silver bullet to improving player behavior in online games, and you always need a mix including punishment, reform, and positive reinforcement.


End of Snowdown Mystery Gift

In 2014, we focused on the community and self-reflection. We ran a few experiments, including an exercise where players reflected on their last 10 games and we all came to the conclusion that the one negative experience that happens occasionally should not define our community. With Snowdown’s celebration of everyone coming together to be a part of the Legend of the Poro King, it was a great opportunity to deliver a positive behavior surprise.

One of the keys of positive reinforcement is the idea of “schedules,” or the expected frequency of a reinforcing event. Introducing surprise rewards unrelated to specific activities or durations is one of the most effective ways to encourage positive player behavior. The surprise element is crucial: imagine an achievement system where, if you are sportsmanlike for your next 10 games, you unlock a free skin. Players could simply behave for 10 games, unlock their gift and go back to playing the same way they were before (whether that’s positive, negative or neutral). So, instead, we’ll continue to surprise players once in awhile for their positive behavior. Because players aren’t sure what the next reward is (or when it is), players will strive to be sportsmanlike in a larger range of games to try to get all the surprises.

For positive players in the game, this won’t really affect them and they’ll just get surprises every so often for being awesome. For neutral players, this effort might convince some of them to put in that extra effort in a few more games to get the next surprise. For negatively behaved players, this effort might also encourage a few to change their ways although we expect the biggest impact to be with the neutral players.


Its All in the Surprise

In future roll-outs it’ll be possible for players to earn the next surprise so long as they’ve been positive since the last surprise was awarded. So, if you were chat restricted and missed a surprise, you could still be eligible if you were positive in the time range between that one and the next.

Also, keep in mind that not every surprise will be a mystery gift. Every surprise will differ in magnitude, and be tailored to different players. For example, the last surprise before the end of Snowdown gift was an IP Boost, mainly beneficial for newer players still building out their champion pools. Other surprises may include collectibles like unique summoner icons (which some players will remember we’ve tried before with the Santa Baron icon).

In the last blog in this series, we’ll be back to discuss punishment as a deterrent for negative behavior and our philosophy around it. Thanks as always, and we’ll see you in game!

– Lyte

[ Link to Post ]



Patch 5 2 Jungle Items banner


 

Fearless New PortraitTLDR: We did a pretty poor job ensuring you guys got the full reasoning for why we were doing this, and I really dropped the ball here. I failed to ensure that our patch notes reflected the intent of these changes, nor did I give Pwyff and crew nearly enough info to make that possible for them. I’m here to give the full context and also talk about how these changes fit into our strategy around the jungle right now.

So, the 5.1 “Smite with Charges!” change does a lot of cool stuff for the strategic freedom of the jungler, but we also knew that it would hit some of the same issues the Conservation mechanic had from season 4. Mainly, when you’re not ‘wasting’ a resource with overflow, it creates very clear windows for the jungler to go do something else with a very low cost. In other words, a jungler waiting for Smite to come off cooldown can gank or go kill wards without feeling like they’re making a deliberate trade for it.

Combined with a few junglers that could grab a camp or two and then bring out very potent ganks, this meant that 5.1 created a situation where the optimal strategy for some of our most powerful gankers was to go back to their old habits of deciding lanes before laners had even hit level 2 (in some cases). Worst of all was that failing these ganks didn’t really set these junglers behind, because many other junglers didn’t have the ability to invade and punish them after the failed gank.

The adjustments were made to hit this specifically, so that guys like Jarvan and Lee Sin had a bit more of a risky start if they tried this, as would Shaco, Xin, and Panth, even if they’re not currently centered in the spotlight.

We are aware that this change hurts some of the junglers with weak clears, leaving them with less gold for pots to stay healthy during their second clear. We know this is really painful when blind monks and dunking princes are taking over games. We know have a lot of work ahead of us. We’ve been making changes and adjustments to the systems around the jungle at a really high frequency, and that’s largely complicated the work that could have been done on the individual items or the champs. We’ve already been having a lot of internal discussions about what we need to do as the dust settles on the systematic changes. The 5.2 changes happened because we know early gankers needed to be much higher risk, and the extremely cheap jungle items were a main contributor to their reliability.

We still need to carve out more space for our tank junglers, and we are still trying to give junglers more reason to invade and counter jungle. These actions are one of the core reactions necessary to keep gankers in check, and currently aren’t functioning at the levels necessary for healthier play. Can’t say it enough, we have lots of work ahead of us still, and we’re committed to making this better. 5.3 is already very tight for changes, so 5.4 is much more likely for the next round of changes.

[ Link to Post ]

 

Pwyff Final PortraitTotes my bad on the context in the patch notes. Reading back on it, it definitely reads like we didn’t acknowledge the full problem. Something to learn for the future definitely.

As an aside, we talk a lot about making precise changes that directly target the problem – I think for this one we took a more broad approach that ended up ‘hurting’ a lot of junglers, even if it was more directly aimed at aggressive level 2 gankers (Lee / J4 / Shaco / Panth / Xin). We’re aware, we’re looking into it.

[ Link to Post ]



Why dont you just nerf Lee Sin and Jarvan instead of jungle items

Fearless New PortraitWe knew the items enabled a pattern, a pattern that JarvSin ( Lee Vin?) were able to opt into, but it’s not just them. The items created too low of a threshold for success for a jungler’s first few minutes. The item adjustment needed to fix that issue with the system, and would need to even if those dudes weren’t generally strong.

Also as I posted, it’s been very hard to make changes to individual champions while we’re also making so many large systematic changes. Trying to get the systems of the game stable gives us a lot more space to hit the champs we need to it, and more excitingly, start bumping up the champs that we think we’ve pushed down with the system changes.

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Why do large systematic changes never change Lee Sin

Fearless New PortraitI’m honestly not even sure what you’re insinuating here.

The actual reason why Lee tends to due really well through many rounds of changes is because he’s incredibly flexible, very poorly stat bound (can do well with a huge range of builds), grants a lot of power that cannot be repressed through systematic changes. As stated above, he needs to be changed, and we know that many functions of the jungle changes won’t be realized without those changes.

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Balance Philosophy Banner



Ghostcrawler New PortraitHey guys,

I’ll throw out a few responses here.

On balance philosophy – we realize that our strategy for who we balance for isn’t well articulated. Do we balance for LCS or for Silver players? Or both? We’re trying to make sure we agree on what our actual goal is, because I think “We balance for everyone!” is a little too precious and unrealistic.

We’ll communicate our strategy when we’ve made sure we’re on the same page. Balance philosophy is a topic that greatly interests me. I don’t make the individual tuning changes personally (and you wouldn’t want me to) so I can’t provide as much context on specific patch notes, though I do help set the philosophy and direction for what kinds of changes we try to make.

Related, “win rate” gets used a lot as synonymous with balance, but that doesn’t tell the whole story. We need to communicate better about what game balance means to us, because there’s more to it than that. A lot of what you’re discussing in this thread is sort of “pre-balancing.” We’re making a change (that we have wanted to make for some time!) by removing DFG, and we know that change would have big ramifications if we didn’t adjust some champs to compensate. Those adjustments, while grounded in math, playtesting and player feedback, still often come down to educated guesses, because we don’t have the data from thousands of live games yet. A more accurate but painfully slow way to balance is to make one change, see how the live game reacts, then make another change in response to that. We think this would feel worse overall.

On design accountability — it totally exists. It’s part of my job to make sure it exists. Now, it’s not the kind of thing you’re likely to see a lot. We’re not going to publicly flog designers for making mistakes, though I can understand why that might be cathartic. On the other hand, designers (and anyone at Riot really) should be upfront and honest with you guys about when they think they’ve made a mistake.

On designers buffing champions that they like to play — this would be a big accountability issue. As someone pointed out, while we are all gamers here, this is also a place of business with a product (LoL) and customers (you guys). It’s royally unprofessional to try and tweak the game to benefit your own personal games. That’s a serious breach of trust (Rioter and players) that would come with serious consequences. We may make changes you don’t understand or don’t agree with, but it’s not because we’re trying to boost our own ELO.

On Lee and Thresh — they are champions we like, but more importantly, they also resonate with a lot of players. It’s not a popularity contest, but on the other hand, we believe a lot of why people play them is because they are fun to play, not just because they win a lot. Both champs have a lot of cool abilities, and arguably they both have so many that a) neither has a lot of weaknesses, and b) they compliment almost any comp you try to build. We’re trying to figure out ways to make them less awesome in every situation without stripping away what is fun about them. For example, last year or so we tried to tone down Lee’s mobility and ward hopping, but it felt terrible, and largely due to player feedback (intelligent, meaningful feedback, not whining and pitchforks) we reverted it.

As always, we appreciate the feedback. The more targeted and actionable it is, the more useful it is for us. I can go tell the balance team “Boards say you suck” and they would kind of look at me and say “Okay, what changes in how we adjust champions should we make?” and I would say “You just suck.” There’s not really a lot of direction for improvement there.

Hugs,
GC

[ Link to Post ]


 
Single Posts 30 01 Banner



Will there be changes to Mordekaiser in Patch 5 3

Meddler Final PortraitOne of the options we’re looking at at the moment is whether we should play up Morde’s tankier side a bit more. Huge guy in a full suit of armor with a passive that generates a shield suggest tough front line dude. The removal of DFG already shifts him away from bursting down a target almost instantly, our thinking is that offering him a more sustained presence might be a good approach as a result. That’s very much an idea being explored right now though, not yet a proven direction.

[ Link to Post ]

 


What has been the most purchased skin so far

Hippalus Final PortraitAssassin Master Yi is still the most purchased skin overall due mostly to free RP. But the record for most skins purchased during release was set by a new skin in 2014. Any guesses? I’ll tell you if the most upvoted guess is right or not.

UPDATE: As of 11:45am PST, the most upvoted guesses are:

  • 1) The ultimate skin that wasn’t
  • 2) Project Yasuo
  • 3) Dragonslayer Pantheon

and the answer is……..

  • 1) Haha good one – maybe we’ll make up for it in 2015. Or maybe not.
  • 2) Yes! Congrats Reddit.
  • 3) Not the winner of this prize, but it WAS the most played 2014 skin in my personal quest for challenger (which sadly fizzled out somewhere in gold).

[ Link to Post ]

 


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


 

News 16 12 Banner

 

Summary Final Banner

 

Recent News Banner

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All PBE Updates for Patch 4 22 Cycle

PBE 09 12 Banner

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New Tribunal Banner

 

 

If the Tribunal is down, how are reports stored

Lyte Final PortraitReports are still being used by a variety of systems that aren’t tied to the Tribunal.

Some examples include:

  • Chat Restrictions, which are given to players who show moderate verbal toxicity.
  • Intentional Feeder Bans, which are given to players who currently show intentional feeding patterns in their games.
  • Ranked Restrictions, which are given to players who show toxicity in Ranked Modes and restricts them from playing Ranked until they improve their behaviors.
  • Escalated Bans, which are 14-day bans given to players who show extreme verbal toxicity.

There’s a team at Riot working hard on the Tribunal, and we realize it’s been down for 6 months now. One of the biggest problems of the system was the speed of its feedback loops, as it would often take longer than a week for a player to receive their punishment. As we’ve mentioned before, the faster the feedback, the better the results. A second problem was that many territories in the world never got a Tribunal at all due to hardware/infrastructure issues.

We intend to have more news about the Tribunal in 2015, and are planning some initial tests of the new system. For example, we’re seeing how current reports affect the new system, and we’ll be looking for some players to help us test the system on the PBE in 2015.

Some of the new features in the system include:

  • the ability to review positive players in the Tribunal and grant them some rewards
  • new ways for players to see their contributions to the community in the Justice Reviews
  • a visual update to the entire system, including the Case Review and Reform Cards
  • a new tier system for punishments so that players only get 1 warning and 2 chances before they completely lose their account
  • optimized algorithms that hopefully allow us to ensure that players get punished or rewarded within a few days of their Tribunal case (we still need to tune this)
  • the ability for awesome contributors in the Tribunal to earn some in-game rewards each year

There’s some other additions to the Tribunal, but these are some of the cooler things I’m looking forward to as a League player myself. Anyways, we’ll talk more about some of our plans on how we’ll re-introduce the Tribunal back into League in 2015. We apologize for the delay; unfortunately, scaling the Tribunal globally to millions of players proved to be more difficult than we initially expected… but when you’re making something that millions of people will use, nothing is ever easy.

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Wookieecookie Final PortraitGood question!

We still store reports on our servers and they are helpful for a number of different things.

You might have noticed but while the Tribunal is down we have a few features to monitor behavior. These include Chat Restriction, new Leaverbuster, PBJ Ban Audits, intentional feeding audits, and hack/scripting bans.

Reports are not the core of these features but they help us a lot. They especially help me or someone else on my team when we’re investigating a player.

We’re not looking at one or two reports and drawing conclusions, we know that such a small sample size is not really indicative of how a person may act in game. We’re always looking for trends and patterns.

That’s why I really REALLY encourage you to leave a report on any player you feel deserves it. But, most importantly; leave a comment explaining why!

A report with a comment is much more helpful and valuable to us than a blank report.

One rule of thumb I have when I report players is that if I can’t be bothered to leave an explanation why, then they probably were not worth reporting in the first place. 😀

[ Link to Post ]

 

 

Do you assume that all blank reports are pointless

Wookieecookie Final PortraitOh, don’t get me wrong! We still do use reports without comments. It’s just more helpful for us when there is a note explaining why.

Don’t feel like you have to write an essay either! Being brief and descriptive is all you’ll need. (Although if you have more to say, that’s fine too!)

[ Link to Post ]

 

 

Does that mean that the Honor ribbons are going away

Lyte Final PortraitWe actually have a follow-up design to Honor that will make it compatible with the new Tribunal.

It won’t come out at the same time, but Honor is something we’re working on in 2015.

[ Link to Post ]

 

 

Will the new Tribunal accept reports from Custom Games

Lyte Final PortraitAt this time, the launch of the new Tribunal does not include support for Custom Games; however, what queues are “active” or not are a simple toggle in the new system.

As with any new system we want to manage the launch very carefully and not simply open the floodgates of every queue on the system. If all matchmade queues are doing well after the Tribunal launch and we want to expand into Custom Games, we can.

[ Link to Post ]

 

 

How will positive players be rewarded by the Tribunal

Lyte Final PortraitWhen players log into the new Tribunal they will be presented with a random case that could be Negative, Neutral or Positive. Because there’s 3 options and random “test” cases, it’s very difficult for players to simply spam “Punish” in the new system because they’ll quickly get flagged for being highly inaccurate, and also this new setup encourages players to dive deeper into cases and read the details instead of potentially seeing something like 90% of cases be punishable.

If you get presented a Positive case, and you vote Positive, the player in the case will get a small in-game prize that is still TBD but should be a nice little pat on the back for the player. Players that are rated positive in the Tribunal often will also be eligible for more frequent rewards like the double IP Boost we tested a few weeks ago.

[ Link to Post ]

 

 

Why did you shut down the old Tribunal while working on the new one

Lyte Final PortraitUnfortunately, maintaining a “live” system is a decent amount of work for a team so if we kept the old system up and running it would have potentially taken much longer to get the new system up. It is also much harder to run some analytics and research tests when 2 systems are concurrently “live.” For example, it was much easier to run Escalated Ban and Ranked Restriction tests without an old Tribunal also reviewing cases and judging the same behaviors these other systems were monitoring and punishing for. Now that we understand how Escalated Bans and Ranked Restrictions work without any other systems interfering, we can incorporate them much easier into the new Tribunal.

Not to get into the nitty gritty, but for example if we’re upgrading tech stacks or hardware throughout League of Legends, this team would have to keep up with these changes on the old system while also building a new one for the future so it’s also a lot of redundant work.

Although it was a painful choice, and one that we can debate for the ages, we made the choice to shut the old Tribunal down to focus all team resources on the new one.

[ Link to Post ]

 

 

Reports stored arent read by real people

Lyte Final PortraitThis is false for several reasons.

One, the Report System takes into account every player’s report accuracy. If your reports are accurate, your reports will mean more and the systems will actually take your votes into account.

If your reports are inaccurate, if you spam reports, or if you simply do silly things like get a premade group of 4 to report someone for no reason, your reports will lose value over time.

If reports just resulted in punishment no matter what, trust me, you’d hear about millions of false positives on the forums, not just a few players complaining about their bans every so often.

[ Link to Post ]

 


Lee Sin Banner

 

 

Why is Lee Sin being ignored as an issue

Scruffy Final PortraitNothing to see here folks… move along…

Only Kidding! I don’t think we have anything against talking about Lee Sin, we just don’t comment on every thread that pops up on the boards.

On subject, there is a lot to talk about with Lee Sin as a champion. Just to name a few things:

  • He’s fun as hell with a high skill cap and lots of depth to his play (love this)
  • He is pretty unfocused, and this is more of a symptom of the older champ development style that he was created in (see irelia etc). The question of “what makes lee sin special as a champ?” isn’t easy to answer – is it mobility, tankiness, damage, who knows. He definitely needs a bit more focus, and that probably involves both toning down some of his unnecessary strengths and pumping up the things that are what make him really unique.
  • At any given time he may be a little strong or a little weak like any other champion. Number tuning happens a lot and our Live Balance team works full time to do this kind of work. If we aren’t addressing champs that are out of balance as quickly as we should, it’s fair to call us out.
  • Last thing, and this is more about just our resources and time – we can definitely make him a better champ, but there are 122 other champions in the game and IMO some need updating more than he does. (fully stacked urgot tear).

EDIT: A lot of you think that he is a very high priority problem right now holding back a lot of other junglers. We will take a serious look at where he is at currently in terms of pushing out other jungler’s viability.

[ Link to Post ]

 

 

Every dominant Champion safe for Lee has been nerfed

Scruffy Final PortraitLee Sin has been nerfed many times in the past and if he continues to dominate he will be again. Sorry if that wasn’t clear above.

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So youll keep Lee Sin strong because hes popular

Scruffy Final PortraitI was more talking about a rework being lower priority. Buffs and nerfs are always things that should happen to keep the game balanced. We don’t want Lee or any other champion to be the clearly best jungler. There are 123 champs in the game for a reason, the diversity is a big reason why playing LoL is interesting.

[ Link to Post ]

 

 

Lee Sin should be a top priority not after Sion or Soraka

Scruffy Final PortraitYou have a good point, we shouldn’t only focus on the bottom of the barrel champs as you say. Sometimes fixing an overly dominant pick can open up doors for a lot of other champs. I’ll do some more analysis and talk to the balance team about his current state to make sure we are doing all that we should for the character. I have a feeling that he was not the top of their priority list in the most recent patch (cough warwick).

[ Link to Post ]

 

 

PBE Renekton Banner

[ Note ] You can find the full changelist on Renekton here.

 

 

SmashGizmo Final PortraitHey guys, SmashGizmo here to give some context on the Renekton changes that just hit PBE today. Essentially, we’re looking to do two things here:

Give Renekton a lot more Fury when he’s fighting champions and a little less Fury when he’s not interacting with champions.

 

Reign of Anger [ Passive ]

  • FURY DECAY RATE:: 2/second >>> 4/second

Cull the Meek [ Q ]

  • FURY GENERATION ON NON-CHAMPION HIT:: 5/target >>> 2.5/target
  • FURY GENERATION ON CHAMPION HIT:: 5/target >>> 10/target

Ruthless Predator [ W ]

NEW – FURY GENERATION BONUS VS CHAMPIONS:: 10 Fury

Dice [ Second Part of E ]

  • NEW – FURY GENERATION ON NON-CHAMPION HIT:: 2.5/target
  • NEW – FURY GENERATION ON CHAMPION HIT:: 10/target

We really wanted to give Renekton some new ways to spike his Fury generation in teamfights without making his laning power go crazy, so we’ve put conditional Fury generation on all of his non-empowered abilities that is stronger vs. Champions than vs. minions. We also increased the decay rate on Fury so that Renekton doesn’t sit on full Fury without staying in combat.

Also, a small note here, Renekton has never generated Fury when using empowered abilities, so while the tooltips are being more explicit about this interaction, the mechanics haven’t been changed with regards to empowered abilities.

Smooth out Renekton’s healing from Cull the Meek so that it is still relevant later in the game.

Cull the Meek [ Q ]

  • HEALING VS MINIONS (Non Fury Enhanced):: 5% damage >>> 3/4.5/6/7.5/9 (+0.04 Bonus AD)
  • HEALING VS MINIONS (Fury Enhanced):: 10% damage >>> 9/13.5/18/22.5/27 (+0.12 Bonus AD)
  • HEALING VS CHAMPIONS (Non Fury Enhanced):: 20% damage >>> 9/13.5/18/22.5/27 (+0.12 Bonus AD)
  • HEALING VS CHAMPIONS (Fury Enhanced):: 40% damage >>> 27/40.5/54/67.5/81 (+0.36 Bonus AD)

I apologize for how mathy this ends up being, but the tl;dr here is that healing vs. minions is unchanged and the healing vs. champions is better vs. targets with higher armor. Basically, we wanted Renekton to still have the choice to heal himself with Empowered Q after opponents built armor, since the ability’s main function breaks down in the middle of teamfights on live right now. The current tuning on this healing is that he’s going from 20%/40% post-mitigation healing to 15%/30% pre-mitigation healing, which is almost always a buff for him (except at very very low armor values).

All in all, we’re just hoping to get Renekton into a better spot where his late game is not so impotent, while still leaving him with the strong early power curve we’ve come to know him for.

[ Link to Post ]

 


Single Posts 16 12 Banner


 

Will Pulsefire Ezreal receive a visual update

IronStylus Final PortraitChances are we wouldn’t touch him unless we were doing an update across the board, not limited to just a TU. We do have concepts for his other skins but PFE is a major hurdle in the way of such an update. Not so much in the texture repaint, but everything from ability hookups to file structures to a lot of other technical stuff.

The character is 4 models with a pile of other assets. Though we’re itching to get at Ez also, we are indeed weary about affecting PFE. It’s a difficult call and if we were going to update him, we’d want to go pretty all in.

[ Link to Post ]

 

 

What happened to the Yorick Rework

Scruffy Final PortraitYorick is a champ that really does need work, I agree.

To answer your question, unfortunately Xelnath is working on other things so the Yorick project is on hold. I know that we will come back to it some day and the work Xelnath did gives us a good head start. But he is currently not in the pipe.

[ Link to Post ]

 

Meddler Final PortraitAs we’ve discussed in the past, and as Scruffy mentions in that thread you’ve linked, we agree Yorick’s got some problems that need fixing. We’ve never said we didn’t have any plans to do so however. He’s not currently scheduled in our update lineup, that’s because we can’t work on everything at once, not a lack of desire to make him better.


On the gameplay side at least (I can’t speak for certain about art or creative design) Yorick’s going to be a really large project. Maybe not quite as big as Sion, but at a guess pretty close and right now Poppy’s our biggest focus on the gameplay update front (few details athttp://na.leagueoflegends.com/en/news/champions-skins/champion-update/dev-blog-champion-updates). I get that it’s frustrating to see other champions prioritized above those you feel have a greater need, I do want to stress though that ‘not currently being worked on’ is not the same as ‘no plans to fix’.

[ Link to Post ]

 

 

Is the Urgot rework next, or Poppys

Meddler Final PortraitLast I heard we hadn’t committed to a timeframe on Urgot (he’s another high value, but really large, job). Unless something goes wrong Poppy’s going to be the next really large gameplay rework. You’ll almost certainly see small and medium sized gameplay updates before her though.

[ Link to Post ]

 

 

The community should make a wishlist for the store

SaberPrivateer Final PortraitWe’ve heard this quite a bit from players. It would make gifting a lot more meaningful if you can surprise a friend with exactly what they want. As opposed to having to message, “hey…umm…lets assume you were gonna get a gift, what would you want?” This is something we want to build but to set expectations, we won’t be getting to it anytime soon.

As for the shopping cart, a big trade-off is all the extra steps and clutter to account for the interface. We’ve made a decision to focus on efficient one-off purchases. A typical use case for this is hitting 4800 IP and running to the store to get that champ you’ve been saving up for!

I’d like to know more about what is going through your mind when you feel the need for a shopping cart? What is the thought process and other benefits?

[ Link to Post ]

 

 

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

 

 

The following Champions will be free-to-play until October 22nd:

 

 

Draven Final Portrait

Karma Final Portrait

Lee Sin Final Portrait

Morgana Final Portrait

Rumble Final Portrait

Singed Final Portrait

Syndra Final Portrait

Varus Final Portrait

Vi Final Portrait

Xerath Final Portrait

 

 

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

 

PBE Roundup Patch 4 18 Banner

Patch 4.18 will hit live this Tuesday, October 7th, if there are no delays. Here’s the list of changes:

 

PBE Round-up:

 

Recent News

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Lotus-Karma-Banner

Sion-QA-Banner

 

 

Sion Rework

Sion_Splash_0Sion Model 1Sion Model 2


Glory in Death New IconGlory in Death [ Passive ]

  • After being killed Sion will reanimate himself, but his Health rapidly decays while he is reanimated. He can move and attack during this time. He gains 100% Lifesteal, attacks extremely fast and will deal an additional 10% of his target’s maximum Health on hit. Max 75 bonus damage against monsters. All of his abilities are replaced with Death Surge, which grants him a burst of Movement Speed.

Sion PassiveSion Passive Text


Decimating Strike New IconDecimating Smash [ Q ]

  • Sion charges a powerful swing in an area in front of himself that will deal damage to enemies when released. If he charges for enough time, enemies hit by the swing will also be knocked up and stunned.

Sion Q 1Sion Q 2Sion Q Text


Soul Furnace New IconSoul Furnace [ W ]

  • Sion shields himself and can reactivate after 2 seconds to deal Magic Damage to enemies nearby.

Sion W 1Sion W 2Sion W Text


Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Sion fires a short range shockwave that damages and slows the first enemy hit. If the shockwave hits a minion or monster, it will be knocked back, damaging and slowing all enemies that it passes through.

Sion E 1Sion E 2Sion E Text


Unstoppable OnslaughtUnstoppable Onslaught [ R ]

  • Sion charges in a direction, ramping up speed over time. He can steer his charge slightly with the mouse cursor location. When he collides with an enemy he deals damage and knocks them up based on the distance he has charged.

Sion R 1Sion R 2Sion R Text


Barbarian Sion


Sion Skin 1


Lumberjack Sion


Sion Skin 2


Warmonger Sion


Warmonger Sion Updated


Login Screen

 


Lore



BLOOD.

SMELL IT.

WANT. ACHING. NEED!

CLOSE NOW. THEY COME.

NO CHAINS? FREE! KILL!

IN REACH. YES! DIE! DIE!

Gone. Too quick. No fight. More. I want… more.

A voice? Unfamiliar. I see him. The Grand General. My general.

He leads. I follow. Marching. To where? I should know. I can’t remember.

It all bleeds together. Does it matter? Noxus conquers. The rest? Trivial. So long… since I’ve tasted victory.

The war wagon rocks. Rattles. A cramped cage. Pointless ceremony. The waiting. Maddening. Faster, dogs!

There. Banners. Demacians and their walls. Cowards. Their gates will shatter. Thoughts of the massacre come easily.

Who gave the order to halt? The underlings don’t answer. No familiar faces. If I do not remember, neither will history.

The cage is opened. Finally! No more waiting. WE CHARGE!

Slings and arrows? The weapons of children! Their walls will not save them!

I can taste their fear. They shrink at every blow as their barricades splinter. SOON!

Noxian drums. Demacian screams. Glory isn’t accolades; glory is hot blood on your hands! This is life!

A thousand shattered corpses lie at my feet, and Demacian homes burn all around me. It’s over too quickly! Just one more…

The men stare. There’s fear in their eyes. If they’re afraid to look upon victory, I should pluck those craven eyes out. There is no fear in the Grand General’s eyes, only approval. He is pleased with this conquest.

Walking the field with the Grand General, surveying the carnage, I ache for another foe. He is hobbled, a leg wound from the battle? If it pains him, he does not show it. A true Noxian. I do not like his pet, though; it picks over the dead, having earned nothing. His war hounds were more fitting company.

Demacia will be within our grasp soon. I can feel it. I am ready to march. The Grand General insists that I rest. How can I rest when my enemies still live?

Why do we mill about? The waiting eats at me. I’m left to my own devices. The bird watches. It’s unsettling. Were it anyone else’s, I would crush it.

Fatigue sets in. I’ve never felt so… tired.

Boram? Is that you? What are you whispering?

Where am I?

Captured? Kenneled like some dog. How?

There was… the battle, the razing of the fortress, the quiet of the aftermath. Were we ambushed? I can’t remember.

I was wounded. I can feel the ragged gash… but no pain. They thought me dead. Now, I am their prize. Fate is laughing. I will not be caged! They will regret sparing me.

Demacian worms! They parrot kind words, but they are ruthless all the same. This place is a dank pit. They bring no food. There is no torture. They do not make a show of me. I am left to rot.

I remember my finest hour. I held a king by his throat and felt the final beat of his heart through my tightening grasp. I don’t remember letting go. Is this your vengeance, Jarvan?

I hear the triumphal march. Boots on stone. Faint, through the dungeon walls. The cadence of Noxian drums. I shall be free. Demacian blood will run in the streets!

No one came. I heard no struggle. No retreat. Did I imagine it?

There is no aching in this stump. I barely noticed the iron boot. It’s caked in rust.

When did I lose my leg?

I still smell the blood. Battle. It brings comfort.

The hunger gnaws. I have not slept. Time crawls. So tired.

How long?

So dark. This pit. I remember. Grand General. His whispering. What was it?

Not who I think.

Fading. Mustn’t forget.

Message. Cut. Remember.

”SION – Beware ravens.”

FREE ME!

BLOOD.” 

 

 

New Splash Arts


Cho’Gath


Chogath_Splash_0


Lee Sin


LeeSin_Splash_0 (1)


Kog’Maw


KogMaw_Splash_0



Dunkmaster Darius

 

Dunkmaster Darius will be available for 1820 RP.

 

dunkmaster_darius_splash_finalv2 (1)

 

Video Preview by SkinSpotlights:


 

Darius Model 1

Darius Recall

When recalling, Dunkmaster Darius performs… well, a dunk.

 

Darius Passive

Hemorrhage [ Passive ]

 

Darius Q

Decimate [ Q ]

 

Darius W

Crippling Strike [ W ]

 

Darius E

Apprehend [ E ] 

 

Darius R

Noxian Guillotine [ R ]

 

 

Ravenborn LeBlanc


Ravenborn LeBlanc will be available for 975 RP.



Leblanc_Splash_4

Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.


Ravenborn LeBlanc Basic Attack

Basic Attack


LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]


Distortion

Distortion [ W ]


Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]




Underworld Wukong


 

Underworld Wukong will be priced at 1350 RP.

 

 

MonkeyKing_Splash_4

Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.

 

Wukong Q

Crushing Blow [ Q ]

 

Wukong W 1 Wukong W 2

Decoy [ W ] 

 

Wukong E

Nimbus Strike [ E ]

 

Wukong R 1Wukong R 2

Cyclone [ R ]




Championship Shyvana


Championship Shyvana will be available for 975 RP.

 

 

Shyvana_Splash_5

Shyvana Model 1Shyvana R ModelShyvana Recall

For her recall, Championship Shyvana steps on a blue pedestal. Nothing new on her Dragon form recall.

 

Shyvana QShyvana Dragon Q

Twin Bite [ Q ]


Shyvana WShyvana Dragon W

Burnout [ W ]

 

Shyvana EShyvana Dragon E

Flame Breath [ E ]

 

Shyvana R

Dragon’s Descent [ R ]



Texture Rebalances

 

 [ Note ] Texture rebalances are color corrections and texture smoothing; NOT texture updates, aka higher resolution textures, etc. They’re done to match the new looks of Summoner’s Rift.

 

Classic Blitzcrank


Blitzcrank TU 1


Boom Boom Blitzcrank


Blitzcrank TU 2


Piltover Customs Blitzcrank


Blitzcrank TU 3


Definitely Not Blitzcrank


Blitzcrank TU 4

 

Classic Brand

 

Brand TU 1

 

Apocalyptic Brand

 

Brand TU 2

 

Vandal Brand

 

Brand TU 3

 

Cryocore Brand

 

Brand TU 4

 

Classic Evelynn

 

Eve TU 1

 

Shadow Evelynn

 

Shadow Eve TU

 

Hired Gun Graves

 

Hired Gun Graves TU

 

Classic Nocturne

 

Nocturne TU 1

 

Ravager Nocturne

 

Ravager Noc TU

 

Frozen Terror Nocturne

 

Frozen Terror Noc TU

 

Void Nocturne

 

Void Noc TU

 

Classic Olaf

 

Classic Olaf TU

 

Forsaken Olaf

 

Forsaken Olaf TU

 

Glacial Olaf

 

Glacial Olaf TU

 

Brolaf

 

Brolaf TU

 

 

New Halloween Summoner Icons


1 (1) 3 2 (2)

 

 

Anivia Q Update


Anivia has received a skillshot indicator and a circle around the ice block to indicate the spell’s AoE.


Anivia Q 1

Anivia Q 2

Anivia Q 3

 

 

Champion Changes



Azir Final Portrait

  • Base Damage increased from 43 to 47




Akali Final Portrait


Twilight Shroud New IconTwilight Shroud [ W ]

  • Now grants Akali a 20/40/60/80/100% Movement Speed buff while in the shroud, which decays over 1 second after leaving the shroud
  • No longer grants Armor or Magic Resist



Ezreal Final Portrait

 

Rising Spell Force New IconRising Spell Force [ Passive ]

  • Attack Speed buff duration increased from 5 seconds to 6

 

Mystic Shot New IconMystic Shot [ Q ]

  •  AD ratio increased from 1.0 to 1.1

 



Gangplank Final Portrait


Cannon Barrage New IconCannon Barrage [ R ]

  • Now deals damage everywhere in the AoE, rather than at random locations in the AoE
  • Duration increased from 6 seconds to 7
  • Cooldown decreased from 120/115/110 seconds to 125/110/95
  • Now lists cannonball damage as damage-per-second.

 



Kha'Zix Final Portrait


Void Spike New IconVoid Spike [ W ]

  • Base Damage decreased from 75/115/155/195/235 to 80/110/140/170/200




Lucian Final Portrait

 

Relentless Pursuit New IconRelentless Pursuit [ E ]

  •  Added a 40/30/20/10/0 mana cost (no mana cost on live)

 



Tristana Final Portrait

  • Attack speed-per-level decreased from 4% to 2.5% (total loss is 27% Attack Speed at level 18)

 

Rapid Fire New IconRapid Fire [ Q ]

Duration decreased from 7 seconds to 5
Attack speed buff increased from 30/45/60/75/90% to  30/50/70/90/110%


Tristana’s new AS values, courtesy of fellow reader Jim Gunderson.


Tristana pre/post nerf AS values from passive and Q only
Lvl OLD PASS NEW PASS OLD + OLD Q (Duration of 7 seconds) NEW (Duration of 5 seconds)
0 0 30 45 60 75 90 30 50 70 90 110
1 4 2.5  34 32.5
2 8 5 38 53 35 55
3 12 7.5 42 57 37.5 57.5
4 16 10 46 61 76 40 60 80
5 20 12.5 50 65 80 42.5 62.5 82.5
6 24 15 54 69 84 45 65 85
7 28 17.5 58 73 88 103 47.5 67.5 87.5 107.5
8 32 20 62 77 92 107 122 50 70 90 110 130
9 36 22.5 66 81 96 111 126 52.5 72.5 92.5 112.5 132.5
10 40 25 70 85 100 115 130 55 75 95 115 135
11 44 27.5 74 89 104 119 134 57.5 77.5 97.5 117.5 137.5
12 48 30 78 93 108 123 138 60 80 100 120 140
13 52 32.5 82 97 112 127 142 62.5 82.5 102.5 122.5 142.5
14 56 35 101 116 131 146 85 105 125 145
15 60 37.5 105 120 135 150 87.5 107.5 127.5 147.5
16 64 40 124 139 154 110 130 150
17 68 42.5 143 158 132.5 152.5
18 72 45 162 155




Yasuo Final Portrait

  • Base Health decreased from 430 to 380
  • Base Movement Speed decreased from 350 to 340



Item Changes


Randuin's Omen New IconRanduin’s Omen

Passive Attack Speed decrease when hit increased from 10% to 15%

 


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


 

PBE 30 09 Banner

 

PBE 30/09 Contents:

 

[ 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.

 

Previous PBE Updates for Patch 4.18 Cycle:

 

 

New Lee Sin Splash Art


 

LeeSin_Splash_0

LeeSin_0 LeeSin_Square_0

 

 

Anivia Q Update


 

Anivia has received a skillshot indicator and a circle around the ice block to indicate the spell’s AoE.

 
Anivia Q 1
 
Anivia Q 2


Anivia Q 3
 

 

Champion Changes 30 09 Banner

 

 

Azir Final Portrait

  • Base Mana-per-second decreased from 1.42 to 1.3
  • Base armor decreased from 16 to 14
  • Mana-per-second per level decreased from 0.15 to 0.13

[ Note ] These are reverts on the base stats buffs Azir got in this PBE update.

 



Sion Final Portrait

  • HP-per-level increased from 60 to 70

[ Note ] Sion has been reworked on the PBE. Link to changelist.

 

 

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