[ 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.
Check outIllaoi and her release skin – Void Reaver Illaoi, Tristana’s legendary Dragon Trainer skin, Elderwood Hecarim, Gravelord Azir, as well as a tabletop quartet – Ryze Whitebeard, Braum Lionheart, Gragas Caskbreaker and Varus Swiftbolt.
Illaoi’s received her Champion Select Quote:
[ Note ] You can find a preview of Illaoi and her release skin HERE.
Dragon Trainer Tristana’s login screen theme has made it on the PBE. Here’s the video by frostyninja:
The increase in Death Timer duration now starts at the 10th minute, not the 35th;
The Death Timer now increases at a rate of 0.5% per 30 seconds, down from 2% per 30 seconds;
Death cap duration now caps at the 60th minute.
[ Note ] This is aimed at making the mid game more snowbally and dangerous. There should be minimal changes to the late game.
End of the Line [ Q ]
Base damage decreased fromÂ 60/80/100/120/140 toÂ 55/70/85/100/115;
Damage on the returning explosion decreased fromÂ 90/155/220/285/350 toÂ 85/145/205/265/325.
Base Attack Damage increased from 54.5 to 57.5
Base Attack Speed increased from 0.625 to 0.665
Bio-Arcane Barrage [ W ]
AD ratio on % HP on-hit increased from 0.0125 AD to 0.015 AD.
Auto-attackÂ rangeÂ decreased from 175 to 125 (revert on the change in this PBE update)
Harrier [ Passive ]
Damage changed from 1.5Â Total AD to 10 [+5 per level] [+ 1.14 (+0.02 per level) Total AD]
BlindingÂ Assault [ Q ] (renamed from Aerial Assault)
Damage changed from 20/45/70/95/120 [+ 0.7/0.75/0.8/0.85/0.9 Total AD] [+ 0.35 AP] toÂ 15/45/75/105/135 [+Â 0.8/0.9/1.0/1.1/1.2 Total AD ] [+ 0.5 AP];
No longer deals bonus damage depending on the target’s missing Health (+1% for 1% missing HP on live);
Now additionally limits the vision of enemy Champions hit for 2 seconds.
[Â BUGFIX ]Â Fixed a weird instance where Yasuo’s [Â Q ]Â could hit enemies in random spots of the map
Frost Queen’s Claim
[ COOL IT ]Â Fixed a bug where the cooldown of Frost Queen’s Claim’s active effect was resetting improperly
Her old ultimate is not staying sorry to say. There is something to be said for how unique it is but the amount of frustration/confusion/abusive edge cases that it adds to the game outweighs the amount of fun/interesting gameplay that it brings.
Hopefully the new ult we have in the works will be much more exciting and interesting while not bringing with it so many negative costs. Wait and see just a short while longer and let us know what you think of it when it’s done.
We’re aiming to preserve her personality – determined, heroic, sincere etc.
Must admit ‘ball of hate’ isn’t the vibe I get off Poppy at present, ‘ball of stubborness’, ‘ball of determination’, ‘ball of smash’ and so on being the sort of stuff I associate with Poppy. Curious as to other people’s thoughts though as to which few words you’d use to sum up Poppy’s personality overall?
Not Repertoir but I agree that Talon’s passive is pretty lackluster in both satisfaction and just how interesting it is compared to some of the stuff we can do now.
No plans for just a passive rework on him though as he is probably a champ that we would want to take on all at once. Build some more unique identity into the character, fix some of his one dimensional play, and create more clear opportunities for him outskilling his opponent and vice versa.
Giving Talon a reason to auto attack a bit more’s a solid goal for a passive on him. Very with you that it’s not accomplishing that at present though, it’s not core enough to his play pattern in terms of its contribution, his own ability to set it up or his capability to auto attack for an extended period.
As a side note Hephestopheles does indeed still work at Riot. Original developer intent’s something we like to refer to since it can offer useful insights into how to improve a champion and we’ll certainly tap Hephestopheles for his thoughts when doing work on Talon at some point. Working on a champion puts you in a great position to help maintain and develop them after they go out, it doesn’t mean you continue to control everything about them based off your personal preferences though. Doing what’s right for the character/game is the most important thing and means that if we grab Hephestopheles to chat about changing Talon his response is almost certainly going to be something along the lines of ‘awesome, how can we make him better?’.
That’s a pretty unfair and short-sighted assessment.
I’m not an MF main, and neither is Statikk. You’re right about that, but that’s really of much less value than you’re making it out to be. People seem to think that Ashe and Sion were pretty successful updates in the recent past, and I can assure you that I was not an Ashe main and Scruffy was not a Sion main going into those projects.
Also, as designers, we participate in two full internal games every day amongst each other to test changes out and see where we want to take things. Additionally, we have an excellent playtest team full of Diamond, Masters, and Challenger players that play League pretty much nonstop and give us their opinions. Riot Umpunct, in particular, mained MF on his way to Masters this season.
For what it’s worth, Ezreal is literally the lead designer on my team.
I understand you may have concerns over your champion not getting its fair treatment, but please don’t turn things into a series of accusations against us for trying to share and get the champions into a good spot. Spewing insults at me and other Rioters does literally no good, and all it does is discourage us from trying to keep you guys in the loop and take your feedback into account.
When we first started talking about MF and what we might want to do for her, we had all these ideas, and Scruffy stepped in and just said “Guys, seriously, just double her ult’s damage and go from there.”
Now, Statikk didn’t do exactly that, but it at least gives an idea of where our heads are at with her.
I agree that he’s in a pretty balanced spot right now. After 5.16, it’s not super clear how that will change (new items and a bunch of reworks could shake things up a lot). My guess is it’ll be about even with frozen heart nerf (hurts nasus) and Steraks Gage (+ base AD good for nasus/sheen users).
That said, the live balance team, the systems team, and the champ update team are all watching the results very closely so we can follow up where it’s needed.
Absolutely, I think that there is no crusade against tanks/fighters that i’ve heard of and the general fear is that they will end up too strong after 5.16. If in the end things go the other way and defensive characters get pushed down into a bad space, we will adjust things asap.
Yea, the main issue as you say for nasus is that health items really don’t fit as well into his ideal builds. If he needs some tweaks after 5.16 giving him better ways to scale off health may be a way to keep him relevant in the new HP heavy item world.
Aatrox is probably closest to a Juggernaut here, but even then, his mobility profile (free target dash, specifically) is pretty contradictory to our expectation for these guys, so working on him would probably come at costs to that or something else that players see as important to his identity. That said, Gypsylord was recently looking into giving Aatrox some love unrelated to ‘juggernaut’ work, so he may be ready to shed some light on that in the coming months.
We’ve put time aside for follow up work on all four juggernauts, and the new items, during both 5.17 and 5.18’s development in case it’s needed. Morde’s definitely the highest risk project of the four, both in terms of scope of changes and change in playstyle, so it seems a reasonable assumption he might need more follow up attention than average.
We’ll make sure to give you folks some visibility into how we think each of those reworks is going post launch and what we are or aren’t planning to change in response to that. One thing we do want to watch out for though is reacting too quickly to day one performance. With any rework a lot of people that aren’t familiar with a champ, or haven’t played them for a long time, give them a try to see what they’re like now. That temporarily pulls a champ’s performance down a lot briefly, as the need to learn new mechanics even for more experienced players. Day 1 win rates noticeably below a champ’s previous win rate are basically expected as a result, though there’s certainly a limit to how much lower they should be (Fiora for example’s just too weak at present, in addition to going through that learning curve/new player period).
I am actually actively doing some work on Quinn. One of the things I want to address is that Harrier just seems like it screws me over when playing her sometimes. We’re supposed to be a dynamic duo. Please mark more useful targets, Valor. Please stop taking your time to mark things, Valor. And Quinn, maybe people would take your attacks seriously if they felt like they were aiming to injure someone.
That’s my general attitude on Quinn, anyway.
We’re not at the point yet where I can discuss full details, but they’re high up on my personal radar.
Quinn is a bit of an oddball, in that identifying what lane she belongs in isn’t an easy task. However, being an adc and being played in a solo lane are not necessarily mutually exclusive, as we have seen from some other guys like Ezreal, Varus, and occasionally Corki being played in solo lanes.
If the meta were ever to shift away from marksman in a duo lane, Quinn’s value would probably be a lot higher, but that hasn’t been the case for quite a long time, so it’s hard to say with certainty if that’s ever going to come back.
It would probably be the safest thing for us to figure out what is unique and/or cool about Quinn and see how we can amplify that and make it something useful that teams care about having. If we could make “ranged carry that becomes melee carry” provide a different output that you wouldn’t just get from another melee carry, then that would probably serve the character well. If we couldn’t, we’d probably have to look to other facets of Quinn to emphasize as her cool and uniquely powerful thing(s).
Trying to. It’s an interesting balance, and one not without its inherent dangers. A lot of people have attachment to Taric for various reasons. Since he’s such an old asset, there’s more space for individuals to project their fantasy onto him.
Expectation is different in everyone’s eyes, even internally. I and other artists have been working on him for a while also. We’ve gone through LOTS of iterations and are still probably a little ways out from settling on something solid. We have some cool ideas for just what is “gem magic”, how it manifests, and what makes Taric Taric. It’s been a journey, that’s for sure.
Right now we’re hoping to have his concept locked later this month, or sometime next month. Not sure at all about release, since we’ve got some other large projects in the pipeline now we might not hit the end of the year for him, but here’s hoping!
Veigar wasn’t a champion update (the team I work on) but I know that the live gameplay designers did not intend to nerf him from the onset. It may be time for some tweaks for him if he’s not viable so I’ll run it by them and see if there is any room for a buff.
If he’s already strong there may be other ways to improve his QoL without buffing him. Will investigate, no promises.
Agent Mindstar: Â TL:DR Starting with patch 5.16, Oceania will be the first region in the world to receive future patches. Our patch day will now be Wednesday mornings instead of Thursday mornings.
I want to share an upcoming change to Oceaniaâ€™s patch timing. Starting with the next patch, Oceania will be moving up from Thursdays to Wednesdays. Weâ€™re also taking the opportunity to shift downtime a bit to better match when most of you are offline. (Neat side-note: this means Oceania will be the first region in the world to receive future patches)
We’ll provide more timing updates as we get closer to enacting this change.
If you have any questions about this let us know in the comments below!
Viktor‘s third rework has been posted on the forums and with that – a new splash art. In other map topics, Dominion has been receiving a fair bit of criticism lately for being largely abandoned by Riot and Ghostcrawlerand ManWolf took to the forums to explain the company’s priorities and why a Ranked queue in Dominion would harm the mode. A thread was open on GD to collect feedback on Cassiopeia’s rework and finally, lore pieces for Xerath’s ascension and Azir – the new Champion coming with Patch 4.16 – were posted on LoL”s FB page.
A series of lore pieces were posted on LoL’s facebook page, detailing Xerath’s Ascension lore and the involvement of Nasus, Renekton and Azir in his story.
“In ancient Shurima, young emperor Azir was persuaded by Xerath, his magus, to attempt the fabled Ascension ritual â€“ despite ancient warnings to do so only in times of direst threat.”
“Azirâ€™s hubris proved disastrous. As the Sun Disc focused the dawn rays into a transformative beam, Xerath betrayed Azir, shoving his emperor aside and stealing its power for himself.”
“In an instant, Azir was obliterated â€“ and Xerath remade as a spectral being of pure, malevolent energy â€“ as the city around them was swallowed whole by the desert.”
“Nasus and Renekton, Ascended heroes of Shuriman legend, sensed in an instant that something had gone terribly wrong and rushed to the Sun Disc. They hurled Xerath into a chained sarcophagus â€“ but the magus shattered it into shards.”
“Renekton dragged Xerath into the Tomb of the Emperors and shouted to Nasus to seal the door. With a heavy heart, Nasus entombed his brother with a madman in the buried ruins for all eternity.
Or so he believedâ€¦”
Hey, look! Stuff I wrote! :O Blast from the past. Xerath was actually the first character I wrote for entirely (Talon’s judgment was my first), so this is a fun flashback.Â
So, no spoilers, but look at it this way:Â the Shurima event is largely going to be Azir’s story, from Azir’s point of view.Â Events will be colored in a way that may paint Xerath as the “villain” in this scenario, but that doesn’t necessarily tell you the whole side of his story.Â
Imagine what the mages who imprisoned Xerath in his original lore thought of him: a guy who more or less betrayed his people, nuked their civilization, all for what? ForÂ power? They didn’t have all the information that you guys have from his Judgment, for example. To them, he was also a very clear-cut “villain.”Â
We always wanted Xerath to have a sympathetic backstory, even if he does cross a moral event horizon at some point. Remember when you hated Severus Snape for most of the Harry Potter series, only to have “his side” revealed much, much later, and how game-changing that was? Keep in mind that a story isn’t always told with 100% of the information front loaded. Just because it’s not immediately there, spelled out, doesn’t mean it doesn’t exist within the character, or we’ve forgotten about it.
I think the Snape example still applies – sometimes it’s worth it to save character details for later down the story, where the reveal might hold more meaning. Snape was pretty much a bad guy for most of Harry Potter (as it was from Harry’s PoV). Don Draper may seem like an excessively misogynistic jerk through a lot of Mad Men, but revealing details about his upbringing sheds light on why this is a part of him – something that’s not done until much, much later in the series.Â
What you seem to be asking for is all the details on every character up front. That isn’t a story… it’s an encyclopedia entry.
Err, stories are never really ABOUT facts, stories are stories – again, it seems like you’re asking for super objective stuff when stories are subjective things. Also, it would feel clumsy (and again, more like an encyclopedia) to have a “list of points of view” – the story should imply that for itself. In this case, I’m speaking ahead of the story that’s going to unfold for you guys. Hopefully it comes across that the story is primarily about Azir, thus colored by who he is as a character.
Fleshlings, the time of the Glorious Evolution is nigh!
Viktor will be hitting the PBE very soon (hopefully tomorrow). and I am here to give you the numbers & mechanics changes we have for the upcoming PBE patch.
Here are screenshots of the tooltips, I will be adding notes for the changes that cannot be discerned from them. Are you ready?
Basic attack frames sped up
Glorious Evolution [ Passive ]
Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +25 AP, +150 Mana and +1 AP per level, cumulating in +75AP, +6 AP per level, +500 Mana for the Perfect Hex Core.
Each upgrade will allow Viktor to augment one of his basic abilities and when Viktor has upgraded all 3, the Chaos Storm will be augmented also.
Siphon Power [ Q ]
Range changed to use bounding boxes (Effectively 100 range increase)
Cooldown changed to 10/8.5/7/5.5/4
Damage reduced to 40/60/80/100/120 (+0.2AP)
Empowered autoattack that deals 15~250 (depending on Viktor’s level) (+0.5AP) bonus magic damage on next basic attack.
NOTE: The entirety of the damage of the next basic attack is converted to magic (ex: Poppy Q)
Shield amount changed to 30/50/70/90/110 (+0.2AP)
Shield and speed boost (Augment) duration reduced to 2.5
Shield, speed boost and empower all granted immediately upon cast
Gravity Field [ W ]
Range increased to 700
Particle starts playing as soon as Viktor starts cast, time between start of cast and enemy being slowed is unchanged
Stunned enemies are no longer affected by the slow
Death Ray [ E ]
Augment Explosion missile speed significantly faster than the original laser
Chaos Storm [ R ]
Cast time reduced to 0.25 (from 0.33)
Cooldown reduced to 120/110/100
Radius of initial impact increased to 325 (from 250)
Radius of DOT zone reduced to 325 (from 350)
Storm always moves at maximum speed when moving towards Viktor
DOT damage changed to 30/60/90 (+0.2AP)
DOT damage interval now 0.5 seconds (from 0.25)
No longer silences on impact, interrupts channels instead
FEEDBACK POINTS ONCE YOU HAVE THE CHANCE TO PLAY HIM IN PBE
How do you feel about his abilities working with each other, do they have a natural flow to them?
How enticing are the augments in various points in the game? When / what do you think is the best time / order to upgrade them?
Do you notice an improvement in the usability of Chaos Storm? / How does Chaos Storm feel to use for you as a player new to Viktor?
Is the damage on the empowered attack on Siphon Power adequate during all phases of the game? If not, when does it feel out of line?
New Viktor Splash Art
Â Hey guys,
We appreciate the passion, and we’re going to try to address this with a one, two punch. I’m going to talk high-level League design philosophy and Manwolf will jump in with some Dominion specifics.
First, Dominion isn’t going anywhere. Ascension is a new temporary game mode that we hope you’ll enjoy, but it is just using some Dominion assets, not replacing the game.
However, this is a good opportunity to reaffirm why we like temporary game modes in the first place. League is largely centered around Summoner’s Rift. That focus lets us design the game specifically for that map. We can make decisions about everything from movement speed to ult cooldowns with SR in mind. We constrain ourselves if we have to make sure a design change will work on any number of maps, and it bloats the game and introduces bugs when we make a lot of special case rules about items or abilities for the alternate maps. We still do it, but it’s a last resort.
Now that’s largely an argument for why it’s easier for us to develop with a single map focus. But we think there is also benefit for players above and beyond our just being able to offer a better experience. The more maps and alternate game modes we offer, the more it subdivides the player population. We’re at a state where that situation isn’t too bad, but imagine what League would feel like with a dozen maps, and players split among all of them. It’s one of the challenges of matchmaking that the more game modes you support, the harder it is to find a good game for anyone. Furthermore, it just divides up the mind share. Games like soccer and chess aren’t played on a variety of “maps.” There are some variant rules, and they serve similar goals as ours do: to give players something more when they’ve gotten a little bored of the standard way to play.
This is one of the reasons we spun up a team to specifically focus on temporary game modes, such as URF, Doombots and now Ascension. We feel like we can offer a fun and novel way to play League, without the commitment to eternal upkeep, especially for those modes that end being less awesome than some of the others. I mention this, because we think the future of alternate maps for League lies with alternate game modes (and I’m specifically talking maps with different rules — cosmetic art changes to existing maps is a different topic). In the meantime, we do have Twisted Treeline, Crystal Scar and Howling Abyss, and we want to keep supporting them, recognizing that they aren’t as central to the game as Summoner’s Rift and therefore will probably never have the audience of Summoner’s Rift. We also understand the perception of a vicious spiral here. Specifically, the less attention Riot pays to those maps, the less likely the audience is to grow, which means Riot is less likely to pay additional attention, and so on.
First off, I want to reiterate what Ghostcrawler said. We won’t be removing Dominion nor the Alternate Maps team. We’ve accomplished a lot this last year with both Dom and TT – They’re both in a much better state of balance and overall health than they ever have been.Â
Secondly, I’ll be frank. Dominion does not have the player base to support a ranked queue right now. It’s not a matter of diluting the primary game mode or needing extra dev support, the population just isn’t large enough to sustain a healthy queue. How do we know this? Well, we’ve actually done quite a bit of research on how many players are needed for a healthy queue. When it’s not met, we see stuff like increased toxicity, higher turnover, decrease in queue size and a generally degraded play experience. Splitting the already small community into two queues would create a poor experience for both sides. Waiting 30 minutes to play with people with a 500 elo disparity is no fun for anyone.Â
tl;dr – Unless something changes, we won’t be enabling ranked.
BUT – Let’s talk about what ranked means to you guys and why you want it. Is it the end of season rewards? Is it quantifying personal skill? Is it about competition? Perhaps there’s an alternative to ranked that can achieve that goal.
Hey guys! Sorry for taking so long to move this discussion over to GD, finally made it though! So, let’s recap. Cassiopeia’s getting some changes soon. For a full rundown of the changes, check out myÂ earlier postÂ on the PBE forums. In this post, however, I’d like to address a few notable concerns that have come up here and there, and hopefully ease some worries. I’ll highlight the main changes to her kit at the bottom of the post for those who are unfamiliar with them, but first, the issues:
Most importantly, I’d like to reassure all of our Cassiopeia players thatÂ this is not intended as a nerf.Â If anything, these changes seek to increase her viability. That said, I know a lot of people have put significant efforts into crunching the numbers and comparing them to her old values, and I know her damage numbers may seem a little low. We are pretty confident that these changes have dramatically improved her effective damage output in the late game, though mostly through utility and usability.
For example, imagine if Kog’Maw could not use his basic attack unless he hit his target with his ult beforehand, and then we made a change to allow him to freely use his basic attack– even if we reduced his AD, he would still be doingdramaticallyÂ more damage. Now, the usability changes to Twin Fang are notÂ quiteÂ on this scale, but we believe they really aren’t too far off. Of course, it is fully possible that the damage is tuned too low. If this turns out to be true, we will definitely not hesitate to amp up her numbers.Â We want Cassiopeia to do tons of damage–Â so, if her damage doesn’t go crazy come mid-late game, don’t worry, we’ll fix that.
Another common concern is that Cassiopeia is no longer the DoT poison mage that she once was. Honestly, yes, there will be less cases where Cassiopeia throws all her DoTs on her opponent, walks away, and laughs as they slowly perish >=D. I know that this pattern was something that many of us enjoyed, but sadly there were a lot of problems with it. Damage over time is generally under-appreciated, particularly for poisoned the opponent who never has an easy time identifying what’s killing him or what to do about it. Cassiopeia’s abilities were particularly scary versions of this, with incredibly high damage and very low visceral feel–again, especially for the opponent. So, this had to be addressed, at least in some ways. That said,Â we really want to preserve Cassiopeia’s poison identity, and that’s part of what inspired the new passive.
So, with the changes we arrived at, we believe poison will still do enough damage for the occasional turn-and-burn kill, be less punishing to unsuspecting opponents,Â ANDÂ be an even more important part of Cassiopeia’s consistent engagement with enemies.
Those are the two big concerns I wanted to address here. I’d love to discuss these (and others) further, so please feel free to post below! I’m headed home now, but I’ll take a look tomorrow morning when I get back in and likely hang around here tomorrow to discuss and answer questions. Thanks for reading, and change recap below:
Here are the main changes:
Old passive:Â removed!
New passive:Â Cassiopeia permanently gains a stack of Aspect of the Serpent for each second that she has poisoned an enemy champion, for each poisoned unit that she kills, and every time she hits an enemy champion with Twin Fang. Caps at 400 stacks.
Riot Pwyff here with the first update of 2014! Since this is the beginning of a new year, weâ€™re rolling over our patch numbering from 3.x to 4.x. Aside from getting that +1, our general design philosophy for the new season isnâ€™t changing. Weâ€™re still closely watching the state of the game as it evolves with the preseason, and this update is just another step down that path.
The general theme of patch 4.1 is more refinement and tuning. Weâ€™re in the process of de-fogging more of those outliers like Shyvana, Riven and Annie. That said, now that the dust has settled we can also take another look at modernizing certain items (the Spirit line of jungle items, for example) and systems (2v1 lane swaps).
Quick note, any text in red will be myself guiding you through some of our changes and our thought process behind them. On with the patch notes!
While these changes wonâ€™t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines weâ€™ll be hitting with our updates, but hopefully youâ€™ll be able to see the difference.
In-game vision should now be more responsive and dynamic as it interacts with abilities (like Luxâ€™s Lucent Singularity)
Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled.
Projectiles should register more quickly when a champion casts an ability from the fog of war
Summary:Â Weâ€™ve increased the speed of Aniviaâ€™s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Aniviaâ€™s ult will now have a warning effect when she is almost out of Glacial Stormâ€™s range.
We call these kinds of changes â€œmodernizations,â€ where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements.
Basic attack projectile speed increasedÂ from 1100 to 1400
Flash Frost ( Q )
Mana cost reducedÂ from 80/100/120/140/160 to 80/90/100/110/120 ()
Crystalize ( W )
Mana costÂ reducedÂ from 70/90/110/130/150Â to 70 at all ranks
Glacial Storm ( R )
Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate
Â Â Â Annie
Summary:Â Pyromaniaâ€™s stun duration is now shorter at earlier levels but Summon: Tibbersâ€™ cooldown has been reduced at later levels to compensate.
Annieâ€™s a terrifying kid to play against in the early phases of the game â€“ even before Tibbers joins the partyâ€“ mostly due to her long duration stun at level 1. With these changes, we want to give Annieâ€™s lane opponents some more room to breathe against her early threat, but weâ€™ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annieâ€™s power without incinerating her overall strengths.
Pyromania ( Passive )
Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11, changed fromÂ 1.75 seconds at all levels
Summon Tibbers ( R )
Cooldown reduced from 120 at all ranksÂ to 120/100/80 seconds
Â Â Evelynn
Summary:Â Weâ€™ve slowed down Hate Spikeâ€™s missile speed, changed Ravageâ€™s damage from magical to physical and Agonyâ€™s Embrace now grants its shield instantly.
Evelynnâ€™s newfound strength in the preseason is partially a result of our changes to the vision system, but sheâ€™s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravageâ€™s damage to physical will reduce some of Evelynnâ€™s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynnâ€™s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agonyâ€™s Embrace â€“ it feels pretty bad for Evelynn to die before the shield butÂ afterÂ the cast.
Hate Spike ( Q )
Missile speed reducedÂ from 2000 to 1250
Ravage ( E )
Damage changed to physicalÂ from magical
Agony’s Embrace ( R )
Now grants the shield instantly,Â instead of 0.5 seconds later after the projectiles return to her
Â Â Â Janna
Summary:Â Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, weâ€™re increasing Monsoonâ€™s heal per second and total heal amount.
Since we removed a lot of Jannaâ€™s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Jannaâ€™s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.
Monsoon ( R )
Now begins channeling immediately upon activation, changed from an initial 0.25 second cast time
Total channel duration reducedÂ from 4 seconds to 3
Heal-per-second increased from 70/110/150 (+0.35 AP)Â to 100/150/200 (+0.6 AP)
Total heal amount increased from 280/440/600 (+1.4 AP)Â to 300/450/600 (+1.8AP)
Â Â Â Â Jinx
Summary:Â Weâ€™ve lowered Jinxâ€™s base health but increased her health per level. Weâ€™re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.
Given all of Jinxâ€™s other core strengths; weâ€™re looking to reduce some of her early game laning power.
Despite Flame Chompers! taking a little longer to arm â€“ and doing less damage at early levels â€“ Â Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).
Base health reducedÂ from 500 to 462
Health per level increasedÂ from 80 to 82
Flame Chompers! ( E )
Standardized arm time to 0.7 seconds, changed from 0.5 – 0.74 seconds
Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
Reduced damage at earlier levels from 100/150/200/250/300Â to 80/135/190/245/300
Â Â Â Nasus
Summary:Â Weâ€™re reducing Witherâ€™s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands.
We want to keep Nasusâ€™ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Witherâ€™s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than â€œsnipingâ€ fragile opponents with long-range Withers before eating them.
Wither ( W )
Range reducedÂ from 700 to 600
Fury of the Sands ( R )
No longer increases the cast ranges of Wither and Spirit Fire
Â Â Rengar
Summary:Â We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar.
Rengarâ€™s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengarâ€™s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengarâ€™s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds.
Savagery ( Q )
Savagery basic attack buff (not attack speed buff) reducedÂ from 6 seconds to 2
Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended
Battle Roar ( W )
Empowered Battle Roar heal changed from 40 + (20 x level) HealthÂ to 20 + (10 x level) amplified by a 1% per 1% of Rengarâ€™s missing Health
Â Â Â Riven
Summary:Â We lowered Rivenâ€™s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wingsâ€™ damage has been decreased and Valorâ€™s shield duration was shortened.
Rivenâ€™s burst damage is just too high at early levels, so weâ€™re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when sheâ€™s behind (because she wonâ€™t be able to buy so much raw AD), but worse when sheâ€™s far ahead. Weâ€™re reducing the duration of Valor to hit some of Rivenâ€™s flexibility in lane â€“ if sheâ€™s going to rely on Valorâ€™s shield to trade damage, sheâ€™ll need to commit quickly or risk losing the shield.
Base attack damage reducedÂ from 56.7 to 54
Attack damage per level increasedÂ from 2.7 to 3
Broken Wings ( Q )
Damage-per-strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage))
Valor ( E )
Shield duration reducedÂ from 2.5 seconds to 1.5
Â Â Shyvana
Summary:Â Weâ€™re lowering Burnoutâ€™s overall damage and Flame Breathâ€™s damage at earlier levels. Dragonâ€™s Descent also received a bug fix and the damage now matches the tooltip.
Shyvanaâ€™s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. Weâ€™re cooling some of that dragon blood down to make her early bullying more manageable.
Burnout ( W )
Damage per second reduced from 25/40/55/70/85Â to 20/35/50/65/80
Minimum magic damage reduced from 75/120/165/210/255Â to 60/105/150/195/240
Maximum magic damage reduced from 175/280/385/490/595Â to 140/245/350/455/560
Flame Breath ( E )
Damage reduced from 80/115/150/185/220Â to 60/100/140/180/220
Dragon’s Descent ( R )
Damage now correctly matches the tooltip at 175/300/425, changed from 200/300/400
Â Â Â Thresh
Summary:Â We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. Weâ€™re also slightly increasing the time it takes for The Box to form.
Giving Threshâ€™s lantern a small collision radius means that he canâ€™t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions canâ€™t accidentally cover up a lantern, and that enemies canâ€™t block Threshâ€™s lantern with a bunch of wards. Instead, Threshâ€™s lantern will now slightly push units out of the way when itâ€™s thrown on top of them â€“ or if the unit canâ€™t be moved (ie: wards or champions), Threshâ€™s lantern will land beside them and champions wonâ€™t be able to walk directly on top of it. Click that lantern!
The increased delay on The Boxâ€™s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to â€œclipâ€ them on the edge, but Thresh should fail in those situations because he didnâ€™t bother to have the proper positioning.
Dark Passage ( W )
Now shows indicator particles to nearby allies to indicate that it is a clickable object
Lantern now has a small collision radius
The Box ( R )
Delay on wall formation increasedÂ from 0.5 to 0.75 seconds
Â Â Â Yasuo
Summary:Â Weâ€™ve smoothed out Yasuoâ€™s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.
While weâ€™re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when heâ€™s behind.
Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits
Improved the functionality of his E â€“ Sweeping Blade to Q â€“ Steel Tempest combo
Steel Tempest ( Q )
All casts are now automatically smart cast
Wind Wall ( W )
No longer blocks a friendly Syndra’s orbs
Last Breath ( R )
Now grants maximum Flow on cast
Spell animation shortened by 0.1 seconds
Now less likely to be teleported out of by enemies spamming flash
Now properly alerts spectators and allies when it is on cooldown
Fixed a bug where Ace in the Hole’s visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.
Â Â Â Darius
Noxian Guillotine ( R )
Duration after kill when Darius can re-cast Noxian Guillotine increased from 12 secondsÂ to 20
This is a change weâ€™re planning to make with more testing, but it went out accidentally and weâ€™re reverting it for now.
Terrify ( Q )
Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions
Â Â Â Fiora
Blade Waltz ( R )
Fixed a bug where Fiora could teleport while casting Blade Waltz
Â Â Hecarim
Spirit of Dread ( W )
Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)
Â Â Â Jarvan
Martial Cadence ( Passive )
Fixed a bug where Martial Cadence would sometimes trigger on towers
Â Â Â Â Lux
Final Spark ( R )
Now goes on cooldown when it finishes casting, instead of when it begins casting
If Lux dies while casting Final Spark, it will no longer go on cooldown
Â Â Malzahar
Nether Grasp ( R )
Now halts the target’s movement if they were being moved by a friendly effect (dashes, jumps, etc.)
Â Â Â Nami
Tidal Wave ( R )
Now goes on cooldown when it finishes casting, instead of when it begins casting
If Nami dies while casting Tidal Wave, it will no longer go on cooldown
Â Â Nidalee
Bushwhack ( W )
Fixed a bug where Nidalee’s Bushwhack traps could be placed in walls
If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack’s maximum cast range (900 units)
Â Â Â Â Olaf
Undertow ( Q )
Slow reduced from 35/40/45/50/55%Â to 29/33/37/41/45%
Â Â Â Talon
Cutthroat ( E )
Now teleports Talon slightly further behind his target
Â Twisted Fate
Wild Cards ( Q )
Targeting indicator updated to show the individual targeting lines
Tooltip now displays the amount of Ability Power gained from its UNIQUE Passive.
The cooldown reduction for Spirit Visage is to reduce its high gold efficiency for almost all tanky champions, especially since many were just buying Spirit Visage as part of their â€œcoreâ€ tank build, regardless of the enemy team composition.
Cooldown reduction reducedÂ from 20% to 10%
This change is to reduce the overwhelming power of early Sunfire Capes.
Magic damage changedÂ from 40 to 25 + Character level
With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners whileÂ alsoÂ taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes.
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks
These changes are for Crystal Scar and Twisted Treeline only
Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), weâ€™re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Dammâ€™s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time.
Â Blackfire Torch
Movement speed reduced to 5% (from 10%)
Re-introduced with a new build and effect
Builds from a Long Sword and Brawler’s Gloves
Costs 1200 (440 combine cost)
20 AD and 10% Critical Chance
Critical strikes cause your target to bleed 60% of your bonus AD over 3 seconds (physical damage)
Lord Van Damm’s Pillager
Re-introduced with a new build and effect
Builds from Wicket Hatchet, Pickaxe, Agility Cloak
Weâ€™ve introduced a stable roster of free champions for new players to play. Our goal is to improve the way players learn to play League of Legends when theyâ€™re first starting out. These champions were picked because of how easy they can be learned and how enjoyable most new players find them.
These changes will be turned on at a later date
Players new to League of Legends will now have a static roster of free champions to play during their first few levels; after which, they will use the normal Free to Play rotation
Basic attack missile speed increased from 1100 to 1400
Flash Frost ( Q )
Mana cost reduced from 80/120/140/160 to 80/90/100/110/120
Crystallize ( W )
Mana cost reduced from 70/90/110/130/150 to 70 at all ranks
Â Â Â Kassadin
Null Sphere ( Q )
Damage lowered from 80/115/150/185/220 to 80/100/120/140/160
Nether Blade ( W )
Passive damage increased from 30Â / 45Â / 60Â / 75Â / 90 (+0.3 AP) to 30/45/60/75/90 ( +0.4 AP ) on-hit
Active lasts for a single attack, but doubles the damage dealt to 60/90/120/150/180 (+0.8 AP), while also restoring 20/25/30/35/40 mana. Mana restore is tripled against champions. Also resets Kassadin’s Auto-attack timer
Mana cost removed
Cooldown reduced from 12 seconds at all ranks to 9/8/7/6/5
Force Pulse ( E )
Damage lowered from 80/130/180/230/280 to 80/110/140/170/200
Â Â Â Â Â Â Nasus
Wither ( W )
Range reduced from 700 to 500
Fury of the Sands ( R )
No longer increases the casting range of abilities
Â Â Â Â Â Â Olaf
Undertow ( Q )
Slow reduced from 35/40/45/50/55 to 29/33/37/41/45
Broken Wings ( Q )
Damage on all activations decreased from 30/55/80/105/130 ( + 0.7 bonus AD ) to 10/30/50/70/90 ( +0.4/0.45/0.5/0.55/0.6 total AD )
Valor ( E )
Shield duration lowered from 2.5 seconds to 1.5
Â Â Shyvana
Burnout ( W )
Damage lowered from 25/40/55/70/85 to 20/35/50/65/80
Flame Breath ( E )
Damage reduced from 80/115/150/185/220 to 60/100/140/180/220
Slinging an especially unique snowflake, this wintry Battle Mistress could pass as a fourth leader in the frozen Freljord. Instead, Snowstorm Sivir boomerangs her blade across the Howling Abyss, cutting her enemies to the core like the biting winter wind. Her bounty claimed, Snowstorm Sivir takes her leave under the shroud of snow flurries, sure to return to the hunt more ferocious than ever.
Hunt in the frozen north with Snowstorm Sivir, available only during Snowdown.
What does the community think of Lunar Goddess Diana?
IronStylus: Hey guys, just wanted to pop in here to say thanks and give some thoughts on what I’ve seen.
First of all, thank you for all this feedback! Honestly, it’s a lot of feedback, so if I do get the chance to mess with the skin I’m of course going to have to pick and choose what to do. So, there’s a pile of good ideas in here, in the end, I probably won’t be able to cater to everyone’s tastes (sorry!).
Also, again, A DISCLAIMER. As I’ve said, I’m going to try to work with the team to see if we can make some edits. Emphasis on try. While there’s probably a while between now and Lunar Revel, the holidays are coming up and I’m not sure what sort of bandwidth the team has. We have a lot on our plate, and the last thing I want to do is put pressure on anyone before the end of the year. That said, I’m going to see how the team feels about the feedback. Again, no guarentees. I only say that simply because anything can change, or not change. Things might change drastically, or they might not change at all.
About the general feel of the feedback given and the changes people have suggested. The paintings, drawings and other reference is extremely helpful. It’ll help zero in on common trends as I pick through it.
I’m generally a fan of keeping her hair dark, as it’s contrast to a rather light skin, especially if I bring some of the values up so they’re not so deep, which is something I’m considering, including her skin tone. Though it might be a good idea to go cooler with her hair than a warm brown.
I’m partial to the crown, but I think I might be able to do something with the symbol to emphasize it, cut a hole in it, make it more regal, whatever. Problem is that it’s geometry and that might be past the point of changing. I’ll have to check.
I’m not in love with the jade mainly because I feel Tryn has that territory covered in this batch of skins. Also, I’m going to shy away from black/white color pallettes, because this is an opportunity to have a bit softer of a feel to the skin over all and her base is pretty monochromatic. I’m going to experiment with things, but my gut is that the purples or at least pastels will probably be the way forward, as referenced in a lot of the Chang’E art people have posted here. There’s a softness there that I think is appropriate to the theme of that reference.
I do like the idea of light armor in select places, but not bulky. There’s some reference that seems to strike a nice balance between flowing cloth and decorative “armor” or at the very least, thicker material in general.
It’s stuff I’m going to try, among other things.
Again, sorry to be a broken record, I hope I can make adjustments. I’ll be assisting with the changes if the team thinks it’s the way to go, but I can’t say anything is for sure.
Thanks a ton for the reference, paintovers, drawings, etc. Really helpful! Thanks very much for keeping this thread overwhelmingly positive! You have no idea how helpful and productive that is. It’s inspiring rather than discouraging, and gives me something to actually act upon if there’s an opportunity to make changes.
Why didn’t you use one of the fan ideas for a Diana skin?
IronStylus: There are some amazing skin concepts floating around for her. I know of two of them off-hand. The “Eclipse Diana” and the Blood Moon Diana. Both great concepts. However, Eclipse Diana, to myself and the team, doesn’t actually equate to a theme. It’s ambiguous at best. It is mostly akin to a recolor, and has a lot of detail that wouldn’t break down very well in the game. Is it a beautiful piece of splash art? Yes. Will it make the most becoming in-game asset? My feeling is no.
As for Blood Moon Diana, indeed, that’s a really great concept, but wasn’t quite pushed enough. Do I think it has legs as a concept? Absolutely, it would just need to be pushed and have the right support behind it. I also feel it might have been a bit of a departure in some ways with the kimono. I’m not sure Diana’s silhouette would have been preserved.
About the second half of your feedback, you’re taking a pretty hyperbolic approach I feel. Emotions such as disappointment, hatred, grief, sorrow, anger, confusion and shock are pretty strong emotions when we’re just talking about a little piece of content for a big game. Rest assured, there will be plenty of opportunities for more Diana skins. There’s going to be many chances. A skin would have been out for her sooner but Lunar Revel appeared to be a good a time as any to make something special for her. I concepted about 6 new skins for her before we decided to make a Lunar Revel skin. All of those concepts are viable, and some of them will be done in the future.
On that point, it’s only one of many themes we can apply to Diana. Indeed, the Change’E reference it’s an Eastern trope, but you’re saying that a small part of the player base will appreciate that. I very much disagree. Our player base is not NA alone, nor just these forums alone. The player base is millions of people worldwide. Please keep that in consideration.
This is very much a matter of taste, for a particular skin, for a character which will have many more in her lifetime. I realize the reaction is a mix of feelings very much based on the fact that she hasn’t had a skin since launch. That’s completely understandable. I’d just like to remind everyone to have a calm approach when reacting to content. Think of the realities, remember that we’re always ideating and making new skins and it should leave you with some peace. This isn’t the last chance.
Diana will be around for a long time. There are many ideas floating around for her. She’s not as intensive as some characters out there to create skins for. Players who love her really love her. Don’t worry, more content will come for her.
All that being said, I think this thread has been really informative and helpful. A lot or a little might come from the feedback given. We’re on timelines, we have a very talented team, we make informed choices. We’re going to deliver something that we feel is appropriate and we’re going to keep making new content all the time for people who’s taste differs from the flavor that this skin provides.
Does this release mean we won’t be seeing more Diana skins for awhile?
IronStylus: Why does this skin mean no Diana skins for a while? We’re talking what.. 6 months or more? I don’t feel that’s the end of the world. Also, if we have an opportunity, then we’ll make something new and awesome. As I’ve said, she would have had a skin out earlier except that skin was pushed in order to make room for Lunar Revel. In all honesty, that proposed skin was more like the “Eclipse Diana”, but honestly, I wasn’t really happy with it in it’s simplicity, and it would have crowded out other skins. The Change’E inspiration was elegant, unique, and something we’d certainly not get a chance to do for a while. So, even if you’re not partial to it, we’ve at least got it checked off the list and can move onto more ideas that hopefully you will like.
Zyra is a very particular case. Zyra has pretty much the most skin assets in our entire game. Making skins for her is extremely demanding and requires a ton of work in terms of model assets, VFX and animations. Diana is definitely easier than that.
Also, remember. You’re pretty much talking to the guy who wants TONS of skins for Diana. I want an elegant skin along the lines of Eclipse, I want something crazy gory along the lines of Blood Lord Vlad, I’d like to see the Solari Diana come to life, and I’d REALLY like to see a bananas crazy legendary skin for her at some point where she’s all Awakened Being or something nuts. Believe me, I have some ideas.
I understand the lack of some transparency, and I’ll do what I can to advocate for more. I don’t know if that’ll happen. Not everyone is as active as I am or likes.. ya know.. writing.
Again, I do like that we’re having this discussion. I treat the votes in this poll as saying half of the people voting for the skin like it so long as it has a few tweaks, and for the others, it’s not their particular cup of tea as it stands on PBE, which isn’t even it’s finished state. If it’s not those people’s favorite, no problem. There will be more skins to come for her.
Meddler: We haven’t started work proper on a Soraka rework, so no details to discuss yet. The direction of the preseason changes (stronger in combat effects/healing, weaker out of combat top up) is where we’ll continue to look though for what it’s worth. This is a purely gameplay driven rework, so the intent’s not to change Soraka’s core thematics/personality/appearance etc. Healing/sustain can be problematic in a game like LoL, there are certainly some ways to do it in an interesting, healthy way though (Wish for example’s a really well designed spell, offering a real cost via its CD, potential to develop mastery of use and a strong, clear, high moment).
Feedback/ideas for a rework are definitely appreciated. It’ll probably be a while before we’re discussing anything concrete or looking at her in detail though (got some other champs we want to work on first, particularly those like Sion who could really do with some love).
Why is her E being nerfed on the PBE?
Meddler: The PBE change is actually just a modification of the tooltip, explaining the mana cost mechanic in the ally cast part of the spell instead of as part of the cost sub section above (previous version was long enough to cause display problems in some languages given the limited space available). Infuse in the next patch will still have the same mana scaling/cost as per the current patch.