[Â 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.
Righteous Gust [ E ]
Movement Speed boost changedÂ from 20/28/36/44/52% to 30/35/40/45/50%;
Mana Cost decreased from 70/75/80/85/90Â to 60/65/70/75/80.
Caustic Spittle [ Q ]
Armor / Magic Resist reduction increased from 12/16/20/24/28% to 20/22/24/26/28%.
Bio-Arcane BarrageÂ [ W ]
Base on-hit magic damage decreased from 10/15/20/25/30 to 4/8/12/16/20.
Vicious Strikes [ W ]
Lifesteal bonus increased from 9/12/15/18/21% to 13/15/17/19/21%.
Ragnarok [ R ]
Bonus Armor and Magic resist increased from 10/20/30Â to 20/30/40.
Grasp of the UndyingÂ [ Tier 6 Resolve Keystone ]
Will now only trigger after being in combat with enemy Champions every 4 seconds, not just combat in general.
Secret StashÂ [ Tier 2 Cunning ]
Instant HP restore changed from 20 Health / 10 Mana to 15 Health / 15 Mana.
9 “new” splash arts have been patched on the PBE to replace current art:
Lastly, Armor of the Fifth Age Taric has received an update to his clothing to match his splash art:
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at email@example.com.
When creating the skin, we went in creating Victorious Sivir knowing that Warden Sivir was already part of Sivir’s skin catalog. That said, we did take precautions to ensure the Victorious skin wasn’t a replica of the Warden skin.
Unfortunately, I can’t share too many details about what Victorious Sivir looks like, but she’ll be making her way to PBE before she hits live, and I’d be happy to hear your feedback then!
Not 100% certain sorry, I’m not involved myself in any of the Esports organizational work. I’d imagine it is to leave sufficient time for tiebreakers at least in part though, unlikely though it be when there’s the possibility you need to fit a few extra games into the day you need to account for that.
We were previously looking to do work on both Shyvana and Olaf in the preseason. We came to the conclusion both were in fairly reasonable spots though and that we’d be better off putting that time into other champions instead, at least for now.
Doesn’t seem excessively strong in pro play, is looking like he might be too strong in regular play though. Suspect we’ll have to nerf him at some point soonish as a result if that trend continues, though we don’t have plans lined up just yet at least.
We don’t have a Shaco rework in progress at the moment, or one scheduled. We did have some opportunistic, experimental work being done a couple of years ago, that didn’t hit the mark however so it got shelved.
As far as your suggestions below go adding a visible timer for Shaco to the clone seems like a good and easy to implement idea, I’ll pass that one on tomorrow, see if there’s anything stopping us throwing it into an upcoming patch. Changes to things like spell effect application, fear behavior, monster blind etc by contrast are still reasonable suggestions, but things that would need to be part of a larger piece of work which at least at the moment we’re not in a position to prioritize (primary focus right now’s on preseason stuff). Also some game health issues with Shaco we’d need to work on, or conclude were acceptable costs, before we’d be happy adding any power to him.
Hmm, there are some technical issues that make duplicating all the buffs and debuffs from Shaco on the clone tricky. Special casing the appearance of red, blue and baron buff’s should be pretty straightforward though. I’ll look into that, and see what’s up with the Hallucination buff if that’s showing up (can’t see a reason it should). Facing giving away which is which is also something it should be possible to at least improve too.
Marksmen changes (both kits and items) will be coming in the preseason (at least a couple of patches after 5.20). We’re not quite ready to talk about all the details of that yet, still sorting out exactly what will and won’t be included. At a guess we should be ready to share details just after Worlds finishes, possibly slightly before.
This will be gameplay driven updates. There’ll be a few visual modifications to support kit changes, but nothing that qualifies as a visual upgrade. Think the same sort of levels of art adjustments as the juggernaut changes in 5.16.
Welcome to patch 4.13! With the World Championships on the very near horizon, we’re ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seemÂ reallyÂ big – and it is! – it’s more about the breadth of changes than any deep shakeups. What that really means is we’ve got about 40+ patch entries, but each change alone isn’t going to be very significant in isolation.
So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we’ve gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!
Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn’t been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We’ll have more context below in her gameplay update, or you can check out theSona gameplay update page! Regardless, on with the patch notes!
Stun damageÂ decreasedÂ from 38 ( +12 per level ) toÂ 32 ( +8 per level )
Stand Behind MeÂ [ W ]
Mana costÂ increasedÂ from 30/40/50/60/70 to 50/55/60/65/70
Glacial FissureÂ [ R ]
Knock-up timeÂ reducedÂ from 1.5 seconds at all ranks to 1/1.3/1.5
Slow fieldÂ strengthÂ reducedÂ from 60% at all ranks to 40/50/60%
Slow duration of ice fieldÂ decreasedÂ from 1.5 seconds to 0.3
CocoonÂ [ E ]
HitboxÂ widthÂ decreasedÂ from 70 to 55
RappelÂ [ Spider E ]
RangeÂ decreasedÂ from 925 to 700
Hate SpikeÂ [ Q ]
Base damageÂ decreasedÂ from 40/60/80/100/120Â to 30/45/60/75/90
Mana costÂ decreasedÂ from 16/22/28/34/40 to 12/18/24/30/36
Barrel RollÂ [ Q ]
Now deals 70% damage to minions
Drunken RageÂ [ W ]
Now costs 30 mana at all levels (previously 0)
Damage reduction durationÂ decreasedÂ from 3 seconds to 2.5
CooldownÂ decreasedÂ from 8/7.5/7/6.5/6 to 8/7/6/5/4
BuckshotÂ [ Q ]
Bonus damage per additional shotÂ increasedÂ from 35% to 40%
Maximum damageÂ increasedÂ fromÂ 102/161.5/221/280.5/340 (Â +1.36 bonus AD)Â to 108/171/234/297/360 ( +1.44 bonus AD)
Collateral DamageÂ [ R ]
Initial base damageÂ increasedÂ from 250/350/450 to 250/400/550
SecondaryÂ base damageÂ increasedÂ from 200/280/360 to 200/320/440
Warpath [ Passive ]
Now gains bonus attack damage equal to 15/17.5/20/22.5/25/27.5/30% of bonus MS, increased from 10/12.5/15/17.5/20/22.5/25%Â of bonus MS
RampageÂ [ Q ]
Mana costÂ reducedÂ from 24/28/32/36/40 to 24/26/28/30/32
Tailwind [ Passive ]
Range increased from 800 to 1000
Howling GaleÂ [ Q ]
Maximum knock-up durationÂ increasedÂ from 1 second to 1.25
Cooldown now starts when Howling Gale is cast, not when the channel is over
Righteous FuryÂ [ E ]Â
AP ratio on both the on-hit single target damage and splash damageÂ increasedÂ from 0.2 to 0.25
InterventionÂ [ R ]
CooldownÂ decreasedÂ from 110/95/80 to 100/90/80
Health-per-levelÂ decreasedÂ from 88Â to 87 [ live value is 84 ]
Base HPÂ decreasedÂ from 440 to 400
Caustic SpittleÂ [ Q ]
Armor / Magic ResistÂ shredÂ reducedÂ from 20/22/24/26/28% to 12/16/20/24/28%
DistortionÂ [ W ]
Â Mana costÂ reducedÂ from 80/90/100/110/120Â to 80/85/90/95/100
HP-per-secondÂ increasedÂ from 1.25 to 1.65 [ base HP-per-5 up from 6.25 toÂ 8.25 ]
SafeguardÂ [ W ]
Shield durationÂ decreasedÂ from 4 secondsÂ to 2
CrippleÂ [ Second Cast E ]
No longerÂ reduces Attack Speed
Ice ShardÂ [ Q ]
CooldownÂ decreasedÂ from 6/5.5/5/4.5/4 secondsÂ to 6/5.25/4.5/3.75/3
Ring of FrostÂ [ W ]
AP ratioÂ decreasedÂ from 0.6 to 0.4
Frozen TombÂ [ R ]
Â Slow strengthÂ increasedÂ from 20/30/40% to 30/45/75%
Relentless PursuitÂ [ E ]
CooldownÂ increasedÂ from 14/13/12/11/10 seconds to 18/17/16/15/14
No longerÂ reduces slow effects
Glitterlance [ Q ]Â
Glitterlance’s slow decay no longer scales with ability power
WhimsyÂ [ W ]
Movement speed durationÂ reducedÂ from 5 seconds at all ranksÂ to 3/3.5/4/4.5/5
Mana costÂ decreasedÂ from 65/70/75/80/85 to 65 at all ranks
IlluminationÂ [ Passive ]
DamageÂ changedÂ from 10 + ( 10*Level ) to 10 + ( 8 *Level ) + ( 0.2 AP )
Base movement speedÂ decreasedÂ from 340Â to 335
Ebb and FlowÂ [ W ]
CooldownÂ increasedÂ from 9 seconds to 10
Â UndertowÂ [ Q ]
CooldownÂ reducedÂ from 8 seconds to 7
Vicious StrikesÂ [ W ]
Heal strength is now increased by 1% for every 2% HP missing,Â increasedÂ from every 2.5%
RagnarokÂ [ R ]
CooldownÂ decreasedÂ from 120/100/80 seconds to 100/90/80
TremorsÂ [ R ]
Now has a range indicator for how far the shockwavesÂ expand
On The huntÂ [ R ]
Movement Speed now wears off afterÂ 2/4/6 seconds,Â increasedÂ from 2/3/4
Power Chord [ Passive ]
Â No changes.
Hymn of Valor[ Q ]
Range: 700 || Cost: 45/50/55/60/65 mana || Cooldown: 8 seconds at all ranks
Active:Â Sona sends out bolts of sound that deal 40Â / 80Â / 120Â / 160Â / 200 (+ 0.5 AP)Â magic damage to the two nearest enemies within 700 range, prioritizing champions.
Aura:Â Sona and allied champions tagged with Hymn of Valor‘sÂ aura deal 40/50/60/70/80 (+10/20/30 per Crescendo rank) (+0.25 AP) bonus magic damage on their next basic attack within 5Â seconds. The damage increases by 10 for each rank inÂ Crescendo [ R ] .
Â Staccato:Â If this spell was last cast whenÂ Power ChordÂ [ Passive ]Â is ready,Â Power ChordÂ deals 50% bonus damage.
Aria of Perseverance[ W ]
Range:Â 1000 ||Â Cost:Â 65/70/75/80/85Â mana ||Â Cooldown:Â 10 seconds at all ranks
Active: Sona heals herself and a nearby allied champion with the lowest health percentage for Â 20Â / 40Â / 60Â / 80Â / 100Â (+ 0.2Â AP)Â . The healing is increased by 1% for everyÂ 1% of the target’s missing health, up to a maximum ofÂ 40Â / 80Â / 120Â / 160Â / 200Â (+ 0.4Â AP) .
Aura:Â Sona and allied champions tagged with Aria of Perseverance‘sÂ aura are shielded for 40Â / 60Â / 80Â / 100Â / 120 (+10Â /Â 20Â /Â 30)Â (+ 0.2Â AP)Â up to 1.5Â seconds. The shield’s strength increases by 10 for each rank inÂ CrescendoÂ [ R ]Â .
Â Diminuendo:Â If this spell was last cast when Power Chord [ Passive ]Â is ready,Â Power ChordÂ will also reduce the target’s damage output by 20%Â (+Â 2% per 100 AP)Â for 3 seconds.
Song of Celerity[ E ]
Cost:Â 65Â manaÂ ||Â Cooldown:Â 12 seconds at all seconds
Active:Â Sona gains 13Â / 14Â / 15Â / 16Â / 17Â % (+Â 2Â /Â 4Â /Â 6%)Â (+Â 7.5% per 100 AP) bonusÂ movement speed that decays down to 10Â / 11Â / 12Â / 13Â / 14% (+Â 2Â /Â 4Â /Â 6%)Â over 3 seconds. The movement speed bonus is increased by an additional 2% for each rank inÂ CrescendoÂ [ R ] .
Aura:Â Allied champions tagged with Song of Celerity’sÂ aura gain 10Â / 11Â / 12Â / 13Â / 14% (+Â 2Â /Â 4Â /Â 6%) movement speed for 1.5 seconds. The movement speed bonus is increased by an additional 2% for each rank inÂ CrescendoÂ [ R ] .
Â Tempo:Â If this spell was last cast when Power ChordÂ [ Passive ]Â is ready,Â Power ChordÂ will also slow the target by 40%Â (+Â 4% per 100 AP)Â for 2 seconds.
Passive:Â Each rank of Crescendo improves Sona’s aura bonuses and Song of Celerity’s self buff.
Active:Â Sona plays an irresistible chord in a line, dealing 150Â / 250Â / 350Â (+Â 0.5Â AP)Â magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.
Dark PassageÂ [ W ]
Shield valueÂ increasedÂ from 60/95/130/165/200 to 60/100/140/180/220
No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern
The BoxÂ [ R ]
Â If a wall is broken, the remaining walls deal no damage and apply the slow for half its duration
Rocket JumpÂ [ W ]
Slow durationÂ reducedÂ from 2.5 seconds at all ranks toÂ 1/1.5/2/2.5/3.0
Explosive ShotÂ [ E ]
Damage-over-timeÂ decreasedÂ from 110/150/190/230/270 to 80/125/170/215/260
Chain of CorruptionÂ [ R ]
Â CooldownÂ decreasedÂ from 120/105/90 seconds Â to 110/90/70
Attack Speed-per-levelÂ increasedÂ from 3.1% to 4%
Final HourÂ [ R ]
Bonus ADÂ increasedÂ from 25/40/55 to 30/50/70
Â Way of the Wanderer [ Passive ]
Shield duration reduced from 1.5 seconds to 1
Wind WallÂ [ W ]
No longerÂ builds additional Flow when dashing (aka passive removed)
Mega Inferno BombÂ [ R ]
CooldownÂ increasedÂ from 120/105/90 seconds to 120 at all ranks
Spell shieldÂ now refreshes after 40 seconds,Â increasedÂ from 25
Chalice of Harmony
Magic resistÂ decreasedÂ from 25 to 20
Cooldown on activeÂ increasedÂ from 60 seconds to 90
Â Greater Stealth Totem
Cooldown decreased from 120 seconds to 90
Gold-per-10Â decreasedÂ from 4Â to 2
Frost Queenâ€™s Claim
Gold-per-10Â decreasedÂ from 4 to
Mana-per-5Â decreasedÂ from 7Â to 5
Now grants 10 flatÂ Movement Speed
Rylaiâ€™s Crystal Scepter
HealthÂ decreasedÂ from 500 to 400
APÂ increasedÂ from 80 to 100
Talisman of Ascension
Health-per-5Â increasedÂ from 10 to 15
Cooldown reductionÂ decreasedÂ from 20% to 10%
Now grants 20 flat MovementÂ Speed
Damage reductionÂ reducedÂ from 50% to 40%
Now reduces targetâ€™s Armor and Magic Resist by 10 for the duration of Exhaust
Now heals for 90-345 (+15 per level), decreased from 95-475 (+15/20/25/30 per level)
Debonair Ezreal Skin Spotlight
Debonair Vi Skin Spotlight
We’ve made a number of improvements to Team Builder in the months since its initial release. This patch, we’re adding improved matchmaking to the list of updates!
Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
Team Builder matchmaking now takes into account your experience with the specific champion, position and role you’ve selected.
Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role
Based on your feedback, we’ve been adding new tools and visualizations to theMatch HistoryÂ over the past few patches. Here are some of our recent changes!
Color blind mode has been added
Vilemaw is now tracked as an objective for Twisted Treeline matches
A Match Breakdown section has been added, providing:
Graphs for Champion Kills, Gold, Damage, and Wards
Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
Selecting a champion in the minimap’s Champion Kills view now also indicates their death locations
While we were at it, we squashed a few bugs and inconsistencies with Match History’s data tracking and reporting.
Purple team objectives are now tracked correctly for Co-op vs. AI matches
Item tooltips for matches played on previous patches now display item details specific to that patch
Fixed a few rendering bugs for matches longer than 60 minutes
Fixed a bug where item undo wasn’t reversing gold spent, causing players to appear to have spent more than they earned
Clicking a match in another player’s in-client match history now correctly highlights them on the web
Lastly, while our focus is on making the Match History web experience as awesome as possible, we’ve added a bit more information to the client’s “at a glance” match history view for players who want the bare essentials.
Item build, gold earned and summoner spells have been added to the in-client “at a glance” match history
Match history now displays your item build in every match.
Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
Fixed a bug causing players to get stuck in Spectator mode at the end of a match
Fixed a few tooltip bugs with Spirit of the Ancient Golem
Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
Fixed an Undo feature bug with activatable items
Since launching our new audio engine last patch, we’ve been working to fix a lot of small differences that crept in.
Howling Abyss death music is now properly controlled via the Music slider in Sound Options
Fixed a few issues where players were hearing sounds from distant areas of the map
Removed various VO lines that snuck in with the new engine
Rebalanced a number of sound effects to more closely match their old levels
Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other
The following skins have all had their splash arts changed with splash arts from the Chinese client:
Reminder:Â 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 theÂ PBE Community Forums.
Silent Night Sona
Concussive Blows [ Passive ]
Stun damage decreased from 38 ( +12 per level ) toÂ 32 ( +8 per level )
Stand Behind Me [ W ]
Mana cost increased from 30/40/50/60/70 to 50/55/60/65/70
Glacial Fissure [ R ]
Slow duration of ice field decreased from 1.5 seconds to 0.3
Â Undertow [ Q ]
Cooldown reducedÂ from 8 seconds to 7
Vicious Strikes [ W ]
Heal strength is now increased by 1% for every 2% HP missing, increased from every 2.5%
Ragnarok [ R ]
Cooldown decreasedÂ from 120/100/80 seconds to 100/90/80
Tremors [ R ]
Now has a range indicator for how far the shockwavesÂ expand
Sona’s rework is back on the PBE for testing.
The New Summoner’s Rift returns for testing!
Here’s a tour of the updated map if you’re unfamiliar with the changes to SR on the PBE.
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org.
Pentakill’s roster, Yorick, Karthus, Mordekaiser, Olaf and Sona, are all getting new Splash arts!
New art for the cover of the album, “Smite and Ignite”,Â has been teased on the PBE!
Â Â Â
OK, I was kidding about the last one, but the rest are real. Also, if you have Pentakill Sona or Pentakill Mordekaiser, check here to see how their new models look like on the PBE.
A song of ice and fire is coming for your wallet this week!
Craving something new at champ select? Get fed on these limited time bundles. Theyâ€™re flexible in cost, meaning the final bundle price will automatically adjust to reflect only whatâ€™s new to your collection.
Pool Party bundle â€“ 50% offÂ at 2813 RPÂ (5060 RP if you need the champions)
Pool Party Bundle
With the sun beating down and the water heating up, the gangâ€™s getting back together. Who brought the hot dogs?
Pentakill’s debut album is just a few days away! Learn more about the musicians starring in it and check out their awesome new songs!
Two more Pentakill songs have been uploaded!
Pentakill – Deathfire Grasp
Pentakill – Ohmwrecker
Q: How do you get musicians on board with your idea for a Pentakill album?
Â Â Praeco:Â We just ask them. 😉
It’s often very tricky, since, you know, a video game developer comes around the corner and says “Ayo we’re writing a metal album, wanna trust us blindly that it’s legit and sing it?” – I myself would be rather hesitant to believe that it’ll work out without having the musical context. 😉 But all of the musicians that we collaborated with on the Pentakill album are very passionate musicians and really cared about creating something awesome, so after spending some time with them on a creative level, we were able to gain their trust.
Â fizznchips:Â Also we kidnapped their families.
Q: Will you postÂ more ofÂ these songs on Youtube before the album is released?
Â Â Praeco:Â All of the songs will be available on youtube, yes. once the album goes live, or once we leak them. 😛
Q: Will the album also be available on Spotify?
Â Â Praeco:Â Yes it will be.
Q: Will it be available via Google play?
Â viranimal:Â Yes, it will 🙂
Q: Will there be a download link on the Pentakill page for the whole album?
Â Â Praeco: Yes.
Q: Do you think the lyrics of “Deathfire Grasp” take away from the song?
Â Â Praeco:Â That’s fair. It’s definitely the song on the album that refers to the game the most in such a style, it’s a direct homage to playing the game. Lightbringer and Thornmail are very different, they rather tell a tale. I think you will probably really dig Thornmail. All of the songs have a pretty different approach lyrically.
A lot of our musical / lyrics writing approach for the whole album was to create something that is very diverse, and is a true homage to metal as a whole, so all the songs will be touching sub-genres of metal.
Q: Will you sell a physical copy of the album?
Â Â Praeco:Â There will be a physical copy, once we figure it out. ;P should be available within a few weeks.
Q: Is the singer from “Deathfire Grasp” ZP Theart, ex-singer from Dragonforce?
Â Â Praeco:Â ’tis.
A recent Reddit threadÂ sparked some discussion about Evelynn’s need for a VU.
No new Evelynn skin before her Visual Update
Â Â IronStylus:Â So, we did a proxy model from a concept I did for Eve. (Proxy meaning a low-rez, less detailed, more dirty version of a final in-game asset) At first glance it actually looked decent. It was cool to see the new “base” in Eve’s signature pose. However, as soon as we began to run her around the problems were overwhelming. Her rig is a mess. Animations are clunky. She was made before we had as many bones as we do now in our rigs, and it wouldn’t accommodate any new animations for a new base or a new skin. The tassels maybe have.. 5 bones? That’s not enough for an animator to make as nice looking cloth as we’ve been able to do on Karthus.
So yeah. Chances are she won’t get a new skin until we get that VU in order. We’re currently still in early ideation for her, and actually we’ll be having a meeting soon to see where she will fall in our slotting priorities.
Q: When will we see Evelynn’sÂ new visuals?
Â Â IronStylus:Â I doubt she’ll happen this year, but that’s just a guess. We’ll have a better idea during our slotting sessions where we’ll prioritize what’s next.
Q: Why is Evelynn problematic to update, visually?
Â Â IronStylus:Â There are a lot of champions that suffer from ailments aside from not looking good. Taric, Eve, Sion, etc, all have some fundamental thematic questions that need to be answered before we can throw them into production.
One of the reasons Karthus was straight forward is because he’s essentially an undead lich death-pope. Not a lot of thematic tinkering there.
Battle Boosts in the new One-for-all Mode have sparked a lot of controversy. Are they a good addition to League?Â
Â Q: Aren’t we supposed to be refunded the Battle Boost RP cost in the case of a queue dodge?
Â BuboBubo:Â Yes – no RP is supposed to be charged for dodged games. Please submit a ticket if this bug happens!
Q: Where can I see the bonus IP I’ve earned from a Battle Boost?
Â Â BuboBubo:Â I think the IP you earn is indicated in the little symbol next to the IP bar. This is unclear but changing the bar was a surprisingly big undertaking (thanks old code!). Noting this to improve for next time.
Â Â BuboBubo: Hem not sure what I can add beyond my explanation just above – there should be a green arrow next to the IP bar and mousing over it will show that you were credited the IP. But there does seem to be a potential for bugs with transferred accounts
The IP happens regardless of outcome.
I appreciate the patience but it would be a big deal if we said it’d grant IP and then it didn’t! Let me know if it’s still unclear or not working.
Q: Why don’t we have the option to pay for Battle Boosts with IP?
Â Â BuboBubo:Â I don’t think we have ever offered access to skins for IP. I hear ya that there is demand but it’s a really really big bridge to cross and this didn’t seem like the right time or place.Â
We always want purchases priced to be a fair value, if not better – what part makes it feel unfulfilling to you? I’d love to hear any thoughts you might have on how would you have priced this and what you would base it on.
Thanks for the feedback! Hope you enjoy the game mode all the sameÂ
Opinion: The Battle Boost is worth it only if you’re playing with premade friends
Â Â BuboBubo:Â Thanks for the responses guys – one thing I noticed is that people who judge this as a single game skin trial for themselves find it really really not worth – Noted. This wasn’t really the goal, but since there is no way of trailing a skin and players want that, it’s judged against that standard.
IRXS’ explanation is much closer to what we had in mind – Our intended goal was to complement the ‘team’ side of one-for-all. We’ll be collecting feedback more systematically from purchasers and nonpurchasers but I appreciate you all sharing your thoughts!
Suggestion:Â Allow playersÂ to test skins for free in custom games with bots
Â Â BuboBubo:Â Ah my apologies if this came off as it’s impossible – I meant to acknowledge that no such method is available right now.
I think your story is a legitimate example and one that many players can relate to. Thanks for the suggestion as well!
Q: Why is feedback on Battle Boosts neglected?
Â Â BuboBubo:I deeply appreciate all the feedback and will take it lumps and all because it’s core to us getting better. But sometimes player feedback comes in pretty harsh packages and it’s not uncommon to see some pretty cynical viewpoints which takes some getting used to. Not to absolve myself of blame either – we do make mistakes and earn our share of ire. Hopefully we can continue to get better to the point where we earn your trust and the benefit of the doubt. I’ll personally keep chipping away at this and every other Rioter I know is working towards this too.
Forums are getting a rule makeover . Live services Rioter Tamat has you covered on what the new requirements are.
Â Tamat:Â Hello superfriends,
I’d like to make you aware thatÂ there’s a new threadÂ on the beta boards about the rules we’re going to be implementing as part of our new approach. I post this in GD because I know that many of you will have strong feelings on this subject, so I’d like to invite you to come over and check out the discussion.Â
Fair warning, some of the rules we’re discussing are in full effect, so please take heed before posting.
LAST THING! If you do decide to go over and post, if you can use the up / down vote to rate content by how valuable you think it is for the discussion, that’d help us test some stuff!
Thanks in advance!
Q: Will you properly communicate the issue with punished players?
Â Â Tamat: I hope you’ll be pleasantly surprised. We’re putting a lot of thought into our approach here.
Q: What does the “overly sexual art” rule imply?
Â Â Tamat: I’ll cross-post a reply that I made in the Rules WiP thread.
“Art that shows partial or full nudity (by social standards) or is heavily sexually suggestive. The intent of the rules is to spell that out in a way that everyone can understand. I’m not sure if it is right now. What do you guys think?“
Follow-up Q: Does that include the Splash arts of Zyra, Evelynn, Leblanc, Elise, etc.?
Â Â Tamat: No. None of those come anywhere close. Does that make it clearer?
Q:Â Why don’t you make a sticky thread with the new rules on GD?
Â Â Tamat:Â Because we’re not equipped to moderate these boards by that strict a standard at the moment. You have to remember that the volume of posts in these forums is much, much higher than the CB boards. If you consider how much of that volume would currently be in violation of these rules, we’re talking serious business. We’re figuring our approach for moderation here, but nothing has been decided yet. Would love to hear your thoughts.
Â Q: Why must the community beta forumÂ replace the existing ones? Can’t they both be used by players?
Â Â Tamat:Â Real talk for a second here guys. These forums are powered by a system that was originally architected back in the 90’s. The amount of hacked development that we’ve done to get them to where they are today was a herculean effort, and one that accrued a lot ofÂ tech debt. There will come a day when these forums could crash and burn. Worse case scenario, who knows what could happen.
We don’t want to wait for that, so we’re trying to solve that problem with the CB boards. Please don’t go torches and pitchforks on me, I’m just giving you some transparency into the reality.
Q: Will the community beta forum layout be updated?
Â Â Tamat:Â We’re actually working on that right now. I hope you’ll be pleasantly surprised with an update down the road.
Q: Why aren’t these rules worded more professionally?
Â Â Tamat:Â News flash: you can be professional, and use language that you use in your everyday life. Do you want us to be a suit and tie Rito, or a Rito ran by a bunch of gamers with personality?Â
If you have any questions, feel free to ask me atÂ @NoL_Chefo.