Posts Tagged ‘one for all’



You can now once again play on a team with 4 dopplegangers, with all the champions added since the mode’s initial release:


Spin spin spin spin spin to win One For All returns

L4T3NCY Final PortraitAs the very first featured game mode, it’s been awhile since we saw the original One For All on Summoner’s Rift (two years ago this month!). We’ve released a number of new champions since, so what better time to return to the mayhem?

Over the next few weeks, head to the Rift for 5v5 One For All madness. Once you get into champ select, you and your team will vote for the champion you’ll all play before jumping into the game for inevitable chaos. Whether you’re chaining an endless string of Gangplank barrels, assembling a Tahm Kench matryoshka, or covering the map with ten (or twenty) Kalista sentinels roaming through every choke point, One For All is basically five times crazier than when you’re the only one playing your champion. Or at the very least, there’s five times the lasers.

In case you were frantically Googling release dates, here’s a list of the new faces to the One For All scrum:

  • Kindred
  • Tahm Kench
  • Ekko
  • Bard
  • Rek’Sai
  • Kalista
  • Azir
  • Gnar

One For All returns from October 15 until October 26 at 2:00 AM PDT, so join the attack of the clones with your friends and we’ll see you on the rift!

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]


PBE 02 10 Banner


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

PBE Reference 29 09 Banner

Check out Demon Vi, Spirit Fire Brand and Cosmic Reaver Kassadin!

The glow on Cosmic Reaver Kassadin’s W is now slightly brighter:

Cosmic Kassadin W 1 Cosmic Kassadin W 2



Champion Changes


Dr Mundo Final Portrait


Change BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack no longer deals 5/20/35/50/65 bonus magic damage [revert on the change in this PBE update]
  • The Maximum Health ratio of Mundo’s next attack has been increased from 2% to 5%



Riven Final Portrait

Revert BoxRunic Blade Final IconRunic Blade [ Passive ]

  • Riven’s “Edge” resource has been reverted [revert on the mini-rework in this PBE update]




Vayne Final Portrait

General Box

  • AD per level decreased from 3.5 to 3.25 [revert on the change in this PBE update]



One For All SR featured game mode coming soon to the PB

L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? 😀

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. 😀

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]


May 30 News Banner


PBE 30/05: New Pentakill Splash Arts

Official Announcements: Pool Party & Winter Warriors Bundles in Store

Red Post Collection


Recent News







PBE 30 May Banner


Previous PBE Updates for Patch 4.9 Cycle:


PBE-May-22-Banner PBE-23-May-Banner (1)PBE-29-May-Banner PBE-27-May-Banner



Pentakill Splash Arts


  • 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”, has been teased on the PBE!


Pentakill Yorick Pentakill Karthus Pentakill Mordekaiser Pentakill Olaf Pentakill Sona Pentakill Album Cover


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.



Pool Party & Winter Warriors Bundles


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. They’re flexible in cost, meaning the final bundle price will automatically adjust to reflect only what’s new to your collection.


Pool Party bundle – 50% off at 2813 RP (5060 RP if you need the champions)

Pool Party Bundle

With the sun beating down and the water heating up, the gang’s getting back together. Who brought the hot dogs?

Skins included:

  • Pool Party Ziggs
  • Pool Party Leona
  • Pool Party Lee Sin
  • Pool Party Renekton
  • Pool Party Graves

Champions included:


Winter Warriors bundle — 50% off at 2438 RP (3722 RP if you need the champions)

Winter Warriors Bundle

South of the equator, a Pool Party is less than appropriate. Survive the season by chilling with these champs and skins.

Skins included:

  • Frost Queen Janna
  • Snow Day Singed (Legacy)
  • Snowstorm Sivir (Legacy)
  • Frostfire Annie
  • Frostblade Irelia

Champions included:



More from Pentakill and Album Soon Banner

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!


Relevant News





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?


Praeco Button Rioter Praeco: 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.



Button Rioter fizznchips: Also we kidnapped their families.



Q: Will you post more of these songs on Youtube before the album is released?


Praeco Button Rioter Praeco: 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?


Praeco Button Rioter Praeco: Yes it will be.





Q: Will it be available via Google play?


Button Rioter viranimal: Yes, it will 🙂



Q: Will there be a download link on the Pentakill page for the whole album?


Praeco Button Rioter Praeco: Yes.





Q: Do you think the lyrics of “Deathfire Grasp” take away from the song?


Praeco Button Rioter Praeco: 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?


Praeco Button Rioter Praeco: 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?


Praeco Button Rioter Praeco: ’tis.





No new Evelynn skin until Visual Update Banner

A recent Reddit thread sparked some discussion about Evelynn’s need for a VU.



No new Evelynn skin before her Visual Update


IronStylus Button Rioter IronStylus: 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’s new visuals?


IronStylus Button Rioter IronStylus: 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?


IronStylus Button Rioter IronStylus: 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 hate you and you know it Banner


Battle Boosts in the new One-for-all Mode have sparked a lot of controversy. Are they a good addition to League? 



 Q: Aren’t we supposed to be refunded the Battle Boost RP cost in the case of a queue dodge?


BuboBubo Button Rioter BuboBubo: 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?


BuboBubo Button Rioter BuboBubo: 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.






BuboBubo Button Rioter 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?


BuboBubo Button Rioter BuboBubo: 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. 

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 same 



Opinion: The Battle Boost is worth it only if you’re playing with premade friends


BuboBubo Button Rioter BuboBubo: 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: Allow players to test skins for free in custom games with bots


BuboBubo Button Rioter BuboBubo: 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?


BuboBubo Button Rioter 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.



New forum rules for General Discussion Banner

Forums are getting a rule makeover . Live services Rioter Tamat has you covered on what the new requirements are.



Tamat Button Rioter Tamat: Hello superfriends,

I’d like to make you aware that there’s a new thread 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. 

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?


Tamat Button Rioter 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?


Tamat Button Rioter 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.?


Tamat Button Rioter Tamat: No. None of those come anywhere close. Does that make it clearer?






Q: Why don’t you make a sticky thread with the new rules on GD?


Tamat Button Rioter Tamat: 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.



 Q: Why must the community beta forum replace the existing ones? Can’t they both be used by players?


Tamat Button Rioter Tamat: 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 of 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?


Tamat Button Rioter Tamat: 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?


Tamat Button Rioter Tamat: 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? 



If you have any questions, feel free to ask me at @NoL_Chefo.



Red Post Collection May 29 Banner

Official Announcements: One for All is Back with a Twist

Red Post Collection

Fan Art Showcase: All the Quinn Art in One Thread

Single Posts

Recent News:



PBE-23-May-Banner (1)




One For All is back with a twist Banner

One-For-All returns to live servers, but now the rules are slightly different.


Last time you tangoed with One for All, you could nuke the enemy team with five Final Sparks or chain together a series of Unstoppable Forces. Some teams even achieved immortality with back-to-back-to-back-to-back-to-back Chronoshifts.

Now it’s time for One For All: Mirror Mode! We’ve moved the action to the Howling Abyss and changed the rules so players on both teams clash with the same champ. Soon you’ll really play pinball with Monsoons, dodgeball with Dark Spheres or hide-and-seek with ten times the Noxious Traps.

For this iteration of One For All, champ select is determined by the combined nominations of both teams. A vote tracker shows the nominated champions – if one champ achieves a strict majority, they’re chosen. If not, we base the choice on a weighted random from all the nominated champs, so if four people vote for Amumu, three people pick Blitzcrank and the last three all pick different champs; there’s a 40% chance everyone plays Amumu, a 30% chance everyone plays Blitz and a 10% chance for each of the remaining champs!

After playing your first game, you’ll permanently unlock the One For All icon (it’ll take a few days to hit your account). Additionally, we’ve added a feature to One For All: Mirror Mode that allows you to purchase a Battle Boost for your team during champ select. If you purchase one (150 RP), you’ll temporarily unlock all the chosen champ’s currently available skins for yourself and your allies. Everyone on your team also gets a one game 100 IP boost!

This game mode was inspired by feedback from you guys, so let us know what you think! One For All: Mirror Mode will be live from May 29 through June 8 and we’ll be hanging out on the Community Beta looking for your thoughts and awesome ideas!

DevBlog the design values of League Banner

Morello recently posted an exploration of the defining game design that’s gone into League of Legends. 

morello Button Rioter Morello: It’s long been our belief that to make a long-lasting game, we can’t set our sights on a single target. Being able to constantly work on League of Legends means we’ll never stop evolving and (hopefully) improving the landscape of the game. Hand in hand with that philosophy is also our desire to improve how we communicate – to have a real, meaningful dialogue with all of you guys so we can stay connected to the community while also holding ourselves accountable for the changes we make.

On that note, communication is what this dev blog is about – if League is going to continue to evolve, then why shouldn’t the way we talk about the game? Specifically, how can we continue to have real, meaningful conversations?

This got us thinking that we should really sit down to establish a foundation for our talks: our values. At the center of every discussion, shared values – or knowing where we differ – arenecessary for the conversation to have meaning. Also, and more importantly, we can have conversations about where we’re successful and where we need more work. With these values out in the open, our hope is that if you don’t agree with a change, you at least understand where we’re coming from.

Ultimately, if our goal is to make a competitive, hardcore game that’ll last for decades (and it is!), then these are the values that will get us there.


League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We’ll always find new ways to reward and support a player’s developing mastery of the game.

Whether a player aspires to be a motivating in-game leader, a mechanically gifted marksman, or a trendsetting strategist who shapes the landscape; they’re pursuing mastery. Skilled players can carry the game on a few core aspects, but masters understand and work on all of them. Whether a player’s starting their 10th or 1000th game, there should always be new and exciting challenges to pursue.

Meaningful Choice

A meaningful choice requires tradeoffs. If it’s a no-brainer, it’s not interesting. If nobody understands the consequences of their decision, it’s not engaging. If there’s a better choice rather than a differentchoice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.

Instead of offering a best path forward, we want to offer different paths forward that have real tradeoffs. Players should see changes that reflect this philosophy when we introduce strategic tradeoffs for emergent strategies, not because they’re new and unique, but usually because they’re dominating the scene.


Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player’s decisions, actions, and reactions matter.

While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it’s what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.


No victory is won alone. Players need to rely on teammates to augment their strengths and cover their weaknesses. Supports can’t make plays without a team to follow up, and marksmen can’t dish out the damage without protection.

Rather than designing champions who do everything, we create distinct roles to enhance teamplay. Marksmen deal tons of damage, but they’ll likely deal tons more with a tank up front and a support by their side. Teamplay is also an avenue for self-expression. Whether a player wants an assassin that waits for the perfect engage or a tank that fights when he pleases, we want to present a wide selection of champions that can deliver on a variety of distinct roles.


Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.

Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn’t mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can.


A constantly evolving game is a healthy game. We will continually update League of Legends with new champions and mechanics. As long as we work through the lens of our design values, we believe we can create a more satisfying and compelling experience.

Players and designers are both a part of the League of Legends experience and evolution doesn’t come through inaction. Our commitment to evolution means we can keep League healthy and dynamic over a number of years. Mistakes will be made along the way, but with player feedback and consistent iteration, we can create a constantly improving, ever-evolving game.

With our values right here in the open, we can have open conversations about how we approach design in League of Legends. Better still, we can be held accountable when we make changes that aren’t in line. If you have any questions, feel free to leave them in the comments, but stay tuned for in-depth articles from senior League of Legends game designers on each core value. We’ll be updating this post as they go live!


Q: Why can’t we delete Teemo?

ghostcrawler Button Rioter Ghostcrawler: Oops. That was supposed to be the seventh design value.



Q: Why is Clarity so bad?

morello Button Rioter Morello: haha. Well, it is a good callout in how that choice isn’t very meaningful 🙂



Q: When will Mages be buffed?

morello Button Rioter Morello: We’ve got Ghostcrawler – mages should be overpowered soon! 😉


Q: Why was Feral Flare released on live servers in such a problematic state?

morello Button Rioter Morello: We agree – we messed up on Feral Flare, and that’s why I think it needs a lot more work. The great part about talking about these publicly is that you guys are better armed to talk about where we’re making mistakes.



morello Button Rioter Morello: We messed up on Feral Flare – it wasn’t necessarily A mistake. Some of this is the “farm until big” play being SO extreme, but much of it is in the raw power. The tradeoffs weren’t there.

It was successful in opening up the jungle to other junglers – but there are also much deeper problems there in how that happens and what the enemy’s options are. I DO like that the strategy is different.

Wanna talk about egg on my face – let’s discuss how our direction on the jungle in the last 3 years has had the opposite effect.


Q: Will anything be done to prevent AFK-ers in Ranked?

morello Button Rioter Morello: This is a complex issue, I feel your pain (I just had 3 AFKs in my own placement matches). Making a system that can tolerate or avoid this, without removing the meaning of rank (via a “gameable” system) is something we’re very interested in, though Lyte can speak much more intelligently on this than I.

Busted! If you rearrange the letters in “Singed” you get “Design”

Xelnath Button Rioter Xelnath: They’ve figured out that Designs and Singed are the same thing? Quickly, launch the orbital laser cannons!



Q: Are comebacks hard to design in League?

morello Button Rioter Morello: I think the balance between consequences and making this so you can comeback is hard to do, but something we’ll always be looking to smooth out. We don’t want the game to be “you can always win!<3”, but we do need to make it not about a single moment until later in the game.

These values are really a compass for where we’re going, not where we are today – many of our designs fail this rubric.


Q: Is LeBlanc problematic right now?

morello Button Rioter Morello: LeBlanc is tough – she takes skill mechanically, but if that player is skilled, there’s nothing you can do. What do we do?

By these values, we would change LeBlanc to add interaction/counterplay.


Q: Is Caitlyn too stagnant to meet your design goals? Why is she so hard to counter?

morello Button Rioter Morello: Agreed – it’s easy to see why Caitlyn performs well so consistently. Her range and safety eliminate any other tradeoffs pretty well. This makes her more self-sufficient and reliable, which then pushes out other picks who may have more appropriate strengths and weaknesses (say, Ashe).

In many cases, balance will look fine, but the ability to make choices that are variety, interesting and exciting can be really undermined by these all-purpose designs. Many of our gameplay reworks need to focus on this.


Suggestion: Make small hot-fixes for Champions who are problematic to counterplay and study the metrics in-between

ghostcrawler Button Rioter Ghostcrawler: Those are good points, and we do intend to follow up this general feature with dev blogs going into more detail on each value.

We don’t think randomness necessarily violates the clarity value. Randomness is just one of those challenges you need to overcome and can help ensure that players are actually reacting to current situations at that moment. When randomness gets out of control is when it gets to the point of randomly winning or losing, which was the problem we were trying to fix with fear.

In terms of counterplay, having a single powerful ability or even a combo that is tough to counter isn’t necessarily a violation of that value. As the opponent, you can time your own abilities to try and go in when your opponent’s cooldown is down for example. It’s when you feel like you literally have no options that counterplay is really being violated.

The specific tactic you suggest of making frequent small changes is a viable one and we have done that on occasion. There is also value to ripping the band-aid off quickly or making larger changes to make sure we’re actually moving the needle. It’s tactically simpler sometimes to overshoot the target and then correct back than it is to incrementally buff or nerf something that is going to end up taking dozens of increments to reach its target (if that makes sense).

Most of you got this intuitively, but it is worth restating that these values are aspirational — they are what we want the game to be. There are plenty of examples where we currently aren’t living up to the ideal, and those are things we want to fix over time.


Suggestion: Implement a Council of Players, similar like the one in EVE Online

ghostcrawler Button Rioter Ghostcrawler: I am personally very passionate about any mechanism that improves player and Rioter communication. While I am familiar with the CSM, I’m not immersed enough in EVE itself to know how players evaluate its success.


Q: Do point-and-click abilities lack counterplay?

Button Rioter DanielZKlein: Good question!

There are ways of putting counterplay into point and click abilities, though, to steal a Morello expression, in my opinion point and click (or more technically correct unit targeted abilities) are “guilty until proven innocent”. One way to add counterplay is range. Annie Q is okay because of its relatively low range. Another way of doing it is by having your cake and eating it too–aka Lucian Q, which is a unit targeted ability that borrows dodging counterplay from skillshots (but fails at execution; this could be a devblog all by itself).


Reminder: Design Philosophy vs Design Reality

Button Rioter DanielZKlein: Remember that this blog post describes our values and goals. We’re not saying “EVERYTHING CURRENTLY IN THE GAME PERFECTLY AND FLAWLESSLY ADHERES TO THESE STANDARDS”, we’re saying “this is the game we’re trying to make. All our design is striving to bring the game closer to this platonic ideal.” Do call us out whenever we do not live up to these values, but please don’t expect every single instance of where we fail to live up to these values to be fixed overnight. There are so, so many.

That said, I’m so happy this is out there now. It’ll make talking to you guys about design much easier and much more fruitful. Thanks to Morello and Pwyff for putting this together!


Does Chat Restricting Work Banner

The debate for whether chat restricting is proper punishment continues. Lyte and Wookiiecookie are once again on the forums to explain to players why they’re muted and how this system reforms toxic elements in the community.

Relevant Red Post Collections




Q: What’s wrong with showing Tribunal chat in public?

WookieeCookie Button Rioter WookieecCookie: Since the reform card system is currently disabled (until the tribunal is back) it’s not exceptionally easy to get chat and provide it in a format that is acceptable for the public. We generally don’t manually release lines of chat as it takes some extra time to edit out information we don’t want to share. Since an excerpt of chat was already shared, I felt it appropriate to give extra context.

Q: Don’t we need something other than Tribunal reports so players know why they’re punished?

WookieeCookie Button Rioter WookieecCookie: We agree! Unfortunately the reform card is tied to the Tribunal System. Since we took the tribunal down for extended maintenance we had to disable reform cards as well. It would take too much work for us to transfer the reform card feature to the chat restriction experiment. That’s time we’d much rather spend on improving the Tribunal and getting it back online.

In the meantime, if players genuinely are concerned or frustrated about their chat restrictions they can write to Player Support to talk to my team about it.

Q: How does chat restricting work?

WookieeCookie Button Rioter WookieecCookie: You start the game off with 4 or 5 lines of chat. As you continue to play the game you will unlock a few additional lines of chat. This way, a player can still have the ability to communicate throughout the game but they will have to think strategically about what chat is important vs what is unnecessary banter.

You can check out our full knowledge base article on it here:…cted-Chat-Mode

Q: What about people who intentionally troll & feed? Why aren’t they punished?

WookieeCookie Button Rioter WookieecCookie: Players who feed, rage and troll are not immune to our punishment system. They are treated the same way as people that verbally abuse others. If they don’t respond to our chat restrictions then it’s very likely they’ll end up with other punishments like the loss of ranked rewards or in-game suspensions.

Q: Isn’t a Bachelor’s in Computer Science more impressive than a Ph.D in Psychology?

Lyte Button Rioter Lyte: Maybe. It depends what you’re looking for. In Neuroscience or Cognitive Neuroscience (the field I’m from), some of the top scientists in the field are former Computer Scientists or Physicists. In Economy, some of the top economists in the field are former Psychologists or Neuroscientists.

Psychology (whether it’s Social, Cognitive, etc) often collaborates hand-in-hand with Computer Scientists to help them out and vice versa.

Q: Why am I chat restricted when I don’t trash talk?

Lyte Button Rioter Lyte: Let’s be more constructive. Your chat restrictions were deserved. We generally prefer not to copy and paste chat logs, but just looking at a sampling of chat logs reveals negative behavior where you just piss off a lot of players. You will earn more chat restrictions or a permanent ban if you continue to behave this way, and even if you don’t agree that your behaviors are bad, many of your own peers don’t believe you should even be able to play League of Legends. In fact, in many games, even the enemy team is telling you to stop raging at your teammates because they are doing OK and just having a bad game.

“I HAS **** BEADS”

“because I don’t care, lol”
“just a bunch of children that blame others for their own discrepancies”
“i destroyed your nid, and outplayed you. lolol. Get off your high horse, kid”
“yet you couldn’t beat me 1v1”
“lol, stupid team”

Many players would agree that spamming negative comments in caps all game isn’t a positive experience, and when you intentionally start messing with your team because they are “kids” and you “don’t care,” it’s definitely not a positive experience either.

The chat restriction system isn’t perfect. There are going to be a few false positives, and we will do everything we can to minimize them and correct them, but you aren’t a false positive.

Follow-up Q: Aren’t you being too strict at punishing players who are not racist or overly offensive?

Lyte Button Rioter Lyte: It’s not “us.” It’s not Riot versus the players, or Riot versus certain language. The community participates in defining what’s cool and what’s not in League of Legends. Numerous players in the community felt that this language was unnecessary, and we support the community 100%. Remember, this player wasn’t just getting a little feisty–this was a large chunk of his games, every time. This also wasn’t the worst examples… just a random sample since I only had a few minutes available.

Q: Is it true only people who haven’t been punished by the Tribunal get to vote in it?

Lyte Button Rioter Lyte: No.

That’s just flat out wrong. It’s nearly always been a random sample of League of Legends players. I know you might find it hard to believe, but most players are pretty awesome and don’t believe it’s just about “not being racist.” It’s about being human beings and just having fun and enjoying the game.

Do you really just go yell at random people in public? Maybe you do, but most people don’t think it’s cool.


Q: Isn’t chat restricting in a competitive game where interaction is needed a bad way to punish players?

Lyte Button Rioter Lyte: I hear this complaint a lot, but there are fines for many kinds of behaviors in most professional sports. We’re not limiting chat for everyone and not allowing any interactions–something like 95% of players have complete freedom to chat and interact in any manner they like.

We’re just limiting chat for those who the community agrees don’t have enough respect to use chat responsibly and with respect for others.


Q: Doesn’t chat restriction lead to players reporting the muted person for “refusing to communicate”?

Lyte Button Rioter Lyte: A lot of players just use pings to communicate in-game, and they are almost never reported for Refusing to Communicate. In fact, a lot of players are concerned about that report type when it’s rarely used in the situations players are concerned about.

For example, we’ve never seen a chat restricted player get an additional punishment because of Refusing to Communicate. It’s usually because they continue to be negative, verbally abuse others even with their restricted chat, etc.

Q: Does the 95% reforming statistic include inactive accounts?

Lyte Button Rioter Lyte: It doesn’t.

Q: If this system is so effective, then why am I matched up with toxic players so often?

Lyte Button Rioter Lyte: I think this may be related to a cognitive bias. A lot of players report experiences like this, but forget that it’s maybe just 1 or 2 players in the game–not everyone in every game.

If you look at the number of players you interact with (up to 9 strangers per game) and the number of players that are actually negative… it’s a low percentage. This means that a high number of games might be frustrating experiences, but it’s due to a very low percentage of players.

Twisted Treeline after Patch 4 point 8 Banner

Do you play 3v3 in League? Me neither, but this might interest you.

Scarizard Button Rioter Scarizard: 


Hey, thanks for making this thread. There’s a lot of good discussion here, and feedback such as this is what’s going to help us make the map better in the long run.

For those of you who don’t know me, i’ve been working on Live Balance and assisting in Reworks/Champions for almost 2 years. Pretty recently i’ve joined Nome and the legendary ManWolfAxeBoss to aid their efforts of making our Alt Maps better for everyone. Most recently we shipped Soul Anchor to Dominion (mega-props to Manwolf for this one) as well as balance changes to items (sweeper, BFT and Twin Shadows) and systems changes like the ones to Inhibitors, Monster Level Scaling as well as the ones you’re talking about here.

Let me make clear that while the work we do is informed (we keep up with the opinions/posts of high tier players like this one, as well as having access to a ton of data) i’ll admit it’s iterative. There will be side-effects of changes that we either didn’t intend or don’t wholly support, and my goal is to react swiftly on a patch-by-patch basis to help resolve some of the issues you’re feeling. We’re players of League (and lovers of Dominion -and- TT alike) and aim to increase the quality of life for these communities as best we can. So let’s work together and make a better experience for everyone 

THAT SAID! Let’s get into meat of y’all’s feelin’s and break down what’s up. 

I’ve detailed and broken into points your concerns in this thread, and i’ll respond to them as best i can. If you feel i’ve left any out drop me a comment and i’ll try and get to it.

– ‘Smite being optional’ is desirable – these changes ruin that.
– The necessity of Jungle Items limits my diversity of items that i can build on junglers.
– The jungle pool has become less diverse with these changes.
– Y no Madreds???
– Turtling is too effective with AP/Waveclear champions (Ziggs being a big one named here)
– Ichors OP 
– Games are taking longer (or at the very least feeling longer)
– 3v3 becoming a mini-5v5

Smite isn’t optional

First up on our list gives me a chance to detail our current thinking about jungling on Twisted Treeline. At this time, we do not believe that jungling should be mandatory the same way that it is on SR. Since the map’s release, comps with ‘support’ lanes vs ones that had junglers were a unique and defining characteristic of teams’ playstyles. We want to keep this and feel like it’s a point of mastery and learning for TT players. That said, if you do want to jungle on TT there are certain conventions we expect you to follow. 

On both maps, Junglers perform a very important role – controlling game flow through uncertainty and strategy. Their power on these maps have been linked to and controlled by the use of Smite and build paths giving us predictable power curves/spikes throughout the game. We intend to enforce this on TT as well. There may need to be a ton of balance changes to support this stance – Smite might need more damage, a lesser CD, a cooler effect, who knows? Jungle items might need to be reworked entirely to fit the needs and flow of this map. If it comes to that, we’ll compensate where necessary.

Jungle Items limit build diversity // Jungle champions are too limited 

This one i feel less sure on. Let me up front agree with you that yes, build diversity for junglers is limited. I do not agree that this is new, however. Ravenous Hydra was (and likely still is) bought on every common jungler as their first and sometimes only damage item. It didn’t just limit the jungle items outright – how good you were with Hydra defined how good a jungler your champion could be, with an exception being made for Evelynn. We see making Spirit Items better as an opportunity to introduce diversity to jungle picks and builds by allowing different characters to be played.

That’s probably not true right now. It’s likely that Lee Sin, Kha’Zix, and all the other top tier junglers still just build Hydra and dominate everyone. Instead of just taking out Hydra with the nerf shotgun however, i’d like your thoughts on what spirit items could accomplish to enable diverse junglers (Super Golem Spirit letting Maokai, Nautilus. Amumu more niche? Super Wraith Spirit letting certain AP’s into the fray?)

Y No Madreds?

We’ll be adding this. Now that we’re embracing machete/spirit stone, we’ll likely be putting this into Grez’s lantern or something else. Unsure how it will manifest, though i like the idea of tweaking the costs such that you could start with either Spirit Stone or Madred’s Razor’s from start of game. Would like thoughts here!

Turtling is too effective with AP Champions/Waveclear

While i think this is a problem, i’d argue this is mostly a champion specific issue. Ziggs does this on every map he’s played in – but ours having two lanes makes his ‘clear endlessly in one lane and ult another’ even more obnoxious. Ichor’s duration and effect also make stalling champions pretty rough.

It’s unclear how we’ll respond to this right now – i’d like to hear your ideas on how you’d like to see it solved, but my gut says that waveclear is just too powerful on this map. Your champion can probably hit a point where they -can- one shot minions, but maybe it needs to start later? A lot of possible solutions to this. As an aside, the tower defense changes were actually made in an attempt to address this meta before it took hold – Champions like Ziggs, Cassi, Vel’Koz and Syndra (and many others) who can waveclear to siege a tower with little to no effort would poke the towers down super quickly – so this change was made to try and give people defending AP sieges a little more time/bulk to deal with it. Naturally this means defending AP/Waveclear is also pretty hard to deal with. 

Regardless, this is something we’re keeping our eye on with great interest/caution.

Ichors OP 

I agree here. This isn’t ‘BOTH ICHORS NERFED NEXT PATCH GG RIOT’, but i think Blue Buff on an elixir and Tower Damage on an elixir may just be too strong. It could also be the duration/cost, but i’m inclined to think that any gold threshold that says ‘you stall the game out longer for x minutes’ is probably overdoing it. Will put a lot of thought into what elixirs -should- be, but as with every other bullet-point (you guessed it) i want to hear what y’all think.

The last two concerns have a lot to do with the overall identity of the map (What should TT be?) and as such, i’d rather respond to them separately and give them the discussion they deserve instead of trying to boil my thinking down to a paragraph or two.

Not the longest post ever, but not the shortest. This is not me simply telling you how things are going to be, but meant to be a first transmission that can lead to y’all communicating with us on the issues you’re most passionate about.

Fire away! ALSO IF YOU MANAGED TO READ ALL OF THIS YOU ARE A HERO [i probably overused commas to hell]

All the Quinn Art Banner

This thread is like Christmas in May. Enjoy! 

Do you love League art? Check out all these awesome collections:

Fan Art Enijoi

Fan Art Erina Topic

Fan Art School Designers




Quinn 4

Quinn 5

Quinn 6

Quinn 7

Quinn 8

Quinn 10

Quinn 11

Quinn 12

Quinn 13

Quinn 14

Quinn 16

Quinn 17 (1)

Quinn 17

Quinn 19

Quinn 20

Quinn 21




Quinn 1


Single Posts banner

Color Blindness

MattEnth Button Rioter MattEnth: I’m not colorblind, but I did help out with color blind mode over 2 years ago. Some random stuff I learned during its development.

  • A common misconception is that color blindness usually means that you “can’t see color,” or that everything is monochromatic and black/white/gray. This is extremely rare.
  • The most common use of “color blind” really refers to red/green color blindness. It has some genetic links and mostly affects men due to them only having one X chromosome. Women would need to have the same genetic defect across both chromosomes to become red/green colorblind – men lack that redundancy. In contract, blue/yellow colorblindness is equally likely for both sexes (though extremely rare).
  • Color “blindness” isn’t as much of a binary as you might think – it’s much more of a spectrum from completely “blind” to just color deficient. If you’re in this category, odds are you can see and identify red, but have to focus much more than someone without any color deficiencies.
  • One in every 12 men have some level of red/green color deficiency. Statistically speaking, that means you’re probably running into someone who has deuteranomaly every few games (we haven’t actually studied this, but just extrapolating from the entire male population). On a stream of hundreds of thousands, tens of thousands are probably colorblind (which is why we switched to blue/red instead of blue/purple as the default in eSports spectator).
  • Photoshop has a pretty great color blind filter. For me, it’s View–>Proof Setup–>Color Blindness. You can use this to see any image as a color blind person would see it. Gimp also has the filter, and there are a few free online ones too (just Google “Deuteranopia filter”).

List of improvements for Summoner’s Rift

Button Rioter MasterVidallis: The map needs a graphic rework pretty badly. The general design is fine for the most part, it’s really just about the textures and the shapes of the decorative models. Here are some ideas from an very active player who also happens to be a professional designer:

A lot of the issues has to do with just low resolution textures and low polygon models for the both the map itself and the items on it. That they both need to be increased significantly goes without saying, and with today’s computers even at the low end, there is no need for such a low graphic map. But onwards to some specific aesthetic suggestions.

1- The cartoony styles works for the game and is it’s identity, so I’m not saying the jungle needs to be realistic, but I do wish it looked and felt like a jungle as we all call it that. Pine trees don’t belong in the jungle, it’s a jungle not a forest, neither does that really pastel color pallet. I would love to see some more tropical jungle looking trees, some more fierce and colorful flowers, something like this is what I imagine for the vegetation style…zon-Jungle.jpg.

2- The towers need a lot of love, they’re magical so more magic effects like designs that light up when it’s attacking and a more epic magical explosion when it goes down (just bigger, probably light purple particle effects on a wider radius sort of thing, would be awesome. They should also fall apart gradually and show damage as they are attacked. I think rather than human shaped they should be creature themed, one for each side, a lion for one side and dragon for another would be really cool. This would give each side of the map more visual identity and people would soon call it “dragon” side and “lion” side.

3- I think the river, being so shallow would be much cooler if redone as a swamp, which would also be more suited for the jungle. So things like little frogs and a murky greenish color for the water texture would be awesome.

4- The baron area should feel epic when you walk into it, rather than just sticking out of the ground it should look like it burrowed itself up through a cave stone floor and the area should feel like a cave with magical symbols shining on the walls. There should be skeletons by the entrance and an ominous light effect coming from the area as you walk by the river.

5- The nexus is this massive source of power and should be redone entirely with some lively animation so it looks more like a living energy source irradiating from the crystal, probably various circular motion light effects that look almost liquid spinning around a large round crystal, players should feel like they’re attacking the crystal itself when hitting the nexus not a stone base. The crystal should glow red when being attacked and start pulsating faster and faster as it gets lower, as if it knows (it knows!).

6- The bushes should look taller and like bushes, not low poly tall grass, seehttp://lucieonthelam.files.wordpress…/dsc01437m.jpg on the right side. Their shadows should also be more intense so they look like they’re completely dark inside.

7- The summoner’s platform looks really bland considering it resurrects players and deals a lot of damage. It should look entirely and change color when enemies step on it.

These are general as I could write pages on pages to get to the details, but hopefully it gives you some ideas.

Fan Art in Full 3D of Diana

  • by Summoner Endesong, link to thread


Fan Art of Diana Full 3D


If you have any questions, feel free to ask me at @NoL_Chefo.

PBE 9 May

Previous PBE updates for Patch 4.8 Cycle:


River Spirit Nami – In-Game Skin Preview

One for All: Mirror Mode

One for All Mirror Mode

One for All Mirror Mode


Rune Sale Banner 

For two weeks, you’ll be able to get two rune pages for the price of one!

Hippalus Button Rioter Hippalus: Here at Riot Games we know the value of a good book – especially if that book happens to be loaded with powerful arcane runes. So to help you get the most out of your seals, marks, glyphs and quintessences, we’re holding a sale on Rune Pages.

Between May 23rdand June 6th at 11:59 PM PST you’ll receive two rune pages for the price of one on purchases made with either RP or IP.

You’ll find the 2 for 1 Rune Pages itemin the Bundles tab of the League of Legends store, so don’t miss this chance to bolster your book while they’re on sale.

Please note: this is a pre-announced promotion, meaning that we won’t be offering partial refunds on rune pages bought between now and the sale. Please mark your calendars!

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One For All: Mirror Mode and Battle Boost

Brackhar Button Rioter Brackhar: Hi everyone!

When we first released One For All, a lot of players said this would be a fun mode to try with 10 of the same champion on Howling Abyss. Well, we heard you and we agree!

The next Featured Game Mode, One For All: Mirror Mode, is up for testing on PBE!

For this iteration, we made a few tweaks to the champion select process. Champ select is now determined by nominations aggregated across both teams and a vote tracker shows the nominated champions. If a strict majority is achieved (>50% of picks, excluding abstains), that champion is assigned to everyone. If not, the champion is picked based on a weighted random across all of the champion nominations – for example, if 4 people vote for Amumu, 3 vote for Annie, 2 vote for Aatrox, and 1 person votes for Alistar, there’s a 40% chance everyone will be Amumu, a 30% chance you’ll all play as Annie, a 20% chance to face off as Aatrox, etc.

One feature we’ve added to One For All: Mirror Mode is the ability to purchase a Battle Boost for your team during champ select. If you purchase one, you’ll unlock all available skins for yourself and your team for that match as well as a one game team IP boost. (Ever wonder how many different Teemo mushrooms there are? )

Hop in the queue and give this community-inspired variant of One For All a try. As always, let us know if you find any issues or problems and tell us what you think!

If you have any questions for me, feel free to ask me at @NoL_Chefo.


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Showdown & Magma Chamber Info

Red Post Collection

Single Posts

Champion Rotation – Preseason Week 8



Showdown & Magma Chamber Info


Magma chamber info banner

Is Magma Chamber destined to never be? Will One-for-All make a return? Keep reading!



In December, we debuted our second Featured Game Mode, Showdown. We wanted to share some results from the mode’s first run, and give an update on the…less icy map we showed off at the 2013 All-Star Game and said we’d launch before the next season.

The idea for a 1v1/2v2 map originated from a Thunderdome project and ended up evolving into what you saw at the 2013 All-Star Game. At the time, the Featured Game Modes project was just kicking off and the team decided to take a deeper dive into a 1v1/2v2 game mode. They discovered a few things:

  • Pros (and internal play testers) actually preferred the longer lanes, health packs and brush of Howling Abyss
  • Magma Chamber ran alright on the nigh-supercomputers pros were playing on, but it was far from optimized and had a slew of unforeseen performance issues

There were also a few questions that needed answers:

  • Would 1v1/2v2 be a popular and replayable mode for players?
  • What’s the correct map layout? Should players be able to choose a lane on Summoner’s Rift? Should there be health pickups? Brush?
  • What’s the optimal rule set for a 1v1 or 2v2 matchup?

So we had to make a decision – we wanted to try out a game mode like this, but creating a mode-specific map represented a significant commitment when we weren’t sure the game mode was going to be something players wanted. Since players seemed really interested in a 1v1/2v2 experience, we chose to try the game mode out on Howling Abyss – an art-complete and optimized map – to gather player feedback and data.

Showdown was a relatively short-lived experience for most players. Tons of players tried Showdown out when it was first released, but, after only a week, players worldwide spent less than 1% of all in game time on Showdown. Generally, we heard good feedback about the 1v1/2v2 gameplay on Howling Abyss as compared to Magma Chamber. Players also had ideas about continued improvement of the 1v1/2v2 experience such as being able to do specific top, mid or bot lane matchups on SR.

Ultimately, we concluded that Magma Chamber simply isn’t the right place for us to further develop a great 1v1/2v2 experience and the mode itself isn’t sustainable as a permanent feature. So, after many discussions and a lot of fact checking, we’re halting development of the Magma Chamber map you saw at last year’s All-Star Game. That doesn’t mean that a lot of you (and us) didn’t have fun dueling it out on Howling Abyss and we really want to bring back 1v1/2v2 in the future.

(If you’re interested in the complete breakdown of our Featured Game Modes data as well as some information on the future of Showdown, check out Brackhar’s post.)

We know we changed our minds after making a commitment and we’re sorry. We hate doing it. Thebiggest promise we make, and the one that makes us believe this is the right decision, is that we aspire to be the most player-focused game company in the world. We’re always trying to make decisions that we think are in the best interest of players and in this case, we think that the best path forward is to perfect 1v1/2v2  as a Featured Game Mode. We’re excited about future possibilities and there are already more projects in the works we think you guys will love.



Red Post Collection



Showdown Statistical breakdown


Snowdown approaches

Let’s have a professional analysis of both modes – how popular were Snowdown and One-For-All?



BrackharButton Rioter Brackhar: Hey Everyone!

With Snowdown now a few weeks behind us, I wanted to talk with you guys about how the mode was received, some of the feedback that was given and what our future plans are for the experience. This post uses One For All as a comparison point, so you’ll get to see some neat data there as well. So without further ado, let’s dive in!

First, let’s start by discussing the feedback we received from the Micro Feedback Tool (MFT). The MFT is a tool where we pose a simple statement to players like “The game of Showdown I just played was fun,” and ask them to rate their agreement on a scale from 1 to 5. We use the MFT for almost every feature we release, and it’s a great way for us to hear player’s first impressions.

For any featured game mode we create, there are three main questions we ask via the MFT: Was the game fun, did it feel different from other game modes, and would you like to play it again. We then collect data at three different times during the event: once when the event starts, once midway through, and once at the end. This helps us understand how player sentiment changes as exposure to the game mode increases, and it can be very useful in separating out novelty appeal.

Generally speaking, we view a response above 4.0 as representing strong agreement in the community, and as you can see above, both 1v1 and 2v2 scored very well on all metrics. Additionally, each question remained stable throughout the different time periods on all questions, meaning, the people who continued to play Showdown enjoyed the mode and left with a favorable opinion. 2v2 generally scored slightly better on each of these questions which we expected given the increased amount of combat interaction. This leads us to believe that Showdown is a candidate for returning sometime in the future.

Next, let’s take a look at some play data and see how it compared to One For All.

This is the first time we’ve shown data like this, so let me give some context. One of the more common metrics we use to measure a game mode’s appeal is the number of minutes a player spends playing each particular mode. By looking at the percent of time they spend in any particular experience, we can judge how it holds up against other game modes. Additionally, “minutes played” allows us to compare game modes with drastically different game lengths without biasing in one direction or another. One For All fares very well by this metric, averaging almost 23.4% of all playtime across all regions. Showdown also fared well, though it only accounted for about 2.3% of all play during the time period.

Because much of the appeal of these game modes comes from the novelty aspect, we also do a breakdown of playtime across the lifetime of a mode to see how it falls off. The below graph shows the average play time of both One For All and Showdown as a product of time.

As you can see, both One For All and Showdown had a high spike in playtime when they were first turned on, with One For All accounting for 37% and Showdown 8% on their respective first days. As time passed the amount of time both modes were played decreased. One For All lost 75% of its playtime and Showdown lost 90% by the end. This drop-off for both modes is a pretty good indicator that these modes are likely better suited as short-term events rather than permanent game modes. If the modes were left on permanently, the queue times for each would be pretty atrocious after a few more weeks.

All of the above is in line with how we generally expect featured game modes to perform, and this type of data helps us determine what to pursue next. Both modes successfully delivered on being fun, memorable experiences, and my team wants to thank all of you who played and gave your feedback. We really appreciate your support.

Speaking of feedback, a number of you wrote to us and gave your ideas on how we could improve Showdown in the future. I’d like to let you guys in on some of the early ideas we’re discussing.

  • The amount of time spent in champion select was too long for how long the games were.
    • After playing a number of games after release, this is a point we definitely agree with. One idea we’re discussing right now is potentially making each match a best of 3 or best of 5 competition instead of a one-off, which should help while also opening up some interesting counter play opportunities. There are a number of variants we could use also, from letting you bring in multiple champions that you cycle between to not resetting gold and xp so late game champions/builds could potentially shine more. All are open to discussion.
  • Players wanted an experience more like top/mid/bot on SR.
    • We’re pretty happy with the hybrid experience we created by doing Showdown on Howling Abyss, but we also understand the desire to have a matchup that is more true to the lanes of Summoner’s Rift. One thing we’re discussing is potentially having Showdown return on SR with different queues for top, mid or bot lane matchups. That way people who really do want to see who is the best mid-laner can, and no one will be able to use the excuse that they lost because of the health packs or brush differences.
  • It’d be great to have a ladder showing progress.
    • This is definitely a cool idea and one we want to pursue. Our team doesn’t have any web developers on it so we’d have to negotiate with some of the other teams here at Riot, but there’s value here for sure!

Thanks for taking the time to read this, and I look forward to sharing more data with you in the future!




Are the modes coming back?


BrackharButton Rioter Brackhar: Yeap! When any mode is received well it definitely becomes a candidate, with the question of when being dependent on its relative popularity.




Suggestion: Challenge players to Showdown from post-game screen


BrackharButton Rioter Brackhar: Yeah, that’d be a pretty cool addition. I’ll bring it up with the team.





Why are there such long breaks between game modes?


BrackharButton Rioter Brackhar: The breaks do a number of things that are helpful, from giving my team some time to make game modes that are more complex to also helping make each mode an event in the community so the play rate is high. As for why we don’t make the game modes permanent I talk a bit about it in this post:….php?t=4019198



Is it true that making these modes permanent now will lead to long queue times?


BrackharButton Rioter Brackhar: Well, you can see from the data that the play rate dropped off substantially after just two weeks for Showdown, and it didn’t show signs of stopping. A few more weeks and we’d likely be looking at 20 minute queue times commonly, which is unacceptable for a 5 minute average game mode.



Will you give us statistics like this for Champion win rates?


BrackharButton Rioter Brackhar: I can’t speak to champion win rates, but I’d love to keep doing this for any of the featured game modes we do.





What do you think of a Capture-the-Flag mode?


BrackharButton Rioter Brackhar: Could be pretty cool! I think bombing run would be a bit better than CTF, but I like the idea!





Can you explain how using game time is an unbiased way of gathering data?


BrackharButton Rioter Brackhar: Sure, I’ll take a stab at it. Broadly speaking, the idea is the players generally have an amount of time that they’re interested in playing LoL when they sit down. Have you ever had a 80 minute SR game and thought “Man, that game was super long, I can’t play another” or had a 20 minute surrender and thought “Oh hey, that game was super fast, I can probably get in another one?” That’s this concept in practice.

As such, what differences in game time do is they affect the minimum amount of time you’ll play a mode in a night, more than anything else. If a game mode is really engaging you’ll play it for all the time you’re on, and if it’s not you’ll spend that time elsewhere. If we had shipped Showdown as a best of 5 match vs the heads up one we did, our expectation is that we would have seen a similar amount of time spent in Showdown with on the order of a fifth the total number of game starts. It is fair that the Showdown experience spent more proportional time in champion select than our other modes does, but even if you multiply the average by 1.2x it doesn’t really move the needle appreciably.


BrackharButton Rioter Brackhar: We use % play time as a way to measure player’s engagement with a game mode and feel that it effectively normalizes for engagement across varying game length since players naturally self-budget their time. Since Showdown had a very low % play time by the end of its lifetime and had much worse falloff than any of our other modes during a same time window after launch, we felt that Showdown was not a particularly long-term engaging mode.

The caveat here is that the MFT data shows that the game mode was received well and left people with a positive opinion, meaning that it’s a decent candidate to try bringing back with changes in the future. However, as currently envisioned it’s not a strong candidate for being a permanent game mode.



What do you mean by “spending time in Champion Select”?


BrackharButton Rioter Brackhar: What I was trying to refer to by referencing champion select was heading off a potential counter argument. Champion select for Showdown takes roughly 2-4 minutes to get through, and the average Showdown time was 7 minutes. As such you could argue that only looking at game time isn’t a great measure of engagement, since spending time banning champions/selecting champions is a much larger proportion of the experience compared to other game modes. All I was trying to say was that, even if you inflate the playtime of Showdown to account for that time in champion select, it doesn’t appreciably change the results.

As for accounting for players yes. Average play time accounts for that inherently, which is why we use it. Number of game starts is where you really have to account for different team sizes, and as such is a confusing metric in this case. That’s why we left it out.



Using this methology, are Dominion / Twisted Treeline worth maintaining?


BrackharButton Rioter Brackhar: We want to try and do some things with Dominion via the auspices of featured game modes, we just need to figure out what first.





Why aren’t these game modes available all the time?


BrackharButton Rioter Brackhar: Every game mode that is on live increases the cost of any change that we do. Some of the balance changes that we’ve done already have broken One For All as an example, so we’ll need to go back and fix it up before we bring it back. Now imagine that we’re having to check 10+ game modes for every change we do, and you can see how slow development could become.



Will you include Team Builder in featured game modes?


BrackharButton Rioter Brackhar: Yeah, I think Team Builder has a lot of potential for cool stuff in featured game modes! I definitely want to explore the possibilities once it’s released.




Are you concerned that MFT data might be inherently skewed upwards?


BrackharButton Rioter Brackhar: We use these types of questions for a bunch of stuff. Trust me; when players don’t like something they let us know. 😛





Do these stats include custom games?


BrackharButton Rioter Brackhar: Yeap.




Don’t you think not resetting gold and xp would make for some really bad snowballing, where eventually it would be extremely difficult to come back from a bad position?


BrackharButton Rioter Brackhar: Possibly, but maybe we also remove the gold/xp bonus from champion kills. The idea basically comes from the question of if it’s interesting to see how a matchup fairs at different champ levels. Some champs are better late game, so maybe it’d be more fair to them. Dunno! It’s just an idea currently.



Do you think making 1v1 and 2v2 “hardcore” conceptually alienated a lot of players?


BrackharButton Rioter Brackhar: I dunno. We’ve got a pretty large segment of out playerbase who self identify as hardcore/competitive players, so I don’t think that’s intrinsically it. As for the timing question I don’t know if I’d agree with the argument as phrased.




Are Fighters poorly designed?


Irelia banner

Morello explains Riot’s philosophy in dealing with top lane picks. Happy times guaranteed below! 



Why did you nerf Irelia so many times?


morello Button Rioter Morello: Irelia’s not a special case to me, but a representation of the problem that many fighters have overall – you bring power to the table, and your function is to outpower everything in terms of raw effectiveness.

Let me give you a little history lesson on fighters from the old days;

Originally, melee consisted of mostly true tanks and melee carries – Yi and Tryndamere to be exact. Quickly, the latter category really was phased out by ranged AD who could do their jobs, and better. Sure, melee did more damage, but with itemization, the damage wasn’t meaningful enough to make up for the extra risk incurred by melee ranged attacks.

The team saw this and wanted to solve it. After a few attempts and one successful champion launch on this front, Garen, Xin was released. Xin was our first true love letter to melee (Garen was more designed to be a straight-forward champion).

And oh, what a love letter it was. Xin was tough as a nail, bursty as an assassin and had chainable CC. Our solution was to try to give them everything we could to make up for the melee nature. While Xin’s tuning was absurd on launch, the formula worked in the “here’s how melee can be viable in LoL.” The problem is that approach left us little we could do to adjust playbalance outside of power and numbers.

All-the-while, we were continuing to launch champions at a break-neck pace. I started at the Miss Fortune patch, and I think while she was launching we had 6 other champions almost done at that time. I’d be surprised if Irelia wasn’t kit-locked already by then (hard to remember as I’m old now).

So, we kept on keeping on – Irelia, Renekton, J4, half of 2012, etc etc. All the while, these melee were enjoyable, people were playing them, we saw some new trends with the S1 switch – lots was looking up.

The problem was that we didn’t have nearly the sophistication with understanding what effect this would have on the game long-term. We’d all get different insights and peeks into it, but never anything to change course. It was really in the end of 2011 (after a very storied Volibear development) where we went “OK, what the **** is happening here.”

Now, we get into last year and up to today. Fighters have these problem more than even (Hi, Riven!) and they all live in a world where any of them that don’t are completely useless. In the short-term, we try to play whack-a-mole to keep it in check somewhat, but it’s a bit of a futile battle – as long asone champion has this problem, no others can show up with interesting stuff, meaningful weaknesses, or a laning phase that doesn’t have everything.

And our balance was going this way on fighters too – Nasus’ eventual rise from trash to god, Jax’s two redos, etc. Our long-term desires were directly being fought by the actual reality. So while we knew we wanted to fix it, we didn’t want to, say, release Vi in a state where she wasn’t playable. I think it’s a pretty harsh kick in the dick to make something really exciting and then go “jk she’s bad forever” because we made her in line with what we think fighters should be, rather than what they are.

So, “Better Nerf Irelia” is just a representation of why fighters break League of Legends, and in the abstract sense, we have a lot of old stuff that does it.

For what it’s worth, I’m pretty much fed up with that state of the game as a designer. I want to go hard. I want to reconstruct this stuff. There’s no way we can start making interesting characters in these lanes when you get a ton of tool variety, reliability, power, and stats for just playing your character competently. Meanwhile, something that takes nuance and hard work is just bad – because his competition for power is so high, there’s no way he can be in that space.



Are Fighters (Bruisers, for old-timers) the primary offender when it comes to balance?


morelloButton Rioter Morello: I think fighters are the worse in this, but ADC (via items and some kits) and assassins have similarly patterned problems. Mages have tool overload, and I think mobility creep is out of control too. All on the hit list.

I’m OK if someone quits with rage over “my champ got nerfed a lot”, I’m not OK if someone quits because “eh, League is getting boring” – the road we’ll be on if we don’t do something about it.



Do you have the team necessary to make major balance changes?


morelloButton Rioter Morello: I’m hiring/have hired at least 4 people for Core Gameplay/Live Balance this year. So there’s some 





Are you willing to make those changes?


morelloButton Rioter Morello: I guess I’d rather have us fail spectacularly (and likely make big progress) than not shoot for it.





Ghostcrawler – New Lead Designer


ghostcrawler banner

Ghostcrawler, former Lead Balance Designer for World of Warcraft, steps in the shoes of a Rioter with a very important mission – beat Morello at nerfing things.



Will Ghostcrawler replace Morello as Lead Designer?


morelloButton Rioter Morello: Nah – League’s a huge game and there’s a lot to do. GC’s actually some MUCH-needed help on the leadership side – it’s just too much for any one person to handle and make the progress I’d like to see. We’ll be dividing up some of the effort on leading it, but other than making sure more things have support, the teams are pretty unchanged from who’s doing want (Statikk and friends are still doing Game Health, Meddler still heads champ development, we just have more expertise to draw on now).

A lot of the things we want to focus on with game health this year (and preseason is a kick-off to this effort) is primarily around fixing a lot of the old problems. After finishing up support (IE the gold item particulars + Annie problem), we want to focus on adding choice and depth by taking a HARD look at “ball of stats” stuff so we can actually introduce interesting stuff with trade-offs.



Do people blame you because they don’t know what Lead Designer’s job is?


morelloButton Rioter Morello: There’s a lot of this – people think I suck at numeric balancing because I DO, but that’s also why I don’t actually do it. Funny how that works 

That being said, the leads ARE responsible for what goes out. So it’s our fault still 



How do you feel about Greg (“Ghostcrawler”) joining as Lead Designer?


Xelnath Button Rioter Xelnath: I appreciate the positive thoughts.

I worked with Greg both directly and indirectly for years. He’s an awesome guy who took on the impossible task of doing what Morello has done for league for so long on a game where people are incredibly invested in their character and any nerf is an extremely personal offense.

It’s a tough, tough job. Greg tanked it like a champion.

I’m excited to see how helps bolster our ranks.



Single Posts



Is Miss Fortune still a viable pick?


ricklessabandon Button Rioter ricklessabandon: Miss Fortune seems to perform fairly well, but with the recent releases and/or updates for other Marksmen the spotlight hasn’t been on her for a little while. That said, I do have some changes in mind i’d like to get on the pbe soon, so if those go over well they could ship in the foreseeable future.



Is Irelia getting a full rework?


ricklessabandon Button Rioter ricklessabandon: Just to be clear, ‘more than a small number adjustment or two’ could include anything from reworking one ability up to redoing her whole kit—it means that it’s more than a couple of days worth of time, and that’s about all it means as far as ruling out possibilities.

Until someone starts working on her in earnest, I couldn’t really say which other kit update (Master Yi, Katarina, Trundle, Ahri, etc) Irelia’s would be like.



Team Builder available (again) on the PBE!


Lyte Button Rioter Lyte: Summoners,

Team Builder is coming to the PBE today! On Monday and Tuesday (1/13 and 1/14), we’re going to run a PBE test of Team Builder from 1:00 – 5:00 PM PST. Select PBE testers will be able to try out this new feature and give us invaluable feedback on its design and functionality.

We got a lot of great feedback on Team Builder in the first two PBE tests, and we have been hard at work incorporating some of your feedback. Team Builder is a complete re-design of Champion Select, which means it’s extremely complicated and there are a lot of changes. One of our goals is to keep collaborating with players on this feature, and collect feedback throughout the development process.

What does this mean for players?

As players, you’ll be able to help us test the feature extremely early in the process, and work directly with developers to evolve the feature over time.

PBE is a smaller server, so queue times will be longer, and gameplay experiences will not represent a Live server. Matches might be very unbalanced as players of all skill levels will appear in the same match, but our focus is on testing the feature and collecting your feedback.

The following additions have been made for this PBE test:

  • Skin Selection now works, but skin preferences won’t be saved from game-to-game
  • Role selection is currently limited to “Any Role”
  • Limited Match Found Ceremony (you’ll hear a gong!)
  • Added tool-tips for several buttons in the feature
  • Lots of polish!

The following bugs have been fixed for this PBE test:

  • Summoner Spell selections are now saved
  • Summoner Icons will now show up in the loading screen
  • Team Builder games will now be available for Spectator Mode
  • Reduced the volume of sound effects
  • Added missing buttons in the Champion Select window
  • You now receive a notification when a group disbands
  • Team Builder animations can now be disabled in the client

The following features are still turned off or incomplete for this PBE test:

  • Friend Invites from Friends List
  • Dynamic Matchmaking Adjustments
  • Estimated Wait Times
  • Anti-Abuse System

How do I get involved and help make Team Builder awesome?

We’ll be using this thread to collect player feedback and answer questions about this PBE test. We’re looking for more general feedback since we’ll be on PBE longer than the previous tests. For example, where are all the places we can add polish to the feature, and are there any points in the feature that seems confusing to you.

RiotDoctahWayne has a thread in the Bugs Forum that will be collecting information on bugs you’ve found in Team Builder.

To participate in future beta testing for League of Legends, apply for beta access here.




Champion Rotation – Preseason Week 8


Rotation Preseason Week 8

The following Champions will be free-to-play until January 21st!


  • Ahri – 6300 IP / 975 RP
  • Caitlyn – 4800 IP / 880 RP
  • Corki – 3150 IP /790 RP
  • Fizz – 6300 IP / 975 RP
  • Kha’Zix – 6300 IP / 975 RP
  • Lux – 3150 IP / 790 RP
  • Rammus – 3150 IP / 790 RP
  • Rengar – 6300 IP / 975 RP
  • Taric – 1350 IP / 585 RP
  • Udyr – 1350 IP / 585 RP



Missed any recent articles? Check below:


Lunar Revel Splash Arts


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Anivia texture banner


PBE Update

  • Base HP: 430
  • HP-per-level: 82
  • Base Movement Speed: 350
  • Base Attack Range: 175
  • Base Damage: 48
  • Damage-per-level: 3.6
  • Base Armor: 15
  • Armor-per-level: 3.4
  • Base Magic Resist: 30
  • Magic Resist-per-level: 0
  • HP/5-per-level: 0.18


Way of the Wanderer ( Passive )

Way_of_the_WandererIntent: Yasuo’s critical strike chance is doubled.

Resolve: At maximum Flow, the next time he would take damage from a champion or monster he first gains a shield that lingers for up to 2 seconds.


Steel Tempest ( Q )

Range: 475 || Cooldown: 6 / 5.5 / 5 / 4.5 / 4

Steel_TempestYasuo thrusts forward with his sword, dealing 10 / 30 / 50 / 70 / 90 (+100% Total AD) physical damage to all enemies in a line. Landing Steel Tempest grants Yasuo 1 stack of Gathering Storm for 10 seconds. If Yasuo has 2 stacks, his next Steel Tempest consumes the stacks for an additional effect.

If cast during Sweeping Blade or Last Breath, Steel Tempest and Empowered Steel Tempest become a point-blank area of effect instead of a linear skill shot. The damage can critically strike and on-hit effects are applied to all enemies damaged. The cooldown of Steel Tempest is unaffected by cooldown reduction and is instead reduced based on his bonus attack speed. The casting time/missile speed is also reduced based on Yasuo’s bonus attack speed.


Empowered Steel Tempest (Q + 2 Stacks of Gathering Storm)

Empowered_Steel_TempestRange: 900

Yasuo brandishes his sword and causes a whirlwind to tear forward instead, dealing the same damage to all enemies in a line and knocking them airborne.


Wind Wall ( W )

Range: 400 || Cooldown: 26 / 24 / 22 / 20 / 18

Wind_WallPassive: Yasuo generates 4 / 8 / 12 / 16 / 20% of his maximum Flow whenever he uses Sweeping Blade or Last Breath.

Active: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles and becomes wider with more levels in W.


Sweeping Blade ( E )

Range: 475 || Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1

Sweeping_BladeYasuo dashes 475 units in the direction of the target enemy, dealing 70 / 90 / 110 / 130 / 150 (+100% AP) magic damage and marking them for 10 / 9 / 8 / 7 / 6 seconds. Each cast increases the next dash’s damage by 25%, up to 140 / 180 / 220 / 260 / 300 (+200% AP) damage. Yasuo cannot use Sweeping Blade on an enemy that’s already been marked.


Last Breath ( R )

Cooldown: 80 / 55 / 30

Last_BreathYasuo dashes to a nearby airborne enemy champion, dealing 200 / 300 / 400 (+150% Total AD) physical damage and holding all airborne enemies in the air for an additional 1 second. Once he lands, Yasuo gains 50% armor penetration for 15 seconds that only affects his target’s bonus armor.

Casting Last Breath will consume active stacks of Gathering Storm.

In-game Preview



“Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. This once-proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.

Formerly a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.

Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Left truly alone for the first time in his life, he set out to find the Elder’s real killer.

Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.

Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone’s side.

Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: ”The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother’s forgiveness. Tears streamed down Yasuo’s face as his brother passed in his arms.

Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother’s revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone’s grave, set out with the wind at his back.

The story of a sword is inked in blood.”
— Yasuo”



Special Interactions


With Master Yi

  • MasterYiSquare“Wuju? Never heard of it”
  • “Wuju? No, I wouldn’t”
  • “Nice… sword… boots?”


With Riven

  • RivenSquare“Which weighs more Riven? Your blade or your past?”
  • “Everyone faces a reckoning Riven!”
  • “You can’t run from yourself riven! I’ve tried…”
  • “Broken Sword, Broken Spirit”


With Zed

  • ZedSquare“Scurry back to your shadows ninja.”
  • “Ninjas… I hate those guys”
  • “Cute mask .. your – uh -mom sew that?”



Anivia Texture Update


Anivia Classic

Classic Anivia

Anivia Bird of Prey

Bird of Prey Anivia

Anivia Noxus Hunter

Noxus Hunter Anivia

Hextech Anivia

Hextech Anivia


Balance Changes


Skarner’s rework is back for testing!





Crystal_SlashCrystal Slash ( Q )

  • Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
  • When target is hit, applies an attack speed buff for 5s that stacks up to 3 times 4/5/6/7/8
  • Slow removed from Crystal Slash (moved to Fracture)


Crystalline_ExoskeletonExoskeleton ( W )

  • Attack speed component removed
  • Cooldown lowered from 18s to 14s
  • Max movepseed increased from 15/17/19/21/23 to 24/28/32/36/40 and ramps up over 3s
  • Duration remains at 6s
  • Shield value increased from 70/115/160/205/250 to 80/135/190/245/300
  • Shield AP ratio increased from 0.6 to 0.8


FractureFracture ( E )

  • Mana cost reduced from 50/55/60/65/70 to 30/35/40/45/50
  • Heal removed
  • Targets hit are slowed by 30/35/40/45/50% for 2.5s
  • Missile range increased 800->1000
  • Missile width reduced from 120->90


ImpaleImpale ( R )

  • Impale now roots targeted champion during the windup animation
  • VO for “feel my sting” etc will happen on successful grab instead of cast start



Relic ShieldRelic Shield

  • Recharge time increased from 30 seconds to 60




A new meta? Relic, Rakkor and Face of the Mountain



Xelnath Button Rioter Xelnath: Hey guys,

I’m so glad you’ve all been enjoying the preseason. As we mentioned, we fully expected our changes to dramatically shake up the League of Legends you’ve known for so long. We’re really happy to see people questioning the fundamental preconceptions they’ve held about league for so long.

That said, we’ve heard your concerns and we’re going to nudge down the Relic Shield lines to free up some more breathing room for experimentation.


  • Balance Relic Shield to match Spellthief and Ancient Coin incomes
  • Reduce the early game sustain of Relic Shield
  • Focus Relic Shield’s value on melee champions
  • Reduce the midgame pushing power of Targon’s Brace

Specific Changes:

  • Relic Shield’s execute will not proc on ranged attacks
  • Relic Shield’s charge rate will be reduced by 50%.
  • Brace of Targon’s max charges will be reduced to 3.

We’re not removing the doubling up on Relic Shield yet, because we feel that once we’ve nerfed the frequency, we’re hitting both the sustain and income rate for weakly investing in the item. That should let us clear away the early-game smoke and evaluate the impact of 2:1:2 on the game.

How does the income generation really work?

Every X seconds, you gain the ability to share the kill value of a minion with an ally with a small bonus.

This can effectively be calculated as GP/5:

30 sec cooldown -> 16 gold minion ~= 5 gp / 10

As so many players have noted, Ancient Coin and Spellthief’s Edge give smaller amounts than this. So our first step is to reduce Relic Shield’s income to put it on parity with the other items. The initial item is just too powerful for its cost, because it has a level 2 income stream on a cheaper item.

Now, let’s talk about stacking. When you stack, you give 5 gp / 30 or 1 gp / 10 to your ally. This value might be too high and I’m personally keeping an eye on it. However, keep in mind most of the gold you share is still gold your lane mate could have CS’d themselves.

We also want to reward coordination and skill expression – so we’re OK with the fact that if you execute the Cannon minion, you get more than the baseline cash. This is similar to how you can get extra gold from the Frostfang line if you stack auto attacks *and* spells when you harass.

Focusing its identity

Finally, we’re changing the execute proc so it only triggers on melee attacks. This is because we feel good about about Relic Shield and Brace of Targon create for characters who have to place themselves into danger to last hit. This should also reduce the pushing potential of a lane with ranged characters. We feel safer about melee champions having this pushing power because once they are under tower, their ability to harass the opponent is dramatically riskier.

That said, we will be keeping an eye on the evolving nature of the game and want you guys to continue experimenting with the preseason changes. Once we have the Relic Shield nerfs fully tested and vetted, we’ll bring them to you guys.

Jungle vs 2:1:2

We like that players are experimenting with the game. However, we want to make sure that whatever meta changes occur have clear trade-offs. Once Relic Shield is adjusted, we’ll continue comparing jungler and non-jungler comps and make sure that there’s a clear reason for doing them. Jungle should bring a distinct, clear advantage and risks, just as 2:1:2 brings its own advantage and risks.

Again, thanks for working with us to understand the preseason. 



How will Relic Shield be used on ranged characters?


XelnathButton Rioter Xelnath: If you want to proc the Spoils of War effect, you will need to CS normally or use a spell to kill a minion.





Will you fix the bug with killing Zac’s blobs with a Relic shield? (grants more than double gold for assists)


XelnathButton Rioter Xelnath: This is being packaged into a “soon” hotfix 





Will this fix pose a problem for Thresh?


XelnathButton Rioter Xelnath: We’ll keep an eye on thresh, but thresh has his E build-up which means he has better-than-average last hitting capabilities.

Is that still correct or am I missing something?




Are you trying to make jungling optional in Season 4?


XelnathButton Rioter Xelnath: I am a jungle main. I don’t intend to allow junglers to disappear. A cursory analysis has shown that you get substantially more XP in jungle than sharing a top lane. Similarly, you get very competitive gold and very strong map pressure which forces lanes to play a certain way.

I’m not sure that 2:1:2 is as strong as people perceive it to be. This implies that players may be enjoying this because its new, novel or perhaps has some strengths that we don’t clearly understand. Thus, it warrants further analysis, not brutal murder.



What effect will these changes have on bot lane?


XelnathButton Rioter Xelnath: Once we take away the execute proc from ranged marksman, I think it will get bot lane back where it should be. I’m OK with the idea that your support can support you by last hitting once in a while tho.




Single Posts



Why “One for All” is played on the Rift, not the Howling Abyss


BuffMePlzButton Rioter BuffMePlz: Hey everyone!

First, I want to thank you for the great feedback on One for All! We’re all really excited about finally getting this out to you, and we’re glad that you’re enjoying it.


I’d like to take a bit of time to talk through some feedback we’ve received about having the One for All queue on Summoner’s Rift as opposed to Howling Abyss. One of the initial goals we had while first developing One for All was to fulfill the fantasy of having five of one champion fight five of another. Who would win in a match between 5 Ezreals against 5 Dravens? As such, we decided to explore Summoner’s Rift as the battlefield for these clone combats. We felt that having multiple lanes and secondary objectives opens up a lot more opportunities for teams to create strategies while behind, a scenario that could commonly happen if the champion you picked was not as strong in lane as your opponents’.

While the game is definitely paced differently on Howling Abyss and has lots of positives, we found the asymmetrical champion selection to be potentially more punishing on Howling Abyss than it is on Summoner’s Rift. We felt the lack of objectives on Howling Abyss resulted in players having fewer options when they’re up against a team composition that was unbeatable in team fights – with only a single lane and no fountain healing, the actions available to your team felt limited, and were further exacerbated if the champion matchup was uneven.

That’s not to say that poor matchups don’t happen on Summoner’s Rift as well, but we found that the additional objectives gave teams more of a fighting chance, even when their chosen champion was losing (all of?) their lanes. Maybe the traditional laning paradigm isn’t the best one to use against a team of 5 Yoricks – on SR, your team has the ability to pivot on this and try something different. Triple mid? Give it a shot, you might be surprised! Double jungle? Not a bad thing to try against that pesky 5 Soraka team. There are a lot of strategies to explore on Summoner’s Rift – I wouldn’t expect the established Summoner’s Rift meta to work on One for All, and would encourage you and your teammates to be inventive and come up with a new strategy that really suits your particular champion!

That said, remember that you can still play One for All on any map through custom games right now. We heard your early feedback and made sure that this was an experience you could still enjoy once the game mode went live through the new featured custom game flow. Though it differs from the 5X vs. 5Y theme we were hoping to hit with this release, there’s definitely a lot of merit in having 10-man mirror matches. I would posit that these mirror matches would actually be more fun on Howling Abyss than they would be on Summoner’s Rift – we definitely think that this tenfold Murderbridge variant of One for All is a mode worth exploring, and have already started planning for having this be its own featured game mode in the coming year.

Given that, I hope you’ll continue to try new and crazy strategies on One for All on SR! Please continue to give feedback on these featured game modes – we love hearing from players and your input is an important part of the iteration process! =)



Isn’t Soraka too powerful in “One for All”?


Zileas Button Rioter Zileas: I agree that we need to keep our eyes on this sort of thing. We certainly would like to tune it to be more and more fun in any future iterations. If we came to believe that Soraka is as OP or frustrating as Karthus or Teemo were, we would certainly ban her out at some point. I know the team is monitoring all of this closely. In the meanwhile, I’d recommend running executioner’s calling vs this — it works pretty well.

That being said, mode is not supposed to be the pinnacle of competitive gaming, it’s supposed to be fun. Some match-ups, much like aram match-ups, are a little one-sided, and balancing them all is just not feisable — but we think the mode is a good fun for a bit nonetheless.


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