Archive

Posts Tagged ‘pool party skins’

 

PBE Roundup Patch 5 12 Banner

Patch 5.12 will hit live in the early hours of June 24th, assuming there are no delays. Here are its contents:

 

Store Content

Visual

Balance

 

Here’s what you can expect to be in the NEXT PBE cycle for Patch 5.13:

  • New ChampionRiver King
  • Update to Pathfinding to fix unintentional minion block
  • Changes to core AP items, detailed HERE
  • [ UNCONFIRMED ] Gangplank’s rework, as recently teased on the PBE by 3 blank items
  • Bug fix for Syndra’s E + Q Combo occasionally not stunning enemies
  • HUD Update – preview HERE
  • Abyssal Scepter rework – currently not being worked on
  • Mandrake Ward - preview HERE, also in development hiatus

 

 

Pool Party Draven

Pool Party Draven will be available for 975 RP.

 

Lulu_Splash_5

DravenLoadScreen_4

Pool Party Draven Model 1

Pool Party Draven Model 2

Pool Party Draven Recall

For his recall, Pool Party Draven sunbathes (minus the sun).

 

Pool Party Draven Q 1

Pool Party Draven Q 2

Spinning Axe [ Q ]

 

Pool Party Draven W

Blood Rush [ W ]

 

Pool Party Draven E

Stand Aside [ E ]

 

Pool party Draven R

Whirling Death [ R ]

 

 

Pool Party Dr Mundo

Pool Party Dr. Mundo will be available for 975 RP. He’s also part of the Pool Party community event and will be handed out to free (along with Mundo) to players if the Tier 6 (55 million points) reward stage is reached.

 

DrMundoLoadScreen_8

Pool Party Mundo Model 1

Pool Party Mundo Model 2

Pool Party Mundo Recall

For his recall, Mundo starts playing his banjo and then he smashes it on the ground.

 

Pool Party Mundo Q 1

Infected Cleaver [ Q ]

 

Pool party Mundo New W

Burning Agony [ W ]

 

Pool Party Mundo E

Masochism [ E ]

 

Pool Party Mundo R

Sadism [ R ]

 

 

Pool Party Lulu

Pool Party Lulu will be available for 975 RP.

 

LuluLoadScreen_5

Pool Party Lulu Model 1

Pool Party Lulu Model 2

Pool Party Lulu Model 3

Pool Party Lulu Recall

For her recall, Pool Party Lulu hides under her octopus costume and looks for her staff.

 

Pool Party Lulu Basic Attack

Basic attack

 

Pool Party Lulu Q 1

Glitterlance [ Q ]

 

Pool Party Lulu W 1

Pool Party Lulu W 2

Pool Party Lulu W 4

Whimsy [ W ] (Cast on Enemy)

 

Pool Party Lulu W 5

Pool Party Lulu W 6

Whimsy [ W ] (Cast on Ally)

 

Pool Party Lulu W 3

Help, Pix! [ E ] (Cast on Enemy)

 

Pool Party Lulu E 1

Help, Pix! [ E ] (Cast on Ally)

 

Pool Party Lulu R 1

Pool Party Lulu R 2

Wild Growth [ R ]

 

 

Pool Party RekSai

Pool Party Rek’Sai will be available for 1350 RP.

 

RekSaiLoadScreen_2

Pool Party Reksai Model 3

Pool Party Reksai Model 4

Pool Party Reksai Recall

For her recall, Pool Party Rek’Sai circles around a frog on a leaf before devouring it.

 

Pool Party Reksai Q Unburrowed 1

Pool Party Reksai Unburrowed Q 2

Queen’s Wrath [ Unburrowed Q ]

 

Pool Party Reksai Q Burrowed 1

Pool Party Reksai Q Burrowed 2

Pool Party Reksai Q Burrowed 3

Prey Seeker [ Burrowed Q ]

 

Pool Party Reksai W Burrowed 1

Pool Party Reksai Unburrow

Burrow / Unburrow [ W ]

 

Pool Party Reksai E Unburrowed 1

Furious Bite [ Unburrowed E ]

 

Pool Party Reksai E Closed

Pool Party Reksai E Reworked 2

Pool Party Reksai Reworked E 1

Tunnel [ Burrowed E ]

 

Pool Party Reksai R 1

Pool Party Reksai R 2

Void Rush [ R ]

 

 

Pool Party Zac

Pool Party Zac will be available for 1350 RP.

 

ZacLoadScreen_2

Pool Party Zac Model 1

Pool Party Zac Model 2

Pool Party Zac Model 3

Pool Party Zac Recall

For his recall, Pool Party Zac leaps into the air and lands in a pool with a rubber Urf.

 

Pool Party Zac Passive 1

Pool Party Zac Passive 2

Cell Division [ Passive ]

 

Pool Party Zac Q 1

Stretching Strike [ Q ]

 

Pool Party Zac W 1

Unstable Matter [ W ]

 

Pool Party Zac E 2

Pool Party Zac E 3

Pool Party Zac E 1

 Elastic Slingshot [ E ]

 

Pool Party Zac R 1 Pool Party Zac R 2 Pool Party Zac R 3

Let’s Bounce! [ R ]

 

 

 

New Chroma Packs

The following champions (and skins) have received recolors:

 

Caitlyn Rebel Chroma Pack

Caitlyn_9 Caitlyn_8 Caitlyn_7

Caitlyn Chroma 1 Caitlyn Chroma 2 Caitlyn Chroma 3

 

Darius Forge Chroma Pack

Darius_7 Darius_5 Darius_6

Darius Chroma 1 Darius Chroma 2 Darius Chroma 3

 

Morgana Haunt Chroma Pack

Morgana_7 Morgana_8 Morgana_9

Morgana Chroma 1

Morgana Chroma 2

Morgana Chroma 3

 

Tristana Punk Chroma Pack (Rocket Girl Tristana)

Tristana_9 Tristana_8 Tristana_7

Tristana Chroma 1 Tristana Chroma 2 Tristana Chroma 3

 

Zac Chroma Pack

Zac_5 Zac_4 Zac_3

Zac Chroma 1

Zac Chroma 2

Zac Chroma 3

 

Headhunter Master Yi Chroma Pack

Masteryi_6 Masteryi_7 Masteryi_8

HH Yi Chroma 1

HH Yi Chroma 2

HH Yi Chroma 3

 

 

New Summoner Icons

 

This icon will be gifted to players for free for completing the Tier 3 part of the Pool Party community event:

profileIcon870

 

No idea how you can get this fella, but it will likely involve your wallet:

profileIcon871

 

 

New Galio Animations 

Galio’s received a VFX update for all his spells:

 

Galio VFX Q 1

Galio VFX Q 2

Resolute Smite [ Q ]

 

Galio VFX W

Bulwark [ W ]

 

Galio VFX E

Righteous Gust [ E ]

 

Galio VFX R 1

Galio VFX R 2

Idol of Durand [ R ]

 

 

Gatekeeper Galio VFX Update

Gatekeeper Galio’s green animations have received similar visuals:

 

Gatekeeper Galio Q 1

Gatekeeper Galio Q 2

Resolute Smite [ Q ]

 

Gatekeeper Galio W

Bulwark [ W ]

 

Gatekeeper Galio E

Righteous Gust [ E ]

 

Gatekeeper Galio R 1

Gatekeeper Galio R 2

Idol of Durand [ R ]

 

 

Brand VFX Update

Brand’s got brand new animations for his W and R:

 

Brand W 1

Brand W 2

Pillar of Flame [ W ]

 

Brand R 1

Brand R 2

Pyroclasm [ R ]

 

Cryocore Brand’s W and R have received the respective recolor:

Cryocore Brand W 1

Cryocore Brand R 1

Cryocore Brand R 2

 

 

Corki VFX Update

Corki’s received new animations & particles on his spells:

 

Corki Q Updated 1

Corki Q Updated 2

Phosphorus Bomb [ Q ]

 

Corki W 1

Corki W 2

Valkyrie [ W ]

 

Corki E 1

Gatling Gun [ E ]

 

Corki R 1

Corki R 2

Missile Barrage [ R ]

 

 

Nautilus New VFX

The particles on Nauti’s E and R have been cleaned up of excess rubble:

 

Nautilus E 1

Nautilus E 2

Riptide [ E ]

 

Nautilus R 1

Nautilus R 2

Depth Charge [ R ]

 

AstroNautilus has also received the visual tweaks:

Nautilus Astro E

Nautilus Astro R

 

 

Anivia Splash Update

Anivia’s received a new splash art:

 

Anivia_Splash_0

AniviaLoadScreen Anivia_Square_0

 

 

Pool Party Minions

The Tier 4 reward of the Pool Party community event will have the minions all dressed up in summer attire:

 

Party Minions 1

Party Minions 2

Party Minions 3

Note, super minions don’t know how to party.

 

 

Champion Changes

 

Ashe Final Portrait

 

Quality of Life BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Tooltip on passive now states: “Hitting a spell or attack grants Focus for 4 seconds, stacking up to 5 times.”

 

 

Braum Final Portrait

 

Buff BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage increased from 60/105/150/195/240 to 70/115/160/205/250
  • Mana cost decreased from 55/60/65/70/75 to 45/50/55/60/65

 

 

Ekko Final Portrait

 

Change BoxGeneral

  • Mana pool per level increased from 40 to 50
  • Base Attack Speed decreased from 0.644 to 0.625
  • Attack Speed-per-level increased from 3% to 3.3%

 

Nerf BoxTimewinder Final IconTimewinder [ Q ]

  • AP ratio on initial hit decreased from 0.2 to 0.1

 


Nerf BoxChronobreak Final IconChronobreak [ R ]

  • Now has a mana cost of 100 (spell is free on live)

 

 

 

Elise Final Portrait

 

Buff BoxSpider Swarm Final Icon Spider Swarm [ Passive ]

  • While in Spider Form, Elise’s basic attacks now heal her for 4/6/8/10 [+ 0.15 AP]

 

 

Nerf BoxSkittering Frenzy Final IconSkittering Frenzy [ Spider Form W]

  • Active no longer heals Elise for 4 [+ 0.04 AP] when she or her spiderlings deal damage

 

 

Buff BoxRappel Final IconRappel [ Spider Form E ]

  • After Elise lands, her spiderlings’ damage and resistance to AoE spells are both increased by 40/55/70/85/100% for the next 5 seconds

 

Quality of Life BoxSpider Form Final IconSpider Form [ R ]

  •   The tooltip text has been changed to: Elise transforms into a powerful sorceress, sacrificing 25 movement speed in exchange for 425 range and access to mage abilities. All awoken Spiderlings are put into a dormant state.

 

 

Galio Final Portrait

 

Buff BoxIdol of Durand Final IconIdol of Durand [ R ]

  • Base damage decreased from 220/330/440 to 200/300/400
  • Each basic attack Galio receives during the taunt now increases the damage of Idol of Durand by 10%, up from 5%, and caps at 80%, up for 40%
  • Maximum damage has been increased from 308/462/616 [+0.84 AP] to 360/540/720 [+1.08 AP]

 

 

Gragas Final Portrait

 

Nerf BoxGeneral

  • Health-per-5 decreased from 8.7 [+0.85 per level] to 5.5 [+0.5 per level]

 

Nerf BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • The duration of the slow if the barrel explodes immediately has been decreased from 2 seconds to 1.3
  • The slow duration now ramps up as the barrel is charging, up to a maximum of 2 seconds

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Cooldown decreased from 13 seconds at all ranks to 13/12.5/12/11.5/11

 

 


Jax Final Portrait

 

Buff BoxGrandmasters Might Final IconGrandmaster’s Might [ R ]

  • The bonus Armor and Magic Resist Jax gains from the active have both been increased from 20/35/50 to 30/50/70

 

 

Lux Final Portrait  

 

Quality of Life BoxPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • Casting the spell now shields Lux immediately (there’s a slight delay on live)

 

 

Quality of Life BoxLucent Singularity Final IconLucent Singularity [ E ]

  • You can now re-cast the spell immediately to detonate it (there’s a delay on live before you can re-cast it)

 

 

Malphite Final Portrait


Change BoxBrutal Strikes Final IconBrutal Strikes [ W ]

  • Damage on active decreased from 25/40/55/70/85 [+0.15 AP] to 15/30/45/60/75 [+0.1 AP] [+0.1 Armor]

[ Note ] Malphite’s W was reworked in Patch 5.11.

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • Stacks now last 10 seconds, decreased from 12
  • Supercharge state now lasts 2.5 seconds, decreased from 6, but can be increased to 3/3.5/4/4.5/5 seconds by putting ranks in Q

 

Change BoxOverload Final IconOverload [ Q ]

  • New passive: The supercharged duration of Arcane Mastery [ Passive ] is increased to 3/3.5/4/4.5/5 seconds, scaling with ranks in Q
  • Mana cost changed from 30/35/40/45/50 to 40 at all ranks
  • Base damage changed from 65/95/125/155/185 to 60/95/130/165/200
  • Hitbox width has been increased from 50 to 55

 

Change BoxRune Prison Final IconRune Prison [ W ]

  • Root duration changed from 0.75/1/1.25/1.5/1.75 seconds to 1/1.1/1.2/1.3/1.4
  • Base damage changed from 65/95/125/155/185 to 80/100/120/140/160

 

 

Trundle Final Portrait

 

Buff BoxSubjugate Final IconSubjugate [ R ]

  • Health drain increased from 20/24/28% to 20/27.5/35%

 

 


Tryndamere Final Portrait

 

Quality of Life BoxGeneral 

  • The crit animations for Tryndamere are now faster (helps microing between crits)

 

 

Item Changes

 

New Item BoxMagus Enchantment Final IconEnchantment: Runeglaive (replaces Magus enchantment)

  • New Recipe: Jungle Item + Sheen + 200 Gold (Total cost is 2250 Gold)
  • Grants 40 AP, 200 Mana and 10% CDR
  • UNIQUE Passive – Spellblade: After using an ability, the next basic attack deals converted magic damage, equal to 0.75 Base AD + 0.3 AP, in a small AoE (internal cooldown of 1.5 seconds). If the attack hits a monster, the user restores 8% of missing Mana.

 

Runeglaive

 

The Runeglaive enchantment also has a unique VFX for the Spellblade proc:

Runeglaive Effect

 

Hextech Sweeper Final IconHextech Sweeper [ Twisted Treeline only ]

  • Cooldown increased from 60 seconds to 90

[ Note ] Hextech Sweeper was reworked into a trinket in Patch 5.11.

 

 

Objectives

 

Turret IconNexus & Inhibitor Turrets

  • Attacks no longer slow enemies by 10% or reduce their damage by 15%

[ Note ] You can find context on this change HERE.

 

 

Defensive Masteries

 

New Item BoxRunic Blessing Final IconAdaptive Armor [Tier 4, replaces Swiftness]

  • If you have more Armor than Magic Resist, gain bonus MR equal to 4% of your Armor
  • If you have more Magic Resist than Armor, gain bonus Armor equal to 4% of your MR

 

Change BoxEnchanted Armor Final Icon Enchanted Armor [ Tier 1 ]

  • Moved from Tier 1 to Tier 5, replaced by Swiftness in tier tree, now replaces Legendary Guardian
  • Four points, each point increased the user’s bonus Armor and Magic Resist by 2.5%, up to a maximum of 10%

 

Change BoxLegendary Guardian Final IconLegendary Guardian [ Tier 6 ]

  • Moved from Tier 5 to Tier 6, replaced by Enchanted Armor, replaces Tenacious
  • Now has 1 rank, changed from 4
  • Grants 3 bonus Armor and Magic Resist for each nearby enemy champion, changed from 1/2/3/4 Armor and 0.5/1/1.5/2 MR per rank

 

Nerf BoxOppression Final IconOppression [ Tier 5 ]

  • Moved from Tier 3 to Tier 5, replaced by Tenacious in tier tree, now replaces Runic Blessing
  • Damage reduction from CC-ed enemies decreased from 3% to 2%

 

Removed BoxRunic Blessing Final IconRunic Blessing

  • Mastery removed, replaced by Oppression

 


Change BoxSwiftness Final IconSwiftness [ Tier 1 ]

  • Moved from Tier 4 to Tier 1, two points
  • Now reduces the effectiveness of slows by 7.5% with each point, up to a maximum of 15%, changed from 10% reduction with one point

 

Change BoxTenacious Final IconTenacious [ Tier 3 ]

  • Moved from Tier 6 to Tier 3, replaces Oppression, replaced by Legendary Guardian, one point
  • Now reduces the duration of CC by 10%, decreased from 15%

 

Here’s how the updated Defense Mastery Tree looks like now:

Defense Tree New

 

 

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

 

16 06 PBE Banner

 

PBE 16/06

Visual

Balance

Miscellaneous

 

PBE 09 06 Reference Banner

Check out the Pool Party skins for Draven, Dr. Mundo, Lulu, Rek’Sai and Zac!

 

[ 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.

 

 

Brand VFX Update

Brand’s got brand new animations for his W and R:

 

Brand W 1

Brand W 2

Pillar of Flame [ W ]

 

Brand R 1

Brand R 2

Pyroclasm [ R ]

 

Cryocore Brand’s W and R have received the respective recolor:

Cryocore Brand W 1

Cryocore Brand R 1

Cryocore Brand R 2

 

 

Corki VFX Update

Corki’s received new animations & particles on his spells:

 

Corki Q 1

Corki Q 2

Phosphorus Bomb [ Q ]

 

Corki W 1

Corki W 2

Valkyrie [ W ]

 

Corki E 1

Gatling Gun [ E ]

 

Corki R 1

Corki R 2

Missile Barrage [ R ]

 

 

Pool Party Skins Splash Art

The upcoming pool party skins all share this splash art:

 

Lulu_Splash_5

DravenLoadScreen_4 DrMundoLoadScreen_8 LuluLoadScreen_5

RekSaiLoadScreen_2 ZacLoadScreen_2

 

 

New Summoner Icons

 

This icon will be gifted to player for free for completing the Tier 3 part of the Pool Party community event:

profileIcon870

 

No idea how you can get this fella, but it will likely involve your wallet:

profileIcon871

 

 

Champion Changes

 

Braum Final Portrait

 

Buff BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage increased from 60/105/150/195/240 to 70/115/160/205/250
  • Mana cost decreased from 55/60/65/70/75 to 45/50/55/60/65

 

 

Ekko Final Portrait


Change BoxGeneral

  • Base mana pool decreased from 300 to 280
  • Attack Speed-per-level increased from 3% to 3.3%

 

Nerf BoxTimewinder Final IconTimewinder [ Q ]

  • AP Ratio on initial hit decreased from 0.15 to 0.1 (live value is 0.2)
  • AP Ratio on return hit has been reverted to 0.6 (0.55 in this PBE update)

 

 

 

Elise Final Portrait

[ Note ] Looks like these are just tooltip updates. Sorry folks!

 

Quality of Life BoxSpider Swarm Final IconSpider Swarm [ Passive ]

  • In Human form, Elise gains a dormant (i.e can’t attack) spiderling when she hits a spell
  • In Spider form, Elise’s basic attack deal X bonus magic damage and restore X health


Quality of Life BoxSpider Form Final IconSpider Form [ R ]

  • When in Spider form, Elise once again gains 25 bonus Movement Speed. She also awakens all dormant spiderlings, who can attack nearby foes

 

 

Galio Final Portrait

 

Buff BoxIdol of Durand Final IconIdol of Durand [ R ]

  • Base damage decreased from 220/330/440 to 200/300/400
  • Each basic attack Galio receives during the taunt now increases the damage of Idol of Durand by 10%, up from 5%, and caps at 80%, up for 40%
  • Maximum damage has been increased from 308/462/616 [+0.84 AP] to 360/540/720 [+1.08 AP]

 

 

Gragas Final Portrait

 

Nerf BoxGeneral

  • Health-per-5 decreased from 8.7 [+0.85 per level] to 5.5 [+0.5 per level]

 

Nerf BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • The duration of the slow if the barrel explodes immediately has been decreased from 2 seconds to 1.3
  • The slow duration now ramps up as the barrel is charging, up to a maximum of 2 seconds

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Cooldown decreased from 13 seconds at all ranks to 12/11.5/11/10.5/10

 

 

 

Jax Final Portrait

 

Buff BoxGrandmasters Might Final IconGrandmaster’s Might [ R ]

  • Bonus armor from active increased from 20/35/50 to 30/50/70

 

 

 

Malphite Final Portrait


Change BoxBrutal Strikes Final IconBrutal Strikes [ W ]

  • Damage on active decreased from 25/40/55/70/85 [+0.15 AP] to 15/30/45/60/75 [+0.1 AP] [+0.1 Armor]

[ Note ] Malphite’s W was reworked in Patch 5.11.

 

 

Trundle Final Portrait

 

Buff BoxSubjugate Final IconSubjugate [ R ]

  • Health drain increased from 20/24/28% to 20/27.5/35%

 

 

Item Changes

The changes to Face of the Mountain, Sweeping Lens and Warding Totem from the 12/06 PBE update have all been reverted. [Note, these were only tooltip, not functional changes, and they went out prematurely before the actual changes].

 

 

Upcoming Pathfinding Changes

Reinboom Final PortraitHey everyone! Riot Reinboom here with context on an upcoming change to pathfinding.

The short of it: We’re rewriting a lot of the “stuck pathing” rules the game has in order to make the system more predictable and, when ‘stuck’, more forgiving. Ideally, helping alleviate a lot of the creep blocking pains.

This change will be on the PBE but will not be going out with next patch. Changing anything with pathfinding could have some serious feels unknowns that we would like to capture and understand first.

There are three major areas this change should touch.
1. What happens when a unit is actively on top of and sticking with another unit. If you’ve seen someone get stuck by Krugs or a ward this is a major part of it. The new rules should detect for overlaps better and let the champion walk away freely from their overlaps (effectively, a pseuo-ghost effect if your directly on top of something).
2. How units path between packs of units, like a large minion wave. The goal here is to make this more predictable. It should be more obvious why your champion may try to move through a group of minions or why they won’t try.
3. How units predict where they can go towards. For pathing, there’s some amount of look-ahead needed in order to make sure a unit isn’t moving towards an area they will soon be stuck in. Ideally, your character (and minions!) should be avoiding areas that will soon block them more so than on live.

We’re extra interested in any reports where you get stuck by a single unit anywhere on the map. Screenshots and videos super super useful if you do find any.

Any feedback about last hitting as a melee champion is also highly encouraged. 🙂

[ Link to Post ]

 

 

Gatekeeper Galio VFX Update

Gatekeeper Galio’s green animations are back!

 

Gatekeeper Galio Q 1

Gatekeeper Galio Q 2

Resolute Smite [ Q ]

 

Gatekeeper Galio W

Bulwark [ W ]

 

Gatekeeper Galio E

Righteous Gust [ E ]

 

Gatekeeper Galio R 1

Gatekeeper Galio R 2

Idol of Durand [ R ]

 

 

Headhunter Yi Chroma Pack

The store assets for the new Headhunter Yi chroma packs are in, though the actual chroma pack is still unavailable in the store.

 

Masteryi_6 Masteryi_7 Masteryi_8

 

 

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

 

 

Team Up Events Banner

 

Welcome to Team Up Week! League’s better with a party, so from June 15-21, team up with friends and earn points by winning games in five-player premades or sending gifts to friends both new and old. These points pool together to unlock levels of rewards for the whole community to enjoy.

When patch 5.12 launches, the Pool Party begins with the splashdown of five new Pool Party skins and the rollout of all the rewards the community teamed up to earn the week before. Snorkel on down to see the rewards and learn the details!


HOW YOU CAN EARN POINTS JUNE 15 21

Pool Party Rewards 1

 

Community Reward Levels

We’ll update this page every day at 9AM PST with the community’s latest prize level progress.

 

Level 1 Community Rewards

Level 2 Rewards

Level 3 Rewards

Level 4 Rewards

Level 5 Rewards

Level 6 Rewards



FIVE NEW POOL PARTY SKINS

 

Pool Party Draven

You can find a complete preview of the skin HERE.

Pool Party Draven (2)

 

Pool Party Mundo

You can find a complete preview of the skin HERE.

Pool Party Mundo

 

Pool Party Lulu

You can find a complete preview of the skin HERE.

Pool Party Lulu (2)

 

Pool Party Rek’Sai

You can find a complete preview of the skin HERE.

Pool Party Reksai (2)

 

Pool Party Zac

You can find a complete preview of the skin HERE.

Pool Party Zac (2)

 

 

FAQ
 

Is there any where I can find other players to team up with?

Boards to find other players looking to team up. If you still need more for a premade, try out the Facebook friend discovery feature on your friends list or “suggested friends” in the pre-matchmaking lobby.

 

Who’s eligible for rewards?

Everyone, but there’s a little fine print:

  • For the Pool Party icon and Pool Party Mundo, you’ll need to contribute points during Team Up Week.
  • For the Mystery Champion, you’ll need to connect League and Facebook.
  • For negative players who won’t unlock Pool Party Mundo or the Pool Party icon we took a look at an accounts recent history (February to now) with LeaverBuster, bans, and chat and ranked restrictions to make the call. We expect the vast majority of players to be eligible for the rewards.

 

If I connected my account to Facebook before Team Up and Pool Party, will I still earn a mystery champion?

Yep!

 

When do I have to connect to Facebook by?

By the end of Pool Party. You must connect from 11:59PM PDT on 6/28 through 11:59PM PDT on 6/29 so we can unlock your Mystery Champ.

 

Do I have to keep my League account linked with Facebook to unlock the Mystery Champion?

Not forever, but the link between accounts needs to stay active for at least 24 hours to unlock the award.

 

If I have all the champions, do I still get a reward for connecting my account with Facebook?

Yep! We’ll kick a mystery skin your way instead.

 

Wait, what’s a Mystery Champion?

It’s just like a Mystery Skin, except you unlock a random champion you don’t own instead of a random skin you don’t own.

 

Other territories get a Mystery Champion for connecting to Facebook. That feature isn’t live here. What gives?

Yeah, sorry about that. We’re working on flipping the switch on this feature for your territory and plan to offer all the associated rewards when we do.

 

When exactly do I get stuff during Rewards Week?

It’s a little tricky to turn all this stuff on at once, but everything should be granted by 6/27. The only exception is the Mystery Champion, which will roll out by 7/1.

 

Will Pool Party Mundo be on sale regularly?

Whether or not the community racks up enough points to unlock Pool Party Mundo, he’ll go on sale for 975 RP.

 

What are the prices for the new Pool Party skins?

  • Pool Party Draven: 975 RP
  • Pool Party Mundo: 975 RP
  • Pool Party Lulu: 1350 RP (on sale for 975 RP at launch)
  • Pool Party Rek’Sai: 1350 RP (on sale for 975 RP at launch)
  • Pool Party Zac: 1350 RP (on sale for 975 RP at launch)

 

For the five-player premades, which maps and game modes earn points?

Summoner’s Rift, Howling Abyss, and the Crystal Scar. Remember, only matchmade victories rack up points. No customs. No bots.

 

[ Link to Post ]

Team Up Banner

 


Team Up and Pool Party coming up

NaKyle New PortraitLeague’s more fun with friends, so starting next week, we’ll celebrate playing together (and earning rewards) in two distinct phases. First, Team Up Week runs from June 15-21. You’ll team up with friends and earn points by winning games in five-player premades or sending gifts to friends both new and old. These points pool together to unlock levels of rewards for the whole community to enjoy.

When patch 5.12 launches, phase two begins. Pool Party kicks offwith the splashdown of five new Pool Party skins and the rollout of all the rewards the community teamed up to earn the week before. Snorkel on down to see the rewards and learn the details!

 

How You Can Earn Points

June 15 – 21

  • 5 points (per team): Win a matchmade game (no bots) on Summoner’s Rift, Howling Abyss or Crystal Scar in a five-player premade party
  • 10 points: Give a gift to another player
  • 20 points: Give a gift to another player at the end-of-game screen

 

Community Reward Levels

At the beginning of Team Up Week, 6/15, we’ll launch a hub that will provide daily updates on the community’s progress and detail each unlockable reward.

 

Reward level Reward unlocked Points required
1 Party IP bonuses for five player premade games during Team Up Week 5 million points
2 Tons of sales 15 million points
3 Mystery Champion for connecting with friend discovery
Pool Party icon
25 million points
4 Pool Party minions during patch 5.12 35 million points
5 Worldwide Party IP Weekend 45 million points
6 Pool Party Mundo unlocked 55 million points

Recruit new friends for Team Up Week on Boards! We’ll stick around to answer any questions below.

[ Link to Post ]

Concept Sivir Banner

(Testing a new way of formatting so I cut the introduction for fear of the Universe imploding.)

 

PBE Update

News

Red Post Collection

Champion Rotation – Week 32

Champion/Skin Sale – Expires September 13th
 

PBE Update

 

experimental changes

 



Champion Balance


 

 

CassiopeiaSquare

 Cassiopeia

Petrifying_GazePetrifying Gaze ( R )

  • Damage decreased from 200/325/450 to 150/275/400

 

 

GarenSquare 

     Garen

JudgmentJudgement ( E )

  • Damage increased from 20/40/60/80/100 to 20/45/70/95/120 ( reverted to live values )

 

 

KatarinaSquare

  Katarina

Death_LotusDeath Lotus ( R )

  • Damage increased from 400/500/600 ( +3.0 AD ) (+2.0 AP) over 2 seconds to 400/550/700 ( +3.75 AD ) ( +2.5 AP ) over 2.5 seconds
  • Cooldown reduced from 60/55/50 to 60/52.5/45 seconds

 

 

OlafSquare

       Olaf

  • Base damage decreased from 57.6 to 57.2
  • Base damage decreased from +3.5 to +3.1 per level
  • Base mana decreased from 270 to 235
  • Mana decreased from +45 to +35 per level

 

UndertowUndertow ( Q )

  • Damage reduced from 80/125/170/215/260 to 65/110/155/200/245
  • Slow increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration decreased from 2.5 to 2 seconds

 

Vicious_StrikesVicious Strikes ( W )

  • No longer grants bonus Attack Damage
  • Now grants 30/45/60/75/90% bonus Attack Speed
  • Bonus Lifesteal reduced from 9/12/15/18/21% to 8/10.5/13/15.5/18%

 

Reckless_SwingReckless Swing ( E ) 

  • Damage reduced from 100/160/220/280/340 to 100/145/190/235/280
  • Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds

 

RagnarokRagnarok ( R )

  • Now grants 10/25/40 Bonus Armor and Magic Resist passively
  • Activation no longer grants bonus Resists and Armor Penetration
  • Activation now grants 40/60/80 bonus Attack Damage 
  • Cooldown changed from 100 seconds 120/100/80 seconds

 

 

RyzeSquare

      Ryze

  • Base Health increased from 360 to 400
  • Base Movement speed increased from 335 to 340
  • Base armor increased from 11 to 15

Desperate_PowerDesperate Power ( R )

  • Bonus movement speed increased from 60/70/80 to 80 at all ranks

 

 

ShyvanaSquare

  Shyvana

BurnoutBurnout ( W )

  • Damage reduced from 25/40/55/75/85 to 20/32/44/56/68
  • Bonus movement speed decreased from 30/35/40/45/50% to 25/31.3/37.5/43.8/50%

 

 

CLARIFICATION ON SHYVANA CHANGES

 

CertainlyT Button Rioter CertainlyT: We aren’t making imminent changes to Shyvana’s Burnout. This datamine was another piece of Season 4 fighter testing bits of which I incorrectly promoted to the PBE (as seen with Garen). The plan was to pair it with some sexy changes to her dragon form.

FWIW our internal testing on all the changes currently shows the W you saw to be a bit too weak.

As to our overall view of Shyvana, I think she’s balanced but her Dragon Form doeesn’t feel sufficienly epic. I want Shyvana to be a bully, but a more moderate one early, in exchange for a lvl 16 dragon form where she becomes a literal raid boss, turning the enemy backline into a pile of charred corpses. Rez and run back.

 

 

Any news on Shyvana’s update?

 

CertainlyT Button Rioter CertainlyT: Testing a bunch of stuff. Nothing has proven perfect just yet. Shyvana will stay damage focused, but I think that she needs a) greater reach and b) a better best cast scenario in post-35 minute team fights.

 

 

 

ThreshSquare

    Thresh

DeathSentenceDeath Setence ( Q )

  • Cooldown is reduced by 3 seconds if Death Sentence strikes an enemy
  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds

 



New Ward Skins


 

RiotWenceslaus Button Rioter RiotWenceslaus: You’ve seen them during the holidays, but many of you have been asking to spruce up your ward supply on non-seasonal occasions. We’ve heard you and we’re pleased to officially unveil the League’s first permanent ward skins for 640 RP, now on PBE.

This first run of wards is themed after some of your favorite League champions, so even if you get edged out in the draft, you can still show your champion pride wherever you’re laning. The next time you want to scout an inconveniently-placed patch of brush in style (or if you just can’t wait for another chance to check out Draven’s majestic moustache), now you can.

 

New Wards

 



New Trade Tech


 

RiotBrokenSword Button Rioter RiotBrokenSword: Hey PBE Community,

We’re rolling out a revamped Trades system that I’d like you all to hammer on. It’s a more robust system that we believe will serve your trade requests better.

The pain points we addressed were largely around the system’s reliability.

We addressed issues caused by several players attempting to trade simultaneously. Our new system will handle multiple users’ actions, both with a new Trades structure, and more clear messaging where there wasn’t any before.

While we were fixing some of the pain, we included some new features to make the experience a bit better.

-Greyed out and unclickable Trade buttons when the requester or the recipient doesn’t own either champion.

-New Error Messaging to communicate what is happening. [Not yet in]
1. is busy trading. Try again when their trade is complete.
2. has declined your trade request.
3. canceled the trade.
4. no longer has the champion you wanted. Try again.

-Accurate display of who your friend is playing on the Friends List after they make a trade.

-A trade is canceled when someone rerolls during their trading process, so people aren’t stuck with something they don’t expect.

All these changes aside, what we fundamentally wanted to accomplish was a reinstatement of player trust in making a Trade. Our engineers took the old system, cleaned it up, smoothed it out, gave it a mani-pedi, and got it in shape by way of 1980’s work-out montage. No player should ever fear trading champions again.

Please test the hell out of this thing, and send us your feedback on the forums. We’ll be watching and fixing based on your findings.

Thanks for your help, everyone!

RiotBrokenSword

 

 

Suggestion: Trading switches players’ select position rather than their Champions

 

RiotBrokenSword Button Rioter RiotBrokenSword:

That’s a really interesting idea. Though, that wouldn’t solve the issues of Trades not working well for ARAMs, and our intention was to make an already known system more reliable.

 

 

 

Will this new system allows us to trade again after an unsuccessful attempt?

 

ZydionButton Rioter Zydion:

With the new trade system, you WILL be able to request trades again to someone who declined you if you or that person’s champion has changed. So even if your champion didn’t change, if the person who declined you rerolled, you’d be able to trade him again.

 

 

 

If I own the Champion I wish to receive but the other person does not own mine, is the button grayed out for me as well?

 

RiotBrokenSword Button Rioter RiotBrokenSword: Yes, it is. In order to trade, both players must own each champion. Works the same as before, but now we just save you the step of finding out you can’t trade before you make the request.

 

 

 

 News

 

Official Announcements

 

Pool Party Skins Available

50% off Boosts

Handmade Leona Blade

 



Pool Party Skins Available


 

Pool Party Skins Banner

( Click on each skin’s name for a video preview. )

 

Pool Party Graves – 1350 RP ( 975 until September 22nd )

Graves finally found a squirt gun worthy of an outlaw: all new particle effects look like water, but sting worse than Singed’s “homemade” chlorine. His recall shows off one of four impressive dives on his way back to base. Apparently Smoke Screen also obscures hidden talents!

 

Pool Party Lee Sin – 1350 RP ( 975 until September 22nd )

Lee Sin’s got a breezy new summer style and strange knack for conjuring fruity coconut drinks out of nowhere. Just don’t challenge him to a game of Marco Polo—he doesn’t realize casting Sonic Wave is cheating.

 

Pool Party Leona – 1350 RP ( 975 until September 22nd )

Grab some shade under sunbathing Leona’s Shield of Daybreak if things get too hot in lane. Nothing quite like a little stun in the sun!

 

Pool Party Renekton – 1350 RP ( 975 until September 22nd )

Cull the Meek swimmers?! Renekton takes his lifeguard duties way too seriously. Hey gator, that’s not what the rescue buoy is for!

 

Flexible Bundle – Get all Four Skins + Pool Party Ziggs for 4200 RP ( 20% discount )

+ 30% discount on Champions missing ( 7413 RP for all 5 Champions + all Pool Party Skins )

 



50% off Boosts


 

IP_Boost_IconAll IP and XP boosts will be at half-price until September 16th!

 

 

 



Handmade Leona Blade


 

Watch as Leona’s Solar blade comes to life in the forge of master swordsmith Tony Swatton!

 

 

 

Red Post Collection

 

Riot logo decoration

Morello – Season 4 Changes
Xelnath –
Let’s talk Support
Brackhar –
Explaining the recent XP/IP reward changes for Custom Games
Morello - 
Why was Zac nerfed so lightly in Patch 3.11?
Lyte -  
Riot’s new philosophy on Player Behavior
IronStylus - Sivir’s New Concept Previewed
IronStylus - 
Pictures of Leona’s Sword

 



Season 4 Changes


 

 

Powercreep, Jungling, Wards & Support play

morello Button Rioter Morello: Mobility Creep has occurred, but I think this is spoken about as the problem as opposed to a symptom. The problem, in this case, is where we had champions not giving up anything when they contained mobility. This was especially rampant in 2011, but the problem is rarely the mobility itself and more the underlying design problems that lead to problematic mobility.

One example is how Vi’s ultimate was talked about a lot as “mobility creep.” I think the real problems occur there when there’s no meaningful recourse to that move, her being able to move far is fine – provided than when she does, you have actions that make sense to deal with her. Some of this is the CC immunity, some of this is her raw brawling power when she gets there. If some cost is paid, actually or strategically, then the skill can avoid this pitfall.

So, I think Mobility Creep isn’t a major issue – mobility tends to create interesting and dynamic fights and is fun to use – but the issue, like true damage, % HP damage and other mechanics we’ve done this with, is in how and where it is used.

I edited my post, but in the initial barrage of “there’s Morello – get him!” from me returning to the forums, I read yours too quickly. I did say melee ADC would be -better- this season, and they are, but I also claimed I didn’t think Season 3 would fully solve the problem. I think that’s been pretty accurate overall.

Now, let’s put this thread on a good note; let me tell you two must-haves for Season 4 to ship successfully in my mind;

We’re going to significantly improve, and ultimately fix, jungle and support gold flow. I feel this is one of the most painful areas of League, and one that can be fixed. A lot of the satisfaction in League is growing in power over time, getting items, and transitioning from early to late game with items. It’s definitely a problem that 2/5 of players don’t get to do this.

Season 4 changes will address this problem, and very likely throw balance into a tailspin for preseason. Eggs, omelettes, etc. We’ll work hard to get that fleshed out and tuned before S4 starts properly.

Wards and the map vision system need to be overhauled. This is part-and-parcel with the above as Support gold largely suffers due to ward gold burden, but there are a multitude of other problems like snowballing, few real interesting ward decision-making opportunities, and few people involved with the vision game. Details have to wait, but the new system will address these issues.

 

 

What are your plans for the Fighter class in Season 4?

 

morello Button Rioter Morello: Not ready to share details on this since things are really in flux, but to solve some of the meta-golemy nature of some fighters, and give them distinct places in a teamfight (ie; a team role if one is not present other than “be strong”).

 

 

 

Follow-up: So every Fighter will have a distinct purpose, i.e soak, DPS and so on?

 

morello Button Rioter Morello: Some of that, yes, but also like “Vi should be tuned around a dive fighter” where “Udyr is a powerful mid-line fighter.”

 

 

 

 

Opinion on Kassadin, Zed, Ahri, Galio, Taric and Ziggs

 

morello Button Rioter Morello: Kassadin: Too strong, but because he’s so feast/famine. Needs some big work, but I’m at a loss on this one.

Zed: A bit too strong, but want to see longer term effects of previous nerfs. Not against more.

Ahri: Solid – pretty close, but popular right now.

Galio: Tough to make room for in a team, but doesn’t have enough levers to balance. Needs light rework.

Taric: Same as above.

Ziggs: I think great in lane, does ??? late game in teamfights.

 

 

Why are some champions nerfed to the point where they’re no longer picked?

 

morello Button Rioter Morello: It is when we can’t simply buff them to be good or make small changes. Fighters (and why CertainlyT is focused on them!) are the biggest culprits of this, and tend to make this list more than others. Much of this is based around the schizophrenic goals and role fulfillment on fighters (which typically comes with low counter-play) and them deriving value from nothing but raw power. Not only aware, but one of our biggest open sores that’s very hard to solve without a LOT of disruption.

 

 

Do you feel DoT (Damage-over-time) Champions are in a good spot?

 

morello Button Rioter Morello: I’m not sure, actually – it’s something I should talk more with the team about. I’m a bit surprised with how far this type of champion has fallen out of flavor and want to get word from guys with boots on the ground here.

 

 

 

What’s your opinion on Miss Fortune?

 

morello Button Rioter Morello: MF falls in and out of flavor as different champions and comps trend up and down. I like this pattern overall and think MF is OK as-is.

 

 

 

 

Why isn’t Ahri as mobile as the currently dominant picks? ( Zac, Kha’Zix, Zed )

 

morello Button Rioter Morello: I think it’s a cost-benefit thing. If Ahri does what they do, and is mobile, then there’s no contest. If Ahri is highly mobile but has some cost associated it that allow Annie and Brand to compete, then that’s great. Udyr is the Fighter example of where this works.

Annie’s actually in a good spot, but agreed Brand is in a bit of a lull due to this.

 



Let’s talk Support


 

Xerath iterates on Morello‘s promises to fix support gold income.

 

 

Xelnath Button Rioter Xelnath: *sharpens his claws a bit*

For those of you who missed it, I want to draw attention to this post.

Click here to jump to Morello‘s post.

These two systems have been the major project that Xypherous and I have been working on for the last 3-4 months. This has been a huge effort, in terms of collecting data, experimenting and generally playing mad scientist while attempting to preserve the core of what makes Summoner’s Rift fun.

There’s four huge topics here:

  • Jungle gold income
  • Support gold income
  • Support expenditures on warding
  • The effects of using wards to gain vision

Trying to hit all 4 cohesively in one point is madness, however, they are all HIGHLY interconnected. So while this thread is about the overlap between all four, expect to see breakout threads from myself or other designers discussing each topic individually to gather focused feedback.

For this post, I want to talk about the relationship between support income, warding and the problems these two systems are causing with each other:

What are the issues?

Supports

  • Supports are expected to not last hit, thus gaining no income
  • Supports are expected to shoulder most of the gold burden for purchasing wards
  • Supports are expected to roam the map and ward
  • Supports are expected to buy expensive activated items
  • Supports are expected to be effective without gold revenue
  • Supports are often tied to the Marksman carry
  • Supports never get to achieve an endgame fantasy due to losing all of their income to vision expenditures

Vision

  • Wards are necessary to protect the sanctity of laneing from persistent Jungler aggression
  • Wards are necessary to observe important locations and objective
  • Wards cost gold, from the character least equipped to afford them
  • Wards are the only option for revealing a specific area to move forward safely
  • Wards used in the previously mentioned way linger for a long time (3 minutes!!)
  • Wards are so important, players feel entitled to having the map warded without contributing

Wow! This is a lot!!

No kidding. This is not a small set of problems. So to kick off this discussion, help me out:

  • What do you think are the problems with support income?
  • How much gold do you think supports need over the course of a 50 minute game (hint: I know the answer, but tell me what you think…)
  • If we were to give more gold to supports, in what kind of situations would you expect to be getting more gold?
  • How do we get other players to recognize the power of wards and the vision they provide?
  • Are all wards too powerful? Are just pink wards too powerful?
  • Should the lowest income character shoulder the highest consumable expenditures in the game?
  • Are the expectations on a support player too high?

 

 

Summary on Community Feedback

 

XelnathButton Rioter Xelnath: So to summarize:

  • You guys generally agree its unfair that supports both earn less and spend more
  • Think it might be fair if they earned equal amounts as laners but spent more on wards (relative to laners)
  • Are concerned that even if income was fixed, supports would still spend 100% of gold on wards
  • Feel that there’s not enough interactions in the warding system right now
  • Believe we should look into ways to let non-supports get some vision in a way that doesn’t restrict their item builds

X-Posted on EUW.

 



Explaining the recent XP/IP reward changes for Custom Games


 

Why do Custom games no longer grant IP? Read below to find out!

 

 

Brackhar Button Rioter Brackhar: Hey All,

I wanted to provide a bit of context for these changes. Before I begin though, let me reiterate the current restriction:

  • IP/XP for Custom Games are no longer rewarded unless there are half as many human players as the map was designed for (5 for SR, CS, and HA; 3 for TT)
  • It’s still possible to play custom games any number of players (as long as it’s not been restricted for load reasons)

The reason we did this was, as some of you had suspected, a reaction to players using bots to farm games for IP/XP. While in an ideal world we’d just ban the accounts and move on, the problem wasn’t that people were using these bots on their main accounts to accrue ip/xp. Instead they were exploiting the refer a friend program by creating new bot accounts, leveling them up as referrals, and then giving another account the IP/RP rewards (which in turn they’d launder via other means). This made targeted bans not an effective solution, so instead we had to tackle the problem at its source. This wasn’t a limited issue either; check out this report showing the distribution of game end times in NA for the month of July: http://imgur.com/wLFwRBq

Note that we were seeing over 40% of our games end at 6 minutes, and those games were almost completely one player bot games. Those bot accounts would immediately queue up after completing a game and repeat the cycle, which in addition to the rewards issues was also putting a good bit of load on our system.

It’s unfortunate that this change ended up hitting players who were playing legitimate games, but our hope was that the affected player size would be very small and primarily only impact people doing things like testing out new champions. This thread and others have brought some light to a legitimate play pattern that we didn’t anticipate would be a main form of engagement, and that’ll cause some conversations on our end about what the next step forward here should be. It was our intention to evaluate the success of the changes later this week anyway, so once we have that data we’ll be able to make an informed decision on if we can be more lax on the restriction.

 

 

Isn’t the main issue the Refer-a-Friend system?

 

Brackhar Button Rioter Brackhar:  Yeah, RAF needs to be reviewed and possibly reworked, I agree.

 

 

 

 

 



Why was Zac nerfed so lightly in Patch 3.11?


 

Click here for a preview of Patch 3.11.

 

 

ZacSquare

        Zac

CellDivisionCell Division ( Passive )

    • Adjusted passive chunk drops to be more contestable by enemies
  • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
  • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
  • Slightly increased the distance contestable chunks travel from Zac
  • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
  • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
  • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
  • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’s Bounce

 

 

morello Button Rioter Morello: These nerfs are conservative as to not obliterate Zac in what will be the final patch for World Finals. We did want to nerf his power, not overdo it and remove a big staple in a number of team lineups (instead, we want to allow more variety in options).

We likely could have gone a little harder on Zac nerfs, but for the worlds patch, we didn’t want to risk of overdoing it. If, after worlds, Zac’s still pushing out other options, then we’ll hit him again.

 

 



Riot’s new philosophy on Player Behavior


 

Here are a couple relating articles regarding Lyte‘s quotes on Player Behavior in-game:

 

 

Helping Players improve rather than punishing them

 

Lyte Button Rioter Lyte: We’re currently working on a new solution for Champion Select problems, but are doing research on Honor and where we want to take it in the future. We agree that usage has gone down, although there’s still a very healthy amount of Honors handed out in Normal Blind Pick, Co-op vs Bots and Howling Abyss; however, there’s less Honor being handed out in Ranked Teams and Ranked (partially because premade teams don’t often give each other Honor). We’re not ready to talk about the future of Honor yet, but we’ll start once we finish working on Champion Select.

I don’t agree that discussing the origin of toxic behavior is an excuse. I agree that damage has been done whether a player is having a bad day or whether they are consistently toxic; however, understanding the origin of the toxic behavior allows us to better address the behavior. For example, does a player who is the most awesome, positive player in the community for 9999 games and happens to have 1 bad game, should they be permabanned? This is an extreme example, but illustrates why understanding the origin of the toxic behavior can help us address it in an appropriate way.

We have considered different types of ‘punishments’ for players such as limiting queues or limiting IP, but right now we’re focusing on Champion Select. We’ve also taken a pretty drastic shift in our approach to player behavior over the last year, and we’d prefer rewards and incentives rather than punishments. As an example, let’s say we had a game where players could share cookies, or be selfish and eat all the cookies themselves. We’d prefer players to share cookies, but instead of punishing players for being selfish and eating all the cookies, we could reward players with an additional half cookie if they shared the cookie with others. We truly believe that if you make it easy for players to be good and do the right thing, they do.

We’re not resistant to simply implementing solutions, especially with Leaver/AFK. There’s just a lot of data and experience from other games that solutions like a Vote-Kick are extremely abused and often considered grave mistakes when the studios tried them. I generally prefer to go with the data, and not make the same mistakes over and over again 

 

 

Don’t you already ban people who abuse the report function?

 

LyteButton Rioter Lyte: You’re right, there are bans for report-abusers; however, how many negative behaviors have we created in players? After this feature goes live, some percentage of players will now abuse the report system to try to get some returns and end up being banned. Is this a new demographic that wouldn’t have been banned otherwise, or were they toxic in some other way to begin with? If it’s a brand new demographic that is now being banned, that’s a significant cost to the feature.

 

 

Suggestion: Receive notification when you’re being “muted” in-game

 

LyteButton Rioter Lyte: A player recently mentioned this idea to me, and I thought it was pretty interesting; however, what is the intended goal of such a feature? Theoretically, the hope is that if a toxic player is verbally abusive or harassing someone that the pop-up or feedback that others in the game have muted them would curb or stem the behavior; however, is there a chance that the pop-up or feedback itself would frustrate and piss the player off even more? Maybe the player will vent even harder at other players that haven’t muted him yet.

Consider the current alternative: Right now, players can mute someone without sending them a pop-up or notification. A toxic player might continue venting or ranting and realize that they aren’t getting a response, so they stop and move on–there’s a chance they may learn that venting or ranting really doesn’t do anything valuable for the team. But if you give them feedback and notification that they are getting through and annoying someone, maybe the pop-up or feedback even encourages them to keep acting this way and treat the pop-up as a “victory” of sorts that they irritated someone so much they actually muted them.

Now consider an alternative scenario: What if you’re a positive player, trying to hold your team together with some sportsmanlike chat. Then this player gets a pop-up from a toxic player saying that they muted him–what does that player experience feel like?

Interesting idea, but lots to consider.

 



Sivir’s New Concept Previewed


 

Following the not-so-recent discussion on Sivir’s visual rework, we now have an actual concept art to admit love to… in a completely Platonic way, of course.

 

 

IronStylus Button Rioter IronStylus: Yup. Here ya go. This is the final concept we worked from when building her model. This is also what people saw when we did the Relaunch panel, with a little bit of cleanup and a better background added in.

I know a lot of people saw a picture of an image on screen. Hopefully this gives you something a little bit easier to read! Pretty messy in a lot of places however. A couple things have changed since we did this concept though, and more might when we get additional feedback. But since this image is out there publicly, I thought it’d be nice for others to see.

 

Sivir Concept - PAX - final

Sivir Concept Final

 



Pictures of Leona’s Sword


 

Above you’ll find a video of the actual weapon.

 

 

That sword looks dangerous!

 

IronStylusButton Rioter IronStylus: Indeed it was. I was warned many times that it was razor sharp and shouldn’t dare touch the blade itself. Also, the spikes coming from the circle were deadly.

Tony was telling me that this was the most complicated design they ever made. It was also extremely dangerous due to all the points! I apologized profusely for being a pain in the ass for designing it with a giant hold in the middle of it.

 

 

Pics or it didn’t happen!

 

IronStylusButton Rioter IronStylus: Here, some additional fun stuff!

Some shots of the sword:

 

 

Polishing

Back Look

Front Look

Front Look

Minimalist Armor

Typical Eastern MMO Set

Sword being held

Sword in Action

 



Champion Rotation – Week 32


 

Week 32 S3

The following champions are free-to-play until September 17th!

 

  • Janna – 1350 IP / 585 RP
  • Twisted Fate - 1350 IP / 585 RP
  • Twitch – 3150 IP / 790 RP
  • Xin Zhao – 3150 IP / 790 RP
  • Cassiopeia – 4800 IP / 880 RP
  • Leona - 4800 IP / 880 RP
  • Riven - 4800 IP / 880 RP
  • Elise – 6300 IP / 975 RP
  • Lucian - 6300 IP / 975 RP
  • Rengar - 6300 IP / 975 RP

 



Champion/Skin Sale – Expires September 13


 

Champion Sale September 13

Enjoy the following champions and skins at a discount until September 13th!

 

 

Champions:

 

  • Hecarim – 487 RP
  • Orianna – 440 RP
  • Sion – 292 RP

 

 

Grim Reaper Karthus - 487 RP

 

Grim Reaper Karthus

 

Lord Mordekaiser – 487 RP

 

Lord Mordekaiser

 

Pharaoh Nasus – 260 RP

 

Pharaoh Nasus

 

 

Missed any recent updates? Check here!

 

Riot teases New Champion, an Elemental Dragon! PBE Update: Visual & Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace

Visual update for Garen || Patch 3.11 Notes – Changes to Draven, Galio and Zac, 3v3 and Dominion Balance & New Spectator Mode Features || New Minion Effects, News on Rengar, Nika leaves Riot, Cosplay Pictures from PAX, tweaks to Season 3′s Rewards and the latest Sale!

Double AMA for Lucian: get all your questions answered! Rengar returns to stealthing, rollback on W and the latest Sale!

Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

 

 

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