Archive

Posts Tagged ‘poppy rework’

 

Dev Blog Poppy New Animations Banner

Poppy’s rework features facial animation tech that’s never been used in League before. Check out how it all works:

 

Dev Blog The Animation of Poppy

BY PARTIESTCAT

Hey everyone! Paul “PartiestCat” Jarvis here. I was in charge of driving the style and direction for how Poppy moves and wanted to give you all a little behind-the-scenes look on how we approached the animation for Demacia’s tiniest hammer delivery service.

 

SQUASH STRETCH AND SMEAR

Okay, quick animation history lesson. There’s a set of animation principles that most animators follow that dictate and drive the choices we make when building out the motion for characters and they cover topics like posing, exaggeration, and visual/emotional appeal. One principle in particular — squash and stretch – is something we’ve adapted as a fundamental aspect to League’s in-house animation style. Broadly speaking, squash and stretch helps a character feel organic and alive. It’s used to emphasise weight, momentum, and speed of objects by warping and distorting their shape. When we use more extreme versions of these distortions to connect our most important “key” poses, we call them smears or “smear frames;” single distorted frames between broad actions. Using smears helps to sell impacts on spells, attacks, or any super-quick motion. A champion’s animation needs to feel awesome in fractions of seconds, and smears help by adding texture and flavor between exaggerated motions.

Back to Poppy.

Yordles are squishy. I don’t mean that literally, but their short stature gives them lots of wiggle room for us to exaggerate how they move. Poppy has a tiny frame, so it’s also important that we can make her motion broad enough to not be hidden under her big Yordle head. Ideally, she should never LOOK like she’s made of rubber, but her motions should have a certain extra snap to them to keep her feeling energetic and punchy.


We kept the same mindset with the motion of her hammer, but I’ll get to that below.

 

 

EXPRESSIVE Banner

Historically, League isn’t the kind of game that normally needs facial animation. The camera angle and distance from your champion normally means a character’s face only takes up a handful of pixels on-screen at any moment and extra detail actually makes it harder to understand what is happening. As animators, we wanted to challenge that idea, and our early tests actually showed us that her expression changes were fully readable and felt like they added a lot to her personality.

In terms of her character rig (the set of bones that allow us to move our characters around), Poppy is the first champion in League to be built from the ground up to support such a wide range of facial expressions. Every champion has a budget in terms of rig complexity, so we had to be smart about how we fine-tuned her model and facial setup. Many high-end character rigs in modern games have more bones in the face alone than all of Poppy combined, so the challenge was to give us the widest control with the least amount of resources.

image (52)

Poppy’s facial rig

Just to get technical stuff out of the way, Poppy’s face is only 11 joints in all:

  • 3 per eye (pupil, upper eyelid/eyebrow, and eye shape)
  • 3 to shape the mouth
  • 1 for the upper bridge of teeth
  • 1 for the jaw

After working closely with our tech artist (and waves and waves of iteration), we landed on what you see above. We were able to get a surprising amount of flexibility out of such a simple setup!


Poppy face tests

The first thing I did with Poppy was to carve out a set of base expressions to feel out her emotional range, and then develop them until that we all felt confident about the direction. Once we had a solid foundation, we were able to focus on the expressive timing – finding punctuated moments during and after her abilities and attacks where the expressions could be clearly seen. When you only have a fraction of a second to sell an attack, communicating  a clear change in mood is really important.



Fool me twice HAMMER

Poppy’s hammer is just as important as she is and we really wanted to reflect that in her animations. Why not give her hammer the same degree of personality that we give to the Yordle that wields it? We spent some time going back and forth about what kind of shapes we needed the hammer to make, which parts we wanted to push and pull, and which parts needed to twist, distort, or grow and shrink.


Early tests to develop the hammer rig

Squashing, stretching, and smearing is just as important for the hammer as it is for Poppy, so we needed to crank it up to 11. The head of the hammer scales to cartoonish sizes for single frames so you can really feel the force behind the swing, and the neck of the hammer bends to compensate. With a little sorcery and a lot of clever rigging we were able to build really clean smear trails for the hammer that gave us a nice, stylised alternative to motion blur. It’s a more traditional animation method that meshed really well with how we normally animate our champions.

Lastly, take a look at the most extreme case that brings everything together: the swing of her fully-charged Keeper’s Verdict.


That’s about it! We’re always looking for new ways to improve champion experiences and bring out the best in every single rework we do. The whole team is extremely excited and proud to see Poppy out in the world, and hope you enjoy playing her as much as we enjoyed making her!

Thanks for reading!

 


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

 

Poppy in Store Banner

With the release of Patch 5.24, Poppy’s rework is now up on live:

 

Poppy heroically charges to live

BY FIZZNCHIPS

After questing all across the PBE, Poppy’s ready to bring her updated story, visuals, and gameplay to live. One of the largest champion updates since Sion, Poppy’s gameplay changes hammer home her role as a tanky teamfight disruptor capable of crushing even the best laid plans with a well-timed mallet smash. With new visuals that bring all of her models up to today’s standards, Poppy’s also the first champion update to include new splashes for each of her skins. Check out Poppy’s PBE debut article for the full gameplay changes and learn even more from her champion update Q&A.

To celebrate the updated yordle juggernaut, we’re bundling Poppy with her skins together and flattening the price. Her Hammer Time bundle weighs in at 3899 RP (25% off) and will be available from19:00 CEST December 9 through 07:59 CEST December 15. Poppy’s Hammer Time Bundle:

  • Poppy
  • Lollipoppy (Legacy)
  • Ragdoll Poppy (Legacy)
  • Blacksmith Poppy (Legacy)
  • Noxus Poppy (Legacy)
  • Battle Regalia Poppy
  • Scarlet Hammer Poppy

Lollipoppy, Ragdoll Poppy, Blacksmith Poppy, and Noxus Poppy are also available separately in the store through January 11 as a special promotion for Poppy’s champion update.


Ready to join Poppy on her quest for the wielder of the hammer? Let us know in the comments below!

[ Link to Post ]

 

 

Below you can find a complete preview of Poppy:

 

Poppy’s received a complete visual & gameplay update. There’s no “Traditional” skin for her, meaning if you have her currently, she’ll be completely replaced with her new looks in Patch 5.24.

gallery-image-1 (1) Poppy_0 (1)

Poppy_Square_0 (1)

 

MODEL EMOTES

Poppy Model 1 Poppy Model 2

 

Recall Banner

Poppy Recall 2 Poppy Recall 1

 

BASIC ATTACK ANIMATION Banner

 

Poppy Final Portrait

GENERAL Banner

  • Health: 540 [+90 per level];
  • Mana: 280;
  • Attack Damage: 58 [+4 per level];
  • Auto-attack range: 125 (melee);
  • Base Movement Speed: 340;
  • Armor: 29 [+4 per level];
  • Magic Resist: 32 [+1.25 per level];

 

IRON AMBASSADOR PASSIVE

Iron Ambassador Final Icon

COOLDOWN: 18/14/10 seconds (values for levels 1/7/13) || RANGE: 400

Poppy’s basic attack throws her buckler, gaining 400 basic attack range and dealing 10 [+ 10*Champion Level] bonus magic damage.

The buckler lands at a nearby location and Poppy can pick it up to gain a shield for 15% of her Maximum Health for 5 seconds. Enemies can step on the buckler to destroy it.

The buckler automatically returns to Poppy if the attack kills the target.

 

Poppy Passive 1 Poppy Passive 2

 

HAMMER SHOCK Q

Hammer Shock Final Icon

COOLDOWN: 9/8/7/6/5 seconds || MANA COST: 35/40/45/50/55

Poppy smashes the ground, dealing 30/65/100/135/170 [+0.7 Bonus AD] [+ 6% of target’s Max HP] as physical damage, and leaving an unstable area.

The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the same damage again. Damage is reduced by 20% against minions.

 

Poppy Q 1 Poppy Q 2

 

STEADFAST PRESENCE W

Steadfast Presence Final Icon

COOLDOWN: 24/22/20/18/16 seconds || MANA COST: 50 at all ranks

Passive: Poppy gains bonus [12% of current Armor] Armor and [12% of current MR] Magic Resist. This bonus is doubled if Poppy is below 40% Max Health.

Active: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% bonus Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 [+0.7 AP] to targets who have their dash blocked.

 

Poppy W 2 Poppy W 1

 

HEROIC CHARGE E

Heroic Charge Final Icon

COOLDOWN: 12/11/10/9/8 seconds || MANA COST: 70 at all ranks

Poppy rushes to target enemy, dealing 50/70/90/110/130 [+0.5 Bonus AD] physical damage and carrying them forward. If Poppy’s target hits terrain, it takes the same damage again and is stunned for 1.6/1.7/1.8/1.9/2 seconds.

 

Poppy E 1 Poppy E 2

 

KEEPERS VERDICT R

Keepers Verdict Final Icon

COOLDOWN: 140/120/100 seconds || MANA COST: 100 at all ranks

First Cast: Poppy channels for up to 4 seconds, decreasing her Movement Speed by 15%. If Poppy doesn’t recast the spell within the 4 second period, the cooldown of the spell is decreased by 75%.

Second Cast: Poppy smashes the ground and sends a shockwave forward that deals 200/300/400 [+0.9 Bonus AD] physical damage and knocks enemy Champions hit a large distance toward their Summoning Platform. The shockwave length and knockback distance increase with channel duration. Enemies are untargetable while they are being knocked away.

 

Poppy R 1 Poppy R 2

 

DEATH ANIMATION Banner

 

 

NOXUS POPPY Banner

gallery-image-2 (1) Poppy_1

Noxus Poppy Model 2 Noxus Poppy Model 1

Noxus Poppy Recall

 

BLACKSMITH POPPY Banner

gallery-image-4 Poppy_3

Blacksmith Poppy Model 3 Blacksmith Poppy Model 4 Blacksmith Poppy Model 5

 

RAGDOLL POPPY Banner

gallery-image-5 Poppy_4

Blacksmith Poppy Model 1 Blacksmith Poppy Model 2

Blacksmith Poppy Recall

 

LOLLIPOPPY Banner

gallery-image-3 (1) Poppy_2

Lollipoppy Model 1 Lollipoppy Model 2

Lollipoppy Recall

 

BATTLE REGALIA POPPY Banner

gallery-image-6 Poppy_5s

Battle Regalia Poppy Model 1 Battle Regalia Poppy Model 2

Battle Regalia Poppy Recall

 

SCARLET HAMMER POPPY Banner

gallery-image-7 (2) Poppy_6

Scarlet Poppy Model 2 Scarlet Poppy Model 1

Scarlet Poppy Recall

 

 

Here’s Poppy’s new Champion Select quote:

 

And here’s her short-form client lore:

 

”I’m no hero. Just a yordle with a hammer.” 

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the ”Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon.

 

Here’s Poppy’s login theme that will go live with Patch 5.24 (after December 9th):

 

Here’s the music from the animation:

 

And here’s the still image:

Poppy Still Image Animation

Patch 5.24 Official Notes

December 8th, 2015


Patch 5 24 Official Notes Banner

Patch 5.24 will hit live in a few hours. Here are the official notes:

 

Champion Updates – Poppy

Store Content

Balance

 Miscellaneous

 
Don’t know when Patch 5.24 will hit live? Here’s the maintenance schedule for all regions:

Patch 5 24 Maintenance Banner
 

 

Scarizard Final PortraitGreetings, Summoners.

Welcome to patch 5.24, the last one of 2015. It’s been a wild ride with Cinderhulks, Juggernauts and Devourers in-between, but this is no time to get sentimental. It’s still preseason, there are still outliers to balance, systems to maintain and bad jokes to make.

Speaking of balance outliers, we’ve got a lot of balance changes below for champions you might not see often – let’s dive into that for a bit. Like preseasons past, we’ve traveled (via the diversity dirigible, naturally) to an entirely new ecosystem of champion balance, where many old “champion power” assumptions just don’t hold water. A moment of silence, please, for 4.20 Warwick and six-Cleaver everyone. New systems, masteries and items combine to make weak champions strong, strong champions weak, and Brand a god. So while it may shock you to see champions like Swain and Anivia nerfs, or Riven buffs (gasp!), keep in mind that we’re working off of as much objective data as we can.

Then there’s Soraka.

Don’t worry, we didn’t forget.

With that out of the way, what else is there? Poppy’s looking cuter and more imposing than ever, Snowdown’s back and brought the Legend of the Poro King game mode with it, and we’ve put the finishing touches on our item and champion tuning before taking a balance break to January.

So, from all of us at Riot Games: good luck, have fun, and we’ll see you in 2016.

[ Link to Post ]



POPPY REWORK

Poppy’s received a complete visual & gameplay update. There’s no “Traditional” skin for her, meaning if you have her currently, she’ll be completely replaced with her new looks in Patch 5.24.

 

gallery-image-1 (1) Poppy_0 (1)

Poppy_Square_0 (1)

 

MODEL EMOTES

Poppy Model 1 Poppy Model 2

 

Recall Banner

Poppy Recall 2 Poppy Recall 1

 

BASIC ATTACK ANIMATION Banner

 

Poppy Final Portrait

GENERAL Banner

  • Health: 540 [+90 per level];
  • Mana: 280;
  • Attack Damage: 58 [+4 per level];
  • Auto-attack range: 125 (melee);
  • Base Movement Speed: 340;
  • Armor: 29 [+4 per level];
  • Magic Resist: 32 [+1.25 per level];

 

IRON AMBASSADOR PASSIVE

Iron Ambassador Final Icon

COOLDOWN: 18/14/10 seconds (values for levels 1/7/13) || RANGE: 400

Poppy’s basic attack throws her buckler, gaining 400 basic attack range and dealing 10 [+ 10*Champion Level] bonus magic damage.

The buckler lands at a nearby location and Poppy can pick it up to gain a shield for 15% of her Maximum Health for 5 seconds. Enemies can step on the buckler to destroy it.

The buckler automatically returns to Poppy if the attack kills the target.

 

Poppy Passive 1 Poppy Passive 2

 

HAMMER SHOCK Q

Hammer Shock Final Icon

COOLDOWN: 9/8/7/6/5 seconds || MANA COST: 35/40/45/50/55

Poppy smashes the ground, dealing 30/65/100/135/170 [+0.7 Bonus AD] [+ 6% of target’s Max HP] as physical damage, and leaving an unstable area.

The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the same damage again. Damage is reduced by 20% against minions.

 

Poppy Q 1 Poppy Q 2

 

STEADFAST PRESENCE W

Steadfast Presence Final Icon

COOLDOWN: 24/22/20/18/16 seconds || MANA COST: 50 at all ranks

Passive: Poppy gains bonus [12% of current Armor] Armor and [12% of current MR] Magic Resist. This bonus is doubled if Poppy is below 40% Max Health.

Active: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% bonus Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 [+0.7 AP] to targets who have their dash blocked.

 

Poppy W 2 Poppy W 1

 

HEROIC CHARGE E

Heroic Charge Final Icon

COOLDOWN: 12/11/10/9/8 seconds || MANA COST: 70 at all ranks

Poppy rushes to target enemy, dealing 50/70/90/110/130 [+0.5 Bonus AD] physical damage and carrying them forward. If Poppy’s target hits terrain, it takes the same damage again and is stunned for 1.6/1.7/1.8/1.9/2 seconds.

 

Poppy E 1 Poppy E 2

 

KEEPERS VERDICT R

Keepers Verdict Final Icon

COOLDOWN: 140/120/100 seconds || MANA COST: 100 at all ranks

First Cast: Poppy channels for up to 4 seconds, decreasing her Movement Speed by 15%. If Poppy doesn’t recast the spell within the 4 second period, the cooldown of the spell is decreased by 75%.

Second Cast: Poppy smashes the ground and sends a shockwave forward that deals 200/300/400 [+0.9 Bonus AD] physical damage and knocks enemy Champions hit a large distance toward their Summoning Platform. The shockwave length and knockback distance increase with channel duration. Enemies are untargetable while they are being knocked away.

 

Poppy R 1 Poppy R 2

 

DEATH ANIMATION Banner

 

 

NOXUS POPPY Banner

gallery-image-2 (1) Poppy_1

Noxus Poppy Model 2 Noxus Poppy Model 1

Noxus Poppy Recall

 

BLACKSMITH POPPY Banner

gallery-image-4 Poppy_3

Blacksmith Poppy Model 3 Blacksmith Poppy Model 4 Blacksmith Poppy Model 5

 

RAGDOLL POPPY Banner

gallery-image-5 Poppy_4

Blacksmith Poppy Model 1 Blacksmith Poppy Model 2

Blacksmith Poppy Recall

 

LOLLIPOPPY Banner

gallery-image-3 (1) Poppy_2

Lollipoppy Model 1 Lollipoppy Model 2

Lollipoppy Recall

 

BATTLE REGALIA POPPY Banner

gallery-image-6 Poppy_5s

Battle Regalia Poppy Model 1 Battle Regalia Poppy Model 2

Battle Regalia Poppy Recall

 

SCARLET HAMMER POPPY Banner

gallery-image-7 (2) Poppy_6

Scarlet Poppy Model 2 Scarlet Poppy Model 1

Scarlet Poppy Recall

 

Here’s Poppy’s new Champion Select quote:

 

And here’s her short-form client lore:

 

”I’m no hero. Just a yordle with a hammer.” 

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the ”Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon.

 

Here’s Poppy’s login theme that will go live with Patch 5.24 (after December 9th):

 

Here’s the music from the animation:

 

And here’s the still image:

Poppy Still Image Animation

 

 

SNOW DAY BARD Banner

Snow Day Bard will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards he’ll return to his regular price of 1350 RP. Snow Day Bard is NOT legacy.

 

Bard_Splash_5 (1) BardLoadScreen_5

 

MODEL Banner

Snow Day Bard Model 1 Snow Day Bard Model 2

Snow Bard Model 3 Snow Bard Model 4

 

Recall Banner

Snow Bard Recall 2 Snow Bard Recall 1

 

TRAVELERS CALL PASSIVE

Snow Bard Passive 1 Snow Bard Passive 2

 

 

COSMIC BINDING Q

Snow Bard Q 1 Snow Bard Q 2

 

CARETAKERS SHRINE W

Snow Bard W 2 Snow Bard W 1

 

MAGICAL JOURNEY E

Snow Bard E 1 Snow Bard E 2

 

TEMPERED FATE R

Snow Bard R 1 Snow Bard R 2

 

 

SNOW DAY GNAR Banner

Snow Day Gnar will be in store for 975 RP after Patch 5.24 hits live and is a legacy skin.

 

MODEL Banner

Snow Gnar Model 1 Snow Gnar Model 2 Snow Gnar Model 3

 

Recall Banner

Snow Gnar Recall 1 Snow Gnar Recall 2


 

BOOMERANG BLADE Q Banner

Snow Gnar Q 1 Snow Gnar Q 2

 

BOULDER TOSS MEGA Q

Snow Gnar Q 3 Snow Gnar Q 4

 

HYPER W  Banner

Snow Gnar W 1 Snow Gnar W 2

 

WALLOP MEGA W

Snow Gnar W 3 Snow Gnar W 4


 

HOP E

Snow Gnar E 2 Snow Gnar E 1

 

CRUNCH MEGA E

Snow Gnar E 3 Snow Gnar E 4


 

Gnar R

Snow Gnar R 1 Snow Gnar R 2 

 

 

SNOW DAY SYNDRA Banner

Snow Day Syndra will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards she’ll return to her regular price of 1350 RP. Snow Day Syndra is legacy.

 

MODEL Banner

Snow Syndra Model 1 Snow Syndra Model 2

Snow Syndra Model 3 Snow Syndra Model 4

 

Recall Banner

Snow Syndra Recall 1 Snow Syndra Recall 2

 

BASIC ATTACK ANIMATION Banner


DARK SPHERE Q Banner

Snow Syndra Q 1 Snow Syndra Q 2

 

FORCE OF WILL W

Snow Syndra W 1 Snow Syndra W 2

 

SCATTER THE WEAK E

Snow Syndra E 1 Snow Syndra E 2

 

UNLEASHED POWER R

Snow Syndra R 1 Snow Syndra R 2

 

 

NEW WARD SKINS

The new Penguin Skier ward skin will cost you 640 RP and is the only way of making sure no one will kill your wards:


Penguin Ward 2 Penguin Ward 1


 


New Summoner Icons

 

profileIcon979 profileIcon980 profileIcon981 profileIcon982 profileIcon983 profileIcon984

 

 

This PROJECT: Poro icons is legacy and will be available for 250 RP:

profileIcon985

 

 

Champion Changes

 

Anivia Final Portrait

 

Nerf BoxGlacial Storm Final IconGlacial Storm [ R ]

  • Range for the channel to be canceled decreased from 1200 to 1000;
  • Now applies the “Chilled” debuff (double damage from Frostbite) for 1 second, decreased from 2.

 

 

Ashe Final Portrait

 

Buff BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Focus now caps at 4 stacks, decreased from 5;
  • Cost to activate the on-hit arrow volleys decreased from 5 to 4.

 

 

Bard Final Portrait

 

Buff BoxMeeps Final IconTraveler’s Call [ Passive ]

  • Meeps recharge cooldown decreased from 10 seconds to 8.

 

Buff BoxCaretaker Shrine Final IconCaretaker’s Shrine [ W ]

  • AP Ratio increased from 0.2 – 0.3 to 0.45 – 0.6 (depending on time spent on the ground).

 

 

Brand Final Portrait

 

Nerf BoxPillar of Flame Final IconPillar of Flame [ W ]

  • Mana cost increased from 70/75/80/85/90 to 70/80/90/100/110.

 

 

 

Caitlyn Final Portrait

 

Change BoxHeadshot Final IconHeadshot [ Passive ]

  • Stacks needed to charge Headshot changed from 7/6/5 (values for levels 1/11/18) to 6 at all levels.

 

 

Dr Mundo Final Portrait

 

Nerf BoxInfected_CleaverInfected Cleaver [ Q ]

  • Damage decreased from 15/18/21/23/25% of target’s current HP to 15/17.5/20/22.5/25%;
  • Cap on damage against monsters decreased from 300/400/500/600/700 to 300/350/400/450/500.

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Maximum HP ratio on active decreased from 5% at all ranks to 3/3.5/4/4.5/5%;
  • Bonus damage is no longer dealt to towers.

 

 

Hecarim Final Portrait

GENERAL Banner

  • Health changed from 695 [+95 per level] to 670 [+90 per level].

 

Nerf BoxWarpath Final IconWarpath [ Passive ] 

  • No longer lets Hecarim ignore unit collision.

 

 

Buff BoxDevastating Charge Final IconDevastating Charge [ E ]

  • Now allows Hecarim to pass through units for the duration of the charge.

 

 
 

Karthus Final Portrait

 

Nerf BoxWall of Pain Final IconWall of Pain [ W ]

  • Slow drops to half effectiveness after 1 second

 



Kindred Final Portrait

 

Change Box

Lambs Respite Final IconLamb’s Respite [ R ]

  • Cooldown changed from 150/130/110 seconds to 160/130/100.

 

 

 

Kogmaw Final Portrait

 

Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • AD ratio on-hit removed (1.25% per 100 points of Total AD on live)
  • Now deals an additional flat damage of 2% (of target’s Max HP).

 

 

Malzahar Final Portrait

 

Nerf BoxNull Zone Final IconNull Zone [ W ]

  • Damage decreased from 4/5/6/7/8% of Max HP to 4/4.5/5/5.5/6%

 

 

 

Master Yi Final Portrait

 

Quality of Life Box FinalMeditate [ W ]Meditate Final Icon

  • AP ratio per second of channel time changed from 0.3 to 0.15 (tooltip update)

 

 

 

Miss Fortune Final Portrait

 

Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed on active decreased from 60/70/80/90/100% to 40/55/70/85/100%.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Slow strength decreased from 40/45/50/55/60 % to 28/36/44/52/60%.

 

 

 

Nidalee Final Champion Portrait

 

Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage increased from 50/70/90/110/130 to 60/77.5/95/112.5/130 ;
  • Maximum base damage increased from 150/210/270/330/390 to 180/232.5/285/337.5/390.

 

 

Quinn Final Portrait

GENERAL Banner

  • Base damage decreased from 56.5 to 54.5

 

Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Base damage decreased from 25/55/85/115/145 [+ 0.8/0.95/1.1/1.25/1.4 Total AD] to 20/45/70/95/120 [+ 0.8/0.9/1.0/1.1/1.2 Total AD];
  • Mana cost increased from 50 at all ranks to 50/55/60/65/70.

 

 

Rammus Final Portrait

 

Nerf BoxPowerball Final IconPowerball [ Q ]

  • Slow duration decreased from 3 seconds to 2;
  • Hitbox radius decreased from 325 to 225;
  • Clicking beyond minion waves will no longer make Rammus try to move around them while in Powerball.

 

 

 

Riven Final Portrait

GENERAL Banner

  • Base Health-per-5 increased from 3.34 to 5.34.

 

 

Rumble Final Portrait

 

Quality of Life Box FinalFlamespitterFlamespitter [ Q ]

  • Tooltip no longer mentions that Flamespitter deals halved damage to jungle monsters.

 

 

 

Sivir Final Champion Portrait

 

Buff BoxRicochet Final IconRicochet [ W ]

  • Total AD Ratio increased from 0.5/0.55/0.6/0.65/0.7 to 0.6/0.65/0.7/0.75/0.8.

 

 

 

Skarner Final Portrait

 

Buff BoxFracture Final IconFracture [ E ]

  • No longer has a cap on maximum targets that can be hit (6 on live).

 

 

Nerf BoxImpale Final IconImpale [ R ]

  • Total AD ratio decreased from 1.0 to 0.6.

 

 

 

Soraka Final Portrait

 

Nerf BoxStarcall Final IconStarcall [ Q ]

  • Cast range decreased from 950 to 800.

 

 

Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana cost increased 20/25/30/35/40 to 40/45/50/55/60.

 

 

Nerf BoxWish Final IconWish [ R ]

  • No longer removes Grievous Wounds from allies.

 

 

 

Swain Final Portrait

 

Nerf BoxNevermove Final IconNevermove [ W ]

  • Root duration decreased from 2 seconds at all ranks to 1/1.25/1.5/1.75/2.

 

 

 

Tahm Kench Final Portrait

 

Nerf BoxDevour Final IconDevour [ W ]

  • No longer gains bonus movement speed when not moving away from enemy champions with a devoured ally (gains half the MS buff [15/17.5/20/22.5/25%] from moving toward enemy champions on live)

 

 

Twisted Fate Final Portrait

 

Nerf BoxWild Cards Final IconWild Cards [ Q ]

  • Base damage decreased from 60/110/160/210/260 to 60/105/150/195/240.

 

 

 

Ziggs Final Portrait

 

Buff BoxShort Fuse Final IconShort Fuse [ Passive ]

  • Bonus damage to structure increased from 150% to 200%.

 

 

 

Item Changes

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Health decreased from 600 to 500.

 

 

Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • AoE vision decreased from 900 to 500;
  • Cooldown increased from 61/48 seconds [values for levels 9/18] to 76/60.

 

 

Change BoxPhantom Dancer Final IconPhantom Dancer

  • Attack Speed increased from 40% to 45%;
  • Total Cost increased from 2700 Gold to 2800.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Total Cost increased from 2500 Gold to 2600.

 

 

Nerf BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Total Cost increased from 2500 Gold to 2600.

 

 

Nerf BoxStatikk_ShivStatikk Shiv

  • Total Cost increased from 2500 Gold to 2600.

 


[ Note ] Rapid Firecannon and Statikk Shiv now take greatest potential damage instead of just stacking the damage for an attack. (Source)
 

Nerf BoxZeal Final IconZeal

  • Gold cost increased from 1200 Gold to 1300

 

 

 

Jungle Changes Banner

 

Ancient Krug Final IconAncient Krug

  • Health decreased from 1450 to 1440;
  • Armor decreased from 12 to 10.

 

Greater Murk WolfGreater Murkwolf Final Icon

  • Health decreased from 1320 to 1300;
  • Armor increased from 9 to 10.

 

Rift Scuttler Final IconRift Scuttler

  • Gold granted increased from 50 to 70.

 

 

 

MASTERY CHANGES Banner

 

Assassin [ New Cunning Mastery ]

  • You deal 1.5% increased damage when there are no allied champions nearby.

 

Here’s where the new Assassin mastery is located:

Assassin Mastery

 

Nerf BoxBond of Stone Final IconBond of Stone [ Keystone Mastery in Resolve ]

  • Base damage reduction increased from 2% to 3%;
  • Damage reduction when near an allied Champion decreased from 8% to 6% (the damage transferred is also down from 8% to 6%

 

Change BoxDeathfire TouchDeathfires Touch Final Icon [ Keystone Mastery in Ferocity ]

  • Bonus AD ratio decreased from 0.16 to 0.125 (damage-per-second);
  • AP ratio decreased from 0.06 to 0.05 (damage-per-second).
  • Duration of DoT for single-target spells increased from 3 seconds to 4;
  • Duration of DoT for DoT spells decreased from 1.5 seconds to 1;
  • Duration of DoT for AoE spells increased from 1.5 seconds to 2.

 

Buff BoxExplorer Final IconExplorer [ Resolve ]

  • Bonus to Movement Speed while moving in brush or river increased from 12 to 15.

 

 

Nerf BoxFeast Final IconFeast [ Ferocity ]

  • Cooldown increased from 20 seconds to 25.

 

 

Change BoxFervor of Battle Final IconFervor of Battle [ Keystone Mastery in Ferocity ]

  • Spells now only generate stacks if they hit enemy Champions, not when they’re cast.
  • Stack duration increased from 5 seconds to 6.

 

Murderous Intent [ New Ferocity Mastery ]

  • You deal 5% increased damage to champions until you gain a kill or assist (afterward the mastery is disabled for 15 seconds).

 

Buff BoxPrecision Final IconPrecision [ Cunning ]

  • Bonus to Armor Penetration increased from 0.6/1.2/1.8/2.4/3 [+ 0.06/0.12/0.18/0.24/0.3 per level] to 1/2/3/4/5  [+ 0.1/0.2/0.3/0.4/0.5 per level].

 

 

Buff BoxThunderlords Decree Final IconThunderlord’s Decree

  • Bonus AD ratio increased from 0.2 to 0.3.

 

 

Nerf BoxUnyielding Final IconUnyielding [ Resolve ]

  • Bonus to Armor and Magic Resist decreased from 1.2/2.4/3.6/4.8/6% to 1/2/3/4/5%.

 

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ Resolve ]

  • Bonus health decreased from 0.8/1.6/2.4/3.2/4% to 9/18/27/36/45 (flat).

 

 

Change BoxWindspeakers Blessing Final IconWindspeaker’s Blessing [ Keystone Mastery in Cunning ]

  • Now grants 4 – 22 bonus flat Armor and 2.5 – 11 bonus flat Magic Resist, changed from 15% bonus to both Armor and MR;
  • Level is taken from the highest between the caster and the target.

 

 

UPDATED ZHONYA VFX Banner

The active on Zhonya’s Hourglass now contains 200% more sparkle:

 

Zhonya VFX 1 Zhonya VFX 2

 

 

Persistent Chats Upgraded

Limely: Hi, Everyone,

A couple months ago we rolled out persistent chat rooms onto the PBE. This was an early test for building the foundation for new social features we announced with the 2016 Season Update. As we officially move forward, we’ve updated the name on PBE to reflect that these “chatrooms” have evolved into our earliest version of clubs.

What are clubs? They are player-named, player-organized, and player-controlled social groups. The long-term goal is to help you head into games with the right teammates every time by helping you find like-minded players to compete with. We plan on building a whole lot more on top of the current functionality of clubs but right now we’re starting simple. Just like “persistent chat rooms”, you can own one club and be a member of three at any given time, with all the same moderation tools.

With this first update, you can now set a tag for your club that can be displayed in various places including your Hovercard, and more importantly, in game. Ranked team tags will still take precedence in ranked team games. Since you can belong to multiple clubs, you now have the option of setting a club to be active, which means that club’s chat room will open on login, and other players will see that affiliation.

We plan to push out updates to clubs as they become available (which means we’ll need to occasionally reset all clubs), so take a look and let us know if clubs make it easier to stay connected in League with friends!

Thanks,
Limely :3
p.s. We are playing around with colors on tags so please put up with the current atrocity for a day or two. :3

[ Link to Post ]

 

Here’s the Snowdown login theme that will go live with Patch 5.24 (by FrostyNinja):

 

Here’s the still from the animation:

Snow Day Wallpaper

 

Below you can find the instrumental without the animation:

 

 

PATHING Banner

Reverting the minion pathing changes made so far in preseason.

We’ve made a few changes to minion blocking this preseason, targeted at making creep block more intuitive. When you get stuck in a minion clump you should be able to understand what’s happening, and your champ’s attempts to escape (or avoid) it should make sense as well. While these changes technically worked, they caused problems when interacting with other systems. We’re turning them off until those interactions are fixed.

[ EVERYTHING OLD IS NEW AGAIN ] All minion pathing changes made in 5.22 and 5.23 have been reverted. We’re right back to pre-preseason while we work on a better implementation.



FIRST MINION WAVE EQUALITY Banner

It’s easier to get to lane without losing a minion

We made some behavioural changes to minions in the very first wave of the game when no enemy champions have interacted with them. Left to their own devices, the minions will spread damage evenly and avoid randomly focus-firing a single soldier. The goal here is that you should be able to more predictably realise whether or not you’ll lose a minion when you get to lane late. This actually went out in 5.23, but we figured you’d like to know!

[ FIRE EVERYTHING ] Minions won’t gang up on a single enemy minion when no enemy champions are present.



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

 

QA Poppy Rework Banner

Poppy’s Q&A on the NA Boards has concluded. You can find all the developer answers below. For an in-game preview of Poppy’s rework, check HERE.

 

 

Hey guys,

We’ve gathered a bunch of the folks who worked on Poppy for some Q&A about the Keeper of the Hammer! Whether you’re interested in Poppy’s gameplay, story, art, or sound, ask away and we’ll be happy to answer!

Check out these links if you need to get up to speed:

 

 

Poppy, Keeper of the Hammer: Check out Poppy’s reveal.

 

 

Champion Insights: The story behind Poppy’s champion update.

 

 

The Arsenal: Forging Poppy’s Hammer.

 

 

A Hero’s Calling: A weapon holding the hope of a kingdom has found its champion. She just doesn’t know it.

 

[ Link to Post ]

 

 

Why does Poppys new passive go against her playstyle

Solcrushed New PortraitThe shield is intended more to create zones where fights happen (although it also serves poke, fallback and item synergy) which is why the shields love flying into walls. It will drop much closer to Poppy in teamfights though.

[ Link to Post ]

 

 

 

What other variations for a Poppy ultimate did you test for her rework

Solcrushed New PortraitOne I remember is a global ally targeted AOE knockback that had separate cooldowns for each ally. I was toying around with the idea of her being a superhero who swings in to save civilians in distress.

[ Link to Post ]

 

 

 

Was it hard rewriting Poppys personality so she could be more cheerful

Solcrushed New PortraitWe knew we needed to move her personality beyond just being angry and stubborn relatively quickly.

Finding a noble Demacian hero that did not feel like a mini-Garen, that wasn’t easy.

[ Link to Post ]

 

 

 

Do you think the new Poppy can be a viable support

Solcrushed New PortraitFrom our testing her lane was rough as a support, but I wouldn’t be surprised to see people make it work

[ Link to Post ]

 

 

 

How did you come up with Poppys new ultimate

Solcrushed New PortraitWe were looking for something that really played up the ‘disproportionate power’ part and asked ourselves ‘what is the most visually impactful feat of strength we could have in the game?’

[ Link to Post ]

 

 

Will you consider buffing the damage on her ult

Ququroon Final PortraitThe power of the ability is in the massive distance (or knockup), so we prefer if it didn’t do tons of damage.

[ Link to Post ]

 

 

 

Why does Poppy s new ult make the enemy untargettable while flying

Solcrushed New PortraitPower budget and differentiation.

We wanted to keep this from becoming a better Lee Sin R or the like.

[ Link to Post ]

 

 

 

Do you think Poppy will become a contested pick on the pro scene

Solcrushed New PortraitI think she has the tools to become one.

[ Link to Post ]

 

 

 

 

Is her autoattack range increased in her rework compared to old Poppy

Solcrushed New PortraitNot now, we may do it depending on how the currently ongoing attack range increases are going.

[ Link to Post ]

 

 

 

Did you have any thoughts for a future Poppy skin while reworking her

Solcrushed New PortraitThere were about 20,000 sports skin ideas thrown around, with slugger being the obvious one.

[ Link to Post ]

 

 

 

Is Poppys new W supposed to stop consecutive dashes or just the first

KarateMonkey Final PortraitPoppy’s W will stop only one dash per champion per cast.

[ Link to Post ]

 

 

 

 

Why was Poppys hair color changed from white to blonde

Lonewingy Final PortraitThe team wanted to make sure she doesn’t look like A relative to Tristana. And so Poppy have her own unique space visually.

[ Link to Post ]

 

 

 

How did the audio team record the sound for Poppys new ultimate

KarateMonkey Final PortraitTo make her ultimate SFX I went to the local hardware store and bought a bunch of bricks, cinder blocks and a really big hammer. I then brought it into our Foley room and Poppy ulted all over the place.

[ Link to Post ]

 

 

 

Why does Poppy taunt Tristana with I dont get Yordles. Too fluffy

Stellari Final PortraitShe says that to all Yordles. XD But she generally feels yordles are too disorganized — she’s definitely drawn to orderliness of Demacia.

[ Link to Post ]

 

 

 

 

Whats the story behind retooling Demacia Rising for Poppys theme

ProtoShredanoid New PortraitHello! Regarding the music – we really wanted to capture both the Demacian and the Yordle aspects of Poppy. We ended up really liking the contrast of the low brass representing the strength and seriousness of her Demacian side and the playful flute for her Yordle roots. The first few theme ideas ended up sounding too solemn, but when I experimented with playing a lighter, more uplifting (Dorian), sprightly variation of Demacia Rising on flute, the piece fell into place. There is also the element of the flute not fully fitting with the low brass and the rest of the orchestra which I believe to be very fitting for a Yordle in Demacia.

[ Link to Post ]

 

 

How does Poppy relate to Tristana

Ququroon Final PortraitIn League’s past, Meglings were a separate race from Yordles. Quickly into the game’s release, we genocided unified Meglings with Yordles, making them a single race.

Tristana and Poppy are both Yordles, but have no direct relation to each other.

[ Link to Post ]

 

 

Why did you change Poppys lore so drastically in her rework

Stellari Final PortraitOne of the reasons the team changed her bio was because we have a lot of Champions with stories nearly identical to hers. During the Bilgewater event, we released a chapter in the novella about Miss Fortune seeking revenge for her dead parents, and using the weapon they gave her to attain it.

Personally–and I’m not the narrative writer, so this is just an opinion–I find Poppy’s new story to be very endearing. It’s very human (yordle?) to be confident, but also not understand your own strengths. She’s a badass yordle with Imposter Syndrome! I had the most fun working on her, I think.

[ Link to Post ]

 

 

Will you do animated faces for future reworks like you did with Poppys

Partiest Cat Final PortraitYordles are always the best candidates for this kind of thing (big heads = lots of visual real estate) but people seem to love it (us too!), so we’ll do our best to look into adding it where we can. No Promisesâ„¢, but we’re always looking for opportunities to make champs more expressive!

[ Link to Post ]

 

 

Will Poppys legacy skins be available in store after the rework goes live

KarateMonkey Final PortraitThe legacy skins will be made available for a limited time once she goes live.

[ Link to Post ]

 

 

 

 

How happy are you now with the Great Yordle Unification Pass

Lonewingy Final PortraitYordles have trait varieties, think about how many dog breeds out there and they look completely different from one another but they are still dogs. Same goes for yordles. They could have different ear shape/positioning also different eyes, and fur color. As long as they don’t look like smurfs, gnomes and dwarfs. They have more animalistic traits and less human traits on their face as well.

[ Link to Post ]

 

Follow Up Banner

Ququroon Final PortraitI’ve been really happy and satisfied with the progress made on the GYUP (though it really just became us working on a couple). At the beginning of this year, female yordles were… mostly just potatos, but now they’re much further along.

There’s still a lot of yordles that need updating though, but we did make a sizeable chunk. Of the 11 Yordles, 4 are updated to new proportions (Heimerdinger, Gnar, Tristana, Poppy). We’ll be getting to them in time (hi Corki?), but there is still work to be done.

Also, somewhat related, but the new proportions do allow us to have a greater deal of freedom. Final Boss Veigar and Omega Squad Teemo also employ these to great effect.

[ Link to Post ]

 

 

Did you have any thoughts for a future Poppy skin while reworking her

Solcrushed New PortraitThere were about 20,000 sports skin ideas thrown around, with slugger being the obvious one

[ Link to Post ]

 

 

 

How can a yordle hold a hammer this big with only one hand

Ququroon Final PortraitShe lifts.

[ Link to Post ]

 

 

 

 

What is Poppys favourite food

Stellari Final PortraitClearly, it’s lollipops.

[ Link to Post ]

 

 

 

 

What does Poppy call her hammer

Stellari Final Portrait“My Hammer”? XD

Hammer of Orlon, when she’s being official and sincere. ‘My hammer’ or ‘the hammer’ when she’s being casual (like, I am writing this on my laptop…but it’s actual rito’s laptop).

In my own headcannon, Mr. Hammersworth

[ Link to Post ]

 

 

Can you recall any funny bugs you encountered during Poppys rework

Solcrushed New PortraitThere was a ‘ride the giant’ ult where she climbed onto the target and could periodically yank him toward a direction. Way too much clarity and frustration issues.

NOT LIKE THIS

[ Link to Post ]

 

 


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

 

PBE Round up Patch 5 24 Banner

Patch 5.24 will hit live in the early hours of December 9th. Here are all its contents:

 

Champion Updates – Poppy

Store Content

Balance

 Miscellaneous

 

 

POPPY REWORK

Poppy’s received a complete visual & gameplay update. There’s no “Traditional” skin for her, meaning if you have her currently, she’ll be completely replaced with her new looks in Patch 5.24.

 

gallery-image-1 (1) Poppy_0 (1)

Poppy_Square_0 (1)

 

MODEL EMOTES

Poppy Model 1 Poppy Model 2

 

Recall Banner

Poppy Recall 2 Poppy Recall 1

 

BASIC ATTACK ANIMATION Banner

 

Poppy Final Portrait

GENERAL Banner

  • Health: 540 [+90 per level];
  • Mana: 280;
  • Attack Damage: 58 [+4 per level];
  • Auto-attack range: 125 (melee);
  • Base Movement Speed: 340;
  • Armor: 29 [+4 per level];
  • Magic Resist: 32 [+1.25 per level];

 

IRON AMBASSADOR PASSIVE

Iron Ambassador Final Icon

COOLDOWN: 18/14/10 seconds (values for levels 1/7/13) || RANGE: 400

Poppy’s basic attack throws her buckler, gaining 400 basic attack range and dealing 10 [+ 10*Champion Level] bonus magic damage.

The buckler lands at a nearby location and Poppy can pick it up to gain a shield for 15% of her Maximum Health for 5 seconds. Enemies can step on the buckler to destroy it.

The buckler automatically returns to Poppy if the attack kills the target.

 

Poppy Passive 1 Poppy Passive 2

 

HAMMER SHOCK Q

Hammer Shock Final Icon

COOLDOWN: 9/8/7/6/5 seconds || MANA COST: 35/40/45/50/55

Poppy smashes the ground, dealing 30/65/100/135/170 [+0.7 Bonus AD] [+ 6% of target’s Max HP] as physical damage, and leaving an unstable area.

The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the same damage again. Damage is reduced by 20% against minions.

 

Poppy Q 1 Poppy Q 2

 

STEADFAST PRESENCE W

Steadfast Presence Final Icon

COOLDOWN: 24/22/20/18/16 seconds || MANA COST: 50 at all ranks

Passive: Poppy gains bonus [12% of current Armor] Armor and [12% of current MR] Magic Resist. This bonus is doubled if Poppy is below 40% Max Health.

Active: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% bonus Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 [+0.7 AP] to targets who have their dash blocked.

 

Poppy W 2 Poppy W 1

 

HEROIC CHARGE E

Heroic Charge Final Icon

COOLDOWN: 12/11/10/9/8 seconds || MANA COST: 70 at all ranks

Poppy rushes to target enemy, dealing 50/70/90/110/130 [+0.5 Bonus AD] physical damage and carrying them forward. If Poppy’s target hits terrain, it takes the same damage again and is stunned for 1.6/1.7/1.8/1.9/2 seconds.

 

Poppy E 1 Poppy E 2

 

KEEPERS VERDICT R

Keepers Verdict Final Icon

COOLDOWN: 140/120/100 seconds || MANA COST: 100 at all ranks

First Cast: Poppy channels for up to 4 seconds, decreasing her Movement Speed by 15%. If Poppy doesn’t recast the spell within the 4 second period, the cooldown of the spell is decreased by 75%.

Second Cast: Poppy smashes the ground and sends a shockwave forward that deals 200/300/400 [+0.9 Bonus AD] physical damage and knocks enemy Champions hit a large distance toward their Summoning Platform. The shockwave length and knockback distance increase with channel duration. Enemies are untargetable while they are being knocked away.

 

Poppy R 1 Poppy R 2

 

DEATH ANIMATION Banner

 

 

NOXUS POPPY Banner

gallery-image-2 (1) Poppy_1

Noxus Poppy Model 2 Noxus Poppy Model 1

Noxus Poppy Recall

 

BLACKSMITH POPPY Banner

gallery-image-4 Poppy_3

Blacksmith Poppy Model 3 Blacksmith Poppy Model 4 Blacksmith Poppy Model 5

 

RAGDOLL POPPY Banner

gallery-image-5 Poppy_4

Blacksmith Poppy Model 1 Blacksmith Poppy Model 2

Blacksmith Poppy Recall

 

LOLLIPOPPY Banner

gallery-image-3 (1) Poppy_2

Lollipoppy Model 1 Lollipoppy Model 2

Lollipoppy Recall

 

BATTLE REGALIA POPPY Banner

gallery-image-6 Poppy_5s

Battle Regalia Poppy Model 1 Battle Regalia Poppy Model 2

Battle Regalia Poppy Recall

 

SCARLET HAMMER POPPY Banner

gallery-image-7 (2) Poppy_6

Scarlet Poppy Model 2 Scarlet Poppy Model 1

Scarlet Poppy Recall

 

Here’s Poppy’s new Champion Select quote:

 

And here’s her short-form client lore:

 

”I’m no hero. Just a yordle with a hammer.” 

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the ”Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon.

 

Here’s Poppy’s login theme that will go live with Patch 5.24 (after December 9th):

 

Here’s the music from the animation:

 

And here’s the still image:

Poppy Still Image Animation

 

 

SNOW DAY BARD Banner

Snow Day Bard will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards he’ll return to his regular price of 1350 RP. Snow Day Bard is NOT legacy.

 

Bard_Splash_5 (1) BardLoadScreen_5

 

MODEL Banner

Snow Day Bard Model 1 Snow Day Bard Model 2

Snow Bard Model 3 Snow Bard Model 4

 

Recall Banner

Snow Bard Recall 2 Snow Bard Recall 1

 

TRAVELERS CALL PASSIVE

Snow Bard Passive 1 Snow Bard Passive 2

 

 

COSMIC BINDING Q

Snow Bard Q 1 Snow Bard Q 2

 

CARETAKERS SHRINE W

Snow Bard W 2 Snow Bard W 1

 

MAGICAL JOURNEY E

Snow Bard E 1 Snow Bard E 2

 

TEMPERED FATE R

Snow Bard R 1 Snow Bard R 2

 

 

SNOW DAY GNAR Banner

Snow Day Gnar will be in store for 975 RP after Patch 5.24 hits live and is a legacy skin.

 

MODEL Banner

Snow Gnar Model 1 Snow Gnar Model 2 Snow Gnar Model 3

 

Recall Banner

Snow Gnar Recall 1 Snow Gnar Recall 2


 

BOOMERANG BLADE Q Banner

Snow Gnar Q 1 Snow Gnar Q 2

 

BOULDER TOSS MEGA Q

Snow Gnar Q 3 Snow Gnar Q 4

 

HYPER W  Banner

Snow Gnar W 1 Snow Gnar W 2

 

WALLOP MEGA W

Snow Gnar W 3 Snow Gnar W 4


 

HOP E

Snow Gnar E 2 Snow Gnar E 1

 

CRUNCH MEGA E

Snow Gnar E 3 Snow Gnar E 4


 

Gnar R

Snow Gnar R 1 Snow Gnar R 2 

 

 

SNOW DAY SYNDRA Banner

Snow Day Syndra will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards she’ll return to her regular price of 1350 RP. Snow Day Syndra is legacy.

 

MODEL Banner

Snow Syndra Model 1 Snow Syndra Model 2

Snow Syndra Model 3 Snow Syndra Model 4

 

Recall Banner

Snow Syndra Recall 1 Snow Syndra Recall 2

 

BASIC ATTACK ANIMATION Banner


DARK SPHERE Q Banner

Snow Syndra Q 1 Snow Syndra Q 2

 

FORCE OF WILL W

Snow Syndra W 1 Snow Syndra W 2

 

SCATTER THE WEAK E

Snow Syndra E 1 Snow Syndra E 2

 

UNLEASHED POWER R

Snow Syndra R 1 Snow Syndra R 2

 

 

NEW WARD SKINS

The new Penguin Skier ward skin will cost you 640 RP and is the only way of making sure no one will kill your wards:


Penguin Ward 2 Penguin Ward 1


 


New Summoner Icons

 

profileIcon979 profileIcon980 profileIcon981 profileIcon982 profileIcon983 profileIcon984

 

 

This PROJECT: Poro icons is legacy and will be available for 250 RP:

profileIcon985

 

 

Champion Changes

 

Anivia Final Portrait

 

Nerf BoxGlacial Storm Final IconGlacial Storm [ R ]

  • Range for the channel to be canceled decreased from 1200 to 1000;
  • Now applies the “Chilled” debuff (double damage from Frostbite) for 1 second, decreased from 2.

 

 

Ashe Final Portrait

 

Buff BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Focus now caps at 4 stacks, decreased from 5;
  • Cost to activate the on-hit arrow volleys decreased from 5 to 4.

 

 

Bard Final Portrait

 

Buff BoxMeeps Final IconTraveler’s Call [ Passive ]

  • Meeps recharge cooldown decreased from 10 seconds to 8.

 

Buff BoxCaretaker Shrine Final IconCaretaker’s Shrine [ W ]

  • AP Ratio increased from 0.2 – 0.3 to 0.45 – 0.6 (depending on time spent on the ground).

 

 

Brand Final Portrait

 

Nerf BoxPillar of Flame Final IconPillar of Flame [ W ]

  • Mana cost increased from 70/75/80/85/90 to 70/80/90/100/110.

 

 

 

Caitlyn Final Portrait

 

Change BoxHeadshot Final IconHeadshot [ Passive ]

  • Stacks needed to charge Headshot changed from 7/6/5 (values for levels 1/11/18) to 6 at all levels.

 

 

Dr Mundo Final Portrait

 

Nerf BoxInfected_CleaverInfected Cleaver [ Q ]

  • Damage decreased from 15/18/21/23/25% of target’s current HP to 15/17.5/20/22.5/25%;
  • Cap on damage against monsters decreased from 300/400/500/600/700 to 300/350/400/450/500.

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Maximum HP ratio on active decreased from 5% at all ranks to 3/3.5/4/4.5/5%;
  • Bonus damage is no longer dealt to towers.

 

 

Hecarim Final Portrait

GENERAL Banner

  • Health changed from 695 [+95 per level] to 670 [+90 per level].

 

Nerf BoxWarpath Final IconWarpath [ Passive ] 

  • No longer lets Hecarim ignore unit collision.

 

 

Buff BoxDevastating Charge Final IconDevastating Charge [ E ]

  • Now allows Hecarim to pass through units for the duration of the charge.

 

 

 

Kindred Final Portrait

 

Change Box

Lambs Respite Final IconLamb’s Respite [ R ]

  • Cooldown changed from 150/130/110 seconds to 160/130/100.

 

 

 

Kogmaw Final Portrait

 

Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • AD ratio on-hit removed (1.25% per 100 points of Total AD on live)
  • Now deals an additional flat damage of 2% (of target’s Max HP).

 

 

Malzahar Final Portrait

 

Nerf BoxNull Zone Final IconNull Zone [ W ]

  • Damage decreased from 4/5/6/7/8% of Max HP to 4/4.5/5/5.5/6%

 

 

 

Master Yi Final Portrait

 

Quality of Life Box FinalMeditate [ W ]Meditate Final Icon

  • AP ratio per second of channel time changed from 0.3 to 0.15 (tooltip update)

 

 

 

Miss Fortune Final Portrait

 

Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed on active decreased from 60/70/80/90/100% to 40/55/70/85/100%.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Slow strength decreased from 40/45/50/55/60 % to 28/36/44/52/60%.

 

 

 

Nidalee Final Champion Portrait

 

Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage increased from 50/70/90/110/130 to 60/77.5/95/112.5/130 ;
  • Maximum base damage increased from 150/210/270/330/390 to 180/232.5/285/337.5/390.

 

 

Quinn Final Portrait

GENERAL Banner

  • Base damage decreased from 56.5 to 54.5

 

Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Base damage decreased from 25/55/85/115/145 [+ 0.8/0.95/1.1/1.25/1.4 Total AD] to 20/45/70/95/120 [+ 0.8/0.9/1.0/1.1/1.2 Total AD];
  • Mana cost increased from 50 at all ranks to 50/55/60/65/70.

 

 

Rammus Final Portrait

 

Nerf BoxPowerball Final IconPowerball [ Q ]

  • Slow duration decreased from 3 seconds to 2;
  • Hitbox radius decreased from 325 to 225;
  • Clicking beyond minion waves will no longer make Rammus try to move around them while in Powerball.

 

 

 

Riven Final Portrait

GENERAL Banner

  • Base Health-per-5 increased from 3.34 to 5.34.

 

 

Rumble Final Portrait

 

Quality of Life Box FinalFlamespitterFlamespitter [ Q ]

  • Tooltip no longer mentions that Flamespitter deals halved damage to jungle monsters.

 

 

 

Sivir Final Champion Portrait

 

Buff BoxRicochet Final IconRicochet [ W ]

  • Total AD Ratio increased from 0.5/0.55/0.6/0.65/0.7 to 0.6/0.65/0.7/0.75/0.8.

 

 

 

Skarner Final Portrait

 

Buff BoxFracture Final IconFracture [ E ]

  • No longer has a cap on maximum targets that can be hit (6 on live).

 

 

Nerf BoxImpale Final IconImpale [ R ]

  • Total AD ratio decreased from 1.0 to 0.6.

 

 

 

Soraka Final Portrait

 

Nerf BoxStarcall Final IconStarcall [ Q ]

  • Cast range decreased from 950 to 800.

 

 

Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana cost increased 20/25/30/35/40 to 40/45/50/55/60.

 

 

Nerf BoxWish Final IconWish [ R ]

  • No longer removes Grievous Wounds from allies.

 

 

 

Swain Final Portrait

 

Nerf BoxNevermove Final IconNevermove [ W ]

  • Root duration decreased from 2 seconds at all ranks to 1/1.25/1.5/1.75/2.

 

 

 

Tahm Kench Final Portrait

 

Nerf BoxDevour Final IconDevour [ W ]

  • No longer gains bonus movement speed when not moving away from enemy champions with a devoured ally (gains half the MS buff [15/17.5/20/22.5/25%] from moving toward enemy champions on live)

 

 

Twisted Fate Final Portrait

 

Nerf BoxWild Cards Final IconWild Cards [ Q ]

  • Base damage decreased from 60/110/160/210/260 to 60/105/150/195/240.

 

 

 

Ziggs Final Portrait

 

Buff BoxShort Fuse Final IconShort Fuse [ Passive ]

  • Bonus damage to structure increased from 150% to 200%.

 

 

 

Item Changes

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Health decreased from 600 to 500.

 

 

Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • AoE vision decreased from 900 to 500;
  • Cooldown increased from 61/48 seconds [values for levels 9/18] to 76/60.

 

 

Change BoxPhantom Dancer Final IconPhantom Dancer

  • Attack Speed increased from 40% to 45%;
  • Total Cost increased from 2700 Gold to 2800.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Total Cost increased from 2500 Gold to 2600.

 

 

Nerf BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Total Cost increased from 2500 Gold to 2600.

 

 

Nerf BoxStatikk_ShivStatikk Shiv

  • Total Cost increased from 2500 Gold to 2600.

 


[ Note ] Rapid Firecannon and Statikk Shiv now take greatest potential damage instead of just stacking the damage for an attack. (Source)
 

Nerf BoxZeal Final IconZeal

  • Gold cost increased from 1200 Gold to 1300

 

 

 

Jungle Changes Banner

 

Ancient Krug Final IconAncient Krug

  • Health decreased from 1450 to 1440;
  • Armor decreased from 12 to 10.

 

Greater Murk WolfGreater Murkwolf Final Icon

  • Health decreased from 1320 to 1300;
  • Armor increased from 9 to 10.

 

Rift Scuttler Final IconRift Scuttler

  • Gold granted increased from 50 to 70.

 

 

 

MASTERY CHANGES Banner

 

Assassin [ New Cunning Mastery ]

  • You deal 1.5% increased damage when there are no allied champions nearby.

 

Here’s where the new Assassin mastery is located:

Assassin Mastery

 

Nerf BoxBond of Stone Final IconBond of Stone [ Keystone Mastery in Resolve ]

  • Base damage reduction increased from 2% to 3%;
  • Damage reduction when near an allied Champion decreased from 8% to 6% (the damage transferred is also down from 8% to 6%

 

Change BoxDeathfire TouchDeathfires Touch Final Icon [ Keystone Mastery in Ferocity ]

  • Bonus AD ratio decreased from 0.16 to 0.125 (damage-per-second);
  • AP ratio decreased from 0.06 to 0.05 (damage-per-second).
  • Duration of DoT for single-target spells increased from 3 seconds to 4;
  • Duration of DoT for DoT spells decreased from 1.5 seconds to 1;
  • Duration of DoT for AoE spells increased from 1.5 seconds to 2.

 

Buff BoxExplorer Final IconExplorer [ Resolve ]

  • Bonus to Movement Speed while moving in brush or river increased from 12 to 15.

 

 

Nerf BoxFeast Final IconFeast [ Ferocity ]

  • Cooldown increased from 20 seconds to 25.

 

 

Change BoxFervor of Battle Final IconFervor of Battle [ Keystone Mastery in Ferocity ]

  • Spells now only generate stacks if they hit enemy Champions, not when they’re cast.
  • Stack duration increased from 5 seconds to 6.

 

Murderous Intent [ New Ferocity Mastery ]

  • You deal 5% increased damage to champions until you gain a kill or assist (afterward the mastery is disabled for 15 seconds).

 

Buff BoxPrecision Final IconPrecision [ Cunning ]

  • Bonus to Armor Penetration increased from 0.6/1.2/1.8/2.4/3 [+ 0.06/0.12/0.18/0.24/0.3 per level] to 1/2/3/4/5  [+ 0.1/0.2/0.3/0.4/0.5 per level].

 

 

Buff BoxThunderlords Decree Final IconThunderlord’s Decree

  • Bonus AD ratio increased from 0.2 to 0.3.

 

 

Nerf BoxUnyielding Final IconUnyielding [ Resolve ]

  • Bonus to Armor and Magic Resist decreased from 1.2/2.4/3.6/4.8/6% to 1/2/3/4/5%.

 

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ Resolve ]

  • Bonus health decreased from 0.8/1.6/2.4/3.2/4% to 9/18/27/36/45 (flat).

 

 

Change BoxWindspeakers Blessing Final IconWindspeaker’s Blessing [ Keystone Mastery in Cunning ]

  • Now grants 2.5 – 11 (scales with Champion level) bonus flat Armor and Magic Resist, changed from 15% bonus to both Armor and MR.

 

 

UPDATED ZHONYA VFX Banner

The active on Zhonya’s Hourglass now contains 200% more sparkle:

 

Zhonya VFX 1 Zhonya VFX 2

 

 

Persistent Chats Upgraded

Limely: Hi, Everyone,

A couple months ago we rolled out persistent chat rooms onto the PBE. This was an early test for building the foundation for new social features we announced with the 2016 Season Update. As we officially move forward, we’ve updated the name on PBE to reflect that these “chatrooms” have evolved into our earliest version of clubs.

What are clubs? They are player-named, player-organized, and player-controlled social groups. The long-term goal is to help you head into games with the right teammates every time by helping you find like-minded players to compete with. We plan on building a whole lot more on top of the current functionality of clubs but right now we’re starting simple. Just like “persistent chat rooms”, you can own one club and be a member of three at any given time, with all the same moderation tools.

With this first update, you can now set a tag for your club that can be displayed in various places including your Hovercard, and more importantly, in game. Ranked team tags will still take precedence in ranked team games. Since you can belong to multiple clubs, you now have the option of setting a club to be active, which means that club’s chat room will open on login, and other players will see that affiliation.

We plan to push out updates to clubs as they become available (which means we’ll need to occasionally reset all clubs), so take a look and let us know if clubs make it easier to stay connected in League with friends!

Thanks,
Limely :3
p.s. We are playing around with colors on tags so please put up with the current atrocity for a day or two. :3

[ Link to Post ]

 

Here’s the Snowdown login theme that will go live with Patch 5.24 (by FrostyNinja):

 

Here’s the still from the animation:

Snow Day Wallpaper

 

Below you can find the instrumental without the animation:

 


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

 

DEV BLOG FORGING POPPYS HAMMER

Riot’s latest dev blog details the creative process behind Poppy’s new hammer:

 

The Arsenal Forging Poppys Hammer

BY RUMTUMTUMMERS

Reworking Poppy was a chance to tune up her biggest, baddest character elements while giving her completely new play patterns. We knew the hammer, her signature weapon, would be critical in solidifying her refreshed identity; like Jinx’s rocket launcher, Nautilus’ anchor, or Riven’s sword, Poppy’s hammer is an integral part of both her kit and her personality. We had to get it right for both to ring true.

In short, it was hammer time.


SMALL CHARACTER BIG IMPACT Banner

Poppy’s original hammer and shield were designed to fit her small stature. “Before, Poppy had a Yordle hammer and a Yordle shield,” explains concept artist Gem Lim. “But we wanted to do more with it.” The team realized that by choosing one primary item for Poppy to wield and over-emphasizing it, they could create a champion with a silhouette and style different from any other champion in League. “Instead of equal attention for the hammer and shield, we toned the shield down and made the hammer ginormous,” says Gem. “What struck me the most about Poppy was this sense of disproportionate power. She’s a small character who does big things. The hammer should communicate that.”

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ChampUp played with several hammer designs while working on the Poppy update

Poppy’s new champion-smasher wasn’t custom-made to fit her; it’s a regular-sized hammer she wields with incredible power. “The new hammer is more than a weapon,” Gem says. “Its humongous size contributes to her silhouette and her movement. No champion moves like her. When you see her swing that hammer, it’s so different from Sion with his axe or Garen with his sword.” Senior narrative writer John O’Bryan adds, “It’s almost like she puts all of herself into every swing.” The new hammer design contributed to Poppy’s new ult and each of her re-tuned abilities.

When others run away, Poppy runs forward. She’s indomitable.

Gem emphasizes the idea of a tiny character packing a big punch: “We want people to feel that crazy disproportionate power. Like, ‘Oh, look at the cute little—ouch!’ It’s over-the-top and unexpected.”


A HEROS JOURNEY Banner

Poppy’s hammer is an important part of her personal journey. “A Hero’s Call,” which offers players a glimpse into Poppy’s world, is centered on the hammer and what it means to her. O’Bryan elaborates, “Even she doesn’t think it’s hers. She thinks it’s a tool for someone else.” Scaling the hammer to make it a normal hammer size helps emphasize the idea that Poppy doesn’t necessarily believe the hammer is hers to wield, that somewhere in the world is a hero meant to carry it. The hammer existed long before Poppy took possession of it.

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Poppy’s hammer has hints of Demacia and a human-sized scale

Though she’s been carrying the hammer for a long, long time, Poppy hasn’t yet realized that she’s what gives the hammer its strength. O’Bryan explains, “If you were to ask Poppy, she would probably think she’s nothing special. Everything she’s doing is because of this hammer she’s carrying around. But really, it’s all coming from her.” Players know one thing Poppy doesn’t: The hammer is right where it needs to be.


The immovable object Banner

Poppy’s new weapon is meant to emphasize core elements of her personality. “She’s purposeful,” says O’Bryan. “Nothing can stop her; if you knock her down, she’s going to keep getting back up.” The team behind the Poppy update wanted to give a sense of solidity to Poppy, the idea that to get to Poppy’s team, enemies have to go through her. “When others run away, Poppy runs forward,” says Gem. “She’s indomitable.”

The hammer is a symbol of Poppy’s strength, her unflinching dedication to her task, and her world view. “Poppy doesn’t think of herself as a small character,” O’Bryan says, “because she really isn’t.” Gem says, “She’s the pebble you thought you could kick, but couldn’t. There’s no one like her.”



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

 

CHAMPION REWORK POPPY Banner

 

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The hallmarks of a great hero are almost always obvious, especially to the person displaying them. Almost always. Poppy’s been tasked with delivering a legendary hammer to a hero who will become legend. Journeying through Runeterra, she uncovers a number of would-be wielders, but never suspects the hammer might have found the right person already. The power of the hammer, the responsibility of her mission. And a whole swath of new abilities to show off her true strength. Poppy’s kit’s designed to show off her might despite her diminutive stature; whether peeling for your allies by chaining CC like Hammer Shock and Heroic Charge, or plunging into the heart of battle to separate a carry from the crowd, Poppy shows that sometimes all you need in your toolbox is a really big hammer.

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Iron Ambassador Final IconIron Ambassador [ Passive ]

Every several seconds, Poppy throws her buckler as her basic attack, gaining range and bonus magic damage. Once thrown, Poppy can pick up her buckler to gain a shield, but if an enemy walks over her buckler, they’ll temporarily destroy it. If Iron Ambassador kills the target, the buckler returns to Poppy instead of falling to the ground.

 

 

Hammer Shock Final IconHammer Shock [ Q ]

Poppy smashes the ground, dealing damage and slowing enemies in a small area. After a moment, the crushed ground erupts, dealing the same amount of damage again.

 

 

Steadfast Presence Final IconSteadfast Presence [ W ]

Passive: Poppy gains bonus Armor and Magic Resist. This bonus is doubled if Poppy is below 40% health.

Active: Poppy gains Movement Speed. While Steadfast Presence is active, she creates a magic barrier around her, stopping enemy dashes and dealing magic damage to enemies.

 

 

Heroic Charge Final IconHeroic Charge [ E ]

Poppy tackles an enemy, dealing physical damage and carrying them forward. Poppy deals additional physical damage and stuns the enemy if they collide with terrain.

 

 

Keepers Verdict Final IconKeeper’s Verdict [ R ]

Poppy charges up her hammer for a mighty blow, slowing herself as she winds up. With the second cast, Poppy unleashes a massive hammer smash, creating a fissure that deals damage and knocks back all enemy champions in a tiny area an enormous distance towards their base. The fissure length and knockback increase with channel duration.

 

 

comic

 

Solo Lane

With a suite of potent CC, Poppy can combo her abilities to win trades and build towards her first major power spike with a completed offensive item.

When she can set up her opponent near a wall, it generally means bad times ahead for the unsuspecting victim. Using Heroic Charge to stun the enemy champion against the terrain, she sets up both hits from Hammer Shock, dealing a burst of damage and leaving them open to additional basic attack harass.

While Steadfast Presence will often be used in team fights to keep opponents from diving her squishier allies, during laning, Poppy can use her W to keep enemies with dashes from evading the heavy end of her hammer.

 

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Careful management of her passive is also essential to success in lane.

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You can use your buckler to last hit minions, trading basic attacks with your opponent because of your shield when you automatically get the buckler back. Keep in mind that if the buckler hits the ground, you can pick it up for the shield, but if your opponent runs over it, they’ll crush it out of existence (or at least until your passive comes back up). That interaction can turn into a mindgame with the opposing champ, because when you use the ranged attack for a bit of poke, you can set up Hammer Shock when they go to stomp on your buckler to fire both hits of the Q off.

Unlocking Keeper’s Verdict at level six opens a number of new options for Poppy’s dueling potential: Quickly activating the ult without channeling simulates a souped-up Alistar Pulverize, while a fully channeled Verdict can even up a 2v1 or turn the tide entirely with jungle support. And don’t underestimate the length of the knockback: Battering the enemy laner with a fully charged ult just as your wave is about to hit their tower means they’ll miss a ton of experience and gold.

 

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Creeping around a forest crowded with monsters is considerably less frightening when you’rewielding a giant mallet.

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Jungle
hammer

Creeping around a forest crowded with monsters is considerably less frightening when you’re wielding a giant mallet, and the Keeper of the Hammer is more than capable of heading into the jungle, harvesting gold from camps and ganks.

The tight confines of the jungle paths keep her well-stocked on walls to heroically charge into should the opposing jungler wander in unwarily. Her innate tankiness and strong trading potential makes her potent in woodland duels, while her considerable crowd control makes the featherweight fighter a terror during attempted ganks.

Setting up a Keeper’s Verdict while hidden inside the brush can dramatically turn the tide when counter-ganking, because she can near-instantly transform 3v2s and 2v1s into a numbers advantage for her team.

When Poppy heads into the jungle, having allies who can help speed her up or combo with her crowd control will make for more effective ganks, but the tiny tussler is designed to be a powerful roaming jungle in her own right.

 

 

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TEAMFIGHTING

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As enemies acquire more armor and health, Poppy smoothly swaps roles to take on the responsibility of keeping her friends alive.

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When it’s time to transition to more teamplay, Poppy joins the frontlines as a strong tank. With the passive stats from Steadfast Presence, she’s surprisingly durable while still capable of outputting damage in the right situation. In early mid-game teamfights, Steadfast Presence’s active effect will keep the backline from using dashes to flee as her team collapses on them. A well-timed Keeper’s Verdict can turn a 5v5 scrum into a 5v4 slaughter, but she’ll have to pay attention to enemy crowd control. Because Keeper’s Verdict is channeled, it can be interrupted by opposing champions.

As enemies acquire more armor and health, Poppy smoothly swaps roles to take on the responsibility of keeping her friends alive. Steadfast Presence stops enemy assassins from diving (as long as they don’t use blinks–but blowing their Flash might still be worth, depends on /all chat) while the threat of Keeper’s Verdict will have even frontline tanks concerned they might be taking a trip back towards their fountain, far away from the fight.

One trick with Keeper’s Verdict is that the knockback effect is actually a very small AoE, not single target. If you can get the enemy team closely grouped together (with Orianna’s Shockwave, perhaps), you could potentially knock more than one of them out of the fray. Then your team can either chase the weakened foes down, or secure one of those nifty objectives strewn about the map.



SYNERGY Banner

 

Works well with Banner

Morgana – Fallen Angel

Morg can tee Poppy’s targets up with long-duration Dark Bindings, turning enemy champions into enticing nails for the pint-sized pulverizer to pummel. But we do want to point out that while Poppy does mostly synergize well with folks like Morg and Amumu, Keeper’s Verdict is sometimes less a hammer smash and more a double-edged sword slash. In teams that want to keep enemies nearby for hugs and wombos, Poppy can get carried away…erhm…carrying away opposing champions with Heroic Charge and Keeper’s Verdict.

 

Kog’Maw – the Mouth of the Abyss

Poppy specializes in peel, and works perfectly in team compositions designed to protect an ooze-vomiting, arcane-barraging void puppy. She can keep diving juggernauts and stalking midlaners from closing on her ally, while saving her ultimate peel for a hypercarry-saving mallet slap that flings the erstwhile assassin flying off over the horizon.

 

Jarvan IV – the Exemplar of Demacia

Not only is J4 one of the best examples of the kind of guy Poppy figures should wield the hammer, they also have great synergy in teamfights and top lane ganks. The terrain created by Cataclysm is fantastic for charging heroically into, but J4’s knockup E-Q combo can also help Poppy land both hits of a Hammer Shock.

 

 

STRUGGLES AGAINST Banner

Ekko – the Boy Who Shattered Time

Knocking a would-be assassin a mile back towards his base is all well and good, but it doesn’t do a whole lot against someone who can return right where he was with the click of a button. It doesn’t help that the second part of Ekko’s Phase Dive is a blink, so he can bypass Steadfast Presence en route to smacking someone with his bat. Add in his percent health damage and ability to maneuver out of her Heroic Charge hotspots, and you have a recipe for a champion Poppy’d rather not see suit up against her.

 

Janna – the Storm’s Fury

Both Janna’s Howling Gale and Monsoon can interrupt Keeper’s Verdict, and generally speaking the Storm’s Fury is more than capable of keeping Poppy away from targets she’d prefer thumping with a giant hammer. Because Poppy lacks a real gap-closer, Janna’s extra movement speed from Tailwind doesn’t do the yordle warrior any favors either.

 

Irelia – the Will of the Blades

Irelia hits Poppy where it really hurts: right through Steadfast Presence’s bonus resistances in the form of true damage. While Irelia can’t Blade Surge through Poppy’s W active, she can stand toe-to-toe with the Keeper of the Hammer and trade basic attacks. Having extra armor and MR below 40% health is normally enough to keep Poppy in the thick of a slapfest, but true damage ignores those fancy numbers, leaving Poppy in a dangerous spot.

Let us know your thoughts on the tiny champion packing League’s biggest wallop in the comments below!

 

 


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

 

Red Posts 26 07 banner

 

Topics Banner

 

Recent News Banner

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Discussion on New Poppy Banner

Meddler talks about the likelihood of Poppy being a dedicated tank post-rework.

 

Extra resources

 

Poppy hasnt been nerfed because shes not a consistent pick ban in pro play

Meddler Final PortraitThat’s it in a nutshell. Poppy getting picked occasionally doesn’t worry us. Poppy as regularly played though, pick/ban especially, would be a problem. Because of that we’ve got a Poppy rework in progress, with one of the aims of that project being to make it so if Poppy’s strong enough to get regular play that’s fine, rather than something we feel compelled to deal with.

[ Link to Post ]

 


Do you think Poppy should be changed from a burst champion to a tank

Meddler Final PortraitI do feel tank is a good fit for Poppy. She’s a determined, honorable, warrior who wants to be right in the middle of the fight. Her signature gameplay traits are a hammer smash, charging someone into a wall and being extremely hard to kill, all of which can fit well with the tank class (think more Sion as a tank, than Braum as a tank).

Certainly, she’s also got a lot of kill potential at present. Extremely hard to kill or CC, really burst champion with some mobility’s not a good combo though, and it’s only held in check at present since Poppy’s early game is atrocious and she’s kept a bit weak in general. Of the two sides of her we could focus on the tank/fighter side seems like a much better fit to me than the assassin/burst side.

[ Link to Post ]

 


Will you keep Lolipoppys original splash art after the rework

Meddler Final PortraitI haven’t dared ask what the plans for that are nightmarish creation are yet.

[ Link to Post ]

 

 



Isnt it boring for paladins to always be in the middle of fights and not do damage

Meddler Final PortraitI’m with you that honorable and middle of the fight aren’t the same thing. I’d describe both Ashe and Lee Sin as honorable in terms of personality for example, yet neither wants to be right in the midst of everything (Ashe wants to keep her distance, Lee Sin usually wants to be killing or ulting a prime target so spends more time around the edges waiting for his moment). In Poppy’s case though I feel both honorable and middle of the fight do apply.

[ Link to Post ]

 


Shens Q and W to be reworked Banner

Meddler iterates on  the recently-mentioned Shen rework and mentions his Q and W spells will likely be completely changed.

 

Extra resources

 

Why are TF and Pantheons ults not canceled by damage like Tahm and Reksais

Meddler Final Portrait Consistency’s something we explicitly wanted to avoid in these cases. The goal with Rek’Sai and Tahm Kench’s ults was to offer teleports that were used in different ways to avoid overlapping too much on what makes TF and Panth distinctive. Rek’Sai has no range limit on her teleport, but can’t use it to disenage easily, while TF’s much more slippery, but has a significantly shorter range and a noticeably higher CD.


Consistency’s something we do value in cases where it makes things easier to understand at a glance (e.g. the commonly used ‘you’ve stunned’ purple VFX above stunned champions’ heads). It’s not something we want to pursue whenever possible though. We want different champions to bring different tools to the game, testing different skills and creating different decisions. Additionally, sometimes a solution in one case isn’t appropriate for another (e.g. Lucian’s a spell cast heavy ADC whose mana costs become much less significant over the course of the game. Kog’Maw’s another spell cast heavy ADC, his mana costs need to remain really meaningful however).

[ Link to Post ]



I find Shens Q having the same range as Yasuos Q to be very unthematic

Meddler Final PortraitMatching thematics with gameplay is something we put a lot of effort into, there are times though where we need to prioritize balance over lighter thematic expectations. Having a thrown weapon have the same range as a long spear stab or sword thrust is that sort of case (by contrast if Caitlyn, as a sniper, had a really low attack range that’d be a pretty significant disconnect).

As far as Shen goes we think he’s in a pretty effective spot right now and don’t currently have any plans to add more power to him. It’s also very likely his Q will be replaced or very heavily modified in his gameplay update (we’d like to give him a more interesting combat pattern for laning/1v1s and changing the Q will be a significant part of that).

[ Link to Post ]



Do you think Swain is in a good spot right now

Meddler Final PortraitOverall yes. We’ve always been a bit suspicious that Swain might actually be too strong and potentially pretty oppressive if the right meta came along. So far though that remains just a theory. Swain doesn’t see regular professional play, but his balance is in a good spot otherwise. No current plans for him as a result.

[ Link to Post ]

 


Will there be any changes to Shens lack of splitpushing or his Feint W

Meddler Final PortraitIt’s very likely we’ll keep Shen as a low waveclear champion, his inability to push quickly’s a really important safety valve on his ultimate.

Feint we’ll almost certainly replace outright. Odds are fairly high some form of other defensive ability will replace it, Shen needs some inherent survivability.

[ Link to Post ]

 

 

Changelog for New Hud Banner

Changes to the new HUD will be hitting the PBE next week.

 

HUD changes for next PBE build

Chager Final PortraitWe’ve received a lot of good feedback and have made some adjustments to the HUD to test out before the next release:

  • Cooldown timers now take the entire skill square (no longer circular)
  • We’ve made the CD timers go from full to empty to better show cooldown time (vs. fill up)
  • Off cooldown flash has been changed in color (gold) and reduced in animation length
  • Multiple sounds have been removed or softened (skill up, scoreboard open close, player stat window open close)
  • Some fonts have changed
    — Please note we’ve just implemented a new font system and are going through and tuning all the places fonts are displayed. There’s still a lot of polish left to do but we wanted to get it out and tested on PBE as we iterate
  • Changed crit and attack range in the character stats page (crit now displays in bottom left of base window and attack range in bottom left of extended stat window)

Things we’re looking to get out early next week:

  • Adjusting color of OOM and CD to have differentiated colors
  • Ongoing font work (both color/shadow and size/typography)
  • More space between ally portraits and minimap (and making portraits bigger)
  • Level up animation color differentiation and animation shortening

Thanks,
-Chager

[ Link to Post ]

 


Colorblind Mode is in a terrible state

Rayven New PortraitHi, we hear you! We are working on a TON of readability improvements for the next patch including:

  • Clearer, larger fonts
  • Text colors and styling (as well as darker bgs for contrast)
  • Full square ability cooldowns with a more readable color
  • Pulled way back on animation length and noise
  • A lot less blue
  • More negative space between elements
  • Larger team frames and meters
  • More readable stats
  • More readable spell pips

All that said, our internal colorblind testers (red/green) found the new minimap to be more readable than the old one due to the toned down bg. Are you having trouble tracking info on it?

[ Link to Post ]

 


Can you not make pots fully gray when they cant be used

Rayven New PortraitWe might pull back on the fully grey pots. They’re grey in the old HUD as well, but not completely.

[ Link to Post ]

 

 


Will we be able to move around item slots in the shop menu

Rayven New PortraitWe want this as well. Weren’t able to do it as part of this feature though 🙁

[ Link to Post ]

 

 



The new minimap is weird and attracts my eyes when I dont want to look at it

Rayven New PortraitIt was jarring for us at first too, but in the end we felt things read better with the dim bg. Your feedback is noted though. LMK if you get used to it over time.

[ Link to Post ]

 

 


The scoreboard is currently hard to navigate

Rayven New PortraitYeah we want to improve the scoreboard this patch. What else are you having trouble seeing other than MIA?

[ Link to Post ]

 

 


The Champion stat icons for Attack Range and Crit Chance should be swapped

Rayven New PortraitThanks Throstus, we are swapping AR for crit and I’ll move that icon over 🙂

[ Link to Post ]

 

 



The cooldown and outofmana animations look to similar to each other

Rayven New PortraitWe are doing a big differentiation pass on cd and oom. The funny thing is, they were both blue in the old HUD as well. Need to find the right balance though.

[ Link to Post ]

 



Why was the scoreboard global kills towers moved to the bottom right

Rayven New PortraitThe concept was to get frequently checked strategic info in one glance rather than darting your eyes around the screen. I think we could have chunked info better for sure to cut down on the “clutter.”

[ Link to Post ]

 

 

The shop menu takes too much space Can we be given the option to resize it

Rayven New PortraitYou can scale the Shop down by grabbing and dragging the bottom right corner – I agree it’s too big. I scale mine all the way down.

We are working on most of the contrast issues you mentioned.

[ Link to Post ]

 

 

HP as True damage mechanic Banner

Fiora’s new ultimate has caused some balance concerns among the community regarding the lack of counterplay in spells that deal %HP true damage.

 

Extra resources

 

I hope HP true damage doesnt become an overused mechanic in new kits

Meddler Final PortraitIt’s a mechanic we only intend to only use very occasionally (hence the 4 year gap between Vayne’s release with it and Fiora’s rework gaining it). It’s something we’ve explored on a few different prototypes post Vayne release, this is the first time though where we’ve concluded it was an appropriate fit. % max hp physical/magic damage or flat true damage are almost always the more appropriate tool for abilities that need to be limited against squishy targets/strengthened against tankier targets.

[ Link to Post ]

 

Whatre your thoughts on Vaynes current state

Meddler Final PortraitWe’re pretty happy with Vayne’s current state. She’s a reasonable pick, especially if you build a team that supports her well. She’s got clear weaknesses though, and doesn’t offer things almost all other ADCs do. When you pick Vayne you’re choosing to give up various tools in exchange for her strengths.

[ Link to Post ]

 


RANKED DECAY RETURNS ON JULY 27TH

 

Ranked decay coming back on July 27th

Riot Mirross Final PortraitHey folks,

Last week, we temporarily disabled ranked queues and ranked decay so players wouldn’t lose LP while ranked was down. Ranked decay will be re-enabled return on July 27 at 12:00PM PDT in all regions.

The time that’s passed will still count against your inactivity period when decay is re-enabled, so if you’ve taken a break, make sure to play a game before July 27 if you want to avoid the LP penalty. If you’ve been playing consistently, this won’t affect you at all.

Ranked decay refresher:

Bronze, Silver & Gold:

There’s no decay in solo or team queues for these tiers.

Platinum & Diamond:

Solo and team queues:

After 28 days of inactivity in a particular ranked queue, you’ll be hidden from the standings in your league. You’ll also lose LP depending on your current tier. Every seven days thereafter, you’ll lose LP until you play a match in that queue particular.

Master & Challenger:

Solo queue:

Decay sets in after 10 days of inactivity to ensure competition continues at the highest echelons of League.

Team queue:

Decay occurs after 28 days to account for the difficulties of managing five (or more) player schedules.

Find out more about ranked decay.

[ Link to Post ]

 

 

Bilgewater Wallpapers Banner

Riot’s LAN site has posted all sorts of digital Bilgewater-themed goodies:

 

WALLPAPERS

BW.Crest_1920x1080

Young.TF.Graves_Splash_1920x1080 Pre.GP_Splash_1920x1080 TF.v.Graves_1920x1080 SlaughterDocksSkins_Splash_1920x1080 MF_Splash_1920x1080 GP_StandingAlone_1920x1080

 

Summoner Icons

Graves.Icon.320x320 TF.Zoom.Young.320x320 Graves.Zoom.Young.320x320 Bilgewater.Crest.320x320 TF.Icon.320x320

 

BILGEWATER SETTINGS Act1.Explore.the.world.FB.Cover.851x315 Act2.Explore.the.world.FB.Cover.851x315

 

FANMADE WALLPAPER

Artsed.Carnicero.1920x1080 (1)

 

FANMADE ARTWORK

portada1 portada2 portada3

 

FANMADE PORTRAITS

graves missfortune fizz Gangplank thresh twistedfate nami rata graves gp twistedF ms

 


Bilgewater Events and Tournaments Banner

You can find a Bilgewater tournament to participate in and compete for rewards HERE.

 

TLDR: Bilgewater-themed live events are happening all around the world. Join the party and experience Bilgewater in a whole new way–and yes, there may be loot to plunder.

Special Bilgewater Boarding Parties are being planned and we need you on board. Be a part of history as you meet with other players and bring Bilgewater to life. Crew members who are victorious in combat (we mean tournaments) will be rewarded with Bilgewater prizing. If you’re part of one of the in-person Bilgewater Boarding Parties, there may be exclusive swag you can’t get anywhere else.

Be part of League of Legends history and bring Bilgewater to real life!


WHAT BOARDING PARTIES ARE HAPPENING NEAR ME

Community-Run Events

These are special Bilgewater Boarding Parties organized and run by members of your local community. These events will take place between July 30th and August 9th at in-person locations around the world and online.

To register for a community-run Boarding Party head to the Community Events page, find an event near you (or online) and click the “Register” button. Be sure to read the event details for info on how to join in the fun. New events will be added as they are approved. Be sure to check back often to get the most updated list.

 

INPERSON TOURNAMENTS

In-person tournamentsMeet other League of Legends fans for a face-to-face tournament held in a real-world location near you. Competition takes place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




ONLINE TOURNAMENTS

Online tournamentsCan’t make it to an in-person Boarding Party? Then make your adventure virtual by joining an online tournament. These events take place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




INPERSON PLAY SESSIONS

In-person play sessionsIf competition isn’t your thing, look for a Bilgewater Play Session, a non-competitive opportunity to play on the new on the Butcher’s Bridge ARAM map and Black Market Brawlers game-mode.




Approved community-run tournaments are eligible for special Bilgewater digital prizing based on event type and size. Prizing will be awarded to the top teams in the tournament. Check out each event’s “Prizing” section for more information. Players must be registered for the event on the Community Events page to be eligible for prizing.


BILGEWATER SWAG

bwbp_chestA limited number of in-person Bilgewater Boarding Parties will be receiving a shipment of exclusive Bilgewater swag (which means ‘free stuff’) that isn’t available anywhere else. As always, supplies are limited, and not every attendee or Boarding Party is guaranteed loot.

 






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

 

Red Posts 20 07 Banner

 

Topics Banner

 

Recent News Banner

PBE-Roundup-Patch-5-14-Banner

August-Sales-Banner (1)

 

 

Darius Gameplay Update Soon Banner

Darius will be receiving a minor gameplay update and potentially some unique new mechanics.

 

Can we have an update on Darius

Scruffy Final PortraitWe’ve actually come back around to the work that started 2 years ago and will have something to show very soon. Statikk picked up the darius project after he finished working on Gangplank, and it turns out we can make a lot of improvements for him without too many dramatic changes.

When it’s all done, he should have a more healthy + satisfying + some new unique stuff in his kit.

[ Link to Post ]



I hope the ult stays the same

Scruffy Final PortraitAgreed, its pretty damn cool to just chop your enemies in half.

[ Link to Post ]

 

 



Will he be getting a shield and a dash

Scruffy Final PortraitNo dash or shield sry.

[ Link to Post ]

 

 



Update on Morde Rework Soon Banner

Mordekaiser is still slated for a rework and the team is currently debating on how to solve his mobility issues.

 

Any plans to make Mordekaiser viable

Meddler Final PortraitWe’re testing some really experimental changes for him at the moment that involve making it much more dangerous to be directly next to him. We have talked a lot about whether Morde should have some CC or more mobility. We concluded however that his lack of those tools was pretty definitional to his playstyle and an opportunity to potentially give him some effects we wouldn’t be able to do on a more mobile champion (in the same way that Nasus for example’s only allowed to have his stacking Q because he has trouble getting onto the targets he really wants).

Time wise within a month or two we should either be ready to talk about those changes in detail or be ready to say they didn’t work out and we’ve scrapped them. Worth noting that if we do them they’ll be very gameplay driven, so would only include visual changes as needed to support ability modifications. We would love to give Morde a visual upgrade in general, but have other champs that are before him in line for full overhauls.

[ Link to Post ]

 


Can you tell us more about what Mordes identity will be post rework

Meddler Final PortraitWhat we’re currently testing is a more bruiser ish version of Morde, that builds somewhat tankier and doesn’t have as much front loaded damage. In playtests so far he’s still been able to put out quite a lot of damage in a short time frame, but he’s had to ramp up to it a bit first.

[ Link to Post ]

 

 

Will you be making changes to his ultimate

Meddler Final PortraitMorde’s Ult will likely remain very similar to its current form.

[ Link to Post ]

 

 



When you last made changes to Morde you said hed be more of a bruiser

Meddler Final PortraitWe did have a go at a similar approach when we were removing DFG. At that time however we only had a very brief period (one patch’s worth of development) to investigate and test changes. That wasn’t enough time to fix the issues we saw come up, or even investigate a decent range of approaches. We weren’t confident in the results of that work as a result, so ended up pulling almost all of it. This time we’re putting a solid amount of time aside for both experimentation and testing, so feel it’s worth taking another swing at that direction.

[ Link to Post ]

 


How will the new Morde deal with being kited

Scruffy Final PortraitBeing an immobile melee with no CC does mean that you do get kited by champs like ashe or kallista. There’s two ways that we’ve thought about how Morde will be able to handle those types of champs/situations:

  1. More baseline defense – Morde right now relies almost entirely on dealing damage to stay tanky, which makes him even more dead when he cant get to target. We’re trying to bring up his reliable/baseline tankiness so that he can function better when he’s not winning already.
  2. Ally CC – This may sound like a bit of a cheesy answer but we really want Morde to be that much of a thread that allies and enemies will dread getting caught in CC when he’s nearby. If Nami lands that bubble, it’s go time for Morde.

[ Link to Post ]


Follow Up Banner

Do you mean Morde will have to rely on others to deal with mobility

Scruffy Final PortraitIt’s more like if I was talking about Janna (who has a lot of CC and very little damage) I would say that she is very good with ally damage. On the food chain of League of Legends, Morde will not bring the CC himself, but he does bring the damage. That will naturally pair well with allies that bring CC.

The end result wont be any farther on the “need my team to carry me” scale than amumu, janna, jinx etc.

[ Link to Post ]



Are you thinking of making Morde somewhat more like Darius

Scruffy Final PortraitCloser to that sort of space yeah. We’ve got some ideas on how to reduce the ‘what do I do if I’m melee against this guy’ problem, we’ll see how they work out though.

[ Link to Post ]

 

 


Will Morde receive a visual update with his gameplay changes

Scruffy Final PortraitThis time around he wont be getting the full shabang (like sion or GP) but he will be getting some small visual love to represent some of the new gameplay that he’s getting. Overall it’ll be mostly upgraded spell VFX.

[ Link to Post ]

 

 

UPCOMING CHANGES TO PROMO MATCHES

 

How about removing promo series for divisions weve already reached

Riot Mirross Final PortraitThese ideas are good. We’re looking at making some changes like this at the end of this season. We’d like to reduce ambiguity around when demotion shortly after you’re promoted, as well as the pain points when you’re climbing back to a division you’ve already reached.

[ Link to Post ]

 


Have you considered giving us a free win in promo series we’ve failed before

Riot Mirross Final PortraitYes. We decided not to make any mid-season changes, but this is something we’re planning to do.

[ Link to Post ]

 

 


Wont these changes make it easier to climb and harder to fall back down

Riot Mirross Final PortraitActually changes like this aren’t going to increase the number of people in any tier overall. It’s a zero-sum game.

[ Link to Post ]

 

 

 

Mastery Emotes Visible to Enemis Banner

Mastery Emotes will soon be visible to enemies, although they’ll still have an internal cooldown and will be affected by muting.

 

Werent Mastery Emotes supposed to be visible to enemies 3 patches ago

Riot Mirross Final PortraitWe’re are going to change this soon (not next patch, that’s already locked, probably one after) – it was mistakenly in a patch note, which caused the confusion.

We’re going to slightly increase the cooldown and make it respect muting before we make that change though.

[ Link to Post ]

 

Socrates New PortraitHey dudes. The patch note for this went out early. Our bad.

When we tested this on pbe it could get a little spammy when abused. We decided to increase the cool down before going live with it. It will be appearing in one of the coming patch cycles.

[ Link to Post ]



How about rewarding us with 500 1000 IP for achieving level 5 Mastery

Socrates New PortraitWe agree the rewards are probably too light atm for these achievements. We think we can do better than ip. Can’t share too much on this yet but it is something we are looking at.

[ Link to Post ]

 

 

Team Builder Draft Vote Kick in Champion Select Banner

Lyte expands on the upcoming Team Builder Draft mode and answers community questions for why a vote feature to kick/leave Champion Select is still absent.

 

Team Builder is underrated

Lyte Final PortraitWe’ll be the first to admit that Team Builder “Classic” solves a lot of problems, but also has a few major issues that we’ve solved in the new Team Builder Draft experience. For context, Team Builder “Classic,” reduced reports by about 26%, increased honors by about 18%, and reduced negative/toxic chat by about 36% in wins, and 23% in losses. It also reduced leavers/AFKs by about 8-10%, I don’t remember that one off top of my head.

One of our primary goals in Team Builder Draft is to retain some of the benefits above in the design of the system, but invest heavily in solving the queue time issues and improving the matchmaking quality. We’ve also invested in the actual UI work so that it’s much faster to setup your team, play with friends and get into the game.

So far in testing where we bring players into Riot HQ to test Team Builder Draft, we’ve seen the vast majority of players prefer the experience over every other queue experience. So for now, we’re not going to encourage players to funnel into Team Builder “Classic,” and we’re going to see if Team Builder Draft is popular enough that it becomes the dominant Champion Select experience.

Happy to answer questions about Team Builder Draft in this thread.

[ Link to Post ]

 


Whatre your thoughts on a votekick leave system for Champion Select

Lyte Final PortraitWe played around with a few “Vote Kick” designs before, and the results were surprising. First, let’s assume the design is a simple: players in Champion Select can vote to kick a player, and you need 4 out of 5 votes to proceed.

Immediately, we saw the behaviors change in Champion Select. One, players began using the “Vote Kick” feature when they didn’t like a particular team comp, when they felt like the Captain didn’t ban the appropriate champions, when players played off-meta champions, and sometimes when they felt the opposing team comp was better than theirs. This dramatically increases the amount of time it takes to get through a Champion Select and into the game as many Champion Selects fail out and you have to start over, and then players will complain about it taking 15-20 minutes to actually get through a Champion Select and load into a match. Now to play one game, you need anywhere from 1 hour to 1.5 hours of free time, which was way too high of a time commitment. Secondly, some scenarios with Duo Queues became even more frustrating, because if a Duo Queue group was being negative in Champion Select you still had nothing you could do to resolve it, and the situations felt even worse than before.

Some additional designs would be to give every player only 1 “Vote Kick” per day, but just giving 1 vote to every player increased failed Champion Selects by ~20%, which means that you’re now going through multiple Champion Selects just to get into a game. We also reduced the penalty for queue dodging before, which would make it “less painful” for players to queue dodge if they absolutely had to, but this increased failed Champion Selects by about ~30%, and again players started complaining about failed Champion Selects and taking too long to get into a game.

We think that Team Builder Draft will ultimately solve Champion Select issues better than most other features or systems, so we decided to work on that system first because it also solves a bunch of other problem spaces such as better retention and onboarding for low level players and giving players more control over their Champion Select experience. If Team Builder Draft does not improve Champion Select enough, we have some ideas ready to go such as allowing players to report when someone doesn’t play the position they specified, or allowing players to give us a reason (and specify a player) if they choose to queue dodge.

[ Link to Post ]



Can we have an ETA on Team Builder Draft

Lyte Final PortraitIt’s a major change to the pre-game flow, and a brand new Champion Select, so we want to avoid this big of a disruption in the 2015 Season. We didn’t start too long ago, while we were researching and learning from lessons in Team Builder Classic we were working on a slew of features like Party Rewards (for events like the Pool Party), Suggested Players, LeaverBuster, the machine learning Tribunal and Instant Feedback System and the new Intentional Feeder detection that’s going out in the next patch or two.

[ Link to Post ]



How will Riot encourage players to use the Team Builder

Lyte Final PortraitIf the live beta test goes well (and is similar to our lab tests where we bring players into Riot HQ to try out Team Builder Draft), it might be an option to replace some queues which will funnel players into the new experience. However, in the system itself we’ve introduced the “Fill” position which helps reduce queue times, and we’re requiring players select 2 positions (instead of 1) which also reduces queue times. If we have to, we’re also going to incentivize the high demand positions so you get a small bonus for playing them. We think these 3 things combined should solve the queue time issues nicely.

[ Link to Post ]

 


Will there be the option to queue for every role in Team Builder

Lyte Final PortraitYou can queue up as “Fill,” which basically covers all positions. It’s a new position we’re introducing with Team Builder Draft.

[ Link to Post ]

 

 


Context for Yorick Rework Delay Banner

Yorick’s rework is still a long ways off… you can bury your hopes again.

 

Why isnt Yorick a top priority for the rework

Scruffy Final PortraitI feel you on this, and agree that he is in dire need of an update. That said, we want to take the time to do him right and he is in early stages of gameplay design, concepting, and lore work.

Don’t expect him to come out before Poppy/Taric (both are much farther along), but do know that we are working on him and we are not gonna put it down until we finish. Yorick can be soooo much more than he is and I hope that you will like the results when he’s finally rebuilt from the ground up.

[ Link to Post ]

 

Scruffy Final PortraitAfter Xelnath stopped working on yorick we didn’t end up picking it back up until very recently (march ish if I remember correctly, ah you linked it too). We definitely used some of his work as a starting point and have continued iterating from there.

[ Link to Post ]

 

 

Details on Poppys Visual Update Banner

Poppy’s visual update won’t so much cater to seasoned Poppy players as it will draw in newcomers to the Champion.

 

What can you tell us about Poppys upcoming visual update

IronStylus Final PortraitWell, so good news and bad news:

Good news: Poppy will get a visual update. She’s in the same camp as Sion, Taric, Urgot, etc which will recieve complete overhauls which will not only increase fidelity and introduce a newer and cleaner design, but also will aid in clarify and mechanical expression. We did a lot exploration on Poppy and are happy with what we’ve got. She’s currently in the art production pipeline as her kit has been locked for some time. Now it’s a matter of time and the technical work of getting that new character to live in game.

“Bad” news: Poppy is shipping with a complete kit overhaul which will retain the spirit of Poppy, and utilize some signature abilities, but will probably vary pretty significantly than current Poppy. Think of the same way which we wanted to retain the “feeling” of Sion while keeping virtually nothing of his existing kit. I’e played her, and she’s really, really fun. I think players old and new will find a home with her. I think that’s what’s going to bring her into a place where she’ll be loved by passionate players but also new players alike.

So shipping the visual update probably isn’t going to turn people onto existing, present-day Poppy as much as it will excite people to try what is fundamentally a brand new character which takes what we love about Poppy, amplifies it, and makes her more cohesive. Our goal on ChampUP is to excite enthusiasts, to get at what the real and visceral emotional attachments that bind them to a character and hone them, making that feeling more clear, maybe even stronger. Often that means pretty substantial change, for multiple reasons. Unique identity, clear role and play pattern, character/kit/art cohesion, among other things. A sub-goal is to bring that character up so at the very least new players are aware of the character and can approach it comfortably. To bring that champion back into some rotation even if it’s with a smaller but dedicated slice of players.

The team is very excited about Poppy. I’m happy to have been part of her development and can’t wait for people to get a hold of this take on her. Though things change, the spirit is there I feel.

[ Link to Post ]

 


Are there any upcoming champion changes that don’t involve VUs

IronStylus Final PortraitThere is a kit change in the works for Shen, with that comes our investigation as to how much visual changes (model, animation, VFX, etc) have to go towards facilitating the gameplay overhaul. We always ask the question about scope. How much scope does this need, and how much do we want it to have? We currently are exploring ideas for a new base design for Shen, but this for the moment remains an exploration. It might be beyond scope lets say to redesign his base. But, if we deem it a substantial opportunity, or something that really needs more art resources to make the new mechanics work, then we’ll scope the project up.

[ Link to Post ]

 


Fanmade Skin Ideas Banner

 

Even if Riot pick up a fan idea for a skin they wont spoil the surprise

Kindlejack Final PortraitPretty much what I was going to say.

However I can give you more context on how we go about choosing what projects to work on. When we have a meeting to ideate on thematics and champions for skins we always bring up relevant fan concepts and take note of how much player support they have garnered. We never just say ‘This concept got 8k upvotes so let’s make it’ but if an idea is popular it will at least be considered in the spread or used as a starting point for a design. I would say skins team (with people like Whist, Galetta, Nurse Flan and KateyKhaos to name a few) keeps a close eye on fan concepts, not just on the boards but also on the Chinese/Korean/Garena sites. Riot Penguin also takes player requests on the weekends just for fun, but they are often pretty great ideas (Armoured Annie plz).

[ Link to Post ]

 

Follow Up Banner

Is this your approach for fanmade champion concepts

Kindlejack Final PortraitNo, skins are additive in that we can create one knowing that there will be more in the future. Champions are absolute, once they launch then that’s it. The champion team spend a lot longer crafting a champion and it’s a collaborative effort between art, gameplay and narrative. I’m not on that team though so I can’t give you as much insight.

[ Link to Post ]


 

Whatre your thoughts on the fan idea for a Firedancer Draven skin

Kindlejack Final PortraitI brought it up when we were working on Pool Party Draven. It was decided that Gladiator Draven already had fire particles and ‘Firedancer’ didn’t fit enough into the ‘Pool Party’ theme. I’ll bring it up again next time there is Draven ideation because I still think it’d be a great fit for him.

[ Link to Post ]

 

 

Do limited time skins ever come back

KateyKhaos Final PortraitHiya!

We have both limited and legacy skins.

Legacy skins will periodically come back to the store. Examples of these are Kitty Kat Katarina, or Poro Rider Sejuani. Limited skins are removed once the event is over, and there is no guarantee they’ll return to the store/be made available again. These would include skins such as Rusty Blitzcrank, Championship Riven and Victorious skins (Jarvan, Janna, Elise, Morgana).

You can find the full list of both legacy and limited skins here.

[ Link to Post ]



Hippalus mentioned that Championship Riven may return to the store

KateyKhaos Final PortraitYup! Hippalus did say there’s a possibility. :]

“Yes I think Championship Riven will come back someday. Most limited edition skins took four years to come back after release, and it’s been two years for Riven so far.”

As far as I know, the statement still stands.

[ Link to Post ]

 


Are World Championship skins classified as Legacy or Limited

KateyKhaos Final PortraitSure! Championship Thresh and Shyvana are legacy, as well as the commemorative Championship team skins, such as SKT, SSW, etc.

[ Link to Post ]

 

 


Will we be able to get skins like Silver Kayle or Black Alistar eventually

KateyKhaos Final PortraitHiya!

We deactivated the older skin codes to due 3rd party sites scamming players, claiming they could buy rare skins like PAX TF, when in fact, they were given fake codes, or codes that had already been used.

We informed players in advance that we were doing this, so if they had codes hanging around, they had the opportunity to redeem them before the codes were deactivated. you can check out more information about why we decided to deactivate the codes here.

I agree with Chat97 that there is some uniqueness to having a skin from beta, or even Victorious skins from previous seasons, and selling them now would leave bad sentiments to those who earned them during x event.

I understand the frustration that arises, especially if you’ve joined the game, and don’t have the opportunity to buy/use these skins, however, at this time, we do not have plans to make these rare skins (Silver Kayle, PAX skins, etc.) available for distribution/purchase.

[ Link to Post ]


Fan Art Tristana by Meltedjujubees

You can check out more of Meltedjujubees‘s work HERE.

tristanerrr_by_meltedjujubees-d91vap0

 

 

Fan Art - Riven by Songoanda

You can find the rest of Songoanda‘s work HERE.

riven_by_songoanda-d8ni88w

 


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

 

News 22 02 Banner

 

Summary

Over at Inven, Lead Designer Solcrushed hosted an AMA regarding Poppy’s rework, the state of some champions and his opinion on boobs. On the board forums, Meddler commented on Irelia and Urgot’s upcoming gameplay updates and Riot’s progress at re-writing League’s code. To wrap up, a host of amazing cosplayers in Lunar Revel attire.

 

Recent News

Wonder-Above-Banner

Tank-Junglers-Banner

 

Patch 5.4 drops this Tuesday! Here’s everything it’ll contain:

sog7hh3

 

 

Solcrushed AMA Banner

Lead Designer Solcrushed recently held an AMA on the Korean site Inven. Redditor Calycae has translated all questions and answers HERE. Below you can find a breakdown of the translated AMA:

 

Solcrushed AMA [ Translated ]

 

 

Solcrushed New PortraitIntro

Hello Inven,

I am Riot Solcrushed and I work as a game designer at Riot

I was in the Live Design team and now I am working night and day ruining your favorite characters in the Champion Update team. My current project is Poppy.


 

 

Poppys Rework


 

 

Tell me a little about the Poppy rework

Solcrushed New PortraitWe are currently trying to transform Poppy into a tank instead of her current assassin role. We are trying to make her a feisty yordle who packs a big punch with her hammer and shield.

 

 

 

Do you really need to change Poppys entire skillset

Solcrushed New PortraitPoppy’s skillset makes her a champion that should NEVER get farmed. If Poppy becomes fotm after a VU we might even need to nerf her. A sion-level remake is planned for Poppy.

 

 

 

Which skill do you think represents Poppy the most

Solcrushed New PortraitPoppy’s E, a tiny yordle smashing a giant champion to the wall is what makes her attractive.

 

 

 

 

Will Poppys ult mechanism stay the same

Solcrushed New PortraitNope.

 

 

 

 

 

Champion Balance


 

 

Quinn under-performs as a marksman what do you think about that

Solcrushed New PortraitQuinn was designed to be a special ops champion so we are okay with her not being a good marksman, but we think that her commando side is lacking and requires buffs. Also when we remake ‘easy’ characters we try to maintain the difficulty.

 

 

 

What do you think of Tristana and Miss Fortunes current states

Solcrushed New PortraitI think we are going to wait a little before we make changes to Tristana. MF has a unique design and her winrate isn’t half bad so I don’t think she’s going to receive any changes soon.

 

 

 

Whats your opinion on Mordekaiser

Solcrushed New PortraitMorde is going to receive some buffs but a remake is going to take a while. We think that Morde needs a giant remake to fix his problems.

 

 

 

 

Will Gragas be buffed again

Solcrushed New PortraitI think he’s going to receive some more buffs

 

 

 

 

Are you pleased with Viktors remake

Solcrushed New PortraitI am disappointed that we didn’t get to change Viktor’s ult, if we had a little more time we would’ve made changes to it.

 

 

 

 

How is Ryzes rework coming along

Solcrushed New PortraitWe are trying to maintain Ryze’s core concepts. (Tanky spell spamming mid-range mage)

 

 

 

 

What does Riot think about Quinn

Solcrushed New PortraitWe originally designed her to be a guerilla style ranger. An ADC that is able to provide everything she needs by herself.

 

 

 

 

Dont you think Fiddle support was nerfed way too muc

Solcrushed New PortraitWe changed Fiddle’s Q and E because it’s design was flawed, it provided no counterplay to the opponents.

 

 

 

 

Any gameplay rework or visual update planned for Swain

Solcrushed New PortraitNone at the moment, but I want to make some changes to him

 

 

 

 

 

Any news about Gangplanks rework

Solcrushed New PortraitIt’s in its very early stages so we can’t really say anything about it.

 

 

 

 

 

Do you think Rivens autoattack cancels need to be removed

Solcrushed New PortraitI think Riven’s auto animation cancel gives players the sense that she takes skill to play so I think it’s okay.

 

 

 

 

What is the biggest factor for a champion to be buffed or nerfed

Solcrushed New PortraitThere are a lot of factors that lead to a champion’s buff/nerf, but usually it is when

  1. A champion has a ridiculously high/low winrate for no reason.
  2. When we realize that our champion design was flawed
  3. When it is dominating competitive games excessively

 

 

Garens E scales with crit chance cant you remove it and buff the damage

Solcrushed New PortraitThe crit component is an ancient mechanic, if Garen is going to receive changes I think that the crit component will receive changes first. Since it is hard for Garen to hit enemies in the back we want him to do enough damage to the champions in the frontline.

 

 

 
You said you were 90 done with Dariu’ rework what happened

Solcrushed New PortraitWe have encountered a big obstacle in middle of the remake so we have put a pause on the project for now.

 

 

 

 

Will Twisted Fate be reworked

Solcrushed New PortraitI don’t think TF is in need of a rework. The only skill that I think might need a change is his E.

 

 

 

 

 

General Balance

 

 

 

Aggressive junglers are currently dominating the meta any solutions

Solcrushed New PortraitThe Game Systems dept is looking into it right now, personally even if the jungle is reverted to the season 2 state I think aggressive junglers will still be dominant. It has been proven from the top tier teams that the early level engages are very crucial to the outcome of the game so I think that there needs to be change to the jungle’s fundamentals rather than some changes to the jungle’s difficulty levels.

 

 

Do you think tank champions are in a good place at the moment

Solcrushed New PortraitI think tank champions are underperforming because dive-oriented initiators outperform pure tanks atm.

 

 

 

 

Can you revert top lane into a bloody brawlzone like it was before

Solcrushed New PortraitThis is an issue even the developers have mixed opinions about. I personally think that Teleport’s effectiveness needs to be nerfed but some fundamental problems with top lane has been solved because of Teleport so I think that’s the reason the Game Systems team is being so cautious.

 

 

 

Is it true youre changing all champions to be more skillintensive

Solcrushed New PortraitI think that the changes are made because our playerbase’s difficulty capacity has increased over the years.

 

 

 

 

Why are you changing targeted skills to skillshots lately

Solcrushed New PortraitThere are some situations where we want skills to be reliable and easy to use so no

 

 

 

 

 

Why did you make Magic Pen a core stat and not a secondary tertiary one

Solcrushed New PortraitPenetration plays a major roll in the game’s overall pace and balance so it’s hard to make any changes to it atm, but if I were to make a new game I would probably make it an additional stat.

 

 

 

 

Items

 

 

 

What do you think about the cost increase of the jungle items

Solcrushed New PortraitThe Game Systems team is currently looking to make some changes to the jungle so that weak champions can clear camps easier early game.

 

 

 

 

Will you change Essence Reaver

Solcrushed New PortraitEssence Reaver was designed to support crazy out-of-the-meta builds so I think it’s in a good state atm

 

 

 

 

Will there be a new Magic Resist item

Solcrushed New PortraitWe feel that we need to make a MR item that counters AP damage dealers, I suggested the idea to the game systems team and they had positive feelings about it.

 

 

 

 

Why was Sword of the Divine removed

Solcrushed New PortraitWe concluded that SOTD effects the game’s balance negatively so we removed the item.

 

 

 

 

Whats your opinion on the Elixirs

Solcrushed New PortraitWe wanted Elixirs to be a game-deciding item but it’s not used as much so we are a little disappointed.

 

 

 

 

Unrelated Other


 

 

Do you have any plans on changing the Summoner Spell system

Solcrushed New PortraitWe also feel that a new UI for the summons is neededed but there’s just way too many things on our priority list so it’s hard to say when it will be coming.

 

 

 

 

How did you get a job at Riot

Solcrushed New PortraitIt’s a funny story, I actually wanted to work in the Legal Affairs team but the design director approached me and asked if I wanted to work as a designer.

 

 

 

 

How many champion reworks are you currently working on

Solcrushed New Portraitfour

 

 

 

 

 

Do people look at your ingame rank when you apply for Riot Games

Solcrushed New PortraitIf you are working for the Play Testing team or the Live Balance team, yes.

 

 

 

 

 

Is Amumus music video teasing something new

Solcrushed New PortraitOne good thing about working at Riot is that we have a lot of freedom in performing ‘passion projects.’ Not all of our work has deep meanings behind them (…).

 

 

 

 

Who has the highest tier in the balance team

Solcrushed New PortraitThere were two season 4 challengers.

 

 

 

 

Boobs or tits

Solcrushed New PortraitBoobs.

 

 

 

 

 

Single Posts 22 Feb Banner


 

 

Here’s some official art by Aqua Moon: a concept for Underworld Wukong, spell icons for numerous champions and the different Ranked Leagues!

10-+CHARA_7+Underworld+Wukong+by+Aquatic+Moon (1) original

 

 

And here’s the latest episode of /ALL CHAT with host Melonie Mac:

 

 

Will you ever completely rewrite the code for LoL

Meddler Final PortraitSome of the code’s updated or rewritten entirely every patch. Which bits depend on where we think there’s the most value (what features should be added, where do we see the most problematic or common bugs, are there ways to make the game run more efficiently etc).

As far as attack speed goes the cap’s not there for code reasons, but gameplay and animation ones. On the gameplay side having a cap allows you to take a maximum into account for balance reasons (what’s the absolute max Xin Zhao can reduce his CDs by for example). Animation wise it then gives a range of possible attack speeds that attacks need to be made to look good and feel right for (do attacks remain distinct, feel natural, read clearly etc).

[ Link to Post ]

 

 

Can we have an update on Urgots rework

Meddler Final PortraitLong term we’ve got a full rework planned for Urgot. That’s a long way off though, he’s both a big project and not first in the queue. Shorter term (starting next week) we’re going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.

[ Link to Post ]

 

 

Whatre your plans for Irelias gameplay rework

[ Note ] You can find a post from IronStylus regarding Irelia’s visual update HERE.

Meddler Final PortraitWe don’t have anything concrete on the gameplay side at the moment. She’s got a lot of potential we’d like to develop at some point, missed opportunities on the telekinetic blade side in particular as Ironstylus has mentioned. She’s in a reasonable spot balance wise right now though, and does have some really cool moments (Q chaining especially IMO), so other champs are higher priority for gameplay work right now.

[ Link to Post ]

 

 

Whats been the hardest item to code

Reinboom Final PortraitNot counting early items (There was a time when actives didn’t exist in alpha, after all. Technically the first active probably was the hardest? Or maybe the first item at all)

Zz’Rot Portal is the most complex.

Some of the new tech in Zz’Rot:

  • The health bar. The minorest of it all. We couldn’t put a timer bar on structures before the void gate.
  • Unit tagging (arbitrary designation of “types” on a unit and in an inherited fashion)… in order to make:
  • AI behavior filtering based on tags. This is how Voidspawn ignores Void creatures and Champions (including clones).
  • “Gameplay” Navigation cell tagging. We had behaviored nav cells before (pathable, wall, stops vision, grants vision, brush…) but we didn’t have arbitrary tagging before that was exposed to our gameplay system. Nor did we have it when we released Zz’Rot (and instead I did some janky math to get it to assign lanes kind of correctly). We made that tech for first intent of making it so Zz’Rot’s spawn direction is sensible.

[ Link to Post ]

 

 

lunar_cosplay_v4i_1

To wrap up this Sunday, here’s a collection of awesome cosplays for Lunar Revel!

 

The moon is about to set on this year’s Lunar Revel, which means it’s time to shine a lantern on the finest Lunar Revel, Blood Moon and Warring Kingdoms cosplay photos you guys submitted in response to our January call for entries. It was a joy to review all the submissions – incredible work as always!

If you like what you see, don’t forget to click on the cosplayers’ names beneath their photos and tell them how much you enjoy their work.

 

Jobofish (NA)
Photographer

1

 

Maro Chan (NA)
Photographer: Wai Leong Go

2

 

Umaslady (EUW)
Photographer

3

 

nvoysoldier Cosplay (EUW)
Photographer

4

 

Mowky Cosplay (EUW)
Photographer: Ingo Stein

5

 

Core Cosplay (EUW)
Photographer

6

 

JJ Cosplay (NA)
Photographer

7

 

Yuan0621 (NA)
Photographer

8

 

Ruvvet (NA)
Photographer

9

 

Yaya Han (NA)
Photographer

10

 

ElectricPuppy122 (NA)
Photographer

11

 

Yumée (EUW)
Photographer

12

 

Kiilys (EUW)
Photographer

13

 

Giulietta Zawadzki (EUW)
Photographer

14

 

Shiroki (EUW)
Photographer

15

 

isbaerfussel (EUW)
Photographer

16

 

Miyu Shizuki (EUW)
Photographer

17

 

MissAce (EUW)
Photographer

18

 

SetoDuCutu (EUW)
Photographer

19

 

Odeus Cosplay (NA)
Photographer

20

 

Yugi Doge (NA)
Photographer

21

 

generalricochet (LAS)
Photographer

22

 

okageo (NA)
Photographer

23

 

Yep Cosplay-typus (EUW)
Photographer

24

 

And remember, cosplay is always more fun when done with friends!

25

teru kuro namida (EUW) and his friends
Photographer: Sergio Riedel

 

 

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