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Patch 4.21 Notes

December 9th, 2014

 

Patch 4 21 Banner

Patch 4.21 will be here in a few hours! Here are the notes:


New Champion/Release Skin

Skins & Icons

Christmas Goodies

Balance Changes

Other

 

 

Pwyff Final PortraitHi Summoners,

BIG PRESEASON FOLLOWUP PATCH. If anyone remembers last year’s followup preseason patch (it’s only been a year but check out the progress we’ve made!), we were very conservative with our changes.

Not this time.

While it’s true we’ve introduced a lot more change in the 2015 preseason than 2014, it’s also worth highlighting how many more ‘design levers’ we have to tune with. That’s a fancy way of saying we have the right dials in the game to crank up or down when something appears too strong or too weak – all without having to fully reconstruct the kitchen. We’re mixing metaphors, but you get the point.

Anyway, the big narrative before we ring in the holiday break and the new year is systems cleanup and last-minute gifts for League’s many orphaned champions. Talking about the system changes: while we’re happy with how the preseason has progressed, we saw a number of opportunities to address the more egregious problems (snowballing, early to mid game gold flow, jungle balance, Warwick). We know everyone’s still getting adjusted to the new preseason, so we’ll be watching closely over the next while to see what new Warwicks come bubbling to the surface.

Please don’t let it be Warwick.

[ Link to Post ]

 

 

Reksai the Void Burrower


 
Rek’Sai Login Theme


Rek’Sai is a new champion. As such, she’ll be available for 7800 IP/975 RP for the first week after she’s enabled, after which her price will be dropped to 6300 IP/975 RP.

RekSai_Splash_0

RekSai_0 RekSai_Square

Reksai Model 1

Reksai Model 2


Rek’Sai Abilities [ from Riot’s preview ]

 

Rek’Sai Champion Voice [ video by SkinSpotlights ]

 

Reksai Final Portrait

Base Stats

  • Damage: 55.628 (+ 3.35 per level )
  • Health: 611.2 (+ 90 per level )
  • Movement Speed: 335
  • Armor: 28.3 (+ 3.75 per level )
  • Magic Resist: 32.1 (+ 1.25 per level )
  • Health-per-5: 7.35 (+ 0.65 per level )
  • Range: 175 (Melee)

Doesn’t use Mana, uses Fury

 

Client Lore

“The largest and fiercest of her species, Rek’Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek’Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.”

 

Fury of the Xer'Sai Final IconFury of the Xer’Sai [ Passive ]

Dealing damage while unburrowed generates Fury. Burrowing consumes Fury over 5 seconds to restore up to X health. During this time, Rek’Sai’s next attack that generates Fury will grant 15 bonus Fury. White regenerating health, Rek’Sai’s next ability will also generate 15 additional Fury

 

Reksai Passive

 

Queens Wrath Prey Seeker Final IconQueen’s Wrath/Prey Seeker [ Q ]

Cooldown: 4 seconds || Range: 325

Unburrowed – Queen’s Wrath: Rek’Sai lashes out, dealing 15/35/55/75/95 ( +0.4 Bonus AD ) bonus physical damage damage to all enemies around her with her next three basic attacks within 5 seconds.

Burrowed – Prey Seeker: Rek’Sai fires out a pulse of void energy in a straight line skillshot that detonates on the first enemy struck, dealing 60/90/120/150/180 (+1 AP) magic damage and revealing the target and all nearby enemies also hit by the missile’s explosion for 2.5 seconds.

 



 

Burrow Unburrow Final IconBurrow/Unburrow [ W ]

Cooldown: 4 seconds || Range: 1650

Unburrowed – Burrow: Rek’Sai burrows underground, gaining Tremor Sense (a unique mechanic that shows Rek’Sai all enemy movement in a wide area around her) and increased movement speed at the expense of vision range and access to her basic attacks. She ignores unit collision as she moves around.

Burrowed – Unburrow: Rek’Sai bursts out into the open, knocking up nearby enemies for 1 second, based on their proximity to Rek’Sai, and dealing 60/110/160/210/260 ( + 0.5 Bonus AD) physical damage to them. A unit cannot be hit by Unburrow more than once every 10 seconds.

Burrowed Effects: New abilities, +15 Movement Speed, reduces vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in the Fog of War have their position revealed to Rek’Sai and her allies.

 


 

Furious Bite Tunnel Final IconFurious Bite/Tunnel [ E ]

Cooldown: 12 seconds|| Cooldown for Burrowed: 20/19.5/19/18.5/18 seconds || Range: 250

Unburrowed – Furious Bite: Rek’Sai bites a target dealing 80/90/100/110/120% of Total AD as physical damage, increasing by up to 100% at maximum Fury. If Furious Bite is cast while Rek’Sai has 100 Fury, it deals true damage instead of physical.

Burrowed – Tunnel: Rek’Sai digs toward a target location, creating a pair of tunnels at the two ends of her path. Tunnels last for 10 minutes and can be destroyed by enemies. Rek’Sai may have 8 tunnels at one time.

 



 

Void Rush Final IconVoid Rush [ R ]

Cooldown: 150/110/70 seconds || Range: Global

Passive: Rek’Sai gains 20/40/60% Attack Speed.

Active: Rek’Sai channels for 1.5 seconds before burrowing and dashing towards any of her tunnels, briefly gaining significant movement speed once she emerges. Taking damage from a champion or tower will interrupt the channel. While travelling, Rek’Sai cannot be targeted.

 


 

 

Eternum RekSai

 

Eternum Rek’Sai will be available in store for 1350 RP.

RekSai_Splash_1

RekSaiLoadScreen_1

Eternum Reksai Model 1

Eternum Reksai 2

Eternum Reksai 3

 

Eternum Reksai Recall

For her recall, Eternum Rek’Sai summons red lightning around her.

 

Fury of the Xer’Sai [ Passive ]

 



Queen’s Wrath/Prey Seeker [ Q ]

 


Eternum Reksai W 2

Burrow/Unburrow [ W ]

 


Eternum Reksai E 2

Furious Bite/Tunnel [ E ]

 



Void Rush [ R ]

 

 

Blood Moon Elise

 

Blood Moon Elise will be in available in store for 975 RP.

Elise_Splash_3

EliseLoadScreen_3

Blood Moon Elise Update 3

Blood Moon Elise Update 4

Blood Moon Elise 5

 

Blood Moon Elise Recall

For her recall, Blood Moon Elise plays a melody, akin to Guqin Sona.

 

Blood Moon Elise Basic attack

Basic Attack

 

Blood Moon Elise Human Q

Neurotoxin [ Human Q ]

 

Blood Moon Elise Human W

Blood Moon Elise Human W 2

Blood Moon Elise Human W 3

Blood Moon Elise Human W 4

Volatile Spiderling [ Human W ]

 

Blood Moon Elise Human E

Blood Moon Elise Human E 2

Cocoon [ Human E ]

 

Blood Moon Elise Spider Q

Venomous Bite [ Spider Q ]

 

Blood Moon Elise Spider W

Skittering Frenzy [ Spider W ]

 

Blood Moon Elise Spider E

Rappel [ Spider E ]

 

 

Blood Moon Thresh

 

Blood Moon Thresh will be available in store for 975 RP.

Thresh_Splash_3

ThreshLoadScreen_3

Blood Moon Thresh Model 1

Blood Moon Thresh Model 2

 

Blood Moon Thresh Recall

For his recall, Blood Moon Thresh performs a fancy dance and flays his hook around before vanishing.

 

Blood Moon Thresh Passive 1

Blood Moon Thresh Passive 2

Damnation [ Passive ]

 

Blood Moon Thresh Basic Attack

Basic Attack

 

Blood Moon Thresh Q

Death Sentence [ Q ]

 

Blood Moon Thresh W 1

Blood Moon Thresh W 2

Dark Passage [ W ]

 

Blood Moon Thresh E

Blood Moon Thresh E 2

Flay [ E ]

 

Blood Moon Thresh R 1

Blood Moon Thresh R 2

The Box [ R ]

 

 

Poro Rider Sejuani

 

Poro Sejuani will be available in store for 975 RP. Though she could pass off as an ultimate skin.

Sejuani_Splash_5

Sejuani_5

Poro Sej Model 1

Poro Sej Model 2

Poro Sej Recall

For her recall, Poro Sejuani summons a smaller poro that skips around her. The big poro then lifts it up in the air with its tongue. You NEED this skin.

 

Poro Sej Q

Poro Sej Q 2

Arctic Assault [ Q ]

 

Poro Sej W 1

Poro Sej W 2

Flail of the Northern Winds [ W ]

 

Poro Sej E 1

Poro Sej E 2

Permafrost [ E ]

 

Poro Sej R 1

Poro Sej R 2

Glacial Prison [ R ]

 

 

Snow Day Malzahar

 

Snow Day Malzahar will be available in store for 975 RP.

Malzahar_Splash_5

MalzaharLoadScreen_5

Snow Day Malzahar Model 1

Snow Day Malzahar Model 2

Snow Day Malzahar Voidling

 

Snow Day Malzahar Recall

For his recall, Snow Day Malzahar does a bunch of air tricks with his voidling.

 

Snow Day Malzahar Basic Attack

Basic Attack

 

Snow Day Malzahar Q 1

Snow Day Malzahar Q 2

Call of the Void [ Q ]

 

Snow Day Malzahar W

Null Zone [ W ]

 

Snow Day Malzahar E

Malefic Visions [ E ]

 

Snow Day Malzahar R

Nether Grasp [ R ]

 

 

Winter Wonder Orianna

 

Winter Wonder Ori will be up in store for 975 RP.

Orianna_Splash_5

OriannaLoadscreen_5

 

Winter Wonder Ori will be making an appearance on your client with Patch 4.21; here’s her login screen animation:


Winter Ori Preview

 

Winter Wonder Ori Model 1

Winter Wonder Ori Model 2

 

Winter Wonder Ori Recall

For her recall, Winter Wonder Ori summons an audience of poros to watch her dance ballet.

 

Basic Attack

 

Command: Attack [ Q ]

 

Command: Dissonance [ W ]

 

Command: Protect [ E ]

 

Command Shockwave [ R ]


 

New Summoner Icons


Here’s a Blood Moon icon to go along with the recently-introduced Blood Moon skins for Thresh and Elise:

profileIcon750

 

 

Legend of the Poro King Game Mode

Celebrate the holidays with “Legend of the Poro King”, a custom mode played on the Howling Abyss. Here’s an overview of the new game mode:

 

Champion Select is Blind Draft pick – you can ban champions and you can’t see what the enemy has picked. You also can’t change your Summoner Spells; the following two are locked for you:

 

 
Poro Toss IconPoro Toss

No Cost || Cooldown: 20 Seconds

Active: Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds if it hits an enemy, to dash to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

Poros are not blocked by spell shields or wind walls because they are animals, not spells!

“Poros are a model for Runeterran aerodynamics.”

 


To the King IconTo the King!

No Cost || Cooldown: 10 Seconds

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to King Poro’s side. Can only be cast while the Poro King is summoned for your team.

“Poros tug the heartstrings. The rest of you just comes along for the ride.”

 

The match starts with everyone at level 3. You also get a few poros to follow you.

 

The goal is to score poro hits on enemies with your Poro Toss. The goals are displayed on the top-right score graph.

 


Get 10 goals and you summon the Poro King, who will tank towers and let you push. He’ll also occasionally throw poros around for lols.

 

Problem is, the Poro King does almost no damage and has the AI of a bronze player. As a result, he’s more of a tanky waypoint for you to teleport back to with To the King! and not a worthwhile objective.

 

A TL;DR would be: the new game mode is ARAM where you get to pick your champion and everyone gets a Lee Sin Q.

 

These five Summoner Icons each cost 250 RP in the store. They also change how the poros that follow you look.

profileIcon743 profileIcon744 profileIcon745 profileIcon746 profileIcon747 

 

These two are still a mystery, but I assume they’re rewards for playing the new game mode.

profileIcon748 profileIcon749

 

 

Poro Ward Skins

The following wards will be sold at 640 RP in the store.

 

Poro Ward

Poro Ward Skin

 

Astro Poro Ward

Astro Poro Ward

 

Gentleman Poro Ward

 

 

Santa Hat for Baron


Baron’s getting ready for Christmas!

Santa Baron Hat

 

 

Champion Changes

 

 

Cassiopeia Final Portrait

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

  • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
  • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
  • Stack breakpoints increased from 75 / 200 / 400 to 100 / 250 / 500

 

Noxious Blast Final IconNoxious Blast [ Q ]

  • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
  • Movement speed buff changed from 10 / 15 / 20 / 25 / 30% to 20% at all ranks

 

Twin Fang Final IconTwin Fang [ E ]

  • Mana cost changed from 30 / 45 / 60 / 75 / 90 to 35 / 45 / 55 / 65 / 75
  • Now adds a debuff on the target which amplifies further poison damage by 20% for 5 seconds, stacks up to 2 times (40%).
  • AP Ratio changed from 0.4 / 0.45  / 0.5 / 0.55 / 0.6 to 0.55 at all ranks

 

 

Cho'Gath Final Portrait

 

Feast Final IconFeast [ R ]

  • If Feast kills a minion or a neutral monster, the cooldown is halved and 50% of the mana cost is refunded
  • Cooldown increased from 60 seconds at all ranks to 80

 

 

Fiddlesticks Final Portrait

 

Dread Final IconDread [ Passive ]

  • Aura removed; now, every spell and basic attack decreases the target’s magic resistance by 10 for 3 seconds

 

Terrify Final IconTerrify [ Q ]

Now applies Dread, Fiddlestick’s passive.

 

Dark Wind Final IconDark Wind [ E ]

  • Can now silence a target only once, regardless of how many times it’s bounced to that target. Dark Wind prioritizes Champions it hasn’t yet hit.
  • Deals 150% bonus damage to minions and monsters

 

 

Jayce Final Portrait

 

Hypercharge Final IconHyper Charge [ Ranged W ]

  • Cooldown decreased from 14/12/10/8/6 seconds to 13/11/9/7/5
  • Cooldown now starts when Jayce has fired all 3 shots rather than when the spell is cast

 

 

 

Jax Final Portrait

 

Counterstrike Final IconCounterstrike [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14/12/10/8

 

Grandmasters Might Final IconGrandmaster’s Might [ R ]

  • Flat magic resist bonus changed from 25/35/45 to 20/35/50
  • Bonus Armor changed from 25/35/45 (+0.3 Bonus AD) to 20/35/50 (+0.5 Bonus AD)

 

 

 

Kalista Final Portrait

 

Sentinel Final IconSentinel [ W ]

  • Minimum damage to minions decreased from 100/125/150/175/200 to 75-125, depending on the minion’s missing health
  • Mana cost decreased from 25 at all ranks to 20

 

Rend Final IconRend [ E ]

  • Percentage increased removed; now, each additional spear increases the damage of Rend by 0.6 Total AD
  • Executing an enemy with Rend now restores mana, up to twice per Rend cast
    • Mana cost increased from 35 at all ranks to 40

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • The active now automatically targets enemies caught in Slicing Maelstrom

 

Sliciing Malestrom Final IconSlicing Maelstrom [ R ]

  • Delay between maelstrom strikes decreased from 0.5/0.4/0.33 seconds to 0.25 at all levels
  • Delay between maelstrom strikes on the same target increased from 0.5/0.4/0.33 seconds to 0.5 at all levels
  • Duration of ult unchanged: 3/4/5 seconds.

 

 

Lucian Final Portrait

 

Lightslinger Final IconLightslinger [ Passive ]

  • Damage of second shot decreased from 50% of first shot’s damage at all levels to 30/40/50% (increased at levels 1, 7 and 11)
  • Duration of double-shot buff decreased from 6 seconds to 2

 

 

Nocturne Final Portrait

 

Unspeakable Horror Final IconUnspeakable Horror [ E ]

Passive movement speed increase when moving towards feared targets is now back on the PBE

 

 

 

Sejuani Final Portrait

  • Level 1 Mana increased from 328 to 440

 

Arctic Assault Final Icon  Arctic Assault [ Q ]

  • Damage changed from 40 / 70 / 100 / 130 / 160 (+0.4 AP) (+ 4 / 6 / 8 / 10 / 12% of target’s Max Health) to 80 / 125 / 170 / 215 / 260 (+0.4 AP)

 

Flail of the Northern Winds Final IconFlail of the Northern Winds [ W ]

  • Damage on initial hit changed from 40 / 60 / 80 / 100 / 120 (+0.3 AP) to 4 / 6 / 8 / 10 / 12% of target’s Max Health (+3% per 100AP)
  • AoE damage changed from 80 / 120 / 160 / 200 / 240 (+0.6 AP) (+10% Bonus Health) to 40 / 70 / 100 / 130 / 160 (+0.6 AP) (+ 4 / 6 / 8 / 10 / 12% of Total Health)
    • Mana cost decreased from 40 at all levels to 40/35/30/25/20

 

Permafrost Final IconPermafrost [ E ]

  • Cooldown decreased from 11 seconds at all ranks to 10 / 9 / 8 / 7 / 6
  • Damage decreased from 60 / 110 / 160 / 210 / 260 (+0.5 AP) to 60 / 90 / 120 / 150 / 180 (+0.5 AP)
  • Slow duration decreased from 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds to 1.5 at all ranks

 

 

Shen Final Portrait

 

Shadow Dash Final IconShadow Dash [ E ]

  • Energy cost reduced from 120 at all ranks to 100

 

 

 

Shyvana Final Portrait

 

Twin Bite Final IconTwin Bite [ Q ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 9/8/7/6/5

 

Burnout Final IconBurnout [ W ]

  • Now deals 20% more damage against jungle monsters

 

 

 

Soraka Final Portrait

  • Base HP-per-second decreased from 0.9 to 0.4
  • HP-per-second per level decreased from 0.14 to 0.1

 

Astral Infusion Final IconAstral Infusion [ W ]

  • AP Ratio on heal after hitting an enemy champion with Starcall increased – minimum ratio up from 0.2 AP to 0.4 AP, maximum – from 0.4 AP to 0.8 AP

 

 

Warwick Final Portrait

 

Hunter's Call Final IconHunter’s Call [ W ]

  • Duration decreased from 10 seconds to 6


Infinite Duress Final IconInfinite Duress [ R ]

  • Total base damage decreased from 250/335/420 to 150/250/350

 

 

 

Yasuo Final Portrait

  • Movement Speed increased from 340 to 345

 

Steel Tempest Final IconSteel Tempest [ Q ]

  • Cooldown decreased from 5/4.75/4.5/4 seconds to 4 at all ranks

 

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ]

  • Base damage increased from 80/120/160/200/240 to 80/130/180/230/280
  • Addtionally, Elastic Slingshot will spawn bonus health blobs for Zac if he hits multiple enemy champions with the spell.

 

 

Item Changes

 

Abyssal Scepter Final IconAbyssal Scepter

  • Recipe changed: no longer builds out of 2 Null Magic Mantles (2 x 500 Gold) and a Blasting Wand ( 860 Gold )
  • Now builds out of the new Negatron Cloak (850 Gold) and a Blasting Wand ( 860 Gold). Combine cost is 730 Gold.

 

 

Athene's Unholy Grail Final IconAthene’s Unholy Grail

  • Unique passive  – Mana Font increased to 2% missing mana every  5 seconds from 1.5%

[ Note ] This change also applies to Chalice of Harmony and Mikael’s Crucible

 

Face of the Mountain Final IconFace of the Mountain

  • Execute passive range increased from 200 to 400 (means you can execute minions when your allies are at 400 range)

 

Forbidden Idol Final IconForbidden Idol

  • Mana Regen decreased from 60% of champion’s base mana regen to 50%

 

Guardian Angel Final IconGuardian Angel 

Magic Resist increased from 40 to 50

 

Targon's Brace Final IconTargon’s Brace

  • Execute passive range increased from 200 to 240 (same change as Face of the Mountain, but smaller range)

 

Overlord Bloodmail Final IconOverlord’s Bloodmail [ Twisted Treeline / Dominion ]

  • Health-over-5 after a kill or assist increased from 200 to 300

 

 

Jungle Changes

[ Note ] The jungle monsters on Twisted Treeline have received the Smite buffs from Summoner’s Rift, as well as tweaks to their stats (more health, higher respawn time, more gold granted, higher movement speed)

 

Hunter's Machete New Icon 2Hunter’s Machete

  • Now grants an additional 10 Gold when a large monsters is killed

 

Hunter’s Machete Upgrades

  • Same change as with Hunter’s Machete


The gold granted by jungle monsters has been reduced for every camp.

  • Gromp  – from 72 to 62
  • Ancient Krug  – from 66 to 60
  • Krug  – from 18 to 14
  • Greater Murkwolf  – from 48 to 42
  • Small Murkwolf  – from 14 to 12
  • Crimson Raptor – from 42 to 41
  • Raptor from 12 to 9
  • Blue Sentinel  – from 42 to 36
  • Small Sentry – from 22 to 20
  • Red Brambleback – from 42 to 36
  • Cinderling  – from 22 to 20

 

64px-Devourer_itemEnchantment: Devourer

  • On-hit magic damage decreased from 40 to 25

 

64px-Warrior_itemEnchantment: Warrior

  • No longer grants 10 flat armor penetration
  • Now deals 10% increased physical damage to Champions

 

Ranger's Trailblazer New IconRanger’s Trailblazer

  • No longer reduces Smite’s cooldown by 15 seconds

 

Skirmisher's Sabre Final IconSkirmisher’s Sabre

  • While marked by Challenging Smite, targets take bonus true damage from basic attacks for 3 seconds, decreased from 6

 

Gift of Heavy Hands [ Krug Camp ]

  • Stun on jungle monsters now procs every 6 attacks, increased from 5

 

Krug-Camp-Visuals2

 

 

Texture Rebalances

Malphite, Malzahar, Shen, Wukong and Xin Zhao got texture updates to their base model and skins in this patch.

 

Classic Malphite

Classic Malphite TU

 

Coal Reef Malphite

 

Marble Malphite

 

Obsidian Malphite

Obsidian Malphite TU

 

Classic Malzahar

Malzahar New


Shadow Prince Malzahar

Shadow Prince Malzahar


Djinn Malzahar

Djinn Malzahar


Overlord Malzahar

Overlord Malzahar

 

Classic Shen

 

Surgeon Shen

 

Blood Moon Shen

 

Warlord Shen

 

 Classic Wukong

 

Volcanic Wukong

 

General Wukong

 

Classic Xin Zhao

Xin TU 1

 

Commando Xin Zhao

Xin TU 2

 

Imperial Xin Zhao

Xin TU 3

 

Viscero Xin Zhao

Xin TU 4

 

Winged Hussar Xin Zhao

Xin TU 5

 

 

System Changes

 

Turret Gold

 

Turrets are worth more gold!

One issue with Dragon getting stingy with his gold bounties is that the amount of accessible gold in each game has gone down. What that means is that players are having more difficulty hitting their mid-game fantasy item builds (that is now a term) at a reasonable time. Rather than just throwing gold onto everything, we’re going to up the rewards on objectives that are already gold-focused so as to reiterate their strategic value. And diversity.

OUTER TURRET GLOBAL GOLD REWARD100 ⇒ 125
INNER TURRET GLOBAL GOLD REWARD125 ⇒ 150

 

Turret Shielding

 

We don’t hate Mordekaiser or Malzahar, we swear.

Our philosophy with the inner turret shield has always been about offering a broad strategic defense against poke / siege teams, and not a weird way to nullify damage-over-time abilities. That said, our safeguard against the latter wasn’t very fine-tuned as the turret basically checked every second if a champion within range had been damaged and, if they hadn’t, it gave them a shield. This lead to some weird timing issues where a DoT-ed champion could potentially cycle between being on fire while also getting shielded if they hit the right window. Hopefully this change removes that but, if it doesn’t, we’ll be sure to revisit this!

INNER TURRET SHIELDING WINDOW1 second ⇒ 1.5 seconds

 

Death Timers

 

The death timer is being unilaterally raised by 2.5 seconds.

We’ve noticed that because objectives are so much important (or everyone just wants to protect the Rift Scuttler crab…), team fights are also starting earlier and more frequently. While the extra action is great, lower death timers mean the victorious team doesn’t have enough time to do anything after, which leads to a lot of combat without much progression in objective control. We’re hoping for a better balance here, even if the change itself is small.

MINIMUM DEATH TIMER7.5 seconds ⇒ 10 seconds
MAXIMUM DEATH TIMER50 seconds ⇒ 52.5 seconds

 

Experience Rewards for Champion Kills

 

Slightly less experience rewards for killing everyone.

Echoing the above point, there are a lot more team fights in the early game so we’re doing some light retuning to make sure things don’t get out of control too quickly.

CHAMPION BASE KILL EXPERIENCE55% ⇒ 50%

 

Minion Gold

 

More minion gold on the map!

With every other objective on the map gaining more importance, we want to make sure that lane control strategies feel equally rewarding. You could call this a form of importance-creep (although you’d be weird to call it that) where things need to keep up in importance in relation to each other but, similar to our thoughts with Dragon not giving a global gold bounty, this was another place we could introduce some accessible gold.

MELEE MINION GOLD REWARD19 ⇒ 20
RANGED MINION GOLD REWARD14 ⇒ 15

 

Minion Health

 

Minion health scales slightly less over game time.

Apparently minions scale on their own very, very complicated math system that involves game time and some exponential factors, which is less than ideal for all involved. On a whim, we picked a random time (22:30) in the game and did comparisons, so we’ll share some very odd math with you. It’s worth noting this willhave an impact on games but it’ll be hard to tell from this changelist.

MELEE MINION TOTAL HEALTH AT 22:30 About 4% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 8% – 9% lower in comparison to 4.20 minions at 50:00).
RANGED MINION TOTAL HEALTH AT 22:30 About 3% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 7% – 8% lower in comparison to 4.20 minions at 50:00).

 

 

Bugfixes

  • Fixed a rare issue in the new LeaverBuster system where chronic leavers/AFKers with older hardware were going through two lower priority queue penalties before entering matchmaking queues
  • The new LeaverBuster’s first-time leaver prompt is now easier to properly fill out
  • Fixed a number of cases where transforming champions had slightly different base stats depending on which form they were in
  • Righteous Glory, Phage and Entropy are now properly listed under the “Other Movement Items” section of the shop
  • Fixed a few cases of modified/empowered autoattacks (ex. Thresh’s E- Flay) which weren’t proccing the damage portion of Kalista’s W – Oathsworn Sentinel
  • Sona’s Q – Hymn of Valor no longer causes lag on first cast
  • Fixed a bug (heh) where Skarner’s R – Impale wasn’t properly working against targets with revive effects (Guardian Angel, Zac, Aatrox, etc)
  • Made changes to more comprehensively address recent exploits

 

 

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

 

 

PBE 05 12 Banner

 

PBE 05/12

 

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

 

PBE Updates Patch 4 21 Banner

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Blood Moon Elise Color Changes

Blood Moon Elise has gone back to being mildly pink-colored.

 

Old

Blood Moon Elise Updated Model 1

Blood Moon Elise Updated Model 2

 

New

Blood Moon Elise Update 3

Blood Moon Elise Update 4

Blood Moon Elise 5

 

 

New Splash Arts

 

Blood Moon Elise

Check here for a full preview of Blood Moon Elise’s abilities and here for her color tweaks.

Elise_Splash_3

EliseLoadScreen_3

 

Eternum Rek’Sai

Check here for an in-game preview of Eternum Rek’Sai.

RekSai_Splash_1

RekSaiLoadScreen_1

 

Poro Rider Sejuani

Check here to see Poro Rider Sejuani in-game.

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Sejuani_5

 

Snow Day Malzahar

Check here for an in-game preview of Snow Day Malzahar.

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MalzaharLoadScreen_5

 

Blood Moon Thresh

Check here to see Blood Moon Thresh in-game.

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ThreshLoadScreen_3

 

 

Item Changes

 

Enchantment: Devourer

  • Base magic damage on-hit decreased from 40 to 25 [revert on the changes in this PBE update]

 

 

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

 

 

Guide and Sale Brand Banner

A new guide series by Rioters explores niche champion roles, like support Brand!

 

BY RIOT NAKYLE

Welcome to Dark Horses, where we dive deep, looking for your sleeper picks and why they might be ready to wake up. This go round, we’re lighting a fire under Support Brand.

 

Brand-aid

Ignite duo lanes with Brand’s signature mix of damage, crowd control and damage. Sustain? That’s for wimps. Feed your marksman a ham sandwich and these five facts when they whine about Brand heading to a duo lane.

 

Dat Base Damage

Supports need either high base damages or built-in utility to reliably succeed. Support Brand’s got the former in spades. Playing his level 6 combo to perfection nearly doubles the base damage potential of other “bursty” supports like Annie or Karma. Kill secured.

Easy Spellthief’s, easy life

Spellthief Edge Final Icon

You know what’s hot? Brand. You know what takes heat? Coin-making. Support Brand stacks serious change. Blaze, his passive, applies a mark that deals damage-over-time each time you land a spell. Each tick of his passive procs Spellthief’s Edge. That means if the Edge is fully charged, you earn 15 gold for landing just one spell.

Stunning

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Brand’s coveted stun requires you to land two spells in a row, but we know you can do it: You’re the chosen one. Just land Sear, Brand’s long-range skillshot after knocking your opponent around with any other spell, and you’ve landed a stun that lasts longer than a Sona ult.

 

Pyroclasm makes more sense in a duo lane

In a duo lane, Pyroclasm hits two champions, not one. 2 > 1

 

 

 

Waveclear as Support

You ever try to clear a wave with Nami? Brand’s combination of high base damage and AoE spells mean he clears waves and nudges lanes in the right direction when his teammates are too busy doing whatever carries do.

 

Brand management

Naturally, some of Brand’s weaknesses follow him to botlane. He’s still immobile, making him eminently dousable for aggressive, tanky supports like Leona. Similarly, shielding supports like Lulu act as effective flame retardants, blunting the impact of Brand’s potent damage.

 

Brand is predictable

Brand’s spells need to combo to stun you forever. Meaning that when he casts one spell, it’s easy to sort out what’s coming next. Did you just dodge a Sear? His stun is down. Did you just dodge Pillar of Flame? A huge portion of his damage potential is gone. Now, punish him.

 

Limited mobility

Brand doesn’t go anywhere fast, leaving him vulnerable to crowd control. Incidentally, Pillar of Flame can push lanes when Brand’s trying to poke. If he’s pushing the lane, he’s making himself an even juicier target for your jungler.

 

Brands spells come all at once

Like we mentioned earlier, Brand’s all about the combo. This translates to long stretches of vulnerability during Brand’s spell-slinging hangover. If you’re still standing, now’s the time to counter-attack.

 


Whether you take him to a solo or duo lane, you can do it on the cheap through December 1. Brand is 440 RP (50% off 880 RP), and Cryocore Brand is 487 RP (50% off 975 RP). In short, yes, we do have your Brand.

Brand_OriginalSkin Brand_3

 

 

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

 

 

News 27 11 Banner

 

Summary Final Banner

 

Recent News Banner

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PBE Updates Patch 4 21 Banner

 

 

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A few changes I missed between the recent PBE updates.

 

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

 

Legend of the Poro King HUD

The recently-introduced game mode, “Legend of the Poro King”, has received a HUD update:

 


HUD Update Screen 2

 

Update to Dragon Buffs

The stacking Dragon buffs have received a few changes:

  • The bonus AD and AP from the Tier 1 buff has been decreased from 8% to 6%;
  • Tier 2 and Tier 4 buffs have swapped places.

 

Dragon Slayer Change

 

 

Single Posts 27 11 Banner

 

 

New champions have mechanics that Riot has been against

Morello Final PortraitAdditionally, we said we’d never do a healer. Instead, “what will it take to do a healer” was the better question.

I’ll say it straight. You guys were right on some of this stuff and helped us understand our limitations we’d created. It’s a hard ship to turn, but I’m glad we are doing it.

[ Link to Post ]

 

Meddler Final PortraitA big +1 to this from me. We’ve been pushing on some particular things for new champions as you’ve mentioned and player feedback calling out where we should improve/where our past releases have sometimes fallen short of the mark’s been enormously valuable.

Also wanted to say thanks for the thread. Discussion can get pretty focused on what’s problematic at times, and while that’s really useful to hear it’s also very helpful to cover the what’s going well side of things sometimes too.

[ Link to Post ]

 

 

Have you considered an isolation mechanic that prevents pings

Morello Final PortraitWe have, but think this is overcame by third-party voice and chat programs. Since that can eliminate the certainty that the character is “silenced,” we’ve avoided that one.

[ Link to Post ]

 

 

 

Will there ever be an Invoker type champion in League

Morello Final PortraitIt’s less of a rule than a lack of perceived value outside of “cool” in this case.

For these champions, even being more unique, they have a purpose and goal around HOW they evolve the game. If we get to the point on that for an Invoker-style champ, we’d consider it, but not for its own sake.

[ Link to Post ]

 

 

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Why isnt the damage on Nautiluss W instant

Meddler Final PortraitThe intent behind Nautilus’ damage on W being split between the initial impact and a follow up DoT is to make getting some attack speed rewarding, but not mandatory (e.g. if Wit’s End is in a spot where it’s considered a useful item to pick up on some champs it should be worth considering on Nautilus, without being a ‘get this or fail’ item).

[ Link to Post ]

 

 

Given that AS items are popular can his W be made to burst

Meddler Final PortraitThat’d be an option if looking to buff Nautilus certainly. He’s one of the junglers the live balance team are currently tracking to see if they’re too weak given the jungle changes. Main question to ask would be whether there are better places to put power on him instead if he needs it – which buffs address where he needs power, when, leave build options open where possible, give him a distinct niche as a tank etc.

[ Link to Post ]

 

 

Chogath Banner

 

 

Does Champion size change abilities or stats

Meddler Final PortraitIt does not, with one or two specific exceptions (e.g. Cho’s E as mentioned below, which is called out explicilty on the E’s tooltip). Size modifies how easy you are to hit with various abilities, whether line skillshot, ground targeted or whatever and can make it harder for enemies to target your allies instead of you, it doesn’t inherently change your stats or abilities though.

[ Link to Post ]

 

 

Doesnt it change your Auto Attack Range

Meddler Final PortraitAuto attack range is calculated from the edge of your hitbox, it’s also calcuated to the edge of the enemy hitbox however. From the perspective of how far you can hit from the center of your model your auto attack range does increase as your model gets larger, the range you can be hit at also increases however so your effective range doesn’t change (e.g. a Lulu ulted target can attack targets slightly further away, but can also be hit by enemies slightly further away as well).

[ Link to Post ]

 

 

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Have you settled on a direction for Evelynns VU

IronStylus Final PortraitMy hunch is to go more into the.. um.. well.. sorta hybrid succubus, seductive vampire-like sorta thing. I would make her a literal vampire, but I feel she needs that shadowy, creature of the night feel. I’ll say right up front that I’m not a fan of the BDSM look, I also think that’s kind of a misnomer because it’s hard to simplify a sexual affinity into like.. a single look. Don’t get me started on 50 Shades of Grey. puts gun in mouth

All that said, the other full time concept artist on the ChampUP team, Lonewingy (concept artist for Nami & her skins, Azir, and part of the Rek’Sai team also) is focusing on Eve. I leave it to her discretion because shes a better everything than I am.

Again, we’re still really early on in development, so there’s still no solid direction.

[ Link to Post ]

 

 

Reksai Banner

 

 

Why can the enemy see RekSais tunnels in the fog of war

Meddler Final PortraitIntent is that the tunnels are visible through fog of war once you’ve seen them once. Goal there is to make it possible to hide tunnels for future use while also ensuring enemies are able to track tunnel locations once they’ve discovered them.

[ Link to Post ]

 

 

 

Can you improve the clarity of her tunnels

Meddler Final PortraitTeam specific mini map colors for tunnels will be in by the time she launches, we’re just sorting out a few code issues with that at the moment.

As far as the tunnels themselves go there are team indicators on them (color of mist emerging from them). I get the impression from your post those are too hard to read at the moment though?

[ Link to Post ]

 

 

Ao Shin Banner

 

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Is it likely that his name wont be Ao Shin on release

Meddler Final PortraitHis name’s certainly something we’d want to talk about, assess whether ‘Ao Shin’ is still a good fit for the final version of him we get to. Can’t offer you any thoughts on likelihood of that though at the moment, it’s not something we’ve looked at yet.

[ Link to Post ]

 

 

Meddler Final PortraitInternal names can be pretty placeholder ish at times and many champs spend a while being referred to as something else before we figure out a final name for them. Sometimes that’s a moderately serious name like Seth, sometimes it’s something jokey (Vel’koz was ‘Professor Eyebeam’ for a few months for example).

[ Link to Post ]

 

 

Lore Banner

 

 

Is the Institute of War gone from the rebooted lore

Jaredan Final PortraitHiya Giggle, I hope I can add at least a little clarity:

The Institute of War is no longer in the story world. Champions who are inextricably tied into the IoW as a core part of their motivation will be receiving changes. Champions who have some mention of the IoW will be receiving relatively minor edits. Summoners are not what they were as their prime interaction with the story was through the IoW. That does not mean that the concept of Summoners will never be seen again within the story world, they just won’t be taking the same role as previously. So nope, Summoners are not deleted from Runeterra.

I can understand the confusion. We want to reveal things through the course of Runeterra’s story rather than through mainly biographical content or by outlining plot points that would undercut stories when they are released. Also, frankly, there are things we just want to explore more and hone until we think they meet our increasingly stringent measure of quality. In other words, we’re making a lot of changes to level up our storytelling and to get more stories to you.

Since September, we’ve released story content pertaining to the Shurima event, Azir and Xerath, The Harrowing, Kalista and Rek’Sai. We’ve learned lessons from all of them and we’re attempting to deliver stories with more regularity and consistency through the end of the year and 2015. We have a couple of technical challenges, and we’re working to ensure an increasingly high quality bar, which means sometimes we just look at a story and decide we need to work on it more before it can go to players.

We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

FInally, Jax is cool anytime, anywhere.

[ Link to Post ]

 

 

Issues with the new lore that havent been solved

> We’ve got a lot to do, and I know the “we’re working on it” posts can be infuriating as I’m not able to provide all of the details that are requested for an array of reasons.

All due respect, the anger stems from a lot more than just “we’re working on it” posts. It’s that you say you’re working on things, but we’re not seeing the results we should be expecting.

• Of all the short lores posted on the PBE (Shurima and Shadow Isles), we’ve seen two full ones (Azir and Xerath, and only after much pressure) and one reverted (Maokai). We’re still waiting for the other 14 (Amumu, Rammus, Skarner, Ezreal, Cassiopeia, Renekton, Nasus, Karthus, Mordekaiser, Thresh, Evelynn, Elise, Hecarim and Yorick). Are these stories ready for release or are you lot still “working on it/them?”

• Of the new champs and reworks, we’ve seen Kalista (possibly under duress) and Sion (a mistake by someone).

• Singed, a champ whose story has been broken since the first Soraka rework (September 2012), was only just acknowledged as a “problem” very recently. Yet, we see no foreseeable progress from Riot/Narrative in fixing his story after 26 months.

I’m sorry for any “snarkiness” found in this reply, but how can we trust you guys when you “say” that you’re working on things when we’re not seeing any progress on this and the myriad of other issues Narrative needs to deal with?

 

Jaredan Final PortraitWe still haven’t got the tech issue sorted. Kalista came out on the boards because we couldn’t get her story out in the way we wanted, but putting those stories out on the boards just isn’t ideal so we don’t want to do it for all of them. We put the stories out because it’s what we desperately want to do. We’re not being forced to do it against our will, which would be odd.

 

The stories for the Champions you outline are at various stages of completion. Some are done, some are in final revision stages (mostly heading into tech edits), some are being rewritten. All of them have had initial treatments that have either moved forward or haven’t yet met targets for quality.

After we’ve released stories for Shuriman and Shadow Isles Champs, we’ll be looking at stories for Champions not tied to any specific faction, particularly for Champions who are currently inextricably tied to the IoW. Other Champs who have contradiction issues will be given attention also.

If you’ve been paying close attention to recent events, you’ll have a good idea of where we’ll be going next in regard to the next larger story in Runeterra—which we’re also currently working on.

We want you to share your ideas on what you would like to see from Champions who will fall into the areas I’ve outlined, and we’d love to read and join in discussion wherever possible, but I have to be honest: if the main thrust of the ideas are tied to the IoW then it’s very difficult for me, or other members of Narrative, to engage with them. We’ve outlined where we are headed and we’re committed to developing Runeterra as a story world in the way we’ve laid out.

Also, we are not going to be giving you early breakdowns of stories before we tell them as that would defeat much of the purpose of the stories themselves.

You and I in isolation, as well as members of the Story and Art community and Narrative, have disagreed on some of the changes made this year, and I’m sure we will have differences of opinion on some of the stories we tell in the years ahead. I’m trying to be as open as I can be, while being responsible to the work being done.

Until we are releasing stories at the pace and quality that the community is looking for, and that we are working towards, we will have recurring discussions on the issue that can become more annoying because it’s hard to give you different answers to ones that have already been provided. The stories will be the answers, the details and the points to discuss, and until we have a large enough number of them it’s difficult not to feel like a broken record. That’s completely our responsibility and one I take very personally. We have started on that journey, but we have a long way to go.

I know you’ve heard this before, but it’s honestly where Narrative as a team is currently, and it’s all I’m able to divulge right now. We’re evolving our team, our processes, our means of delivering stories in different media all in order to get more, better stories to you.

Whenever I’m able to give concrete answers, I will, but I hope the frustrations of a lack of specificity will diminish mainly due to compelling stories.

[ Link to Post ]

 

 

Taric Banner

 

 

How should Taric be updated

IronStylus Final PortraitHello again (again).

So something interesting came up in this thread:

http://boards.na.leagueoflegends.com/en/c/story-art/HALQfHsu-marvelous-portrait-of-taric-on-surfer-singeds-updated-textures

 

Namely, a discussion around hair. Yes. Hair.

 

 

Bur seriously, there’s a thought swimming in my head about slanting Taric a little more “modern”. Even the term “metrosexual” came up, mainly referring to a well-kempt, good looking gentleman that’s fashionable and, for lack of a better term, “modern”. Some of my explorations lean this way. I’ll emphasize explorations as this is super early concept stuff.

In part II of this discussion…

http://boards.na.leagueoflegends.com/en/c/story-art/a7ulBkBM-so-what-do-you-guys-wanna-do-with-taric-part-ii-pics-or-it-didnt-happen

..we talked about visual reference, asking what people were looking for in our favorite gem knight. A lot of fancy paladin art came up, sort of standard fantasy fair. The traditional suit of armor that’s nicely ornamented and beautiful. But, it begs a question. What can separate Taric out from a standard paladin? One idea that’s been floated in giving him that “modern” twist I mentioned. What does this mean? Well, it can mean a lot of things. One thing is his hair. Hair often can define modernity and current fashion trends. The way I perceive it is that the poof that Taric sorta has now dates him quite a bit. The suggestion was made to give him more of a modern cut, and therefore, give him more relatable, and current, style.

I’m wondering that maybe we don’t stop there. Maybe we push him to feel “modern” and fashionable all over. I’m not talking about futuristic, or runway high-fashion, but I’m wondering if it’d be a valuable exercise to ask for ideas about what people think a “Modern Paladin” could look like. Maybe supply some images that stress Taric’s beauty and charm, but also set him apart from sword-and-sorcery fantasy. Not that that sort of fantasy is bad, but I’m looking to see what sort of spin we might be able to put on Taric that isn’t just an armor set. I think exploring fashion, modern trends, and more contemporary looks might yield some results.

What do you think?

 

 

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

 

Comments off

 

Dev Blog Exploring Player Behavior Design Values Banner

The latest dev blog explores player toxicity and how it can and can’t be resolved.


 

TLDR: There is no silver bullet that solves negative behavior in online games. Players are a diverse bunch, and each player has different motivations and responds differently to different consequences. We design diverse systems using three core philosophies based on reform, punishment, and reward.

In the early days of the internet, players might use racist or homophobic language and nothing would happen; as a result, deviant behaviors not only emerge, but become the norm. In these cases, a non-action such as silence is reinforcement of the behavior, so the behaviors grow in frequency and severity.

But the League community has shown that change is possible. When structure is introduced, players rally behind it and online societies are maturing in some of the bigger online games like League. For example, we know the community rejects homophobic, racist, and sexist language–we’re seeing this type of language in less than 3% of games globally and when it does appear, it’s immediately reported by players and acted upon. We’ve seen time and time again that the majority of players in League will stand up against verbal abuse, and that it doesn’t belong in our community. The problem is, some players have now been gamers for decades where these excessively negative behaviors were considered “OK,” so now we’re playing catch up and need to change our standards and expectations. In this series of dev blogs, we’ll dive deep into our approach to this problem and how we’ve worked with the community to create the tools to enact change and give a voice to the majority of players who reject negative behavior.

One of the first things we did was take a step back from some of the traditional assumptions around online gaming and human behavior. For example, there is no silver bullet to the problem. It isn’t just about banning negative players (punishment) and it isn’t just about rewarding positive players (positive reinforcement). There’s a diverse group of players online (and in real life) and each group of players have different motivations and respond differently to different consequences. We need a diverse spectrum of systems to address the overall player behavior problem in online communities.

As a result of everything we’ve learned, we design our systems, features and programs along three axes: Reform, Punishment, and Reward.

 

Reform

Reform is critical because less than 1% of players are so persistently negative that they trigger a permanent or 14-day ban, ranked restriction or even a single chat restriction. For about 95% of players, they’ll never see these harsh penalties and don’t drift close to negative behavior except on the rare bad day. But we still need to have systems aggressively try to reform or remove the persistently negative players because they could impact an abnormally large number of games. In our next blog post, we’ll focus on reform systems and why sometimes all players need is a harsh penalty that triggers introspection and shows them some behaviors are never okay in League.

 

Punishment

For some types of players and some types of behaviors, punishments are the best method of enacting change. Some of our punishment features include chat restrictions and ranked restrictions, and the new Leaverbuster which forces players into a low priority queue if they routinely AFK or leave games. In addition, the system gives players frequent and immediate feedback about their negative behaviors every time they try to get back onto the Rift. In the punishment-related blog, we’ll dive into the design rationale for some of these punishment systems, and why we believe ideas like Prisoner’s Island (where you match negative players with negative players) are poor design, and what we’ve done to improve on these concepts.

 

Reward

Finally, let’s talk about rewards. It’s not enough in a community to simply reform or punish negative behaviors; in a society where expectations and norms are no longer the standards we want for ourselves, we need to re-educate players on what it means to be sportsmanlike. To do this, we need to spotlight positive behaviors and celebrate positive behaviors more often. The obvious answer is always “just give a skin or RP!” However, if the goal is to actually encourage positive behaviors, research suggests that always using what we call “extrinsic” (tangible) rewards isn’t the best approach. We’ll take a deeper look in a later post at reward systems and how we’d like to spotlight positive behavior over the course of 2015, and why it’ll always be valuable for players to be good.

Our designs around rewards need to be diverse and include extrinsic and intrinsic options (different types of rewards for different people). For example, our current thinking is that, over the course of a year, we’ll introduce light rewards every few months such as the recent IP boost for positive play. One or two times a year, you might earn a more substantial reward such as the Santa Baron summoner icon. In the end, our goal is spotlighting positivity and how awesome the community actually is, not bribing or buying out negatively behaved players.

Before we sign off, we wanted to thank you again for showing us what the community wants to see in itself by using the reports and honoring your positive teammates. We’ve only introduced the philosophy behind our Player Behavior designs in this blog, and we’ll be going into greater detail about specific implementations in future posts.

We’ll continue to iterate and refine, creating new systems with our three design pillars in mind, and we’ll see you on the battlefield.

-The Player Behavior Team

If you still want to know more about how science can help us understand player behavior online, learn more from Lyte’s talk at GDC in 2013: http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player.



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


 

News 26 11 Banner


Summary Final Banner

The community’s questions regarding Rek’Sai’s mechanics have been answered on both Reddit and forums. Also, we have a few discussions on Warwick, Lissandra, knock-up CC and the colors of Blood Moon Elise, as well as an offer to participate in an online study on teamwork done by MIT and Riot. Apologies for no TL;DR, rough day.

 

Recent News Banner

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PBE Updates Patch 4 21 Banner

 

 

Reksai QA Banner

 

Don’t know about Rek’Sai? Check out her official preview:

New-Champion-Reksai-Banner

 

 

Is RekSai invisible invulnerable while burrowed

DanielzKlein Final PortraitYou can totally see her and interact with her in every way you normally can: attack, hit with skillshots, hit with AOEs etc.

[ Link to Post ]

 

 

 

Will RekSai play like a bruiser or an assassin

Beat Punchbeef Final PortraitShe’s a fighter but her pattern operates more like an assassin. Her passive gives her the ability to enter a fight, mosh a little bit, back out and wait for cooldowns, and then go back in.

[ Link to Post ]

 

 

 

How many tunnels can RekSai have at any one time

Beat Punchbeef Final PortraitCurrently she can have 8 on the map at any given time.

[ Link to Post ]

 

 

 

 

How long do tunnels last

DanielzKlein Final PortraitRight now tunnels last 10 minutes. You can destroy them by standing on them as the enemy. You even get some gold.

[ Link to Post ]

 

 

Follow Up

Do these 10 minutes count down separately for tunnels

DanielzKlein Final PortraitYes, each tunnel has its own cooldown when used.

[ Link to Post ]

 

 

 

 

Can enemies destroy her tunnels

DanielzKlein Final PortraitYes, enemy champs can destroy tunnels by standing on them, currently takes 1.5s (totally subject to change). She is completely visible underground.

[ Link to Post ]

 

 

Follow Up

So if an enemy steps on one end RekSai can exit from the other

DanielzKlein Final PortraitYou kill the pair by stomping on either end.

[ Link to Post ]

 

 

 

 

Does a knockup when burrowed unburrow her

Beat Punchbeef Final PortraitGetting knocked up does not un-burrow her. Tried this at one point but forced state changes just end up confusing the player as to which state they’re in.

[ Link to Post ]

 

 

 

Is her ult canceled if a tunnel shes ulting towards is destroyed

Beat Punchbeef Final PortraitHer ultimate can be difficult to set up. It also has a global sound effect attached to it. Due to these reasons, we defer to the Rek’Sai player once the ultimate is cast.

[ Link to Post ]

 

 

 

Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

[ Link to Post ]

 

 

DanielzKlein Final PortraitThere was this one ultimate once upon a time…

[ Link to Post ]

 

 

 

 

Does the burrowed detection give info only to RekSai

Beat Punchbeef Final PortraitRek’Sai’s team sees her Tremor Sense as well.

[ Link to Post ]

 

 

 

 

Does RekSai need Fury to burrow

Beat Punchbeef Final PortraitShe doesn’t need it to burrow. It gives her health based on how much Fury she has when she burrows.

[ Link to Post ]

 

 

 

If burrowing only limits vision isnt it useless

DanielzKlein Final PortraitIf you’re calling regeneration, extra movement speed, and an enemy movement sensing ability with nearly a full screen’s range useless, then yeah, totally! Also you only get to make tunnels while burrowed, and unburrowing knocks people up.

[ Link to Post ]

 

 

 

If global ults are bad for the game why does RekSai have one

Meddler Final PortraitFree movement global ults are something we felt needed to be removed and something we don’t have any plans to make more of. Those with conditions to be used by contrast, such as Shen ult or Rek’Sai ult, don’t generate the same problems.

[ Link to Post ]

 

 

 

Single Posts 26 11 Banner

 

 

Sign up for Online Study on Teamwork by MIT and Riot

Lyte Final Portrait We would like to invite you to a study conducted by researchers at the Massachusetts Institute of Technology (MIT) in collaboration with Riot Games. We’re interested in exploring the ability of a team to perform a wide range of collaborative tasks, and will measure this using an online battery of tasks your team will work on together.

To qualify for this study, you have to be part of a Ranked 5s Team that has played at least 20 games together this season on the NA Server. Once you complete the following tasks below, we will grant you a reward on your main accounts:

  • An online screening survey individually (takes approx. 20 minutes); AND
  • An online battery of tests with ALL members of your team simultaneously (takes approx. 1 hour).

At the end of the study, we’ll also send you a scorecard of your team’s ability in skills like decision-making, execution, sensing and memory.

Participation in the study is completely voluntary and all information used in the study will only be linked to your summoner name. Privacy is one of our highest priorities and all data gathered during the experiment will be stored securely. We will only publish data in summary form, so it will not be possible to link the data to an individual person. The study has been accepted by the Institutional Review Board at MIT.

To participate in the study, please have one team member, on behalf of your team, sign-up your Ranked Team here: http://goo.gl/forms/Sv5mjpGGZw

[ Link to Post ]

 

 

What happened to the announced Warwick rework

Vesh Final PortraitZenontheStoic (Daniel Klein) was actually working on a WW kit but he ended up shifting over to Azir. Since then, the Champion Update team has been formed and we will be doing projects like this. There’s so many champions that we want to update to various degrees that it’s a careful balancing act of what we work on first. Some projects can be worked on simultaneously and some cannot. WW will need new visuals and animations even if we were just talking about gameplay because at the very least we will need new VFX for new spells.

Some other characters like Trist have really clear spaces for improvement visually and need very little gameplay changes (or sometimes none in the case of Maokai).

[ Link to Post ]

 

 

Will Lissandras passive be reworked

Meddler Final PortraitTried a number of variants on shield passives, didn’t find a version that generated engaging gameplay for her however (just added tankiness basically). Would still like to find a more satisfying passive for her, want something that creates some interesting decisions though, particularly if its adding significant power.

Not sure why her base mana wasn’t changed with the standardization of other mages, will follow up on that, check if deliberate decision or overlooked.

[ Link to Post ]

 

 

Why arent new champions balanced before release

DanielzKlein Final PortraitThere is no amount of pre-release testing that comes close to the level of exposure a champion gets during the first two hours after release, when literally millions of players who take winning seriously try to make the champion work. The numbers just don’t work out. We can only ever get in the right ball-park, and for champions with game changing abilities (which is all we want to make now, of course) even that can be hard. We’ve erred on the side of undershooting since Braum, I think.

[ Link to Post ]

 

 

Will a future champion use Rumbles Heat resource

Meddler Final PortraitWe’ve talked about using Heat on another champion occasionally, it’s not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble’s gameplay.

[ Link to Post ]

 

 

Can you make Blood Moon Elise pink again

[ Note ] Blood Moon Elise got her color palette bloodied in a recent PBE update.

KateyKhaos Final PortraitThe feedback for Blood Moon Elise initially versus the changes that hit PBE yesterday were about the same, actually. (I’ve been collecting feedback for the skin.) The team’s aware of player feelings for both the initial color, as well as the color most currently on PBE. We’ve been discussing it.

[ Link to Post ]

 

 

Knockups are becoming too common in champion kits

Meddler Final PortraitHey all,

Wanted to throw in some of our thoughts on displacements here for a bit of context, given they’re definitely a CC type we’re using more that has both some costs and some benefits to the game relative to other types of CC.

First off, some details on why we’ve been using displacements more/what we feel the benefits of displacements are:

  • Displacements are clear. Having the unit(s) affected move makes it clear who a spell’s hit and, provided the displacement arc or knockback distance is understandable, helps all players involved track the duration of the CC as well.
  • Displacements are visceral. A knockup can often feel better for the caster than a significantly longer duration stun, leading to better satisfaction from the same power budget.
  • Displacements, if there’s a noticeable amount of knockback included, add some extra play to how a spell’s used, giving players more ways to optimize and more options to play around. Not all hits are equal basically (e.g. a great knockback, versus an ok knockback versus a terrible knockback that helps the enemy), giving another point of mastery for players of the champion in question.

On the cost side:

  • Displacements over large distances can make it harder to track where champions, your own especially when moved suddenly against your will, are in a busy fight. Using relatively short range displacement helps avoid this being a significant cost however.
  • Displacements diminish the value of Tenacity and Cleanse. That means players have fewer responses against them.
  • With regards to Tenacity, item based counterplay tends to be relatively poor if the item’s not one that changes your gameplay noticeably (e.g. Zhonya’s via its active, Bloodthirster since sustain modifies how you look to trade/fight, Boots of Mobility significantly impact how you initiate, ward etc) since it’s otherwise just a single decision, based off team comp and lane match up. Tenacity items don’t have a particularly significant impact on playstyle however, so the loss of interesting gameplay there’s pretty limited.Tenacity’s also harder to access for many classes (deliberately), so often irrelevant, and the vast majority of the counterplay associated with CC is almost always to avoid the skill in question (whether by dodging, staying out of range, not being a tempting target etc).
  • Cleanses not removing displacements by contrast is a higher cost and one it’s important to be aware of, particularly with regard to champions with burst who’ll potentially kill a target within the duration of a single CC.

Some other notes:

  • CC durations on new champs/major reworks nowadays are generally significantly shorter than those used on the original 40 champs. In terms of raw numbers new champions will tend to have more displacements than the original lineup, but those will tend to be of shorter durations (we’re trending away from abilities like Morgana’s Dark Binding, Rammus’ Puncturing Taunt or Fiddlestick’s Fear with extremely long CC durations via a single skill).
  • Displacements do interrupt dashes/leaps in progress which gives them extra power relative to most other CCs. Having counter mobility options like that in the game as a common tool’s got significant value however and as above that power’s offset against shorter CC durations.
  • Like many other effects displacements do lose some of their value as a tool when used too often and we have certainly gone through a solid run of champions with displacement on their kits. The next champ up after Rek’Sai will almost certainly not have a knockback or knockup and it’s highly likely that the champ after that won’t either. We’ll definitely continue to use displacements where, as above, it’s appropriate, they’re not something that should be found on every new character however.

[ Link to Post ]

 

 

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

 

 

Battlecast Sale Banner

The Battlecast Skins from Patch 4.20 are finally here and up for sale!

 

Battlecast Sale

 
[ Note ] Battlecast Xerath, Battlecast Vel’Koz,Battlecast Prime Cho’Gath (legendary) and Battlecast Urgot are also on sale.
 

Battlecast Alpha Skarner

 

Wallpaper-Battlecast-Skarner

The key to my battle strategy. Subject’s organic carapace was impressive but my needs are more. With these augmentations, the subject will be unstoppable. None shall escape its claws. It will pave the way for the glorious evolution. – 1820 RP

Subject no longer misses his kind.

 

Here’s a complete preview of Battlecast Alpha Skarner:

Battlecast Skarner Model

Skarner Model

Skarner Recall

For his recall, Battlecast Alpha Skarner transforms (and rolls out). No, he doesn’t, but he does turn into a tank.

 

Skarner Basic Attack

Crystalizing Sting [ Passive ]

 

Skarner Q

Skarner Q Enhanced

Crystal Slash [ Q ]

 

Skarner W

Crystalline Exoskeleton [ W ]

 

Fracture E

Fracture [ E ]

 

Impale 1

Impale 2

Impale [ R ]

 

Voice-Over [ video by FrostyNinja ]



Battlecast Kog’Maw

 

Wallpaper-Battlecast-KogMaw

The cutest subject to survive my glorious evolution.

My enhancements transformed the organism into a mechanized mortar. Full scale production initiated. The skies will scream with living artillery. The Resistance will crumble. – 1350 RP (on sale for 975 RP through December 1)

 

Here’s a full preview of Battlecast Koggy:

Battlecast Kogmaw Model 1

Battlecast Kog'Maw Model 2

Battlecast Kog'Maw Recall

For his recall, Battlecast Kog’Maw turns into a ball, rolls around a bit and is finally dragged upwards by the giant belt buckle on his tail (yes).

 

BK Passive

Icathian Surprise [ Passive ]

Battlecast Koggy looks very happy when he dies. Might be the bronze software.

 

BK Q

BK Q 2

Caustic Spittle [ Q ]

 

BK W

Bio-Arcane Barrage [ W ]

 

BK E

Void Ooze [ E ]

 

BK R 1

BK R 2

Living Artillery [ R ]

 

Voice-Over [ video by SkinSpotlights ]



Battlecast Ward

The Battlecast Ward skin will be available in store for 640 RP.

 

Battlecast Ward Update

wardskin_32

 

 

Battlecast Summoner Icons


Two Summoner icons can be yours during the sale.

 

Battlecast Icon

profileIcon741

Will be available for 250 RP.

 

Glorious Evolution Icon

Battlecast Gift Icon

Gift a Battlecast skin to earn this icon and prove your devotion. Available from November 25 through December 7.

 

Viktors Bundle All Battlecast Content

True Battlecast disciples can procure Viktor’s Glorious Bundle for 8232 RP (14102 RP if you need the champs) to receive the full range of Battlecast skins and unlock Creator Viktor, the Battlecast Ward and the Battlecast Icon for 99% off. You have through December 7 to augment your arsenal.

 

Battlecast Sale Bundle

 

To iterate, the bundle includes:

Champions

  • Xerath
  • Viktor
  • Vel’Koz
  • Kog’Maw
  • Cho’Gath
  • Urgot
  • Skarner

Skins

  • Battlecast Xerath
  • Battlecast Kog’Maw
  • Battlecast Vel’Koz
  • Battlecast Alpha Skarner
  • Battlecast Prime Cho’Gath
  • Battlecast Urgot
  • Creator Viktor

Account

  • Battlecast Icon
  • Battlecast Ward

 

 

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

 

End-of-game Gifting is Here

November 24th, 2014

 

End of Game Gifting Banner

Mystery Gifts can now be gifted to people who aren’t in your friend list post-game!



SaberPrivateer Final PortraitWe’ve all had those epic League games that burn into our frontal lobes. Your mid laner xPekes the Nexus to win your last promo game. The enemy top laner manages to hold back your challenger tier Jax. Your plat ranked teammate gives you tips on how to improve instead of raging when you fall behind. In these games, “GG” just isn’t enough.

So, our yordle scientists have developed a new feature called end of game gifting. Now, players can show their appreciation by sending mystery gifts from the post-game lobby. Here are the details:

  •  You do NOT have to be friends to send a gift
  • You can send gifts to players on both teams
  • You can send Mystery Skins, Mystery Champions, or a skin for the champion they just played.
  • Prices are the same as in the store
  • Other gifting restrictions apply.  You must be level 15 to send, level 5 to receive, and can only send or receive up to five gifts each day (For example, sending three mystery gifts from the store and two from the end of game hits your limit)
  • Available in all queues except for custom games

Whether you want to acknowledge a friendly player on the enemy team or reward a teammate who earned their first Pentakill, you can show your appreciation with a gift at the end of the game!

[ Link to Post ]


Also, check out Riot’s newest trailer, The Terror Beneath:




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


 

 

PBE 21/11:

 

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

 

PBE Updates Patch 4 21 Banner

PBE-19-11-Banner

 

 

Winter Wonder Orianna


 

Winter Ori Preview

 

Winter Wonder Ori will be up in store for 975 RP after Patch 4.21.

Winter Wonder Ori Model 1

Winter Wonder Ori Model 2

 

Winter Wonder Ori Recall

For her recall, Winter Wonder Ori summons an audience of poros to watch her dance ballet.

 

Basic Attack

 

Command: Attack [ Q ]

 

Command: Dissonance [ W ]

 

Command: Protect [ E ]

 

Command Shockwave [ R ]

 

 

Poro Summoner Icons

Another Poro icon! Check out the rest here.

profileIcon749

 

 

Champion Changes


 

 

Cassiopeia Final Portrait

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

  • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
  • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
  • Stack breakpoints increased from 75 / 200 / 400 to 100 / 250 / 500

 

Noxious Blast Final IconNoxious Blast [ Q ]

  • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
  • Movement speed buff changed from 10 / 15 / 20 / 25 / 30% to 20% at all ranks

 

Twin Fang Final IconTwin Fang [ E ]

  • Mana cost changed from 30 / 45 / 60 / 75 / 90 to 35 / 45 / 55 / 65 / 75
  • Now adds a debuff on the target which amplifies further poison damage by 25% for 5 seconds, stacks up to 2 times (50%).
  • AP Ratio changed from 0.4 / 0.45  / 0.5 / 0.55 / 0.6 to 0.55 at all ranks

 

 

Fiddlesticks Final Portrait

 

Dread Final IconDread [ Passive ]

  • Aura removed; now, every spell and basic attack decreases the target’s magic resistance by 10 for 3 seconds

 

Dark Wind Final IconDark Wind [ E ]

  • Can now silence a target only once, regardless of how many times it’s bounced to that target. Dark Wind prioritizes Champions it hasn’t yet hit.
  • Deals 150% bonus damage to minions and monsters

 

 

Though not in this update, Sejuani will be getting some changes for Patch 4.21. Here are the new numbers, brought by ricklessabandon:

 

Sejuani Final Portrait

 

Arctic Assault Final Icon  Arctic Assault [ Q ]

  • Damage changed from 40 / 70 / 100 / 130 / 160 (+0.4 AP) (+ 4 / 6 / 8 / 10 / 12% of target’s Max Health) to 80 / 125 / 170 / 215 / 260 (+0.4 AP)

 

Flail of the Northern Winds Final IconFlail of the Northern Winds [ W ]

  • Damage on initial hit changed from 40 / 60 / 80 / 100 / 120 (+0.3 AP) to 4 / 6 / 8 / 10 / 12% of target’s Max Health (+3% per 100AP)
  • AoE damage changed from 80 / 120 / 160 / 200 / 240 (+0.6 AP) (+10% Bonus Health) to 40 / 70 / 100 / 130 / 160 (+0.6 AP) (+ 4 / 6 / 8 / 10 / 12% of Total Health)

 

Permafrost Final IconPermafrost [ E ]

  • Cooldown decreased from 11 seconds at all ranks to 10 / 9 / 8 / 7 / 6
  • Damage decreased from 60 / 110 / 160 / 210 / 260 (+0.5 AP) to 60 / 90 / 120 / 150 / 180 (+0.5 AP)
  • Slow duration decreased from 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds to 1.5 at all ranks

 

 

Item Changes

 

Guardian Angel Final IconGuardian Angel 

Magic Resist increased from 40 to 50

 

 

Texture Rebalances

Malphite, Shen, Wukong and Xin Zhao got texture updates to their base model and skins in this patch.

 

Classic Malphite

Classic Malphite TU

 

Coal Reef Malphite

 

Marble Malphite

 

Obsidian Malphite

Obsidian Malphite TU

 

Classic Shen

 

Surgeon Shen

 

Blood Moon Shen

 

Warlord Shen

 

 Classic Wukong

 

Volcanic Wukong

 

General Wukong


Classic Xin Zhao

Xin TU 1

 

Commando Xin Zhao

Xin TU 2

 

Imperial Xin Zhao

Xin TU 3

 

Viscero Xin Zhao

Xin TU 4

 

Winged Hussar Xin Zhao

Xin TU 5

 

 

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

 

 

News 20 11 Banner

 

Summary Final Banner

Not a lot of news today, but there is an awesome new cinematic you ought to watch. Also, if you’re a fan of Cassiopeia, you’ll be happy to know she’s getting her promised updates in the next patch.

 

Recent News Banner

Patch-4-20-Banner

Maokai-Visual-Update-Banner

A-Long-Way-from-Alpha-Banner

 

PBE Updates Patch 4 21 Banner

PBE-19-11-Banner

 

 

Follow Kalista’s journey to punish treachery in Riot’s new cinematic, “The Pledge“:

 

 

Cassiopeia Changelist Banner

 

 

Stashu Final Portraitnote: copying this here because the Cassio thread got lost

Hey guys, sorry I’ve been afk for so long! I’ve been waiting to get some PBE feedback. I’m finally able to make that happen now that 4.20 launched, so let’s get to it =D

 

I think we had some amazing conversations in that last thread thread. We’re keeping the changes to a medium scope for this patch, but I think we’ve gone a long way in the right direction. I know there are still many concerns, but let’s let this shake out on live for a bit and see where she ends up, then revisit the conversation.

Our thinking for this current changelist is:

  • Bring back poison as a core part of Cassiopeia’s damage profile
  • Curb the overly exaggerated hyper carry curve so that she can function early game
    • A few different things are happening here, like adding straight damage to her early game with the Twin Fang debuff, increasing Twin Fang’s ratio early game, and increasing Q’s movement speed boost early game. We’re also bringing down her late game a touch with some of these changes, but her DPS should still be off the charts.

Looking further into the future, hopes are to turn Aspect of the Serpent bonuses into more exciting, lateral-power points instead of super direct boosts to power which make it feel as if Cassiopeia can’t be strong until 30 minutes into the game. There was some pretty serious brainstorming towards this end, and it was a huge help for thinking about where we could take the passive, and that was super awesome.

However, for now, here’s what you can expect for 4.21:

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

    • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
    • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
      • Stack breakpoints adjusted to 100 / 250 / 500. Overall, these are hit sooner than the old 75/200/400 based on the new mechanics, but are definitely still up for discussion.

Noxious Blast Final IconNoxious Blast [ Q ]

    • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
      • With the reliability changes, it was a bit too reliable, so we set the delay at 0.4.
    • Movement speed buff changed to a flat 20% (from 10 / 15 / 20 / 25 / 30%).

Twin Fang Final IconTwin Fang [ E ]

    • Mana cost changed to 35 / 45 / 55 / 65 / 75 (from 30 / 45 / 60 / 75 / 90)
    • Now adds a debuff on the target which amplifies further poison damage by 25% for 5 seconds, stacks up to 2 times (50%).
    • Ratio changed to 0.55 (from 0.4/0.45/0.5/0.55/0.6)
      • Since we’re adding damage elsewhere on the kit (mostly through this debuff), we decided to take a bit out of Twin Fang’s late game.

Cheers!

[ Link to Post ]

 

 

Lore Kalista Invocation Banner

 

 

Check out Kalista in-game here:

Kalista-in-Store-Banner

 

Ant in Oz Final PortraitHey guys,

We are still running into some tech issues with putting up our new Champ stories where we want them to live going forward – on the website’s champ info pages. However, we didn’t want this to mean Kalista’s story didn’t go out with her launch… so, we are putting her story up here on Boards for now. We hope you like it!

Cheers!


Invocation

The sword-wife stood amid the burnt out ruin of her home. Everything and everyone that mattered to her was gone, and she was filled with fathomless grief… and hate. Hate was now all that compelled her.

She saw again the smile on his face as he gave the order. He was meant to be their protector, but he’d spat upon his vows. Hers was not the only family shattered by the oath-breaker.

The desire to go after him was strong. She wanted nothing more than to plant her sword in his chest and watch the life drain from his eyes… but she knew she would never be able to get close enough to him. He was guarded day and night, and she was but one warrior. She would never be able to fight her way through his battalion alone. Such a death would serve no purpose.

She took a shuddering breath, knowing there was no coming back.

A crude effigy of a man, formed of sticks and twine, lay upon a fire-blackened dresser. Its body was wrapped in a scrap of cloth torn from the cloak of the betrayer. She’d pried it from her husband’s dead grasp. Alongside it was a hammer and three rusted nails.

She gathered everything up and moved to the threshold. The door itself was gone, smashed to splinters in the attack. Beyond, lit by moonlight, lay the empty, darkened fields.

Reaching up, the sword-wife pressed the stick-effigy to the hardwood lintel.

“I invoke thee, Lady of Vengeance,” she said, her voice low, trembling with the depth of her fury. “From beyond the veil, hear my plea. Come forth. Let justice be done.”

She readied her hammer and the first of the nails.

“I name my betrayer once,” she said, and spoke his name aloud. As she did so, she placed the tip of the first nail to the chest of the stick-figure. With a single strike, she hammered it in deep, pinning it to the hardwood door frame.

The sword-wife shivered. The room had become markedly colder. Or had she imagined it?

“I name him twice,” she said, and she did so, hammering the second nail alongside the first.

Her gaze dropped, and she jolted in shock. A dark figure stood out in the moonlit field, a hundred yards in the distance. It was utterly motionless. Breathing quicker, the sword-wife returned her attention to the unfinished task.

“I name him thrice,” she said, speaking again the name of the murderer of her husband and children, before hammering home the final nail.

An ancient spirit of vengeance stood before her, filling the doorway, and the sword-wife staggered back, gasping involuntarily.

The otherworldly being was clad in archaic armor, her flesh translucent and glowing with spectral un-light. Black Mist coiled around her like a living shroud.

With a squeal of tortured metal, the spectral figure drew forth the blackened spear protruding from her breastplate — the ancient weapon that had ended her life.

She threw it to the ground before the sword-wife. No words were spoken; there was no need. The sword-wife knew what was being offered to her — vengeance — and knew its terrible cost: her soul.

The spirit watched on, her face impassive and her eyes burning with an unrelenting cold fury, as the sword-wife picked up the treacherous weapon.

“I pledge myself to vengeance,” said the sword-wife, her voice quivering. She reversed the spear, aiming the tip inward, towards her heart. “I pledge it with my blood. I pledge it with my soul.”

She paused. Her husband would have pleaded for her to turn away from this path. He would have begged her not to condemn her soul with this course of action. A moment of doubt gnawed at her. The undying specter watched on.

The sword-wife’s eyes narrowed as she thought of her husband lying dead, cut down by swords and axes. She thought again of her children, sprawled upon the ground, and her resolve hardened like a cold stone in her heart. Her grip tightened upon the spear.

“Help me,” she implored, her decision made. “Please, help me kill him.”

She rammed the spear into her chest, driving it in deep.

The sword-wife’s eyes widened and she dropped to her knees. She tried to speak, but only blood bubbled from her lips.

The ghostly apparition watched her die, her expression impassive.

As the last of the lifeblood ran from her body, the shade of the sword-wife climbed to her feet. She looked down at her insubstantial hands in wonder, then at her own corpse lying dead-eyed in a growing pool of blood upon the floor. The shade’s expression hardened, and a ghostly sword appeared in her hand.

An ethereal tether, little more than a wisp of light, linked the newly formed shade to the avenging spirit she had summoned. Through their bond, the sword-wife saw her differently, glimpsing the noble warrior she had been in life: tall and proud, her armor gleaming. Her posture was confident, yet without arrogance; a born leader, a born soldier. This was a commander that the sword-wife would have willingly bled for.

Behind the spirit’s anger, she sensed her empathy — recognition of their shared pain of betrayal.

“Your cause is our cause,” said Kalista, the Spear of Vengeance. Her voice was grave cold. “We walk the path of vengeance as one, now.”

The sword-wife nodded.

With that, the avenging spirit and the shade of the sword-wife stepped into the darkness and were gone.

[ Link to Post ]


 

 

Single Posts Banner


 

Why cant you leave the spawn platform early on SR

Reinboom Final PortraitThere are some computers that have different problems problems that are most pronounced at the start of the game.
There’s up to a few second window for most players for just initially seeing the platform.
For some, there’s a couple second delay the first time they open the item shop or the first time they purchase.

Players also need time to change into their customized recommended items, to make sure their keybindings were reset correctly (especially if they’re playing in a PC Cafe), and many other small things that can just cut into the first few moments.

We don’t really consider these first 15 seconds in the realms of skill so much as prep.

[ Link to Post ]

 

Why isnt the new item Zzrot Portal in the game yet

Reinboom Final PortraitIt’s art intensive. It’s still being worked on and explored. 🙂

To give a more fulfilling update:

The item required two character models added to the game. One for the gate, and one for the spawn. There’s quite a bit of work that goes into things like this to make sure it’s cohesive, it makes sense in the gameplay world, it reads well, and so on.

There’s also some more gameplay impact that needs to be worked out.

[ Link to Post ]

 

 

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