Archive

Posts Tagged ‘preseason news’

Champion Update: Maokai

November 19th, 2014

 
Maokai Visual Update Banner

Maokai’s visual update will be going live with Patch 4.20. Here’s the official preview:

 


BY FIZZNCHIPS

Maokai’s the latest champ to go into the champion update workshop, and has come out the other end with some fancy new bark to wear on all of his skins!

Maokai-Comic-mk-2_thumb


Just like Singed, Maokai’s rig was in a fairly good spot while the rest of his look was a bit… well… old. So we changed it up, updating his model, textures, spell effects, and a few of his animations on his base model and each of his skins!


Let us know your thoughts in the comments below!

[ Link to Post ]

 

 

Here is the full preview of Maokai’s update, including splash arts, skins, animations, spell icons and lore:

 

Classic Maokai

Dev-Blog-Optimizing-The-Rift-Banner

Maokai_0 Maokai_Square_0

Classic Maokai 1

Classic Maokai 2

 

Maokai Q

Maokai Q 2

Arcane Smash [ Q ]

 

Maokai W

Maokai W 2

Twisted Advance [ W ]

 

Maokai E

Maokai E 2

Sapling Toss [ E ]

 

Maokai R

Maokai R 2

Maokai R 3

Vengeful Maelstrom [ R ]

 

Charred Maokai

Charred Maokai 1

Charred Maokai 2

 

Totemic Maokai

Totemic Maokai 1

Totemic Maokai 2

 

Haunted Maokai

Haunted Maokai 1

Haunted Maokai 2

 

Festive Maokai

Festive Maokai 2

Festive Maokai 2

 

Maokai’s also received spooky new icons for his abilities. From left to right: Passive, Q, W, E and R.

Maokai_Passive Maokai_Q Maokai_W Maokai_E Maokai_R

 

 

Updated Lore:


Maokai has received heaps of new lore and his old lore has been replaced.

 

Maokai was once a peaceful nature spirit dwelling in an idyllic forest, but the arrogance of humans brought an end to that life. Now he is a gnarled shadow of his former self, twisted by dark magics that defied the natural order of life and death. Infused with power he never asked for, the mighty treant has become a vengeful force of nature, sundering his enemies with wild magic and iron-hard limbs as he searches Valoran for the means to restore the Shadow Isles to its former glory.

Before the Shadow Isles became a land of death,the islands teemed with natural life and beauty.This was never truer than in the isles’ sacred forest: a paradise of thriving trees and countless species, both animal and spirit alike. When the king of the Shadow Islesordered his sorcerers to crack open the barrier separating life and death, the forest served as a well of power the magi drank deeply from.

The sorcerers’ ritual succeeded in corrupting the cycle of life and unleashing forces they could not hope to contain.Vitality seeped from every living thing in the Shadow Isles: great trees withered into gnarled husks, people warped into twisted shades, and forest spirits became hollow wisps. Maokai, the strongest spirit of the sacred forest, watched in horror as his world crumbled and died around him. He fought to mend the wound in the world, but could not halt the destruction wrought by human folly. As the ghastly energies sought to overwhelm the great spirit, he made one last desperate attempt to preserve the life of the land. Maokai inhabited the ancient oak at the heart of the forest’s spiritual power. There he gathered the essence of the isles into the tree as the corruption of undeath clawed hungrily at anything within reach. Fortified by boundless magic, Maokai could not be consumed entirely,though the spirit was not left unscathed.

Maokai, now saturated with the essences of life and death, became fused with the ancient oak and contorted into an abomination. Forages, pain and grief were the only companions the spirit had. His boughs grew heavy as he wept at the desolation of everything he had known and loved, and his roots tore from the earth as he raged at the reckless sorcerers that had ruined his home. But all was not lost.Maokai had preserved the last vital spark remaining in the Shadow Isles, and with it, the hope of returning life to the land.

Like moths to a flame, the tormented shades ofthe Shadow Isles were drawn to the living essence within Maokai. The spirit guarded theseed of life from the relentless undead, but Maokai knew he could not fend them off forever. He needed to escape the land of death his home had become, so he cast himself into the sea and trusted in nature to guide him towards a living land. There he hoped to find the means to cast out the forces of undeath and restore life to the Shadow Isles.

Maokai – ”To defy the natural order has consequences.”

 

 

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

 

 

Champion Skin Sale November 21 Banner

The following Champions and Skins will be 50% off until November 21st:


Champions


Anivia Final Portrait

Ezreal Final Portrait

Nami Final Portrait

 

Blood Moon Akali – 487 RP


Akali_BloodMoon_Splash


 

Longhorn Alistar – 260 RP


Alistar_Longhorn_Splash


 

Neon Strike Vi – 487 RP


Vi_NeonStrike_Splash


 


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


 

News 14 11 Banner

 

Summary

Ryze will be receiving a rework, LeaverBuster will punish leavers harder and will be especially severe in ranked games, the new Summoner’s Rift caught some critique regarding its dull color pallette, more on rewarding positive players and the BotRK exploit has been solved.

 

Recent News

November-Events-Banner7

Immobile-ADCs-Banner

SR-Open-Beta-Banner

 

 

Ryze Update Banner

 


Ryze Gameplay update in the works

Scruffy Final PortraitWe’re in the early stages of working on some gameplay changes that will both:

-Increase his counterplay

-Increase his skillcap and allow him to win or fail more based on skill

-Emphasize the cool things that make Ryze unique (rapid fire spells, mana babyyyyy)

That said, we still want him to feel like Ryze and we want these changes to directly appeal to current Ryze players.

No dates yet for when we can release this, but we are committed to improving Ryze.

[ Link to Post ]



Ryze bullies top laners and scales harder than them

Scruffy Final PortraitThis is good analysis, and I think we agree on all of these problems. The tricky part is that if you just remove stuff from a champ it will become unviable all together, so we are working out ways to keep Ryze’s strengths without these negative impacts on the other players.

[ Link to Post ]

 


What are your ideas about changing Ryze

Scruffy Final PortraitRiotRepertoir is working on the changes in detail. He will have a bunch of details to share once we get a more solid direction.

[ Link to Post ]

 

 

 

Ryze lacks counterplay and his kit is too simple to use

Scruffy Final PortraitFor us, the fact that Ryze players don’t get to feel like they are making optimal use of a nuanced kit is also as bad as the counterplay issues. The goal is that for all champions (someday) whenever you lose a fight or a game, you could say to yourself “oh if I had just done that one thing better” instead of feeling like you pressed all of your buttons and that’s it.

[ Link to Post ]

 

 

New Leaverbuster Banner

 

 

Introducing the new LeaverBuster

Lyte Final PortraitTL;DR We’re rolling out a new LeaverBuster system to help reduce the frequency of AFKS and leavers that is also significantly more severe in ranked games.

LeaverBuster is our system for detecting players who frequently leave games or AFK. In the past, we’ve generally erred on the side of caution, and for that reason, many of you have given us the feedback that LeaverBuster hasn’t always seemed effective and some players seemed to just switch to a smurf to dodge the leaving penalties.

With this new update, we’ve implemented a significantly more strict design while providing a clear feedback loop. Our goals are to better educate players that AFKing or leaving a game is not acceptable in League, and punish leavers faster and more severely.

The first time a player leaves a game, they’ll see a pop-up explaining that leaving is not okay and then have to manually agree to not leave future games. If they continue to ruin other players’ experiences, they’ll enter lower-priority matchmaking for a number of games. While in low priority queue, players will experience queue times that are 5, 10, even 20 minutes longer than a player who hasn’t left games.

Players will know how many games they have in lower-priority, and if they join a premade group, that group will be notified they are playing with a chronic AFK/leaver and they’ll face the same lower-priority time penalty.

While we hope it doesn’t ever happen, but if a player fails to stop AFKing or leaving while in lower-priority matchmaking, continued offenses will result in permanent bans.

I’m happy to answer any questions about the system, as it is now live on the PBE.

[ Link to Post ]

 


Will this affect people who DC due to Internet issues

Lyte Final PortraitUnfortunately, players with internet connections DCing are still ruining the entire match for 4-9 other players in the game.

Think about your own experiences with a leaver and being forced to play 4v5: do you feel better or is the game enjoyable because you know the player left due to a DC?

[ Link to Post ]

 
Follow Up

Lyte Final PortraitIf you reconnect to the game and finish the game, it shouldn’t affect you. However, if it takes you 20 minutes to reconnect to the game and you basically were “AFK,” then you’ll still receive a penalty.

[ Link to Post ]




How will this system work more aggressively in Ranked

Lyte Final PortraitBasically, leaving in Ranked is considered “more severe” by the system and leaving even once in Ranked can result in penalties.

[ Link to Post ]

 

 

 

New Rift Feedback

 

 

The new map looks rather dull

Tiki New PortraitHey all,

Appreciate the feedback and wanted to add a little bit of context on the feel of the map compared to current Summoner’s Rift.

Through player labs and surveys one of things that surfaced early on was the relative feel of the map compared to the current one. Feedback was largely on issues of darkness, but also the colors (dull/muted) to a degree. However another thing that came up really strongly was how important the gameplay of the map was. Consistently we heard from players all over the world that gameplay was the most important thing for them.

With all that in mind, we worked hard to try and find a balance between pushing the limits of clarity (to improve gameplay) AND matching the feel of the current Summoner’s Rift. Ultimately I think we got to a place that we were ready to release in beta and release out to the players to give us their feelings on what we created.

Personally I think there are still a lot of things we can improve, some of that definitely related to how far we can push some of the colors and effects to better match the feel of the current map. Any and all of your feedback is welcome and appreciated as we work to make this better for you all. Please keep it coming 🙂

[ Link to Post ]

 


Why not increase saturation

RiotForScience New PortraitThere is a lot of feedback on this point and I am listening. This has been my response on a couple other threads and I wanted to repost it here.

Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience.

I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it’s own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.

[ Link to Post ]



Positive Player Rewards Banner

Catch the original discussion on rewards for positive players here.

Cat

 

Update on rewards for positive players

Lyte Final PortraitI’m happy to answer questions about this initiative.

Some brief ones I know people are interested about: 1) Players that have not received a tangible punishment are eligible for these promotions. This means you have not received a chat restriction, ranked restriction, game ban, or permanent ban.

2) This is just the first step in a series of promotions. There should be at least 1 more before the end of 2014.

3) Because these promotions are giving out rewards on a massive scale, rewards will be sent over a window of time initially until we figure out how to make it more efficient. For example, in 2014, 95% of players will get all the positive behavior rewards.

[ Link to Post ]

 


Rewards affecting behavior, Honor System and Future Goals

Lyte Final PortraitPositive reinforcement doesn’t work on the entire playerbase; there’s a significant number of “neutral” players that will show positive behaviors or improved behaviors because of the rewards.

Honor was always a foundation system, we have plans to expand on it further, especially in 2015 after we launch some of the current systems we’re working on. In fact, later this week players will see a brand new LeaverBuster system that will aggressively tackle AFKs/leavers in the game, with harsh penalties for leaving/afking in Ranked.

We’re hoping to do at least 1 more incentive for positive players this year, and are focusing on the new Tribunal, Honor, Team Builder, and more in 2015.

[ Link to Post ]

 


Valuable rewards and consequences of reporting

Lyte Final Portrait1) This is just a first gesture, and not every reward is going to mean something to all players. The next reward we give might mean more to you, but less to a brand new player.

2) If trolls/toxic players want to threaten you or ask for reports without fear of any consequences, let them. Report them, mute them and move on. You’ve seen lots of players complain about their bans online–we’re pretty aggressive with that stuff now compared to 3-4 years ago.

Not every reward has to be SUPER EPIC VALUABLE to every player to mean something. Every player responds differently to different rewards, and different things matter to different people. We’ll explore a wide range of stuff over time.

[ Link to Post ]


Will players in Co-op vs AI receive rewards

Lyte Final PortraitCo-op vs AI players are definitely eligible for prizes.

However, EUW will have their own Rioters running this exercise, so I’m only pulling NA chat logs for now.

[ Link to Post ]

 

 

 

Single Posts 15 11 Banner

 


What is Riots take on Global Ults

Meddler Final PortraitWe don’t currently have any plans to remove any of the global ults in the game and in fact have a couple more in testing that are showing a lot of promise right now (at least one of which I expect you’ll see in game at some point).

When global ults have been problematic in the past (Panth/TF years ago for example) it’s been because they’ve been free targeted movement abilities. Shen’s ult by contrast shifts him to an ally’s location, not any spot of his choosing, and that restriction avoids a lot of problems (forcing uneven fights at positioning of your choosing without risk of interuption, telegraph moving to get in range etc). GP’s ult is free targeted, but doesn’t move him, so doesn’t create the same problem cases.

[ Link to Post ]



How do you catalog a Champions strengths and cons

Meddler Final PortraitInternally we work with a combination of documented strengths/weaknesses, both in terms of intention and observed, that are kept in a shared file on a per champion basis, and a bunch of discussion/consensus building. Generally we’re focused on the conceptual level (e.g. Braum should be strong against ranged threats and work well with auto attacking allies, weaker against divers etc).


That’s all very much a perpetual work in progress, not a rigid locked down set of laws though of course. As new information comes in, from player discovery, changes to game systems/meta etc it’s often necessary to revisit existing assumptions and then sometimes adjust the approach you’d been taking.

Fall back patterns are something we generally want to offer to champions. Being behind should put you at a significant disadvantage, but shouldn’t effectively remove you from the game. There are some champions where that’s not really the case and that’s something that’s occasionally worth tolerating if it lets you do enough other valuable things with the character (game design’s a series of trade offs basically).

Adding counterplay’s all about giving other players ways to interact with a skill, champion or whatever. Some of the most common approaches we’ll look at include range limits or changing abilities to skillshots (positional counterplay), requiring buildup or expenditure to use abilities (resource costs, whether mana, buff building, ammo etc), substantial CDs (windows of strength and vulnerability), dependency on other elements like extra enemies/other allied champs etc.

[ Link to Post ]

 


BotRK exploit fixed, permabans for exploiters



Exploit uses modified files

Meddler Final PortraitThe exploit in question requires file modifications, it’s not just people taking advantage of a bug.

[ Link to Post ]

 

 


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

 

 

November Events Banner

Tons of goodies are coming in November; check them all out, with dates so you don’t miss them:

 

BY RIOT PARADOX

A pair of ne’erdowells are putting the squeeze on League of Legends. In the dead of night, they broke into the store and stole Hippalus’ most prized possessions (he really loves his socks). The two best detectives in the history of detecting are on the case but, to prevent further chaos, we’re giving in to their demands. These are dark days in League… kind of.

Here are their demands –

 

the_heist_promo_final2

 

Double IP Weekend

From 00:01 PST November 28 through 23:59 PST November 30


 

Self Mystery Gifting

From 00:01 PST November 28 through 23:59 PST December 1


 

Four days of 50% off sales

00:01 PST November 28 through 23:59 PST November 28

00:01 PST November 29 through 23:59 PST November 29

00:01 PST November 30 through 23:59 PST November 30

00:01 PST December 1 through 23:59 PST December 1


 

Super Ultra Mega Oversized (S.U.M.O) Bundle

All skins listed above for 60% off (champions are 50% off) in a Cho’Gath sized bundle

  • 13,344 RP (24,724 RP if you need the champions)

We’re not sure why they chose these specific skins but, to keep them safe, we’re making all of them Legacy on December 2. They’ll go into the Skin Protection Program and reside in the Vault until it’s safe to come out, but in the meantime, keep an eye out for those dastardly villains.

 

 

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

 

 

News 13 11 Banner

 

Summary

On the forums, Phreak addressed the viability of immobile carries like Ashe, Miss Fortune and Varus. A currently popular exploit involving Blade of the Ruined King’s active is being investigated by Riot; note that exploiters are being perma-banned. Lastly, rumors of Middle-eastern servers, a thread to post performance issues with the new map, and an explanation from Morello on the delay of Cassiopeia’s PBE changes.

 

Recent News

SR-Open-Beta-Banner

Dev-Blog-Optimizing-The-Rift-Banner

Kespa-Banner1

All PBE Updates from Patch 4.20 Cycle:

[ 12/11 ] Changes to Fiora and Kalista

[ 12/11 ] Ward Skin Gifting, Preseason Icons, Nerfs to Amumu, Kha’Zix, Lee Sin and Warwick, Stat Buffs to Ryze and Jayce

[ 07/11 ] Maokai Visual Update (Unavailable), Updated Graves Splash Art, New Maokai Spell Icons, Mana Regen Nerfs for Supports

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

 

 

Immobile ADCs Banner

 

 

Miss Fortune Varus and Ashe need buffs

Phreak New PortraitJust wanting to chime in as a player:

I think it’s very easy to say, “Look at these weaknesses. This champion is horrible.” IMO every champion should have easily-identified weaknesses. Otherwise, why wouldn’t you pick the champion? It’d be a no-brainer. For example, I can take any of the top played champions from the recent World Championship and make a case for them being terrible.

Zilean: This is a mid-lane mage with no lategame. Only has one damage skill. And if we’re in “league of late-game AD Carries” why would I want to pick this champion? If I revive an ADC with Chronoshift, he just dies right again anyway. IDK what the point of this champion is. I’d much rather play something like Jayce who does more damage, scales harder, gives an AoE speed boost instead of single target, and actually has self-peel, unlike Zilean.

Alistar top: Wow, a “tank” champion whose only tank stats come from my ultimate? What if our opponents try to fight us more than every 2 minutes? This champion’s useless. I have to go into melee range to CC, but then I just die right after. And I have to build damage as a top laner. How else can I threaten the back line? Such a useless champion design. I’d rather just be Maokai who has a really short ultimate cooldown, more damaging abilities, and way better healing during a fight and in lane.

Lee Sin: Wow, absolutely no late game. With how much champions like Thresh and Janna are being played, there’s just no way I can land Q-Q-Ward-W-R without my opponent Flashing, simply dashing away (Lucian, Tristana, etc.), or the support just peeling me off. Add the fact that I have to go Lizard Elder, yet still don’t actually deal that much damage, means I can’t be a tank either. How is this champion supposed to team fight?

And the list goes on. Janna has a weak laning phase and no sustain. Twitch has no escapes. Tristana has no mid-game. Lucian’s ultimate is easily blocked by tanks.

What it comes down to is that every champion has STRENGTHS, too. There were two different periods in League competitive history where Miss Fortune was a top 3 AD Carry. One was right after her release where here base stats and laning power were so strong, you just wanted to crush lane. She had all the same weaknesses: No self-peel, no in-combat mobility… And yet she had this other strength of lane dominance that made her not only worth playing, but the premiere pick. The second was in early Season Three I believe when Miss Fortune+Amumu was the comp to beat. Area of Effect team fighting. That’s another strength of hers. And we saw at the World Championship people went back to champions like Rumble. We know teamfighting is still really important. But no one decided to try MF/Amumu for whatever reason, so she’s “weak.”

Also keep in mind that every champion has synergies and anti-synergies. We live in one of two worlds:
1. Champion select, item builds, counter-picks, etc. are entirely irrelevant.
2. Teammate and opponent champions are important and have a direct impact on champions’ success.

I think it’s pretty likely we live in World #2. This means that Miss Fortune’s (for example) power is in fact tied to the types of teammates and enemies she goes up against. There have been multiple times in the past where her environment made her sought-after (early laning was important, people really wanted team fight power). And it’s really easy to bring that back: Just choose to play for team fights, dragons, etc. And with League of Legends being a team game, it’s not too hard to say, “Hey, let’s play Miss Fortune+Amumu.” That’s a world where she thrives.

The final thought I want to share in on the metagame. By definition the metagame is what everyone ELSE is playing. You don’t have to pick Lee Sin, Lucian, and Kha’Zix just because everyone else is. The weird thing is, while competitive players pick their own small champion pools and play within their defined metagame, there are twice as many champions out there that are actually MORE successful in the game that WE are all playing. And other players don’t have to define what we play.

 Even within the current metagame (omg how could you be immobile? Kha’Zix will kill you!) Ashe is one of the top 3 most successful AD Carries right now in high MMR. No, she doesn’t deal as much damage as Tristana. No she’s not as safe as Tristana. But she stuns someone from 1500 range away. You can literally never be out of position against her or you give up a free kill and a turret. Tristana can’t do that. And again, I’m talking about Diamond-level players here. Ashe excels (more than Lucian, more than Tristana, more than Twitch, more than Kog’Maw) with and against elite players.

[ Link to Post ]

 

 

So Ashe shouldnt be picked by nonDiamond players

Phreak New PortraitNot what I’m saying at all. I’m just pointing to a specific stat that exemplifies how powerful she is. I feel like it’s easy to strawman and be like “Well yeah newbs will get caught, but that won’t fly in top tier.” However, I’m pointing out that even in the top 1% or something, a CC-oriented AD Carry with no escapes is still exceptionally powerful. Ashe is very strong in all skill tiers last I checked.

[ Link to Post ]

 

 

 

Rewards Banner

 

 

Rewards for positive play

Lyte Final PortraitAs the 2014 season comes to an end, we wanted to take a moment to celebrate players who have demonstrated positive behavior. As a first step, players who haven’t been chat restricted or had their account suspended in the 2014 season will receive a 5-win IP boost this Friday, November 14th. Due to the number of players receiving this reward, we’ll be granting the bonuses over the next week. Keep an eye out for a shiny new boost icon next to your IP balance.

We’ve recently been focused on addressing extreme cases of verbal toxicity, and will soon be testing additional systems that address gameplay toxicity like leavers, AFKs, and intentional feeders. However, it’s important to keep in mind that players engaging in these behaviors really are not welcome in our community. Fewer than 1% of players have been escalated to a 14-day ban or permanent ban or even received a chat restriction.

As we mentioned previously, we’ve been testing some new chat ban systems and wanted to give you guys an update on our progress:

As of 11/13/2014, 95% of active players in 2014 have never received a punishment of any kind. The vast majority of you have not received chat restrictions, ranked restrictions, game bans or permanent bans this year!

So let’s spend some time highlighting the awesome behaviors in our community. If you’re a positive player in League, and are OK sharing some of your recent chat logs with the rest of the community, please post a reply here!

If you do, make sure you’ve verified your email account, because you may see another bonus head your way in the near future.

[ Link to Post ]

 

 

Will the honor system ever come in use

Lyte Final PortraitYes. The current Honor was always a foundation, and we have plans to build on top of it. But, right now we’re focused on finishing the new Tribunal, LeaverBuster, and Team Builder.

[ Link to Post ]

 

 

 

Is the 4win IP boost all well get

Lyte Final PortraitRead the post carefully, this is just the first gesture. 2 months left in the year :p

[ Link to Post ]

 

 

 

 

Exploit Banner

[ Explanation ] A recent exploit was reported on Reddit; players would spam BotRK’s active without cooldown, instantly killing champions.

 

 

Exploit discovered announcement for NA players

Wulalowe: We are aware of an item exploit that some summoners are using. We are actively detecting and banning players abusing the exploit as well as working on a long term solution to this issue. Thank you for your patience while we work on this.

[ Link to Post ]

 

 

About the current exploit reported

Dromaius New PortraitHi everyone,

We are aware of the exploit that some players have been using to instantly eliminate champions. We are actively working on the matter to have it resolved as soon as possible. In addition, all players found guilty of using this method will receive an appropriate sanction for using it.

There has been a fair amount of threads opened for that issue, and we will not be able to reply to each of them; we hope this post will help you see that we are working on it.

Note that as always, naming and shaming on the forums is not allowed. 

Edit: No need to contact Player Support anymore as we have enough information about this and will not require individual reports. Thanks everyone!

[ Link to Post ]

 

 

Why is it witchhunting  to post proof on the forums

Pendragon New PortraitWe’re aware of the issue and actively working on a solution. Anyone who uses the exploit will certainly be punished appropriately.

Generally in that situation – additional reports do nothing to increase our awareness or improve our ability or desire to address it as quickly as possible, so at this point more than anything you’re just raising awareness to more folks who might want to try it.

The other thing to note that “proof” in the sense of calling out an individual is certainly witch-hunting. We have technological means to identify and verify people who are doing this.

[ Link to Post ]

 

 

 

 


Single Posts 13 11 Banner


 

 

Performance Issues on the updated Summoners Rift

AEON New PortraitHey all,

We’re hearing some reports about players hitting performance-related issues on the updated Summoner’s Rift, and we’re actively investigating all possible causes.

While we look under the hood for potential optimizations on our end, there’s also a possibility that the updated Rift just doesn’t play nice with certain setups. For those with performance issues, we’d appreciate if you could:

  • Update your drivers
  • Adjust your environmental settings (try turning some down, as the scales got recalibrated! Your ‘medium’ settings on the old SR might actually be closer to a ‘low’ on the updated Summoner’s Rift - even with the same performance)
  • Disable HUD animations
  • Disable VSync

If none of the above work, you can help us out by posting a description of the issue in this thread along with a DxDiag:

  • Click the START button on the bottom left corner (default) or press the Windows Key.
  • Type dxdiag in the search box and press ENTER.
  • Click “Save All Information…” on the bottom right of the DirectX Diagnostic Tool.
  • Attach the file here.

We’re seeing a lot of machines run the same or better on the new Summoner’s Rift, but that’s exactly what these staged rollouts are for – tracking down the unforeseen performance considerations and figuring them out.

We’ll continue to provide updates via this thread on our efforts and thanks for your patience.

[ Link to Post ]

 

 

Follow Up

ManWolf New PortraitThanks for all the dxdiags guys. That’s going to help us solve the problem much faster.

In the meantime, we think it may be an audio issue. I know it sucks, but if you guys disable sound you might see better performance. This isn’t permanent and we’re looking into a fix as I type this, but give it a shot in the interim. Thanks again. We’re on it!

[ Link to Post ]

 

 

Delay with Cassiopeia changes on PBE

Morello Final PortraitYo guys,

Sorry, but we’ve had some nasty snafu’s with our PBE push. This is some process and technical stuff that’s preventing us from getting the latest Casseopia changes into the PBE – it’s pretty normal development, but it’ll take a bit to get that out (like about a week or so) due to how PBE and live branching works.

Stash is still iterating based on this and has new things on the kit, but we’re going to have to sorta shotgun them out on his next available PBE push. And since this is a new process to him, he didn’t know this when he talked to you guys.

When we can, we’ll show you the stuff you’ve talked about on PBE. Until then, sit tight, and thanks for being cool about it!

[ Link to Post ]

 

 

Possible Middle-eastern servers

Riot_nicolo: We will re-boot our analysis for Middle East guys.

I don’t want to be dismissive because we will indeed do another territory analysis for this region, but I also need to manage your exceptions: we may not go with local servers there

To be transparent, the biggest challenge for the Middle East region is to find a server spot that improve latency for the whole region and to make sure there are enough CCU (concurrent players) at a given time to ensure reasonable matchmaking.

For example, if we put servers in Egypt, players in Saudi Arabia may have a worse ping because of Internet infrastructure: most connections from Saudi would through europe first before going back to Egypt. And vice versa. There are potential solutions for this so don’t lose hope but what we are saying this is not just a simple geographical equation. The Internet infrastructure is not that simple.

And if ping is only improved to a subset of the player base, it might take forever to find a match in matchmaking and then start a vicious cycle: players try the server, see it takes forever to find a match, which is then not super balanced, and thus go to the more populated server.

Then of course there are other challenges. We are still working on a few other data centers that we need to finish (NA east coast players, we haven’t forgotten you) and should we solve Middle East server location, we’d still need to work on a lot of other stuff (localization, transfer, etc…)

Hope that offers some perspective. I understand the frustration, I now live in a place where I also don’t have great ping. I promise we will look at it again. But can’t promise a solution yet.

Cheers and thanks for your continued support guys!

[ Link to Post ]

 

 

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

 

Dev Blog: Optimizing the Rift

November 11th, 2014

 

Dev Blog Optimizing The Rift Banner

 

Learn how the new Summoner’s Rift will improve performance in the latest dev blog.

 

When we first sat down to plan out our priorities for updating the Rift, we knew performance would necessarily be one of our primary challenges. After all, what good is a spiffy update if your toaster explodes during loading? With that in mind, we set a goal of ensuring that the update to Summoner’s Rift performs at least as well as current SR on every player’s machine. We’ve continued to work on optimization since announcing the update, and want to take some time now to discuss the latest details with you.

 

Engineering Art

Usually, when players think about how a game performs on their rig, they mostly look at the game’s tech. In reality, performance involves tight collaboration between artists and engineers, aimed at finding ways to implement art in an efficient fashion. When it comes to the update to Summoner’s Rift, our engineers have worked to provide the artists with the tools and information they need to create a landscape that can be both visually appealing and high-performing.

The art team’s goal of increasing visual fidelity while maintaining performance parity with pre-update SR meant they needed a minimal set of highly-optimized features that would then allow them to create a hand-painted map. Essentially, this meant the engineering team needed to build a new, high performance renderer from scratch.

Broadly, a renderer is responsible for placing game geometry onto your screen, and the new renderer for SR simplifies the process in ways that lead to higher performance, especially on older video cards. Additionally, it allows us to more finely tune the specifics of how a particular machine’s video card renders the environment, and tuning = speed = performance. Finally, the renderer gives us greater control over the map’s texture formats, allowing us to reduce video memory usage.

 

Less is More

Beyond engineering optimization, our artists also sought creative ways to save on performance. One of the early things we looked at was “polygon count,” especially that of of jungle creatures. We know most of you know this, but as a reminder, a polygon is a series of points in space that join together to create a surface.

In particular, we look at triangles, the simplest polygons. Multiple triangles are often used to create complex surfaces in games, and the number of them on screen is a good indicator of how much work your video card has to do. In particular, lower-spec machines are heavily impacted as triangle counts rise. We’ve made a conscious effort to cut down on triangles (and polygons in general) while designing the update, which has provided substantial savings on performance.

TriCount1_thumb
TriCount3_thumb TriCount2_thumb

Bone1_thumb We also looked at “bone count.” Think of “bones” like joints in a skeleton, in that they influence things around them when they move or rotate. In the case of computer graphics, a bone allows for articulation (or animation) of geometry around it, so a jungle monster might have bones placed at various points in order to help animate its movement or attacks. As you’d expect, fewer bones = better performance, so we built the update with an eye towards minimizing bones in the environment’s moving elements.


Bone2_thumbThese two improvements actually contributed to yet another opportunity for performance optimization. We noticed that map elements like towers and minions were pretty inefficient when “deforming” (i.e. moving their polygons in response to bone movement), with far more bone-polygon connections than would be necessary using the update’s new architecture. The bone and polygon trimming we mentioned earlier led naturally into slashing the number of bones connected to individual polygons, allowing for significant performance savings on what tends to be a performance-intensive process.

 

 

 

 

Smaller than the Sum of its Parts

Another major step we took to address performance involved implementing a process called “Atlassing.” This process combines “texturing” (painting a model’s skin) with “UV mapping” (projecting the texture on to the 3D model) in a way that optimizes a bit better for performance.

A model’s UV space determines how it reads the texture and what parts of the texture will show up on what surface. Normally there’s excess space between the UVs, and a model and its texture will look something like this:

TriCount1_thumb

Atlassing combines multiple textures into one larger texture that we can then compress or expand depending on the level of detail we want, which is invaluable when it comes to conserving precious memory usage on textures. For instance, instead of loading five 1024×1024 textures, we can use just one 2048×2048 texture and save a bit on performance.

 

All the Little Things Too

Hopefully we’ve been able to provide some insight into some of the stuff that’ll be going on under the hood once the Rift’s new look hits live. What we’ve covered above definitely isn’t an exhaustive list of our performance-related efforts – from character inking changes, fog of war improvements, nav-mesh streamlining to general bug fixing – we’ve been vigilant for any opportunity to optimize. From the outset, toaster compatibility has been one of our top goals with the update, and it’s something we’ll continue to keep an eye on and fine tune as we move towards open beta and beyond.



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


 

Preseason 2015 Diversifying Objectives Banner

 

The third entry on the preseason dev blogs features turrets, Dragons and Barons and how they’re changing.

 


Missed any previous devblogs on Preseason? Here are all previous entries:

 

Dev-Blog-Preseason-A-New-Jungle-banner
Preseason-2015-Increasing-Strategic-Diversity-Banner

 

 
BY RIOT YPHERION

Welcome back! As mentioned in the overview, changes to objectives like turrets, Baron Nashor and Dragon are a large component of the 2015 preseason. Here we’ll be breaking down some of the changes and the opportunities we’re trying to hit.

Philosophically, our big goal this season is to encourage more strategic diversity in League of Legends. And what’s that mean? Well, this touches a lot of  different areas but it all boils down to making your high level decisions matter (versus tactical decisions like last-hitting, fight mechanics, etc). What champions can I bring? Where do I go on the map? How do I respond when the enemy team takes an objective? What can I do now that we’ve secured dragon? These things currently do matter, but we feel there’s room for improvement.

Objectives are already among the most strategic elements of League. Players have heated debates on what Baron is worth in terms of towers and inhibitors, or whether Dragon is worth trading for top outer turret. How about mid outer? What value do I get for taking mid inner vs. top inner?

With the focus we’re taking on strategic diversity, we saw a number of opportunities to better leverage the objectives that already exist to make the decisions around them more interesting and meaningful. So without further ado, into the fray!

 

Turrets


Turrets already do their job well when it comes to shaking up the game; taking a turret means the enemy has less vision and defense to return to, and their playstyle changes accordingly. So when we approached turrets for the 2015 season, we wanted to instead focus on how players were taking turrets, rather than the rewards associated. By changing up tower behavior at different tiers, players will have more strategic space to work with when it comes to choosing their objective-focused team compositions. Some details:

Outer turrets: We wanted to leave at least one set of turrets alone so we could have a ‘basic’ template for players to work off of, and felt the outer turrets were best for this. These will remain unchanged except for the stat tuning mentioned below.

Inner turrets: Taking an inner turret usually requires: a) precise movement (rotations!), b) strategically risky tower dives to push down, or c) a poke-heavy comp that whittles down the opposition before trapping them in from all angles. In the case of situations a and b, there are clear strategic counters available to all teams, but situation c is heavily focused on team compositions with little to no recourse once the match actually starts. For these turrets, we’ve added a regenerating shield that is automatically shared with nearby friendly champions, which makes it a little easier to withstand poke compositions (without completely invalidating them) while continuing to reward teams who play smart.

Inhibitor turrets: Losing an inhibitor turret puts an immense amount of pressure on the defending team – so much so that there have been many games lost where an enemy team has poured all of their efforts into a single split-pushing champion constantly threatening / grinding down a single turret. While we do feel this is a fair strategy when executed correctly (both for the split pusher and his team), there comes a time if the opposing team doesn’t have an equally powerful duelist, there’s simply no stopping the split pusher from wrecking their opposition under the tower and then eating through the lane. We’ve now added a new weapon to inhibitor turrets: a powerful energy beam that deals damage, slows the target, and reduces their damage output. When focused on the same target, the beam ramps up in its damage very quickly, making that minion-bloated split pusher think twice about diving against a reasonably strong opponent under the tower. There will still be many opportunities for split pushers to take advantage of their strengths, but there will be more ways for a team to defend against them rather than just picking a stronger duelist.

We want to call out that we’re not trying to destroy split pushing with the new inhibitor turrets. On the contrary, by making sure that we have good tuning levers (the damage, slow, damage shred and ramp speed can all be tuned to anywhere from useless to ridiculously overpowered on a smooth gradient) we can offer more counterplay against champions that are strong at split pushing, all while still keeping the game healthy. If split pushing becomes dominant as a strategy we can look to the inhibitor turrets as an alternative place to make changes rather than hitting champions. This doesn’t mean that we will never nerf split pushers again (NOPE! NOT PROMISING THAT!), but we at least have more options.

Nexus turrets: These are currently unchanged but are already unique by the fact that they are paired. We may look into more changes here in the future though.

All turrets: It’s worth noting that all towers have had their defensive stats changed slightly. However, this is mostly to help clarify how much damage a player will do to them and doesn’t affect their overall durability too much.

These changes all tie into the “generalized defense” concept we mentioned in the first preseason Dev Blog. We want to let split push or heavy dive comps be strong, but we also want to make sure that champion select isn’t even more impactful than it already is. To make sure we can achieve both we’re adding release valves to these strategies that are available to all teams, no matter their comp.

 

Dragon

 

Dragon and turrets have always had very similar rewards — gold. Often teams will trade these objectives and end up in roughly the same spot they were in prior.  Additionally, when there is a large difference between comps that can take the Dragon quickly versus team comps that can take down towers quickly, most teams orient themselves around which is the most efficient reward for their time. By differentiating these rewards when a trade occurs, both teams can end up with different strengths and options as to how they progress the game from that point on. For example, a team that’s taken multiple turrets might have a more open map to pressure their opponents, but a team that has a lead in Dragon kills might pose a much larger threat as they get closer and closer to their 4th / 5th stack. These create interesting strategic tradeoffs between both teams as they balance their rewards, rather than simply distributing gold at various points in time.

Specifically we’re removing most of the gold reward from the Dragon (last-hitting it is still worth a game-changing 25g), and instead adding a permanent stacking buff on kill. Each stack grants an aspect of the Dragon’s power, perhaps his piercing claws, durable scales or powerful flame. Upon collecting all aspects of the Dragon, champions become immensely more powerful for a short time, and then subsequent Dragon kills reactivate the power. Each team’s stacks are totally independent, so Blue could have 2 stacks and Red 4 stacks; there’s no resetting or interrupting.

These buffs are specifically tuned in power to make trading Dragon more interesting, especially early. The early stacks are not as immediately valuable as the raw gold from other options on the map (for example, a turret), but without an early investment, the later power of Dragon is totally unavailable.

Since this is an entirely new model, we’re sure there will be changes over time, but currently the stacks look something like this:

  1. Dragon’s Hide: Blocks a small amount of damage from single target spells and attacks by enemy Champions
  2. Dragon’s Scales: +X% Total Armor and Magic Resist (currently looking at 5%)
  3. Dragon’s Flight: +X% Movement Speed (currently looking at 5%)
  4. Dragon’s Claws: +X% Armor and Magic Penetration (currently looking at 5%)
  5. Aspect of the Dragon: Triples all other bonuses and your attacks burn enemies for a high amount of true damage over 5 seconds.  Lasts 180 sec.

Our goal here is to make one or two stacks provide modest (but not game-changing) rewards, three stacks should provide a substantial reward, with a full investment to five stacks presenting a serious threat to ending the game. The full Aspect of the Dragon is a huge power spike, but given the rarity of it (currently would happen in ~2% of games) and the investment required, we want it to be extremely powerful. By contrast, three stacks (by current behavior) should happen more than ten times as often, and so is a more tempered reward.

These new Dragon rewards add much deeper decisions when different team strategies clash. If a team is pushing hard for a fast win, investing in Dragon fights is unlikely to be an optimal use of resources. However, a team looking for an end-game deathball would be well advised to start stacking Aspect of the Dragon as early as possible. When these two strategies are pitted against each other, the end-game threat of the deathball team will force some interesting decisions on the fast push team.

Speaking of pushing…

 

Baron

 

Baron Nashor has always been intended to be the siege-breaker; the ultimate answer to a team turtling and refusing to die. It achieves this goal but also, somewhat paradoxically, hands out a bunch of siege-resistance stats (regen) and has always felt somewhat lacking in terms of visceral impact. To really level up Barons reward (to go with his shiny new model), we trimmed some of the power that wasn’t really contributing to his purpose, and added that power back in a way that drives home the fact that Baron Nashor is the ultimate stall-smasher.

The Health and Mana regen have been removed from the Exalted with Baron Nashor buff and replaced with two new power-ups:

  1. Empowered Recall: Champions Exalted with Baron Nashor now Recall much more quickly. This should allow for a very quick regroup when needed and also allow for some interesting risky plays since hiding and getting out is easier.
  2. Empowered Minions: Minions near Champions that are Exalted are now enhanced with Baron’s power. Melee minions become much tankier, Caster minions deal more damage and Cannon minions get significantly increased range.

Pushing recklessly with Baron will now be more risky because the massive regen is absent, but cohesive efforts to crack an enemy team, by any number of means, should now be more rewarding.

 

The Objective Picture 

In the end, our hope is that by creating uniquely incomparable rewards for different objectives, we’ll be able to promote strategic diversity by differentiating each game based on the accomplishments therein. A team who controls map objectives and wins by mounting pressure should see victory in a different way than a team who, for example, fast-pushes their way to a win.

As with all of our preseason changes we expect to iterate quite a bit. Things may change between now and when the changes go live, and they will almost certainly change as players show us the exciting ways these new powers can be put to use!

 

 

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

 

 

New SR Banner

The new Summoner’s Rift is entering open beta soon!


 

AEON New PortraitFor almost six months, we’ve had the updated Summoner’s Rift stewing on PBE as we made tweaks and changes based on your feedback. Although we’ll continue to refine and optimize, we’re pretty happy with where we’re at right now, so we’ll soon be moving onto the next phase: open beta! Once the 2014 season is officially wrapped, we’re going use a staggered rollout during preseason, pushing the updated map onto live in stages to help ensure server stability. Here’s the order for our planned rollout:

  • Stage 1: Team Builder and Intro Bot games
  • Stage 2: All normal modes, custom games, and all other bot modes
  • Stage 3: Ranked

We expect this rollout could take several weeks and we may delay stages if we run into bugs or server stability issues. That said, our plan is to push it out as fast as we can while making sure its appearance is toaster-friendly and doesn’t Lee Sin kick our servers into oblivion.

Finally, while this is still technically a beta (we’re planning to continue to update Summoner’s Rift–for example, expect updates in the next couple of patches!), the updated Summoner’s Rift will eventually completely replace the old one, so there will be no separate queues to play on the existing SR. This’ll allow us to focus our resources on improving the updated SR, and avoid splitting the team’s focus by having to make the upcoming preseason changes on both.

From the entire team that worked on this update, we truly wanted to thank you for your feedback! We can’t wait to face you all in-game on Summoner’s Rift

Riot Aeon

[ Link to Post ]



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


 

Draggles QA Banner

 

EUW Community Coordinator Draggles hosted a Q&A today on all manner of topics. Here’s the breakdown.

You can read the most important details of the Q&A here.

 

 

Draggles New PortraitHey guys,

3 red posts in the last week on EUW? I suck. It’s been a busy weekend as I went to Play Expo in Manchester to check out some university esports, followed by a short spate of illness (curse you, Irish weather!) but I’m back. 

I feel we’re due for an impromptu Q&A! Feel free to ask anything and I’ll do my best to answer! 

Draggles reserves the right to not answer any question that he deems to be dangerous to his future career prospects or to Riot as a company… or anything that will make him look stupid. Trolls beware!

EDIT: You can also ask me anything, at any time, on Twitter at https://twitter.com/RiotDraggles

[ Link to Post ]

 

 

Preseason Banner


 

 

When’s the first major content patch for the preseason

Draggles New PortraitSo it’s just over 3 weeks to the end of the season (November 11th 00:01 GMT). A lot of the proposed changes can be found on the PBE Boards and more specific stuff on this post. There’s a hell of a lot of changes – most will need to relearn the jungle as there are brand new items that build out of Hunter’s Machete. There’s also the possibility of a new, roaming camp in the river, as well as repeated-Dragon-killing buffs. Not all of this is going to make it in to the final preseason patch but it’s certainly an idea of our direction. 

I think this may all be hitting on the 11th but there might be a small delay between end of the 2014 Season and the preseason changes. We’ll be giving you more context on these shortly before we push the patch to live.

[ Link to Post ]

 

 

Will there be more new Champions this year

Draggles New PortraitYep! But this shouldn’t really be a surprise considering our previous release schedule 

[ Link to Post ]

 

 

 

Will Supports get some kind of love during preseason

Draggles New PortraitAs a support main, I feel you. Supports are getting the following items (as it stands currently):

Raptor’s Cloak

  • Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead
  • Grants bonus movement speed when near turrets


Ohmwrecker

  • Recipe: Raptor Cloak + Kindlegem
  • Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
  • Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)

and the ones I’m most excited about:

Crystalline Bracer

  • Recipe: Rejuvenation Bead + Ruby Crystal
  • Grants Health and Regeneration.

Righteous Glory

  • Recipe: Catalyst + Crystalline Bracer
  • Grants Health, Mana and Regeneration
  • Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

^ This, to me, screams “ALISTAR”. It’s like a charging Randuin’s! I am excited!

[ Link to Post ]

 

 

Will you be nerfing specific Champions

Draggles New PortraitI think we’re holding off on rebalancing specific champions until we see how the preseason plays out – it’s going to radically change the meta overall. Obviously we have a couple of patches to go before the 11th November (providing we keep to the biweekly schedule), so any last-minute tune-ups could still come about then.

[ Link to Post ]

 

 

Do you think Solo players will appreciate Season 5’s meta

Draggles New PortraitCompletely understand your concerns, but I feel it’s best to see how the first couple of weeks of preseason play out before you make too many judgements. Strategic diversity/multiple win conditions are our aims for preseason, but it’s honestly something we’ll have to wait and see as to which way it goes.

[ Link to Post ]

 

 

What happened to the Shaco rework teased this year

Draggles New PortraitI don’t remember seeing it announced, and the crazy thing about reworks is sometimes they fall through, or something else takes priority. I’d love to see Shaco reworked; put some character into his moveset that compliments his actual lore in the same way that Braum’s and Jinx’s moves are representative of their characters. The problem with a Shaco rework is that his stealth, his boxes and his clone are all iconic features of his moveset and so it would be tough to distance him from these.

Like in the case of Sion, before he was a axe-wielding zombie Schwarzenegger with a pink shield and a stunning look. Like, what? HOW DOES THIS MAKE SENSE? Now he’s much more thematically cohesive – much like his story where he is an unstoppable juggernaut, he has so many moves that fully represent that, while still keeping his quintessential shield/axe. I’d like to see this sort of thing happen to Shaco if and when a rework goes ahead.

[ Link to Post ]

 

 

Technical Banner

 

 

How does MMR work and how does it affect LP gain loss

Draggles New PortraitWe keep MMR calculations under wraps. I’m being completely honest here when I say that this information is also kept from most people, including me. Everything I know about matchmaking comes from this Knowledge Base article. I do know that op.gg or any third party sites don’t have access to this info, so any figures they associate with your account are estimations only.

[ Link to Post ]

 

 

Is it technically possible that patches can affect ping

Draggles New PortraitIt is very rare for patches to affect ping unless we drastically change our infrastructure. Unfortunately there are so many jumps in each connection from your PC to our platform that it’s very difficult to give an “overall diagnosis” for any problem. Needless to say if the problem is immediately fixable from our end, we get on it straight away. If it’s an ISP issue we will reach out to ISPs to find out what’s going on. It could be the backbone ISP (the one that services all the ISPs in a region) or a degraded connection somewhere along the line.

Honestly your best bet, when experiencing high ping or packet loss, is to run this tool, and look for high numbers along the way. If you don’t want to do that, feel free to post them on the forum and it becomes a hell of a lot easier to specify just what’s giving your connection the hump.

[ Link to Post ]

 

 

Why is Shyvana blonde in her Championship skin

Draggles New PortraitI think it fits the colour scheme of the “Championship” line of skins. Little did you know, Thresh was hiding a giant blond afro.

[ Link to Post ]

 

 

 

EUW Servers Banner

 

 

What is with the recent EUW server instabilities

Draggles New PortraitWhat sort of hiccups in particular are you experiencing? We had a brief moment of downtime and a server restart a couple of weeks ago, but we’ve actually been able to really improve the quality and quantity of the uptime we have – so much so, that we’re planning to move EUNE to the datacentre in the not-too-distant future.

[ Link to Post ]

 

 

Will there be more Red activity on EUW forums

Draggles New PortraitThis is always something that has affected us on the EUW forums. The fact of the matter is that EU just has fewer employees than NA, as well as having different specialisations. With cross log-in on Boards, however, this problem should be a thing of the past for English-speaking players. And in fact, if you wanted to talk to some devs right this minute, you can use your EUW login to discuss gameplay and champion/item balance or talk to the story/art team. Just make sure your region is set to EU West in the top left. Also remember timezones are a thing. With the majority of the main game devs 8 hours behind at the minimum, the crossover “quality time” period is a matter of 2 or 3 hours each day.

[ Link to Post ]

 

 

Theorycrafting Banner

 

 

How about a chat no one on either team can read

Draggles New PortraitI’d say it would be a good outlet for anger. A therapy, if you will. Also, your Summoner name seems relevant.

[ Link to Post ]

 

 

 

Any plans on creating an item with an active dash effect

Draggles New PortraitOoh, interesting thought! Would open up a lot of champions to be viable, but then it would also become a “must buy” on every champion. Not sure we want to enforce something this heavily that it would be useful for ALL ROLES. Aside from wards, of course.

[ Link to Post ]

 

 

Suggestion Sightstone grants ward charges per minute

Draggles New PortraitI don’t know if there’s anything coming for Sightstone, but I feel with some of the new jungle vision changes (killing the Raptors (currently Wraiths) gives you the ability to see invisible units for a short time the next time you are caught by an enemy ward, for example), the vision game may change all over again.

[ Link to Post ]

 

 

 

Extra Banner

 

 

Who are the main Rioters that represent the UK

Draggles New PortraitThe UK community team consists of Bolton, Yuka, Navigator and myself. Our plan for this year is to give you guys way more heads up on which events we’re going to be at. 

Additionally none of us are “PR”, so to speak. Every Rioter essentially controls their own PR as we’re all allowed to speak out about stuff whenever we want… within reason, of course.

[ Link to Post ]

 

 

IF you could nerf one Champion, who would you choose

Draggles New PortraitOlaf. Honestly I’m glad he’s not in the meta right now because he is an absolute nightmare. *shudder*

[ Link to Post ]

 

 

 

Do you still think about LCS Recap sometimes

Draggles New PortraitAll the time. I miss it a lot of the time. In some ways I miss the crazy late nights and the caffeine overload but I’m glad I’m now with the company that made it all possible. In fact, I’ve been here 10 months today!

[ Link to Post ]

 

 

 

Why does Morello hate Irelia

Draggles New PortraitBecause much like Lee Sin, no matter how much you keep Irelia down, she keeps coming back.

[ Link to Post ]

 

 

 

How do you feel about the return of the Shurima Empire

Draggles New PortraitMy thoughts on Shurima can be summed up in the form of these cakes. (Seriously I have no idea how our head office allowed me to make this contest considering the terrible pun)

[ Link to Post ]

 

 

 

Who do you think is the best player in the world

Draggles New PortraitBest player in the world may well be DanDy. He just… doesn’t make mistakes, ever.

[ Link to Post ]

 

 

 


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

 

 

PBE 10 10 Banner

Done! Sorry for the delay in covering.

 

PBE 10/10 Content:

  • List of Preseason Changes
  • In-Game Preview of Preseason Changes
  • Loading Screen Borders for Ranked
  • Summoner Icons from Ranked Rewards
  • Singed Texture Rebalance
  • New Splash Arts
  • Champion Changes

 

Preseason is happening soon! Here’s a disclaimer for the changes you’ll find here:

PBE-Plans-Banner

 

 

List of Preseason Changes

 

[ Note ] I’ll be working on these throughout the day, you can check back this post every now and again and I’ll be adding more information/screenshots after the list.

 

General

 

Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I’m going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.

These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I’d love to hear your suggestions for what cool Dragon bonuses could be – and I know we’re still heavily iterating on the Jungle.

I’m going really light on context in this post because this isn’t an official patch notes – I just wanted to get a good list of details out there so you guys have some inkling of what’s going on when the stuff gets deployed to PBE.

As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.

Fountain Regeneration

Improving feel of regeneration in fountain

  1. Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.

Stat Growth Per Level

Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages

  1. Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
  2. Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.

Bounty Changes

With Stats Growth Per Level changes, early advantages are somewhat diminished – thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth

  1. Kill gold is no longer reduced before 4 minutes.
  2. Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.

Death Timers

Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage

  1. Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.

Towers

Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower

Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets

  1. Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
  2. Tower Armor and Magic Resistance have been normalized to 100.
  3. Tower HP has been set to the following:
    Outer: 2000 Health
    Inner: 2000 Health
    Inhibitor: 2500 Health
    Nexus: 2000 Health
  4. Inner Towers have a new mechanic – Shielding:
    Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
    While the shield holds, nearby champions gain a moderate shield as well.
  5. Inhibitor Towers have a new mechanic – Beam:
    Inhibitor Towers attack their target continuously, up to 4 times a second.
    Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
    Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
    Ramp is reset when Inhibitor Towers change targets.
  6. Base Tower regeneration reduced to 5 hp/5 from 15 hp/5

Minions

Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power

  1. Minions no longer gain Armor and Magic Resistance
  2. Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.

Homefield Advantage

Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics

  1. While a character is in their own base, they receive a movement speed and minor resistance bonus.

Inhibitor Respawn

Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially

  1. Inhibitors respawn timers increased to 300 seconds from 240.

Blue Buff

Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios

  1. Blue Buff duration reduced to 120 seconds from 150.

Red Buff

Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages – we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege

  1. Grants you 1% of your maximum Health every 5 seconds.
  2. Duration reduced to 120 seconds from 150.
  3. Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
  4. Burn damage rescaled to 5-56 damage per second from 10-44 damage
  5. Burn damage now applies to Towers

New Powerup: Still Waters

Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power

  1. In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
  2. This buff confers:
    +50 out of combat movement speed.
    Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.

Elixirs

Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game

  1. Elixir of Fortitude and Brilliance have been removed.
  2. You may only benefit from one elixir at a time.
  3. Elixirs may only be bought when your champion is level 9 or above.
  4. Elixir price increased to 400 gold.
  5. New Elixirs added:
    Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
    Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
    Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
    Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.

Baron Nashor

Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out

  1. Health and Regeneration removed (AD and AP boost remain the same)
  2. Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds.
    This also massively heals you and grants you an 8 second movement speed buff once it finishes.
  3. Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type:
    Melee Minions: Gain 80% damage reduction from almost all damage types
    Ranged Minions: Gain increased damage and a minor increase in range.
    Siege Minions: Gain massive increases to range – such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
    Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.

Dragon

Dragon bonuses adjusted to be more ‘back-loaded’ so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

  1. Slaying Dragon now grants you a stack of ‘Dragonslayer’ which grants different permanent bonuses depending on how many Dragons you’ve slain.
    Stack 1: Increased Regeneration
    Stack 2: Increased AD / AP
    Stack 3: Increased Movement Speed
    Stack 4: Increased Health
    Stack 5: Triples all other bonuses
  2. Dragon gives 50% reduced XP, compared to live.
  3. Dragon no longer grants global gold.
  4. Dragon deals 20% increased damage to units for every Dragon their team has slain.
  5. Dragon takes 7% reduced damage from units for every Dragon their team has slain.

 

Itemization Updates

 

Enchantment: Captain’s

Removing overlapping mechanics from Elixir of Ruin and Baron Buff – and most people didn’t use Captain’s for this purpose anyway

  1. Minion MS amplification removed.

Armor and Magic Resistance

Resistances are inherently reactive buys – and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be

  1. All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
  2. Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
  3. In effect, there is now no meaningful difference between ‘Chain Vest/Negatron Cloak’ items vs. ‘Cloth Armor/Null Magic Mantle’ items as they will all build from the same root.

Health and Mana Regeneration

We’re swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently – as well as allowing these items to more naturally scale as the game goes on.

  1. Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
  2. % Base Health / Mana Regeneration take into account your champion’s Health and Mana regeneration and any Health and Mana regeneration they gain per level.
  3. This does not take into account: skills, masteries, runes and other sources other than your champion statistic.

Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.

New Items

Crystalline Bracer

Recipe: Rejuvenation Bead + Ruby Crystal

  1. Grants Health and Regeneration.

Righteous Glory

Recipe: Catalyst + Crystalline Bracer

  1. Grants Health, Mana and Regeneration
  2. Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

Warmog’s Armor

  1. Health reduced to 800 from 1000.
  2. Regeneration triples when out of combat.
  3. Cost slightly reduced.

Raptor’s Cloak

Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead

  1. Grants bonus movement speed when near turrets or Zzrot Gates.

**Zz’rot Portal**
*Recipe: Raptor Cloak + Negatron Cloak*

  1. Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.

Edit: Not currently in this build. Also no one spells like that.

Ohmwrecker
Recipe: Raptor Cloak + Kindlegem

  1. Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
  2. Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)

 

Jungle

 

Jungle is different now. For reasons!

Reasons that are outlined in the previous PBE post. Don’t look at me like that.

General

1. Jungle Difficulty and Rewards have been increased
2. Red and Blue buff timers moved to 2:30

New Jungle Camp: Scuttle crab

This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game

  1. Spawns in top and bottom river and patrols the river it is in.
  2. Is not hostile – tries to run away from enemy champions.
  3. Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.

Smite

Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it – this ensures that the Jungler always potentially benefits more from the Jungle than other roles

Brambleback (Elder Lizard)

1. Restores a large amount of Health.

Blue Guardian (Ancient Golem)

1. Restore a large amount of Mana.

Krugs (Ancient Golem)

1. Grants Gift of Heavy Hands – adding Execute Damage to your attacks.

Gromp (Large Wraith)

1. Grants Gift of the Toadstool – grants Toadstool Armor, poisoning enemies that attack you.

Raptors (Wraith Camp)

1. Grants Gift of the Eagle Eye – grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward.

Murkwolf (Wolf Camp)

1. Grants Wolf Sentry – A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it’ll run at them and alert you to his position.

Jungle Itemization

Jungle itemization has been overhauled – all existing jungle items have been removed.

Hunter’s Machete

1. Hunter’s Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters.
2. Hunter’s Machete can only be bought if you have Smite as a Summoner Spell.

Upgrades

Hunter’s Machete now upgrades into 4 items that amplify or change your Smite ability – depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle

Stalker’s Blade

1. After killing 3 monsters, you can smite Teemo enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.

Poacher’s Knife

1. Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown – has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.

Skirmisher’s Saber

1. Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion – doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.

Ranger’s Trailblazer

1. Upgrades Smite to Desolating Smite – which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.

MOAR UPGRADES

The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to

Enchantment: Warrior

* Grants AD and Life Steal

Enchantment: Magus

* Grants AP and CDR

Enchantment: Juggernaut

* Grants Health, CDR and Movement Speed

Enchantment: Slayer

* Grants AS, CDR and a stacking AS buff

 

 

In-Game Preview of Preseason Changes

 

Inner Turret Shield

Inner Turrets now have a shield that replenishes if they haven’t been attacked in 60 seconds.

 

Inner Turret Shield 2

Inner Turrets also shield you for a few seconds when you pass near them. If they’ve lost their shielding, they likewise won’t shield you.

 

Inner Turrets Void Ray Attack

Inhibitor Turrets now fire a laser beam that continuously damages units and decreases their Armor.

 

 

Jungle Monster Buffs: Require Smite to be used

 

Razorbeak Buff

Elder Razorbreak text

Killing the Razorbeak will alert you to the next ward that spots you and allows you to reveal it.

 

Krug BuffGift of Heavy Hands

Krugs, when killed, give you increased damage on the last attack that would kill a unit. Works on minions, monsters, Champions and Teemo.

 

Krug stone effect

The Krug buff also turns killed enemies into stone.

 

Gromp Buff

Upon killing Gromp, you receive a Thornmail buff for 90 seconds.

 

Gromp Poison Buff

The poison effect from the Gromp buff. Identical to the one used for Singed and Cassiopeia’s spells.

 

Dire Murkwolf CampMurkwolf text

When Smited, the Dire Murkwolf spawns a ghostly blue wolf.

 

Ghostly wolf

The ghostly wolf sits on the path between the Blue buff and the Wolf camp and provides vision for you.

 

Other objectives

 

Dragon Buff

Dragon now grants a buff instead of gold.

 

Dragon Buff 2

Dragon Slayer Buff

The Dragon buff stacks in rewards the more Dragons you kill.

 

Giant Enemy Crab

Giant Enemy Crab Text

There is now a wandering monster on each side of the river that moves along a preset pattern and teleports when it reaches each end of its river side.

 

River MS Buff Area

Upon killing the monster, a shrine spawns near Dragon or Baron that grants vision and increases the Movement Speed of allied champions who go through it.

 

MS Shrine Baron Side

And here’s the shrine that spawns if you kill the river monster on the opposite end of the map, near Baron.

 

Baron Nashor Buff

Baron Nashor Buff Text

Baron Nashor no longer grants increased Health and Mana Regen; instead, it buffs minions near Champions with the Baron aura.

 

Minions Baron Buff Cannon Minion Baron Buffed

Minions affected by Nashor’s buff have purple particle effects to show they’re stronger.

 

Top Lane BuffBot Lane relic buffStill Waters Buff

Top and bot lane now spawn a relic buff after the 20th minute mark and then every 3 minutes after being taken. They grant a small MS buff and increased vision when standing still. Below are some examples I made of the vision changes:

 

Top Lane No vision Top Lane Vision

Here’s the increased vision on the top lane.

 

River no visionRiver Vision

Here’s another example of the extra vision, this time in the river.

 

 

Loading Screen Borders from Ranked
Loading Screen Borders

 

 

Summoner Icons from Ranked Rewards

 

[ Ranked Solo ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3

 

profileIcon714 profileIcon715 profileIcon716 profileIcon717 profileIcon718
profileIcon719 profileIcon720 profileIcon721 profileIcon722

 

[ 3v3 Ranked ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3

 

profileIcon723 profileIcon724 profileIcon725 profileIcon726 profileIcon727

profileIcon728 profileIcon729 profileIcon730 profileIcon731

 

[ 5v5 Ranked ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3

 

profileIcon732 profileIcon733 profileIcon734 profileIcon735 profileIcon736

profileIcon737 profileIcon738 profileIcon739 profileIcon740

 

 

Singed Texture Rebalance

 

Singed and all of his skins have received a texture update.

 

Classic Singed

 

Singed New Model 1 Singed Model 2

 

Hextech Singed

 

Hextech Singed Model 1 Hextech Singed Model 2

 

Augmented Singed

 

Augmented Singed 1Augmented Singed 2

 

Snow Day Singed

 

Snow Singed 1Snow Singed 2

 

Surfer Singed

 

Surfer Singed 1Surfer Singed 2

 

Mad Scientist Singed

 

Mad Scientist Singed 1Mad Scientist Singed 2

 

 

New Splash Arts

 

Udyr

 

Udyr_Splash_0
Udyr_0 Udyr_Square_0

 

Singed

Singed_Splash_0
Singed_0 Singed_Square_0

 

 

Champion Changes

 

 

Janna Final Portrait

Zephyr New IconZephyr [ W ]

  • Cooldown increased from 12/11/10/9/8 seconds to 12 at all ranks 

 

 

 

Singed Final Portrait

 

Mega Adhesive New IconMega Adhesive [ W ]

  • When Singed flings an enemy into Mega Adhesive, that enemy is snared for 1 second

 

 

Zilean Final Portrait

 

Heightened Learning New IconHeightened Learning [ Passive ]

  • No longer increases experience gain of allied Champions by 8%
  • Now grants Zilean increased 10% increased experience and an AP bonus at levels 6/11/16

 

 

Item Changes

 

Hunter’s Machete is now tied to Smite and can be enchanted!

Hunter's Machete

 

The Spirit items built from Hunter’s Machete are gone. They’ve been replaced by the following enchantments:

Enchantment Juggernaut Enchantment Slayer

Enchantment Warrior Magus Enchantment

 

There are also three new items in this update:

Righteous Glory Crystaline Bracer

Raptor Cloak

 

 

Ohmwrecker now builds out of the Raptor Cloak mentioned above.

Ohmwrecker

 

Health-per-5 has been replaced by Base Health Regen. The tooltip change affects the following items:

  • Aegis of the Legion: +75% Base Health Regen (Legion Aura)
  • Ancient Coin: +25% Base Mana Regen
  • Archangel’s Staff: +50% Base Mana Regen
  • Ardent Censer: +50% Base Mana Regen
  • Athene’s Unholy Grail: +25% Base Mana Regen
  • Chalice of Harmony: + 25% Base Mana Regen
  • Face of the Mountain: +100% Base Health Regen
  • Forbidden Idol: +50% Base Mana Regen
  • Frost Queen’s Claim: +50% Base Mana Regen
  • Frostfang: +50% Base Mana Regen
  • Locket of the Iron Solari: +75% Base Health Regen (Legion Aura)
  • Manamune: +25% Base Mana Regen
  • Mikael’s Crucible: +75% Base Mana Regen
  • Muramana: +25% Base Mana Regen
  • Negatron Cloak: +100% Base Health Regen
  • Nomad’s Medallion: +25% Base Health Regen and +25% Base Mana Regen
  • Ravenous Hydra: +100% Base Health Regen
  • Rejuvenation Bead:+50% Base Health Regen
  • Seraph’s Embrace: +50% Base Mana Regen
  • Spectre’s Cowl: Passive gives 100% Base Health Regen..,
  • Spellthief’s Edge: +25% Base Mana Regen
  • Spirit Visage: +100% Base Health Regen
  • Talisman of Ascension: +75% Base Health Regen and +75% Base Mana Regen
  • Targon’s Brace: +50% Base Health Regen
  • Tear of the Goddess: 25% base mana regen
  • Tiamat: +100% base health regen

 

Warmog’s Armor has received a lot of changes and is now a dedicated split-pushing item.

Warmog's Armor

 

Elixirs have also been updated. They now grant different stats, cost 400 gold, up from 250, and cannot be bought before level 9. There are also two new elixirs:

 

Elixir of Sorcery & Elixir of Wrath

Elixir of Sorcery Elixir of Wrath

 

Elixir of Iron

Elixir of Iron Item

Elixir of Iron Trail

Trail left by a champion who has consumed an Elixir of Iron.

 

 

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