Archive

Posts Tagged ‘preseason’

 

PBE Roundup Preseason Patch Banner

Preseason starts on November 11th, meaning all Ranked progress will be soft-wiped at that date and end-season rewards will be distributed.

[ Note ] The updated Champion Select may not be in the Preseason patch, which is why I haven’t included it in the notes. You can find an in-game preview of it HERE.

 

End-of-Season Rewards

Balance

Miscellaneous

 

 

ENDOFSEASON RANKED REWARDS

In this section you can find previews of Victorious Sivir and the borders, icons and ward skins you’ll get depending on your Ranked success this season.

 

VICTORIOUS SIVIR Banner

Victorious Sivir is a reward for players who’ve reached Gold League or higher in Ranked this season.

 

SivirLoadScreen_8 Sivir_Splash_8

 

MODEL Banner

Victorious Sivir Model 1 Victorious Sivir Model 2

 

Recall Banner

Victorious Sivir Recall

 

BOOMERANG BLADE Q Banner

Victorious Sivir Q 1

 

RICOCHET W Banner

Victorious Sivir W 2 Victorious Sivir W 1

 

SPELL SHIELD E Banner

Victorious Sivir E 2 Victorious Sivir E 1

 

ON THE HUNT R Banner

Victorious Sivir R 1

 

 

RANKED BORDERS ICONS

This season’s icons and borders will be distributed after November 11th and include Division ornaments on the borders.

 

Note the decoration on the bottom right corner of each border; it changes depending on the Division you ended the season in.

Decoration Notice

 

Here are the default borders for Blue and Red side:

Unrated border Bronze Border

 

BRONZE

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon950 profileIcon951 profileIcon952

 

SILVER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon953 profileIcon954 profileIcon955

 

From left to right: Division 5, 4, 3, 2 and 1:

Silver Borders

 

GOLD Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon956 profileIcon957 profileIcon958

 

From left to right: Division 5, 4, 3, 2 and 1:

Gold Borders

 

PLATINUM Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon959 profileIcon960 profileIcon961

 

From left to right: Division 5, 4, 3, 2 and 1:

Platinum Borders

 

DIAMOND Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon962 profileIcon963 profileIcon964

 

From left to right: Division 5, 4, 3, 2 and 1:

Diamond Borders

 

MASTER Banner

 

From left to right: Solo Queue, 3v3 and 5v5.

profileIcon965 profileIcon966 profileIcon967

 

Master Border

 

challenger banner

Note that icons are split into categories for Challenger:

 

Challenger III: Top 51-200 spots for Solo Queue, 16-50 for 3v3 & 5v5 Teams;

profileIcon968 profileIcon969 profileIcon970

 

Challenger II: Top 11-50 spots for Solo Queue, 4-15 for 3v3 & 5v5 Teams;

profileIcon971 profileIcon972 profileIcon973

 

Challenger I: Top 1-10 spots for Solo Queue, 1-3 for 3v3 & 5v5 Teams;

profileIcon974 profileIcon975 profileIcon976

 

Challenger Border

 

 

WARD SKINS FOR TEAM RANKED Banner

You can earn these ward skins by playing Team Ranked; every win contributes to a point pool.

 

CONQUERING WARD SKIN Banner

Awarded for earning 20 Team Ranked points or more:

 

Triumphant Ward 1 

 

TRIUMPHANT WARD SKIN Banner

Awarded for earning 45 Team Ranked points or more:

 

Triumphant Ward 2 

 

VICTORIOUS WARD SKIN Banner

Awarded for earning 75 Team Ranked points or more:

 

Victorious Ward 1 

 

 

MAJOR MARKSMAN UPDATES Banner

Six ADCs have received extensive reworks. You can find the gameplay & visual changes to each below:

 

 

Caitlyn Final Portrait

GENERAL Banner

  • Scales 10% less with bonus Attack Speed
  • Attack Damage changed from 50 [+3 per level] to 55.66 [+2.2 per level]

 

Buff BoxHeadshot Final IconHeadshot [ Passive ]

  • Damage now additionally scales with Caitlyn’s Crit Chance at a 2:1 ratio (e.g at 50% Crit Chance, it deals +100% damage);
  • Caitlyn can fire a double-range (1300 range) Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot and doesn’t use up her current stacks toward a passive.

 

Caitlyn Headshot 1

 

Piltover Peacemaker [ Q ]Change BoxPiltover Peacemaker Final Icon

  • Damage increased from 20/60/100/140/180 [+1.3 Total AD] to 25/70/115/160/205 [+1.6 Total AD]
  • Skillshot missile is now more narrow, but expands to its width on live after the first target hit;
  • After the first hit, Piltover Peacemaker deals 40% decreased damage, changed from 10% per enemy less, up to a cap of 50%;
  • Damage on the first target has been increased by ~20%, but falls of harder on follow-up hits.

 

Caitlyn Q 1 Caitlyn Q 2

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Now has a charge system instead of a static cooldown (think Heimer’s turrets). New cooldown is 45/32.5/20/12.5/10 seconds per charge, changed from 16/14/12/10/8 regular CD. Caitlyn can store up to 3/3/4/4/5 traps.
  • Trap duration decreased from 4 minutes to 2;
  • Caitlyn’s first auto attack against a trapped Champion will be a guaranteed Headshot;
  • Traps no longer deal damage (80/130/180/230/280 + 0.6 AP on live)
  • Headshot deals 10/20/30/40/50% increased damage to trapped targets.

 

Change Box90 Caliber Net Final Icon90-Caliber Net

  • Caitlyn’s first auto attack against a target hit by the net will be a guaranteed Headshot;
  • Base damage decreased from 80/130/180/230/280 to 70/110/150/190/230;
  • The net is now slower, the distance traveled is shorter and Caitlyn travels slower.

 

Caitlyn E 1

 

Also, Caitlyn’s Headshot has a new UI icon when it’s ready:

Caitlyn_Headshot (1)

 

 

Corki Final Portrait

GENERAL Banner

  • Damage changed from 51.24 [+3 per level] to 56 [+2.5 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

Hextech Shrapnel Shells: Corki’s basic attacks deal 10% bonus damage, and half of his basic attack damage is converted into magic.

The Package: After an initial 8 minutes, The Package arrives near the fountain. Picking it up temporarily grants 50% out of combat Movement Speed and upgrades Valkyrie into Special Delivery.

The Package reloads 4 minutes after being delivered.

 

Corki Passive 1 Corki Passive 2

Corki Passive 3 

 

New Item BoxValkyrie Final IconValkyrie [ W ]

Range decreased from 800 to 600;

[ New Mechanic ] Special Delivery: Every 5 minutes, Corki receives a special set of bombs on the spawn platform. When he picks up the package, he receives a 40% bonus to his total Movement Speed.

The bombs allow Corki to cast an improved Valkyrie. This mega W has 1800 range, knocks enemies aside when it hits them, slows for 90% and leaves a burning trail that deals 60/90/120/150/180 (+0.2 AD) (+0.2 AP) magic damage per second. The dash speed is 1500 in-game units per second.

Corki’s normal Valkyrie is put on a 0 second cooldown after he casts the mega W.

 

Corki W 4

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • Now deals 50% magic damage and 50% physical damage;
  • Base damage increased from 20/32/44/56/68 to 20/32/44/56/78;
  • Now shreds both 1/2/3/4/5 Armor and Magic Resist, changed from 2/4/6/8/10 Armor shred only.

 

Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Base damage per rocket decreased from 100/180/260 to 100/140/180

 

 

[ Note ] Corki’s received new icons. From left-to-right: Passive, Q, W, Mega W, “The Package”, E, R, Big-One.

 

Corki_RapidReload Corki_Valkyrie_Mega Corki_Valkyrie Corki_PhosphorusBomb Corki_ThePackage Corki_GatlingGun Corki_MissileBarrage Corki_R_BigOne

 

 

Graves Final Portrait

GENERAL Banner

  • Auto-attack range decreased from 525 to 425
  • Attack Damage changed from 54.2 [+3.1 per level] to 61 [+2.4 per level]
  • Movement Speed increased from 330 to 345
  • Armor-per-level increased from 3.2 to 3.4

 

New Item BoxNew Destiny Final IconNew Destiny [ New Passive ]

Graves’ shotgun has some unique properties –

 

  • Double Barrel: Graves must reload when he runs out of ammo. Attack speed reduces reload time only slightly, but reduces time between attacks dramatically.
  • 12-Gauge: Attacks fire 4 bullets (8 on critical strikes.) Units hit take 75% Attack Damage + 25% for additional bullets. Basic auto attacks deal 25% decreased damage to structures.
  • Buckshot: Bullets cannot pass through units. Non-champions struck by multiple bullets are knocked back.

 

Graves Passive 1

 

Here’s the crit from Graves’ shotgun. Note that he fires an extra 4 pellets, each of which deal 25% of the original’s damage for a total of 100%, same as a regular crit.

Graves Passive 2

 

New Item BoxEnd of the Line Final IconEnd of the Line [ New Q ]

Mana Cost: 50/55/60/65/70 || Cooldown: 14/13/12/11/10 seconds

Fires a powder round that deals 60/80/100/120/140 (+0.75 Bonus AD) physical damage to enemies in a line.

After 2 seconds, or on collision with terrain, the round detonates, dealing 90/155/220/285/350 (+0.4/0.6/0.8/1.0/1.2 Bonus AD) physical damage to all nearby enemies.

 

Graves Q 1 Graves Q 2

Graves Q 3

 

Note that Pool Party Graves has a different Q animation in the rework:

End of the Line Pool 1

 

Smoke Screen [ W ]Nerf BoxSmoke Screen Final Icon

  • Cooldown increased from 20/19/18/17/16 seconds to 26/24/22/20/18;
  • Smoke zone no longer slows (the spell now only slows on impact).

 

New Item BoxQuickdrawQuickdraw [ Reworked E ]

Mana Cost: 40 at all ranks || Cooldown: 18/17/16/15/14 seconds

Dashes in a direction, reloading one shell. For 4 seconds, Graves gains True Grit.

Basic attack hits lower the cooldown of Quickdraw by 0.5 seconds and, against non-minions, also refresh True Grit. Note that Quickdraw resets Graves’ auto-attack timer and each shotgun pellet individually reduces the cooldown of Quickdraw.

True Grit grants 10/15/20/25/30 Armor and Magic Resist per stack, with a cap of 4 stacks at all levels..

 

Buff BoxCollateral_DamageCollateral Damage [ R ]

  • Now additionally knocks Graves back on cast.

 

 

 

Kogmaw Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 54.5 [+2.4 per level]
  • Health decreased from 546 [+87 per level] to 518 [+82 per level]

 

Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus increased from 10/15/20/25/30% to 15/20/25/30/35%;
  • Range increased from 975 to 1175.

 

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

  • While active, Kog’Maw Attack Speed is doubled and his Attack Speed cap is doubled to 5 attacks per second;
  • Bonus auto attack range is decreased from 210 at all ranks to 90/120/150/180/210;
  • Basic attacks have a 0.55 Total AD ratio for the duration of W, but fully apply on-hit effects;
  • % of Max HP magic damage on-hit changed from 2/3/4/5/6 [+0.01 AP] to [0.0125 AD + 0.0075 AP] %.
  • Cooldown decreased from 17 seconds at all ranks to 13/11.5/10/8.5/7;
  • Cooldown now begins when the buff ends, rather than when the spell is cast;
  • Duration decreased from 8 seconds at all ranks to 6;
  • Now has a 40 mana cost at all ranks (0 on live).

 

Change BoxLiving Artillery Final IconLiving Artillery [ R ]

  • Base damage and ratios have been adjusted;
  • No longer deals increased base damage to Champions (200% base damage on live);
  • Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health;
  • Mana cost increased from 40 at all ranks to 50 (stacking mana cost is now capped at 500, up from 400).

[ Note ] For reference, here’s Living Artillery’s new damage, depending on the target’s missing Health:

  • If above 50% HP:  70/110/150 [+0.65 Bonus AD] [+0.25 AP]
  • If between 25-50% HP 140/220/300 [+1.3 Bonus AD] [+0.5 AP]
  • If below 25% HP: 210/300/450 [+1.95 Bonus AD] [+0.75 AP]

 

Kog’Maw’s received new icons. From left to right: Passive, Q, W, E and R:

KogMaw_IcathianSurprise KogMaw_CausticSpittle KogMaw_BioArcaneBarrage KogMaw_VoidOoze KogMaw_LivingArtillery

 

 

Miss Fortune Final Portrait

GENERAL Banner

  • Mana changed from 276 [+38 per level] to 326 [+35 per level]
  • Attack Damage changed from 49.5 [+3 per level] to 46 [+1 per level]

 

New Item BoxLove Tap Final IconLove Tap [ New Passive ]

Grants Miss Fortune [ 0.5 Total AD – 1.0 Total AD, scales with Champion level] bonus damage when swapping targets (this stacks with Q bounces). Damage is halved against minions. Bonus damage triggers Life Steal. Turrets only take half of the bonus damage from Love Taps.

 

Miss Fortune Passive 1

 

New Item BoxStrut Final IconStrut [ Replaces Current W Passive ]

Impure Shot [ W ]’s passive has been removed & replaced with Miss Fortune’s current passive, Strut. After 5 seconds of not being in combat, Miss Fortune gains 25 flat Movement Speed, which increases to 60/70/80/90/100 after another 5 seconds.

Impure Shot’s current active remains on Miss Fortune’s new Strut [ W ]:

 

Change BoxImpure Shots Final Icon

Impure Shots [ W Active ]

  • Cooldown decreased from 12 seconds at all ranks to 8;
  • Mana cost decreased from 30/35/40/45/50 to 30 at all ranks;
  • Bonus Attack Speed on active increased from 20/30/40/50/60% to 60/75/90/105/120%;
  • Mana cost decreased from 30/35/40/45/50 to 30 at all ranks;
  • Duration decreased from 6 seconds to 3;
  • Love Tap [Passive ] extends the duration of the buff by 1 second every time Miss Fortune hits a different target (1.6 seconds for Champions).

 

Buff BoxMake it Rain Final IconMake it Rain [ E ]

  • Range increased from 800 to 1000;
  • 0.5 second delay on cast removed.

 

Change BoxBullet Time Final IconBullet Time [ R ]

  • Damage per wave changed from 50/75/125 [+0.1/0.175/0.25 Bonus AD] [+0.2 AP] to [+0.75 Total AD] [+0.2 AP];
  • Number of bullet waves increased from 8 to 12/14/16;
  • Channel duration increased from 2 seconds to 3;
  • Each ult wave can now crit for an additional 20% damage.

[ Note ] The crit check happens at the start of each wave, not per bullet

 

 

Quinn Final Portrait

GENERAL Banner

  • Damage changed from 51 [+3 per level] to 56.5 [+2.4 per level]

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Static cooldown changedfrom 10/7 seconds to 8 seconds at all Champion levels;
  • Duration of “Vulnerable” mark decreased from 4.5 seconds to 4;
  • Now deals 150% of Quinn’s total AD, changed from 25-215 [+0.5 Bonus AD] bonus physical damage.

 

New Item BoxBlinding Assault Final IconAerial Assault [ Reworked Q ] (Name changed from Blinding Assault)

Mana cost: 50 at all ranks || Cooldown: 11/10/9/8/7 seconds
Valor flies in a line, stopping at the first enemy hit and marking it as Vulnerable. Valor then deals 20/45/70/95/120 [+0.6/0.7/0.8/0.9/1 Total AD] [+0.35 AP] to 40/90/140/190/240 [+1.4/1.5/1.6/1.7/1.8 Total AD] [+0.7 AP] physical damage to all nearby enemies, based on their missing Health.

If Aerial Assault kills a unit, half the cooldown is refunded.

 

Change BoxQuinn WHeightened Senses [ W ]

  • Movement Speed buff from proccing Harrier [ Passive ] changed from flat 20/30/40/50/60 to 20/25/30/35/40%

 

Nerf BoxVault Final IconVault [ E ]

  • Slow duration decreased from 2 seconds to 1.5
  • Range decreased from 700 to 675
  • Dash speed has been increased;
  • Should now more reliably return you along the vector you dashed in on.

 

Change BoxTag Team Final IconTag Team [ R ] 

  • Now has a 2-second channel time, but has no cooldown;
  • Grants Quinn an additional 70/100/130% Total Movement Speed;
  • No longer allows Quinn to do basic attacks or cast spells for the duration of the ult;
  • Mana cost decreased from 100 at all ranks to 100/50/0;
  • Taking Champion or Tower damage puts Tag Team on a 3 second cooldown.

 

Quinn R 1

 

Nerf BoxSkystrike Final IconSkystrike [ Recast R ]

  • Damage decreased from 100/150/200 [+ 0.5 bonus AD] [+1% per 1% of missing enemy HP] to [ 1.0 Total AD ]

 

[ Note from Tooltip ] During Tag Team:

  • Offensive action taken casts Skystrike and causes Valor to return to the skies.
  • Champion damage, Turret damage, and immobilizing effects cause Valor to return to the skies.
  • All other damage briefly slows them.

 

 

Champion Changes

 

Ashe Final Portrait

GENERAL Banner

  • Mana changed from 231.8 [+35 per level] to 280 [+32 per level]
  • Attack Damage changed from 51.1 [+2.85 per level] to 56.5 [+2.26 per level]

 

Change BoxFrost Shot Final IconFrost Shot [ Passive ]

  • Base slow decreased from 5/11/17/23/29/35% to 5/9/13/17/21/25%
  • Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
  • Ashe can once again crit, but for half the damage of regular crits.  Her crits will instead apply Frost Show’s slow with double strength (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow

 

Change BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Slow amplification (20% more slow) and cooldown (18 seconds) removed;
  • Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running;
  • Passive no longer stacks with Volley [ W ] and Enchanted Crystal Arrow [ R ].

 

 

Draven Final Portrait

GENERAL Banner

  • Attack frame improved by 30% (more responsive auto-attack animation)
  • Basic Attack missile speed decreased from 1700 to 1600
  • Damage changed from 50.4 [+3.5 per level] to 56 [+2.9 per level]
  • Mana changed from 310.5 [+42 per level] to 360 [+39 per level]

 

 

Ezreal Final Portrait

GENERAL Banner

  • Damage changed from 50.25 [+3 per level] to 55.66 [+2.41 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxMystic Shot Final IconMystic Shot [ Q ]

  • Hitting skilshots now decreases Mystic Shot’s CD by 1.5 seconds, increased from 1
  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 6.5/6/5.5/5/4.5

 

Nerf BoxArcane Shift Final IconArcane Shift [ E ]

  • Cooldown increased from 19/17/15/13/11 seconds to 19/17.5/16/14.5/13

 

 

 

Jinx Final Portrait

GENERAL Banner

  • Damage changed from 53 [+3 per level] to 58.5 [+2.4 per level]

 

Buff BoxGet Excited! [ Passive ]Get Excited Final Icon

  • Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
  • Duration increased from 4 seconds to 6

 

Nerf BoxSwitcheroo Final IconSwitcheroo! [ Q ]

  • While using her Rocket Launcher, Jinx’s Total Attack Speed is decreased by 15%

 

 

 

Kalista Final Portrait

GENERAL Banner

  • Attack Speed changed from 0.658 [+3% per level] to 0.694 [+2.8% per level]
  • Attack Damage changed from 57.5 [+3.5 per level] to 63 [+2.9 per level]

 

Nerf BoxMartial Poise Final IconMartial Poise [ Passive ]

  • Jump speed now only scales with Attack Speed/Slows (is slower early game but scales up); no longer scales with boot tier.

 

 

Kindred Final Portrait

GENERAL Banner

  • Damage changed from 49 [+2.2 per level] to 54 [+1.7 per level]
  • Base Health-per-second decreased from 2 to 1.4

 

 

Lucian Final Portrait

GENERAL Banner

  • Mana changed from 299 [+41 per level] to 349 [+38 per level]
  • Attack Damage changed from 52 [+3 per level] to 59.5 [+2.4 per level]

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Number of bullets no longer scale with Attack Speed, but with ranks in The Culling (20/25/30 bullets)

 

 

Shaco Final Portrait

 

Buff BoxTwo ShivTwo-Shiv Poison [ E ]

  • Now decreases minions and monsters’ attack speed by 20/22.5/25/27.5/30% rather than their miss chance (by the same %)

 

 

Sivir Final Champion Portrait

GENERAL Banner

  • Base Attack Speed decreased from 0.66 to 0.625

 

Change BoxRicochet Final IconRicochet [ W ]

  • Cooldown now begins on spell cast rather than when the attack buff expires
  • Cooldown increased from 9/8/7/6/5 seconds to 12/10.5/9/7.5/6
  • Attack buff duration decreased from 6 seconds 4

 

 

Tristana Final Portrait

GENERAL Banner

  • Attack damage changed from 51.5 [+3 per level] to 57 [+2.4 per level]

 

Change BoxRapid Fire Final IconRapid Fire [ Q ]

  • No longer reduces Explosive Charge’s [ E ] cooldown on-hit while active
  • No longer reduces its own cooldown when attacking a target with Explosive Charge [ E ] on
  • Cooldown decreased from 20 seconds at all ranks to 20/19/18/17/16

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage changed from 80/105/130/155/180 to 60/110/160/210/260;
  • No longer deals increased damage per Explosive Charge [ E ] stack;
  • Additionally, If Explosive Charge [ E ] explodes with maximum stacks, Rocket Jump’s cooldown is reset.

 

Buff BoxExplosive Charge Final IconExplosive Charge [ E ]

  • Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this;
  • Tristana’s abilities also add Explosive Charge [ E ] stacks;
  • Missile Speed increased from 1800 to 2400

 

 

Twitch Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 55.5 [+2.4 per level]

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Ambush’s cooldown resets when an enemy champion affected by Deadly Venom dies;
  • Quality of Life Buff: Entering stealth now cancels Twitch’s current auto attack order.

 

Change BoxSpray and Pray Final IconRat-Ta-Tat-Tat [ R ]

  • Buff Duration decreased from 7 seconds to 5;
  • Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q’s stealth no longer cancels stealth;
  • Mana cost decreased from 100/125/150 to 100 at all ranks.

 

 

Urgot Final Portrait

 

Change BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • No longer grants bonus 60/90/120 Armor/Magic Resistance;
  • Now adds 30/40/50% Damage Reduction.

 

 

Varus Final Portrait

GENERAL Banner

  • Attack damage changed from 49 [+3 per level] to 54.66 [+2.4 per level];
  • Mana changed from 310.5 [+36 per level] to 360 [+33 per level].

 

Change BoxChain of Corruption Final IconChain of Corruption [ R ]

  • Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion;
  • Rooted targets gain 3 stacks of Blight [ W ] over the duration of the root;
  • Base damage decreased from 150/250/350 to 100/175/250.

 

 

Vayne Final Portrait

GENERAL Banner

  • Attack Damage changed from 50.5 [+3.25 per level] to 56 [+1.66 per level]
  • Mana changed from 299 [+41 per level] to 349 [+38 per level]

 

Change BoxTumbleTumble [ Q ]

  • Buff duration to next basic attack increased from 6 seconds to 7.

 

 

Change BoxSilver Bolts Final IconSilver Bolts [ W ] 

  • Flat Damage removed (20/30/40/50/60 on live);
  • Percent Health Damage increased from 4/5/6/7/8% to 6/7.5/9/10.5/12% (minimum damage is 40/60/80/100/120).

 

 

TWEAKS TO MANA POOLS MANA REGEN

 

Alistar Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Anivia Final Portrait

GENERAL Banner

  • Mana changed from 346 [+53 per level] to 396 [+50 per level]

 

Blitzcrank Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Brand Final Portrait

GENERAL Banner

  • Mana changed from 325 [+45 per level] to 375 [+42 per level]

 

Evelynn Final Portrait

GENERAL Banner

  • Mana changed from 265.6 [+45 per level] to 315.6 [+42 per level]

 

Fiddlesticks Final Portrait

GENERAL Banner

  • Mana changed from 350 [+59 per level] to 400 [+56 per level]

 

Fizz Final Portrait

GENERAL Banner

  • Mana changed from 267 [+40 per level] to 317 [+37 per level]

 

Galio Final Portrait

GENERAL Banner

  • Mana changed from 319 [+50 per level] to 369 [+47 per level]

 

Hecarim Final Portrait

GENERAL Banner

  • Mana changed from 277.2 [+40 per level] to 327 [+37 per level]

 

Irelia Final Portrait

GENERAL Banner

  • Mana changed from 289 [+35 per level] to 339 [+32 per level]

 

Janna Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Jax Final Portrait

GENERAL Banner

  • Mana changed from 289 [+35 per level] to 339 [+32 per level]

 

Jayce Final Portrait

GENERAL Banner

  • Mana changed from 307 [+40 per level] to 357 [+37 per level]

 

Karma Final Portrait

  • Base Mana-per-second increased from 1.2 to 1.7

 

Kassadin Final Portrait

GENERAL Banner

  • Mana changed from 347.6 [+70 per level] to 397.6 [+67 per level]

 

Lulu Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.7 to 2.2

 

Lux Final Portrait

GENERAL Banner

  • Mana changed from 334 [+50 per level] to 384 [+47 per level]

 

Maokai Final Portrait

GENERAL Banner

  • Mana changed from 327.3 [+46 per level] to 377.3 [+43 per level]

 

Morgana Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Nami Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Nasus Final Portrait

GENERAL Banner

  • Mana changed from 275.6 [+45 per level] to 325.6 [+42 per level]

 

Nautilus Final Portrait

GENERAL Banner

  • Mana changed from 284 [+50 per level] to 334 [+47 per level]

 

Olaf Final Portrait

GENERAL Banner

  • Mana changed from 265.6 [+45 per level] to 315.6 [+42 per level]

 

Pantheon Final Portrait

GENERAL Banner

  • Mana changed from 267 [+34 per level] to 317 [+31 per level]

 

 

Ryze Final Portrait

GENERAL Banner

  • Mana changed from 342.4 [+55 per level] to 392.4 [+52 per level]

 

Sion Final Portrait

GENERAL Banner

  • Mana changed from 275.6 [+45 per level] to 325.6 [+42 per level]

 

Sona Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Soraka Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.8 to 2.3

 

Swain Final Portrait

GENERAL Banner

  • Mana changed from 324 [+50 per level] to 374 [+47 per level]

 

Syndra Final Portrait

GENERAL Banner

  • Mana changed from 334 [+63 per level] to 384 [+60 per level]

 

Tahm Kench Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.1 to 1.6

 

Talon Final Portrait

GENERAL Banner

  • Mana changed from 327 [+40 per level] to 377 [+37 per level]

 

Taric Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Veigar Final Portrait

GENERAL Banner

  • Mana changed from 342.4 [+55 per level] to 392.4 [+52 per level]

 

VelKoz Final Portrait

GENERAL Banner

  • Mana changed from 325.6 [+45 per level] to 375.6 [+42 per level]

 

Xerath Final Portrait

GENERAL Banner

  • Mana changed from 317 [+47 per level] to 367 [+44 per level]

 

Ziggs Final Portrait

GENERAL Banner

  • Mana changed from 334 [+50 per level] to 384 [+47 per level]

 

Zilean Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

Zyra Final Portrait

GENERAL Banner

  • Base Mana-per-second increased from 1.2 to 1.7

 

 

Item Changes

I’ve split the item changes into their relevant caterogies. Note that there are also item changes in the Vision & Jungle changes sections:

 

 

STARTING ITEMS Banner

[ Note ] Starting Gold has been increased from 475 to 500.

 

Buff BoxBoots of Speed Final IconBoots of Speed

  • Cost decreased from 325 Gold to 300.

 

 

Removed BoxCrystalline Flask Final IconCrystalline Flask

  • Removed from the game.

 

 

New Item BoxCull IconCull [ New Starting Item ]

Cost: 450 Gold;

Grants 5 Attack Damage and 3 life on-hit;

Passive: Grants 1 Bonus Gold per Creep Score until 100 CS. At 100 CS, you gain 300 Bonus Gold and that passive is disabled afterward.

 

Buff BoxDagger Final IconDagger

  • Total cost decreased from 450 to 300;
  • Attack Speed decreased from 15% to 12%.

 

Buff BoxDorans Blade Final IconDoran’s Blade

  • Attack Damage increased from 7 to 8
  • Health increased from 70 to 80
  • Cost increased from 440 Gold to 450

 

Nerf BoxDorans Shield Final IconDoran’s Shield

  • Cost increased from 440 Gold to 450

 

 

Buff BoxFaerie Charm FInal IconFaerie Charm

  • Total cost decreased from 180 Gold to 125.

 

 

Buff BoxLong Sword Final IconLong Sword

  • Cost decreased from 360 Gold to 350

 

 

Buff BoxRejuvenation Bead Final IconRejuvenation Bead

  • Total cost decreased from 180 Gold to 150.

 

 

Buff BoxSapphire Crystal Final IconSapphire Crystal

  • Total cost decreased from 400 Gold to 350;
  • Mana increased from 200 to 250.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Total cost decreased from 365 Gold to 350;
  • Passive now grants 8 Gold per hit, increased from 5.

 

New Item BoxThe Dark Seal Final IconThe Dark Seal

  • Grants 15 Ability Power, 25% increased Healing from Potions and 100 Mana;
  • Cost is 400 Gold;
  • UNIQUE Passive – Dread: Grants 3 Ability Power per Glory.
  • UNIQUE Passive – Do or Die: Grants 2 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory total. Lose 4 Glory on death.

 

 

CHANGES TO CONSUMABLES Banner

 

New Item BoxCorrupting Potion Final IconCorrupting Potion

Recipe: Refillable Potion Final Icon Refillable Potion + 350 Combine Cost = 500 Gold Total.

 

UNIQUE Active: Consumes a charge to restore 150 Health and 50 Mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges that refill upon visiting the shop.

Touch of Corruption: Spells and attacks burn enemy champions for 15-30 (scales with Champion level) magic damage over 3 seconds. The damage is halved for AoE and DoTs.

Limited to one type of a Healing Potion.

 

Corrupting Potion Final Icon

 

Nerf BoxHealth Potion Final Icon

Health Potion

  • Cost increased from 35 Gold to 50.

 

 

New Item BoxHunters Potion Final IconHunter’s Potion

Recipe: Refillable Potion Final Icon Refillable Potion + 250 Combine Cost = 400 Gold Total

 

UNIQUE Active: Consumes a charge to restore 60 Health and 35 Mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.

Killing a Large Monster grants one charge.

 

Hunters Potion Build Path

 

Removed BoxMana Potion Final IconMana Potion

  • Removed from the game.

 

 

Change BoxElixir of Iron Final IconElixir of Iron

  • Cost increased from 400 Gold to 500;
  • Slow effectiveness reduction removed (25% on live);
  • Now additionally grants 300 flat Health.

 

Change BoxElixir of Sorcery Final IconElixir of Sorcery

  • Cost increased from 400 Gold to 500;
  • Ability Power increased from 40 to 50.

 

Change BoxElixir of Wrath Final IconElixir of Wrath

  • Cost increased from 400 Gold to 500;
  • Attack Damage increased from 25 to 30;
  • BLOODLUST passive now heals for 15% of the physical damage dealt, increased from 10%;
  • Kills and Assists no longer extend Elixir of Wrath’s duration.

 

New Item BoxRefillable Potion Final IconRefillable Potion [ New Potion ]

Costs 150 Gold.

UNIQUE Active: Consumes a charge to restore 100 Health over 10 seconds. Holds up to 2 charges and refills upon visiting the shop.

 

 

CHANGES TO AD ITEMS Banner

 

Change BoxBF Sword Final IconB. F. Sword

  • Total cost decreased from 1500 Gold to 1300.
  • Attack Damage decreased from 50 to 40.

 

Buff BoxBilgewater Cutlass Final IconBilgewater Cutlass

  • Total cost decreased from 1400 to 1300;
  • Life Steal increased from 8% to 10%.

 

Nerf BoxBlade of the Ruined King Final IconBlade of the Ruined King

  • Total Cost increased from 3200 Gold to 3400;
  • % Current HP as physical damage decreased from 8% to 6%.

 

New Item BoxCaulfields Warhamer Final IconCaulfield’s Warhammer

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total;
  • Grants 25 Attack Damage and 10% Cooldown Reduction.

 

Caulfields Warhamer Build Pattern

 

New Item BoxDeaths Dance Final IconDeath’s Dance

Recipe: vampiric scepter Vampiric Scepter (900 Gold) + Pickaxe_item Pickaxe (875 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 525 Combine Cost = 3400 Gold Total

Grants 65 Attack Damage and 10% Cooldown Reduction;

UNIQUE Passive: Dealing physical damage heals for 12% of the damage dealt. (33% effectiveness for multi-target effects.)

UNIQUE Passive: 12% of damage taken is dealt as a Bleed effect over 3 seconds instead.

Deaths Dance Build Pattern

 

Buff BoxEssence Reaver Final IconEssence Reaver [ Reworked ]

  • Recipe Changed: B._F._Sword_item B.F. Sword (1300 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Cloak_of_Agility_item Cloak of Agility (730 Gold) + 300 Combine Cost = 3500 Gold Total;
  • Total Cost increased from 3200 Gold to 3500;
  • Attack Damage decreased from 80 to 65;
  • Now grants 20% Critical Chance instead of 10% Life Steal;
  • New UNIQUE Passive: Grants 10% Cooldown Reduction;
  • New UNIQUE Passive: Gain up to 20% additional Cooldown Reduction, equal to your Critical Chance from other sources;
  • New UNIQUE Passive: Critical strikes restore 3% of your maximum Mana pool.

 

Essence Reaver Build Pattern

 

New Item BoxExecutioners Calling Final IconExecutioner’s Calling [ returns to the store! ]

  • Recipe: Long Sword Final Icon Long Sword (350 Gold) + 450 Combine cost = 800 Gold Total;
  • UNIQUE Passive – Executioner: Physical damage inflicts Grevious Wounds (50% reduced healing) on enemy Champions for 3 seconds.

 

Executioners Calling Build Path

 

Buff BoxFrozen Mallet Final IconFrozen Mallet

  • Recipe Changed: Jaurims Fist Final Icon Jaurim’s Fist (1200 Gold) + Pickaxe_item Pickaxe (875 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 625 Combine Cost = 3100 Gold Total;
  • Total cost decreased from 3300 Gold to 3100;
  • Attack damage increased from 30 to 40;
  • Health decreased from 700 to 650.

 

Frozen Mallet Build Path

 

New Item BoxGiant Slayer Final IconGiant Slayer

Recipe: Long Sword Final Icon Long Sword (350 Gold) + 650 Combine Cost = 1000 Gold Total;

 

Grants 10 Attack Damage;

UNIQUE Passive – Giant Slayer: Grants up to +10% damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference).

 

Giant Slayer Build Pattern

 

Change BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost decreased from 2590 to 2500;
  • Old UNIQUE passive removed;
  • Now grants stacks only for basic attacks; 1 for Ranged, 2 for Melee;
  • Now additionally grants 3 AD per stack;
  • Attack Speed per stack increased from 4% to 8%;
  • At 8 stacks, you gain Guinsoo’s Rage: Basic attacks deal bonus magic damage on hit, equal to 20 [+0.15 bonus AD] [+0.075 AP] to the target and nearby enemy units (mini Tiamat effect).

 

HexdrinkerChange BoxHexdrinker Final Icon

  • Total cost decreased from 1450 Gold to 1300;
  • Attack Damage decreased from 25 to 20;
  • Magic Resist decreased from 35 to 30;
  • Shield value decreased from 250 flat to 110-280 (+10 per Champion level).

 

Change BoxHextech Gunblade Final IconHextech Gunblade

  • No longer grants 10% Life Steal and 20% Spell Vamp;
  • Basic attacks and single-target spells no longer reduce the active’s cooldown by 3 seconds (Reload passive removed);
  • New UNIQUE Passive: Heal for 15% of the damage you deal. This is 33% as effective for Area of Effect damage.

 

Nerf BoxInfinity Edge Final IconInfinity Edge

  • Total Cost decreased from 3800 Gold to 3500
  • Attack Damage decreased from 80 to 65

 

New Item BoxJaurims Fist Final IconJaurim’s Fist

Recipe: Long Sword Final Icon Long Sword (350 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 450 Combine Cost = 1200 Gold Total

Grants 15 Attack Damage and 150 Health;

UNIQUE Passive: Killing a unit grants 5 maximum Health. This bonus stacks up to 30 times.

 

Jaurims Fist Build Path

 

New Item BoxKircheis Shard Final IconKirchei’s Shard

Recipe: Dagger_item Dagger (300 Gold) + 450 Combine Cost = 750 Gold Total

 

Grants 15% Attack Speed.

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Energized Strike: Your Energized attacks deal 30 bonus magic damage on hit.

 

Kircheis Shard Build Path

 

Change BoxLast Whisper Final IconLast Whisper

  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + 425 Combine Cost = 1300 Gold Total;
  • Is now a component item used for new items;
  • Total cost decreased from 2300 Gold to 1300 Gold;
  • Now ignores 30% of Bonus Armor, not Total Armor.

 

Last Whisper Build Path

 

New Item BoxLord Dominik Final IconLord Dominik’s Regards

Recipe: Last Whisper Final Icon Last Whisper (1350 Gold) + Giant Slayer Final Icon Giant Slayer (1000 Gold) + 400 Combine Cost = 2500 Gold Total;

Grants 40 Attack Damage;

UNIQUE Passive – Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum health than you (+1.5% damage per 50 health difference, maxing at 500 health difference).

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Lord Dominik Build Pattern

 

Nerf BoxManamune Final PortraitManamune

  • Total cost increased from 2200 to 2400.

 

 

Change BoxMaw of Malmortius Final IconMaw of Malmortius [ Reworked ]

  • Recipe Changed: Hexdrinker Hexdrinker (1300 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 850 Combine Cost = 3250 Gold Total;
  • Total Cost increased from 3200 Gold to 3250;
  • Attack Damage decreased from 60 to 55;
  • Magic Resist increased from 40 to 50;
  • Now additionally grants 10 Armor Penetration;
  • Shield value changed from 400 to 300 [+1 per 1 bonus MR];
  • No longer grants 1 AD per 2% missing HP (capped at 35 bonus AD);
  • New UNIQUE Passive – Lifegrip: When the shield triggers, gain 25% Bonus Attack Speed, 10% Spell Vamp and 10% Life Steal. Lasts until you exit combat.

 

Maw Build Path

 

Change BoxMercurial_ScimitarMercurial Scimitar

  • Recipe changed: Quicksilver_Sash Quicksilver Sash (1300 Gold) + Pickaxe_item Pickaxe (875 Gold) + vampiric scepter Vampiric Scepter (900 Gold) + 1175 Combine Cost = 3700 Gold Total
  • Attack Damage decreased from 80 to 75;
  • Now additionally grants 10% Life Steal.

 

Mercurial Scimitar Build Pattern

 

New Item BoxMortal Reminder Final Icon Mortal Reminder

Recipe: Last Whisper Final Icon Last Whisper (1300 Gold) + Executioner's_Calling Executioner’s Calling (800 Gold) + 400 Combine Cost = 2500 Gold Total

Grants 40 Attack Damage;

UNIQUE Passive – Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Mortal Reminder Build Pattern

 

Change BoxPhage Final IconPhage

  • Attack Damage decreased from 20 to 15;
  • Cost decreased from 1325 to 1250.

 

Nerf BoxRavenous Hydra Final IconRavenous Hydra

  • Total Gold increased from 3300 to 3600 (recipe cost up from 600 Gold to 1100);
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

New Item BoxSerrated Dirk Final IconSerrated Dirk

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total;
  • Grants 20 Attack Damage;
  • UNIQUE Passive: Grants 10 Armor Penetration;
  • UNIQUE Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.

 

Serrated Dirk Build Path

 

Change BoxSheen Final IconSheen 

  • Recipe Changed: Sapphire_Crystal_item Sapphire Crystal (350 Gold) + 700 Combine Cost = 1050 Gold Total;
  • Total cost decreased from 1200 Gold to 1050;
  • Now grants 10% Cooldown Reduction instead of 25 Ability Power .

 

Sheen Build Path

 

Removed BoxSword of the Occult Final IconSword of the Occult

  • Removed from the game.

 

 

Change BoxTitanic Hydra Final IconTitanic Hydra

  • Recipe Changed: Tiamat_item Tiamat (1250 Gold) + 3052_Enforcers_Vambrace Jaurim’s Fist (1200 Gold) + 990 Combine Cost = 3600 Gold Total;
  • Gold cost increased from 3300 Gold to 3440;
  • Health increased from 400 to 450;
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

Titanic Hydra Build Path

 

Change BoxThe Black Cleaver Final IconThe Black Cleaver

  • Recipe Changed: Phage Phage (1250 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 1150 Combine Cost = 3500 Gold Total;
  • Cost increased from 3000 Gold to 3500;
  • Attack Damage increased from 40 to 55;
  • Health decreased from 400 to 300.

 

Black Cleaver Build Pattern

 

Change BoxTiamat Final IconTiamat 

  • Cost decreased from 1900 Gold to 1250;
  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 1250 Gold Total;
  • Attack Damage decreased from 40 to 30;
  • Bonus to Base Health Regen decreased from 100% to 50%.

 

Tiamat Build Path

 

Nerf BoxBloodthirster Final IconThe Bloodthirster

  • Recipe changed: BF Sword Final Icon B.F. Sword (1300 Gold) + Long Sword Final Icon Long Sword (350 Gold) + vampiric scepter Vampiric Scepter (900 Gold) + 1150 Combine Cost = 3700 Gold Total;
  • Total Gold cost increased from 3500 to 3700 (recipe cost unchanged).
  • Attack Damage decreased from 80 to 75;

 

Bloodthirster Build Path

 

Removed BoxBrutalizer Final IconThe Brutalizer

  • Removed from the game.

 

Change BoxTrinity Force Final IconTrinity Force

  • Now grants 10% Cooldown Reduction;
  • Attack Damage decreased from 30 to 25;
  • Mana increased from 200 to 250;
  • Movement Speed decreased from 8% to 5%;
  • Critical Chance increased from 10% to 20%;
  • No longer grants 30 Ability Power;
  • Attack Speed decreased from 30% to 20%.

[ Note ] Check the changes to Phage and Sheen for context.

 

Buff BoxVampiric Scepter Final IconVampiric Scepter

  • Cost increased from 800 Gold to 900 (Combine cost up from 440 Gold to 550, Long Sword cost down 10 Gold);
  • Attack Damage increased from 10 to 15;
  • Life Steal increased from 8% to 10%.

 

Change BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Cost increased from 2700 Gold to 3200;
  • New Recipe: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 1000 Combine Cost = 3200 Gold Total;
  • Attack Damage increased from 30 to 65;
  • No longer grants 15% Critical Chance.

 

Youmuus Ghostblade Build Path

 

 

CHANGES TO ATTACK SPEED ITEMS Banner

 

New Item BoxPhantom Dancer Final IconPhantom Dancer [ Reworked ]

Recipe: 2 Dagger_item Daggers (2 x 300 Gold) + Zeal Zeal (1200 Gold) + 900 Combine Cost = 2700 Gold Total;

Grants 40% Attack Speed and 30% Critical Strike Chance;

UNIQUE Passive – Spectral Waltz: While within 500 units of an enemy Champion you can see, +12% Movement Speed and you can move through units;

UNIQUE Passive – Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).

 

Phantom Dancer Build Pattern

 

New Item BoxRapid Firecannon Final IconRapid Firecannon

Recipe: Zeal Zeal (1200 Gold) + 2015_Kircheis_Shard Kirchei’s Shard (750 Gold) + 550 Combine Cost = 2500 Gold Total;

Grants 30% Attack Speed, 30% Critical Chance and 8% Movement Speed;

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Firecannon: Your Energized attacks gain 35% bonus range (+150 range maximum) and deal 50-200 bonus magic damage (based on level) on hit.

Energized attacks function on structures.

 

Rapid Firecannon Build Pattern

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 40%;
  • Now grants 30% Critical Chance and 5% Movement Speed;
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5;
  • Bolts can now critically strike and apply on-hit effects;
  • (Unique) Passive buff to basic attacks has been increased from 10 physical damage on-hit to 15;
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged).

 

Buff BoxRecurve Bow Final IconRecurve Bow

  • Total cost decreased from 1100 Gold to 1000;
  • Attack Speed decreased from 30% to 25%;
  • Bonus physical damage on-hit increased from 10 to 15.

 

Change BoxStatikk_ShivStatikk Shiv

  • Recipe changed: Zeal Zeal (1200 Gold) + Kircheis Shard Final Icon Kirchei’s Shard (750 Gold) + 550 Combine cost = 2500 Gold Total
  • Attack Speed decreased from 40% to 35%;
  • Movement Speed decreased from 6% to 5%;
  • Critical Chance increased from 20% to 30%;
  • Combine cost decreased from 600 Gold to 550 (Total cost unchanged);
  • Passive damage changed from 100 to 50-150 (scales with Champion levels);
  • Chain lightning can now hit 5 targets, increased from 4, deals 50% bonus damage to minions and can still critically strike (as on live).

 

Statikk Shiv Build Path

 

Buff BoxStinger Final IconStinger

  • Total cost decreased from 1250 Gold to 1200;
  • Attack Speed increased from 40% to 50%.

 

Change BoxZeal Final IconZeal

  • Total cost increased from 1100 Gold to 1200;
  • Attack Speed decreased from 20% to 15%;
  • Critical Chance increased from 10% to 20%.

 

Removed BoxZephyrZephyr

  • Removed from the game.

 

 

CHANGES TO BOOT ITEMS

 

Change BoxBerserkers Greaves Final IconBerserker’s Greaves

  • Total cost increased from 1000 Gold to 1100;
  • Attack Speed increased from 25% to 30%.

 

Alacrity_item (1)Boot Enchantment: Alacrity

  • Total cost decreased from 475 to 450.

 

Boot Enchantment: CaptainCaptain_item (1)

  • Total cost decreased from 600 to 450.

 

Distortion_item (1)Boot Enchantment: Distortion

  • Total cost decreased from 475 Gold to 450;
  • Cooldown reduction on Flash, Ghost and Teleport decreased from 20% to 15%;
  • Bonus Movement Speed after Flashing decreased from 30% to 20%.

 

Furor_itemBoot Enchantment: Furor

  • Total cost decreased from 475 to 450.

 

Buff BoxBoots of Swiftness Final IconBoots of Swiftness

  • Total cost decreased from 1000 to 800;
  • Movement Speed increased from 60 to 65.

 

Change BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Cooldown reduction decreased from 15% to 10%;
  • Now additionally decrease the cooldown of Summoner Spells by 10%.

 

Change BoxMercury Threads Final IconMercury’s Treads

  • Total cost decreased from 1200 Gold to 1100;
  • Tenacity decreased from 35% to 20%.

 

Change BoxNinja Tabi Final IconNinja Tabi

  • Total cost increased from 1000 to 1100;
  • Armor increased from 25 to 30.

 

 

CHANGES TO AP ITEMS

 

Buff BoxAbyssal Scepter Final IconAbyssal Scepter

  • Total cost decreased from 2450 to 2370.

 

 

Nerf BoxArchangels Staff Final IconArchangel’s Staff

  • Total cost increased from 3000 Gold to 3100.

 

 

Nerf BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Total cost increased from 2600 Gold to 2800.

 

 

Nerf BoxBanner of Command Final IconBanner of Command

  • Total cost increased from 2750 Gold to 2900.

 

 

Nerf BoxHaunting Guise Final IconHaunting Guise

  • Total cost increased from 1500 Gold to 1600.

 

 

Nerf BoxLiandrys Torment Final IconLiandry’s Torment

  • Total cost increased from 3000 Gold to 3200.

 

 

Change BoxLich Bane Final IconLich Bane

  • Recipe Changed: Sheen Sheen (1050 Gold) + Aether_Wisp_item Aether Wisp (850 Gold) + Blasting_Wand_item Blasting Wand (850 Gold) + 450 Combine Cost = 3200 Gold Total;
  • Total cost increased from 3000 Gold to 3200;
  • Now additionally grants 10% Cooldown Reduction;
  • Movement Speed increased from 5% to 7%.

 

Lich Bane Build Path

 

Nerf BoxLudens Echo Final IconLuden’s Echo

  • Total cost increased from 3000 Gold to 3200.

 

 

Change BoxMejais Soulstealer Final IconMejai’s Soulstealer [ Reworked ]

  • Recipe Changed: The Dark Seal Final Icon The Dark Seal (400 Gold) + 1000 Combine Cost = 1400 Gold Total
  • Now grants 200 Mana and 20 AP, but no longer starts off with 5 stacks.
  • New UNIQUE Passive – Dread: Grants 5 Ability Power per Glory. If you have at least 15 Glory, you gain 10% Movement Speed;
  • New UNIQUE Passive - Do or Die (replaces old): Grants 4 Glory per champion kill (2 per assist), capped at 25. You lose 10 stacks on death.

 

Mejai Soulstealer Build Path

 

Nerf BoxMorellonomicon Final Icon

Morellonomicon

  • Total cost increased from 2300 to 2550.

 

 

Buff BoxNashors Tooth Final IconNashor’s Tooth

  • Attack Speed increased from 40% to 50%.

 

 

Nerf BoxRabadon Deathcap Final IconRabadon’s Deathcap

  • Total Cost increased from 3500 Gold to 3800.

 

 

Change BoxRod of Ages Final IconRod of Ages

  • Total cost increased from 2700 Gold to 3000;
  • Ability Power increased from 60 to 80 (before stacks).

 

Nerf BoxRylais Crystal Scepter Final IconRylai’s Crystal Scepter

  • Total Cost increased from 3000 Gold to 3200.

 

 

Nerf BoxSeekers Armguard Final IconSeeker’s Armguard

  • Armor decreased from 30 to 20

 

 

Removed BoxTwin Shadows Final IconTwin Shadows

  • Removed from the game.

 

 

Nerf BoxVoid Staff Final IconVoid Staff

  • Total Cost increased from 2500 Gold to 2650.

 

 

Buff BoxWill of the Ancients Final IconWill of the Ancients

  • Total cost decreased from 2500 Gold to 2300.

 

 

Nerf BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Total Cost increased from 3000 Gold to 3200;
  • Armor decreased from 50 to 45.

 

 

CHANGES TO SUPPORT ITEMS Banner

 

Change BoxAegis Final IconAegis of Legion

  • Total cost decreased from 1600 to 1500;
  • Aura bonus to Magic Resist decreased from 15 to 10.

 

Nerf BoxArdent Censer Final IconArdent Censer

  • Total cost increased from 2100 Gold to 2200.

 

 

New Item BoxEye of the Equinox Final IconEye of the Equinox 

Recipe: Sightstone Sighstone (800 Gold) + Targon's Brace_item Targon’s Brace (850 Gold) + 550 Combine Cost = 2200 Gold Total

UNIQUE Passive – Spoils of War: Melee basic attacks execute minions below 400 Health. Killing a minion heals the owner and the nearest allied champion for 50 Health and grants them kill Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Equinox Build Path

 

New Item BoxEye of the Watchers Final IconEye of the Watchers

Recipe: Sightstone Sighstone (800 Gold) + Frostfang (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 25 Ability Power, 2 Gold-per-10 seconds and 150% Base Mana Regen

UNIQUE Passive – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 3 times every 30 seconds.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Watchers Build Path

 

New Item BoxEye of the Oasis Final IconEye of the Oasis

Recipe: Sightstone Sighstone (800 Gold) + Nomads Medallion Final Icon Nomad’s Medallion (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 150% Base Health Regen and 150% Base Mana Regen

UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 6 Gold and 10 Health.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Oasis Build Path

 

Change BoxFace of the Mountain Final IconFace of the Mountain

  • Health decreased from 500 to 450;
  • Spoils of War passive no longer heals for a bonus 1% of your maximum Health;
  • Shield explosion no longer deals damage; instead, it slows nearby enemies by 40% for 2 seconds.

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Now grants 150% Base Mana Regen, increased from 100%;
  • Passive now grants 15 Gold per hit, increased from 10;
  • Active has been replaced with the active from Twin Shadows, but with a slow duration of 4 seconds (up from 2.5 on TS).

 

Buff BoxFrostfang Final IconFrostfang

  • Total cost decreased from 865 Gold to 850;
  • AP increased from 10 to 15;
  • Now grants 100% Base Mana Regen, increased from 50%;
  • Passive now grants 15 Gold per hit, increased from 10.

 

Buff BoxKindlegem Final IconKindlegem

  • Cost decreased from 850 Gold to 800

 

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2750 Gold to 2500
  • Shield duration on active decreased from 5 seconds to 2

 

Change BoxMikaels Crucible Final IconMikael’s Crucible

  • Total cost decreased from 2450 Gold to 2300
  • Magic Resist decreased from 40 to 35

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Recipe Changed: Faerie_Charm_item Faerie Charm (125 Gold) + Ancient_Coin_item Ancient Coin (350 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 850 Gold Total;
  • Total cost decreased from 865 Gold to 850;
  • Gold per minion killed nearby increased from 5 to 6.

 

Nomads Medallion Build Path

 

Nerf BoxOhmwrecker Final IconOhmwrecker

  • Total cost increased from 2600 Gold to 2650.

 

 

Nerf BoxTalisman of Ascension Final IconTalisman of Ascension

  • Gold-per-minion kill increased from 5 to 6;
  • No longer grants 2 gold-per-10;
  • Cooldown on active increased from 40 seconds to 60.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Recipe Changed: Relic Shield Relic Shield (350 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 350 Combine Cost = 850 Gold Total
  • Total cost decreased from 865 Gold to 850;
  • Now additionally grants 2 Gold per 10 seconds.

 

Targons Brace Build Path

 

Nerf BoxZekes Harbinger Final IconZeke’s Harbringer

  • Total cost increased from 2250 Gold to 2350.

 

 

CHANGES TO TANK UTILITY ITEMS Banner

 

Nerf BoxBamis Cinder Final IconBami’s Cinder

  • Total cost increased from 1000 to 1100.

 

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Health increased from 450 to 500;
  • Magic Resistance increased from 60 to 70;
  • Total Cost increased from 2700 Gold to 2900.

 

Buff BoxCatalyst Final IconCatalyst the Protector

  • Health increased from 200 to 225.

 

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Total cost increased from 2750 Gold to 2800.

 

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Total cost increased from 2600 Gold to 2800.

 

 

Nerf BoxGlacial Shroud Final IconGlacial Shroud

  • Total cost increased from 900 Gold to 1000.

 

 

Guardian AngelBuff BoxGuardian Angel Final Icon

  • Total cost increased from 2800 Gold to 2900;
  • Armor and Magic Resist increased from 50 to 60.

 

Change BoxIceborn Gauntlet Final IconIceborn Gauntlet

  • Armor increased from 60 to 65;
  • Cooldown reduction increased from 10% to 20%;
  • No longer grants 30 Ability Power;
  • The size of the slow zone now increases with bonus Armor.

 

Nerf BoxQuicksilver_SashQuicksilver Sash

  • Total cost increased from 1250 Gold to 1300.

 

 

Nerf BoxRanduins Omen Final IconRanduin’s Omen

  • Total cost increased from 2700 to 3000.

 

 

Change BoxRaptors Cloak Final IconRaptor Cloak

  • Recipe Changed: Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + Chain_Vest_item Chain Vest (800 Gold) + 250 Combine Cost = 1200 Gold Total;
  • Total cost increased from 1100 Gold to 1200.

 

Raptors Cloak Build Path

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total cost increased from 2400 to 2600.

 

 

Spirit VisageBuff BoxSpirit Visage Final Icon

  • Total cost increased from 2700 Gold to 2800;
  • Health increased from 400 to 500;
  • Magic Resist increased from 60 to 70.

 

Nerf BoxSteraks Gage Final IconSterak’s Gage

  • Recipe changed: Jaurims Fist Final Icon Jaurim’s Fist (1200 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 1100 Combine Cost = 2700 Gold Total;
  • Total cost increased from 2550 Gold to 2700.

 

Steraks Gage Build Path

 

Change BoxSunfire Cape Final IconSunfire Cape

  • Total cost increased from 2600 Gold to 2700;
  • Health increased from 450 to 500.

 

Nerf BoxThornmail Final IconThornmail

  • Total cost increased from 2300 Gold to 2350.

 

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Armor decreased from 45 to 40.

 

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Health increased from 800 Gold to 850;
  • Total cost increased from 2750 Gold to 2850.

 

Change BoxWits End Final IconWit’s End

  • Total cost increased from 2550 Gold to 2800;
  • Attack Speed decreased from 50% to 40%;
  • Magic Resist increased from 30 to 40;
  • On-hit magic damage decreased from 42 to 40.

 

Change BoxZzrot Portal Final IconZz’Rot Portal

  • Total cost decreased from 2750 Gold to 2700;
  • Base Health Regen decreased from 150% to 125%.

 

 

Jungle Changes Banner

The jungle has received changes both to its monster strength and itemization. There’s also a new epic monster that lives in the Baron Pit- the Rift Herald.

 

 

CHANGES TO JUNGLE CAMPS Banner

Jungle camps have slightly tweaked stats to account for item changes. The end result should be near-similar to what the jungle is like on live currently:

 

 Krug Final IconAncient Krug

  • Attack Damage decreased from 73 to 68;
  • Auto-attack range decreased from 190 to 150;
  • Gold increased from 60 to 81;
  • Experience decreased from 150 to 140.

 

Blue Sentinel Final IconBlue Sentinel

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Cinderling Final IconCinderling

  • Armor removed (8 on live);
  • Health decreased from 400 to 375.

 


Elder Razorbeak Final IconCrimson Raptor

  • Gold increased from 41 to 62;
  • Experience decreased from 140 to 130.

 

Greater Murkwolf Final IconGreater Murk Wolf

  • Attack range increased from 125 to 175;
  • Gold increased from 53 to 68;
  • Experience granted decreased from 142 to 132.

 

Gromp Final IconGromp

  • Damage decreased from 83 to 75;
  • Gold increased from 62 to 86;
  • Experience granted decreased from 200 to 190;
  • Magic resist decreased from 0 to -10.

 

Small Krug Final IconKrug (small golem next to Ancient Krug)

  • Attack Damage decreased from 35 to 32;
  • Health decreased from 540 to 500;
  • Armor removed (12 on live);
  • Magic resist increased from -10 to 0.

 

Small Murkwolf Final IconMurk Wolves (small wolves in Murk Wolf camp)

  • Armor removed (6 on live);
  • Health decreased from 420 to 380.

 

Crimson Raptor Final IconRaptor (small pigeons in the Raptor camp)

  • Armor removed (5 on live);
  • Health decreased from 250 to 225.

 

Elder Brambleback Final IconRed Brambleback

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Sentry Final IconSentries (mini golems in blue camp)

  • Health decreased from 400 to 375;
  • Magic resist increased from 0 to 10.

 

 

CHANGES TO JUNGLE ITEMS Banner

 

Buff BoxHunter's_Machete_itemHunter’s Machete 

  • Cost decreased from 400 Gold to 350.
  • UNIQUE Passive – Jungler has been removed;
  • Now additionally grants 8% Life Steal when fighting jungle monsters;
  • UNIQUE Passive – Nail: Basic attacks deal 20 bonus damage vs monsters.  Killing a Large Monster grants +15 bonus experience.

 

New Item BoxHunters Talisman Final IconHunter’s Talisman [ Requires Smite to be purchased ]

Cost: 350 Gold;

Grants 150% Mana Regeneration while in Jungle;

UNIQUE Passive – Tooth: Damaging a monster steals 20 Health over 5 seconds. Grants +15 bonus experience when killing Large Jungle Monsters.

 

Cinderhulk [ Jungle Item Enchantment ] Change BoxCinderhulk Final Icon

  • Enchantment cost increased from 1400 Gold to 1575 (total cost up from 2250 Gold to 2625).

 

Change BoxDevourer Final IconDevourer [ Jungle Item Enchantment ] 

  • Total cost increased from 2250 Gold to 2450 (combine cost unchanged);
  • Attack Speed decreased from 50% to 40%;
  • Now grants 1 bonus magic damage on-hit per stack, up from 0.66;

 

Change BoxMagus Enchantment Final IconRuneglaive [ Jungle Item Enchantment ] 

  • Recipe changed: Sheen (1050 Gold) + Amplifying Tome (435 Gold) + Any Tier 2 Jungle Item (1050 Gold) + 140 Combine cost = 2675 Gold Total;
  • Enchantment cost increased from 1400 Gold to 1625 (total cost up from 2250 Gold to 2675).
  • Ability Power decreased from 50 to 40;
  • Mana increased from 200 to 250;
  • Now additionally grants 10% Cooldown Reduction.

 

Runeglaive Build Path

 

Buff BoxSated Devourer Final IconSated Devourer [ 30 Stacks Devourer ]

  • Magic damage-on-hit increased from 50 to 60.

 

 

Change BoxSkirmishers Sabre Final IconSkirmisher’s Sabre

  • Recipe changed: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;
  • Total cost increased from 850 Gold to 1050;
  • No longer grants 30 bonus Gold for killing large jungle monsters;
  • Now additionally grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;
  • UNIQUE Passive – Jungler has been removed;
  • UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.

 

Change BoxStalkers Blade Final IconStalker’s Blade [ identical changes to Skirmisher’s Sabre ]

  • Recipe changed: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;
  • Total cost increased from 850 Gold to 1050;
  • No longer grants 30 bonus Gold for killing large jungle monsters;
  • Now additionally grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;
  • UNIQUE Passive – Jungler has been removed;
  • UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.

 

New Item BoxPoachers Knife Final IconTracker’s Knife [ Replaces Poacher’s Knife ]

Recipe: Hunters Talisman Final Icon Hunter’s Talisman (350 Gold) + Hunter's_Machete Hunter’s Machete (350 Gold) + 350 Combine cost = 1050 Gold Total;

Grants 10% Life Steal vs Monsters and 150% Mana Regeneration while fighting in the Jungle;

UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience;

UNIQUE Active – Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area over 150 seconds. Holds up to 2 charges which refill upon visiting the shop.

 

Trackers Knife Build Path

 

Change BoxWarrior Enchantment Final IconWarrior [ Jungle Item Enchantment ] 

  • Recipe changed: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Any Tier 2 Jungle Item (1050 Gold) + 475 Combine cost = 2625 Gold Total;
  • Enchantment cost increased from 1400 Gold to 1575 (total cost up from 2250 Gold to 2625);
  • No longer grants 10 Armor Penetration;
  • Attack Damage increased from 45 to 60.

 

Warrior Enchantment Build Path

 

 

RIFT HERALD Banner

The Rift Herald is a new jungle monster that spawns in the Baron pit before the 20th minute.

 

Rift Herald Final IconRift Herald

  • Stats: 5000 Health, 150 Auto-Attack Range, 120 Damage, 0.67 Attack Speed, 325 Movement Speed, 40 Armor, 20 Magic Resist;
  • Grants 200 Experience when killed.

 

The buff he grants when killed is called “Doom’s Eye”. It gives the following benefits:

  • 10% Increased Damage and 40 flat Movement Speed;
  • Nearby allied minions have 40% increased Attack Speed.

 

Here’s the condensed information about the new jungle monster:

  • Location/timing:
    • Spawns at the Baron Pit
    • First appears at 4:00
    • Respawns every 5 minutes
    • Despawns at 19:45 unless in combat; hard despawns at 19:55 no matter what
  • Encounter details:
    • Melee-only attacker – but hits pretty hard. Need to be able to take a punch to tank RH.
    • The Eye will occasionally open, exposing RH to bonus damage on attacks from behind equal to 15% of RH’s Max HP as True Damage.
    • Takes 35% less damage from ranged Autoattacks.
  • Reward details:
    • 50 global gold to everyone on the killing team
    • Drops “Doom’s Eve” buff to the killer:
      • 10% increase to all Damage (except True Damage) and 40 bonus MS
      • Enhanced Baron Recall
      • Enhances nearby minions offensive power, same as Baron buff, with an additional attack speed increase. Does NOT increase their defensive power (don’t worry, you won’t have to deal with last-hitting Baron buffed minions in lane)

 

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Removed BoxClairvoyance Final IconClairvoyance

  • Removed from the game.

 

 

Removed BoxClarity Final IconClarity

  • Removed from the game.

 

 

Nerf BoxTeleport Final IconTeleport

  • No longer decreases the spell’s cooldown to 240 seconds if cast on a turret.

 

 

 

MASTERY CHANGES Banner

Masteries have been completely revamped. The final slot can now be unlocked with 17 points and is reserved for Keystone Masteries. Think of these as super-masteries – you can only pick one and that will change your general playstyle:

 

 0 out of 10 would not Photoshop like this

Here’s the entire new Mastery tree unlocked (and not at all Photoshopped).

 

5-point Masteries don’t have to be filled to the end; you can split the 5 points between the two and that will unlock the next tier. Note that you can’t spend more than 5 points between the two Masteries.

 

The last row is for Keystone Masteries. Again, you can only pick one of the three.

 


TIER I FEROCITY MASTERIES

 

Nerf BoxFury Final IconFury [ 5 Points, increased from 4 ]

  • Grants +0.8/1.6/2.4/3.2/4% Attack Speed, decreased from 1.25/2.5/3.75/5%.

 

 

Change BoxSpellsword Final IconSorcery [ 5 Points ]

  • Now grants +0.4/0.8/1.2/1.6/2.0% bonus Ability Power and Spell Damage, changed from 1.25/2.5/3.75/5% Cooldown Reduction.

 

Change BoxDouble Edged Sword Final IconDouble Edged Sword [ 1 Point ]

  • Melee – Deal 3% more damage and take 1.5% more (changed from deal 2% more and take 1% more);
  • Ranged – Deal and take an additional 2% damage, changed from 1.5%.

 

Change BoxFeast Final IconFeast [ 1 Point ]

  • Killing a unit now restores 20 Health on a 20 second cooldown, changed from 3 Health and 1 Mana without a cooldown.

 

Nerf BoxVampirism Final IconVampirism [ 5 Points, Moved from T3 Utility to T1 Offense ]

  • Grants 0.4/0.8/1.2/1.6/2.0% Lifesteal and Spell Vamp, decreased from 1/2/3% (with 3 points).

 

New Item BoxNatural Talent Final IconNatural Talent [ New, 5 Points, replaces Arcane Mastery ]

  • Grants +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18.

 

 

TIER II FEROCITY MASTERIES

 

New Item BoxBounty Hunter Final IconBounty Hunter [ New, 1 Point ]

  • You deal 1% increased damage for each unique enemy champion you kill.

 

 

New Item BoxOppressor Final IconOppressor [ New, 1 Point ]

  • You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.).

 

New Item BoxBattering Blows Final IconBattering Blows [ New, 5 Points ]

  • Grants +1.4/2.8/4.2/5.6/7% Armor Penetration.

 

 

New Item BoxDangerous Game Final IconPiercing Thoughts [ New, 5 Points ]

  • Grants 1.4/2.8/4.2/5.6/7% Magic Penetration.

 

 

FEROCITY KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Deathfires Touch Final IconDeathfire Touch

  • Your damaging abilities cause enemy champions to take [ 6 + 0.5 Bonus AD + 0.2 AP ] Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).

 

Warlords Bloodlust Final IconWarlord’s Bloodlust

  • Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).

 

Fervor of Battle Final IconFervor of Battle

  • Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

 

 

TIER I CUNNING MASTERIES Banner

 

Change BoxWanderer Final IconWanderer [ 5 points, replaces Fleet Foot ]

  • Grants 0.6/1.2/1.8/2.4/3% Movement Speed out of Combat, changed from 0.5/1/1.5% bonus MS in combat and out.

 

New Item BoxSavagery Final IconSavagery [ New, 5 points, replaces Butcher in Offense ]

  • Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters, increased from 2 with 1 point.

 

Nerf BoxRunic Affinity Final IconRunic Affinity

  • Bonus to buff duration decreased from 20% to 15%.

 

 

Buff BoxSecret Stash Final IconSecret Stash [ New, 1 Point, merges Alchemist with Cullinary Mastery ]

  • Your potions, flasks, and elixirs last 10% longer
  • Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

 

New Item BoxMerciless Final IconMerciless [ New, 5 points ]

  • Deal 1/2/3/4/5% increased damage to champions below 40% health

 

 

Nerf BoxMeditation Final IconMeditation [ 5 points ]

  • Mana regen decreased 0.5/1/1.5% of missing mana every 5 seconds to 0.3/0.6/0.9/1.2/1.5%

 

TIER II CUNNING MASTERIES Banner

 

Buff BoxBandit Final IconBandit [ New, 1 point, merges Scavenger with Bandit ]

  • Gain 1 gold for each nearby minions killed by allied champions;
  • Gain an additional 3 Gold for Ranged/10 for Melee when hitting an enemy Champion with a basic attack (internal cooldown of 5 seconds).

 

Moved BoxDangerous Game Final IconDangerous Game [ Moved from T4 Offense to T2 Utility ]

  • Champion kills and assists restore 5% of your missing Health and Mana.

 

 

New Item BoxPrecision Final IconPrecision [ New, 5 Points ]

  • Grants 0.6/1.2/1.8/2.4/3 [ + 0.06/0.12/0.18/0.24/0.3 per level ] flat Armor & Magic Penetration.

 

New Item BoxIntelligence Final IconIntelligence [ New, 5 Points ]

  • Your Cooldown Reduction cap is increased by 1/2/3/4/5%;
  • Additionally grants 1/2/3/4/5% Cooldown Reduction.

 

 

CUNNING KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Windspeakers Blessing Final IconWindspeaker’s Blessing

  • Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target’s resistances by 15% for 3 seconds when used on an ally other than yourself.

 

Thunderlords Decree Final IconThunderlord’s Decree

  • Your third attack or spell on an enemy Champion shocks the area around them, dealing [ 0.2 Bonus AD + 0.1 AP + 10 per level ] magic damage to all enemies in the area. (30 second cooldown).

 

Stormraiders Surge Final IconStormraider’s Surge

  • Dealing 30% of a Champion’s maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown).

 

 

TIER I RESOLVE MASTERIES Banner

 

Nerf BoxRecovery Final IconRecovery [ 5 Points, increased from 2 ]

  • Grants 0.4/0.8/1.2/1.6/2.0 Health Regen-per-5 seconds, decreased from 1/2 HP-per-5 (with 2 points).

 

Change BoxUnyielding Final IconUnyielding [ Now T1 with 5 points, replaces T5 Enchanted Armor ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Armor and Magic Resist, changed from 2.5/5/7.5/10% with 4 points in T5.

 

Buff BoxTough Skin Final IconTough Skin [ 1 Point ]

  • You take 2 less damage from Champion and Monster basic attacks, increased from 1/2 less damage from Monsters with 2 points.

 

New Item BoxWanderer Final IconExplorer [ New, 1 Point ]

  • Grants 12 Flat Movement Speed while moving in brush or along the river.

 

New Item BoxRunic Armor Final IconRunic Armor [ New, 5 Points ]

  • Grants 1.6/3.2/4.8/6.4/8% bonus to all shields and healing on you (includes Life Steal and HP regen).

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ 5 Points, replaces Juggernaut ]

  • Grants 0.8/1.6/2.4/3.2/4% Bonus Health,  changed from 3% with one point.

 

 

TIER II RESOLVE MASTERIES Banner

 

New Item BoxInsight Final IconInsight [ New, 1 Point ]

  • Your Summoner Spells have 15% reduced cooldown.

 

 

Change BoxPerseverance Final IconPerseverance [ New, 1 Point ]

  • Grants 50% Health Regen, increased to 200% when below 20% of Maximum Health, changed from regenning 0.35/0.675/1% of missing HP-per-5.

 

Change BoxSwiftness Final IconSwiftness [ New, 5 Points, merges Swiftness and Tenacious ]

  • Grants 3/6/9/12/15% Tenacity and Slow reduction, changed from 7.5%/15% Slow Resist with 2 points from Swiftness and 10% Tenacity with 1 point from Tenacious.

 

Nerf BoxLegendary Guardian Final IconLegendary Guardian

  • Grants 0.6/1.2/1.8/2.4/3.0 bonus flat Armor and Magic Resist for each nearby enemy Champion, decreased from 3 flat Armor/MR with 1 point

 

DEFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Bond of Stone Final IconBond of Stone

  • Grants 4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from Champions is dealt to you instead (cannot reduce you below 15% Health).

 

Grasp of the Undying Final IconGrasp of the Undying

  • While in combat, every 4 seconds your next attack against an enemy Champion is buffed to steal life equal to 3% of your max Health (halved for ranged champions).

 

Strength of the Ages Final IconStrength of the Ages

  • Siege minions and large monsters that you or nearby allies kill grant you 20/10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.

 

 

VISION CHANGES Banner

 

Wards that expire now leave visible remains on the ground, allowing teams to know where the enemy had an active ward.

Trinket upgrades are now free (250 Gold on live).

 

Removed BoxFairsight Orb Final IconFarsight Orb

  • Removed from the game.

 


New Item BoxFarsight Alteration Final IconFarsight Alteration
[ replaces Farsight Orb ]

  • Alters the Fairsight Orb Trinket by placing a visible ward with infinite duration and 1 HP;
  • Cast range is 26,000 units (global);
  • Decreases the cooldown of Fairsight Orb by 60%;
  • Cannot store ward charges.

 

Removed BoxGreater Stealth Totem Final IconGreater Stealth Totem

  • Removed from the game.

 

 

Removed BoxGreater Vision Totem Final IconGreater Vision Totem

  • Removed from the game.

 

 

Change BoxRuby Sightstone Final IconRuby Sightstone

  • Gold cost increased from 1600 to 1800;
  • Health increased from 400 to 500;
  • (New) UNIQUE Passive: Item Active cooldowns are reduced by 10%;
  • Now holds 4 Ward charges, down from 5;
  • Ward duration decreased from 180 seconds to 150.

 

Removed BoxStealth Ward Final IconStealth Ward

  • Removed from the store; can still be cast via certain support items.

 

 

Removed BoxScrying Orb Final IconScrying Orb

  • Removed from the game.

 

 

Buff BoxSweeping Lens Final IconSweeping Lens

  • Cooldown decreased from 120/75 seconds (upgrade at level 9) to 90 – 60 seconds (scales down with Champion level);
  • Both cast range and sweep radius now increase with Champion levels.

 

New Item BoxOracle Alteration Final IconOracle Alteration [ replaces Oracle’s Lens ]

  • Alters the Sweeping Lens Trinket by increasing the detection radius and having the sweep effect follow you for 10 seconds;
  • Decreases the cast range to 0.

[ Note ] This is identical in effect to Oracle’s Lens.

 

Removed BoxOracles Lens Final IconOracle’s Lens

  • Removed from the game.

 

 

Buff BoxVision Ward Final IconVision Ward

  • Cost decreased from 100 Gold to 75.

 

 

Change BoxWarding Totem Final IconWarding Totem

  • Initial ward charges increased from 1 to 2;
  • Ward duration doesn’t scale up at level 9; instead, it increases from 60 seconds to 120 based on Champion level;
  • Ward recharge time decreased from 120 seconds flat to 180 seconds, scaling down to 120 based on Champion level.

 

 

New Summoner Icons

Three new icons for the upcoming All-Stars event have made their way on the PBE:

 

profileIcon944 profileIcon945 profileIcon946

 

The Fire & Ice icons have their own in-game emotes. Press Control + 6 to activate them:

 

 

ADJUSTMENTS TO KILL BOUNTIES Banner

Here’s the relevant information on what changes are coming to Kill Bounties, taken from Xypherous‘ post which you can find HERE.

 

Bounty Rules

Champions now begin to accrue a Bounty once they have gotten 2 consecutive kills without dying, like live – and will set you to Bounty Tier ‘2’ (like live.)

The more kills you get, the higher your bounty ‘Tier’, up to a maximum of Bounty ‘Tier’ 5 – which is the same as live.

Major Changes

Bounty ‘Tier’ are now visualized next to your champion health bar. Higher ‘Tiers’ of Bounties will have progressively more impressive icons. You will be able to see both the Bounty Tier of allies and enemy champions.

Dying no longer resets your Bounty entirely. Instead, it decays your Bounty ‘Tier’ by 3 ‘Tier’. If you have a Bounty ‘Tier’ of 3 or less, this means it will reset completely. If you have a Bounty Tier of 4 or 5 – you will go to 1 and 2 respectively.

Bounties now give Team gold rather than adding to kill gold. Killing a champion with a Bounty will display the total amount of Team Gold awarded to the enemy.

ASSIST ‘STREAKS’ REMOVED Gold bonuses from having multiple assists without killing a champion have been removed entirely. The majority of this gold has been moved to either starting Tier 1 support items, ambient gold or floated to more global gold from objectives and champions.

Bounty Rewards by Tier

Tier 1: 20 Global Gold
Tier 2: 30 Global Gold
Tier 3: 60 Global Gold
Tier 4: 70 Global Gold
Tier 5: 90 Global Gold (MAX)

 


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

 

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Will skins in the future be delayed past their relevant event

KateyKhaos Final PortraitWe’ve stated that we’ve got some stuff planned for Snowdown. In a case like that, yes, skins would be held for that event. There will still be instances where you won’t see a champion skin for a bit due to them being a part of an event/group of skins that will be released.

[ Link to Post ]

 

 

What’s the status of Shens rework

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Meddler Final PortraitIt’s high ish on our list of smaller reworks (smaller as in some gameplay changes, with visual/audio changes as needed to support those, rather than a full relaunch). Marksmen polish, bug fixing and followup, plus Poppy, are the champion update team’s big priorities at the moment though. Shen’s rework definitely won’t be this year, early next year’s looking like it could be feasible though.

[ Link to Post ]

 

 

Do youve an ETA for when Akalis rework will be released

Akali Single Banner

Meddler Final PortraitWe don’t have a timeline for Akali at present. Could be a moderate time after Shen, could be a long time after.

[ Link to Post ]

 

 

Follow Up Banner

Why not tackle assassins after your Juggernaut Marksman updates

Meddler Final PortraitWe haven’t decided which class to tackle after marksmen. Assassins are definitely a possibility, but still just one of several options we’re talking about. If doing assassins we’d definitely want to sync an Akali rework with that of course.

[ Link to Post ]

 

 

 

Do youve any plans for Talon

Talon Single Banner

Meddler Final PortraitIt’d be good to do some work on him someday, give him some more distinction from standard assassin tools, a more meaningful passive and better counterplay. No current plans for that though, that’ll likely wait until we tackle assassins at a group whenever that is.

[ Link to Post ]

 

 

Whats happening with the Taric rework

Taric Banner Single

Meddler Final PortraitFor quite a long time we were blocked from working on Taric because we hadn’t found what we felt was the right way to update him without losing core parts of his character. A little while back we found a direction that we’re really happy with, so we’re now in a position where we can look at putting him into the pipeline.

Progress in terms of direction and goals basically, rather than progress in terms of producing the actual character for the game.

[ Link to Post ]

 

 

Will the new Champion Select roll out to ARAM 3v3 and Dominion

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[ Note ] You can find an in-game preview of the new Champion Select HERE.

Lyte Final PortraitWe have to first finish the “Blind Pick” version of this experience, then we’ll figure out how we want to tackle unique maps.

[ Link to Post ]

 

 

 

Four premades in SoloQ will have full control over the surrender vote

Lyte Final PortraitIt’s pretty easy to detect if 4:1 premades are surrendering too early, holding the 5th player hostage, so on and so forth. It’s also super easy to resolve, including things like forcing 4:1 premades to have unanimous votes to trigger a Surrender. At the end of the day, there’s way less toxicity to 4:1 situations than players are portraying right now.

[ Link to Post ]

 

 

Will we ever get the chance to kick a player from Champion Select

Lyte Final PortraitThe new Champ Select should solve a lot of conflicts because of the system design and things like Pick Intent, Pick 2 Positions, and Distributed Bans. However, if there are still meaningful negative experiences in Champ Select, we’ve considered allowing players to queue dodge and “report” a player and supply a reason. If the reported player was being toxic, we could make sure there’s no queue dodge penalties. But, for us to do this feature there would need to be meaningful Champ Select toxicity, say greater than 5% of lobbies.

[ Link to Post ]

 

 

Will you solve the issue of players trollbanning other peoples pick intents

Lyte Final PortraitIf a player wants to troll, they are going to find a way to do it whether Pick Intent exists or not.

We believe Pick Intent is still a net-positive feature, and provides more value than damage. What we did notice was that by introducing Distributed Bans, far less players trolled Pick Intent. Because nearly every player has a “powerful” choice in Champ Select (whether it’s a ban, or 1st/2nd pick), players are less likely to troll one another in the drafting process because that other player could counter you with something equally damaging.

[ Link to Post ]

 

 

How do you plan to balance premade groups playing in high ELO queues

Lyte Final PortraitThere’s a weird misconception around high MMR queues.

We can’t predict exactly what will happen, but here’s a few scenarios:

1) High MMR players will group together with their high MMR friends, and we’ll get to watch some pretty crazy matches between players from different pro teams queuing together. This will be highly competitive and entertaining.

2) High MMR players will decide to all go solo, so it’ll be just like Solo/Duo Queue today except sometimes they’ll face off against premade teams from a lower skill tier.

High MMR players are already waiting in queues and being repeatedly matched with lower tier players, or placed with teams that have Duo Queues of lower skill. This already happens, and won’t be fixed with Dynamic Queues. It’s not really easy to fix the problem of “not enough high tier players” in a queue 😛

[ Link to Post ]

 

 

Why do the last three players in the new Champ Select get to ban

Lyte Final PortraitPlayer 1 and 2 get first and second pick, which we’ve seen are also “valuable” choices in Champ Select.

Whether we add more bans or not is a super complex topic that Ghostcrawler or Meddler have talked about before, so I don’t want to dig into it here again.

[ Link to Post ]

 

 

What if a team with one Bronze Silver Gold Plat Diamond player queues

Lyte Final PortraitYou can’t even create that team because Tier Restrictions still exist in Dynamic Queues. Your team has to be within 2 tiers of each other.

[ Link to Post ]

 

 

 

Will we be able to trade picks in the new Champ Select

Lyte Final PortraitYes, there’s still a Trade Phase in the new Champ Select.

[ Link to Post ]

 

 

 

 

Can we just fill any team role

Lyte Final PortraitYou can do this! Just select “Fill” as your Primary position and queue up.

[ Link to Post ]

 

 

 

 

What if I get countered or the Champions for the role I picked are banned

Lyte Final PortraitActually, just like in today’s Champ Select, if you really have to you can negotiate with your team to swap positions. Just like today, you could go, “Hey guys, I really can’t do well versus a Darius Top, anyone mind swapping positions with me?”

We’re not removing any functionality, you can still do this stuff today.

[ Link to Post ]

 

 

Premade groups will ruin Solo Queue in Master Challenger ELOs

Lyte Final PortraitI’ll be honest, anyone that says they can predict how Dynamic Queues will shake out for high MMR players is just making a wild assumption at this time.

Even we can’t make a prediction about what will happen, but we can map out the scenarios. IF Dynamic Queues are dramatically destroying the experience for many players, we’ll know and we’ll figure out how to solve it. To say we should never try something because of a hypothetical scenario is being risk-averse. We have to be OK taking risks once in awhile if we want to keep pushing League’s potential.

[ Link to Post ]

 

 

Will we be able to lock Champions to prevent them from being banned

Lyte Final PortraitWhen we introduced Pick Intent, it was critical that we also introduce Distributed Bans. Because every player has a “powerful” choice in Champ Select (either 1st/2nd pick, or a ban) we saw less trolling of Pick Intent because every player had some leverage over the other players. It’s a weird dynamic, but Distributed Bans were effective in reducing trolling. We do not intend on allowing players to “lock” something from being banned during Pick Intent because that could introduce far more damage than positive in the long run–imagine preventing a ban of an S-Tier champion that gets first picked by the opposing team. Chaos would ensue.

[ Link to Post ]

 

 

Can we be allowed to report players during Champion Select

Lyte Final PortraitNot at this time. If there are still significant toxicity issues in Champ Select, we may introduce a feature to allow a player to dodge, and report a player and supply a reason for their dodge. With some machine learning magic, we could assess this report in real-time and remove any potential queue dodge penalties as well. But, this feature is pretty costly, so it’d have to be worth doing.

[ Link to Post ]

 

 

Have you considered allowing players to queue for one role only

Lyte Final PortraitOne of the big criticisms of Team Builder Classic was queue times, so forcing everyone to choose at least 2 positions really, really improves queue times and ensures queue health. By allowing players to only select 1 position (even if they understand they are waiting longer to play that 1 position), it significantly influences the entire matchmaking ecosystem if only 20% of players choose 1 position only. To us, it’s not worth damaging the entire health of the queue to give players this amount of control.

[ Link to Post ]

 

 

Why not group premades with premades rather than with solo players

Lyte Final PortraitThis pretty much already happens. We’ve made a few changes to the matchmaker so similar group comps are paired against each other. Premade 5s pair more with Premade 5s, before being paired with 4:1 or 3:2 for example. I’ll also note that really, the vast majority of players wanted Dynamic Queues, but of course Reddit is a pretty hardcore demographic and once a thread swings one direction, generally the opposition are not going to jump in to voice an opinion. Most players also don’t realize when they are in games with premades. Nearly 100% of Ranked Games has a Duo Queue today, but players only remember the games when Duo Queues were negative.

[ Link to Post ]

 

 

Wont queues be just as long as with Team Builder if no one picks Support

Lyte Final PortraitActually, with the “Fill” position, we’re in a pretty good spot for position distributions. We’re also willing to incentivize the in-demand positions with some small bonuses from the future crafting system.

[ Link to Post ]

 

 

 

Heroes of the Storm had groups in Solo Queue and the feature was removed

Lyte Final PortraitTo be clear, Blizzard’s reasons had to do with skill disparity and variance on teams.

We’ve added multiple matchmaking features that solve this problem including Tier Restrictions (you can’t queue with friends beyond a certain tier in skill). Also, CS:GO has a Dynamic Queue system that works pretty well, so you can’t just point to 1 game and say “it’s a bad idea because that game moved away from it.”

[ Link to Post ]

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Lyte Final PortraitWe’re also doing a lot of features like Clubs to help players find more friends to play with, and make more friends. We don’t have to do one or the other, we have to try many things!

[ Link to Post ]

 

 

 

Why not split your feature into a Solo Queue and Small Group Queue

Lyte Final PortraitSplitting the queues into a Pure Solo and Group Queue would have all the queue health problems that we (and other studios) have faced before. When you have a smaller playerbase on a server like Turkey, both queues would be negative experiences. The more you segregate your playerbase, the worse the experience in each island.

[ Link to Post ]

 

 

Why not add voice chat if youre trying to make League more teamoriented

Lyte Final PortraitWe’ve been doing a lot of research on voice chat and the impact it has on the game experience. We have some ideas for how we’d like to solve the negatives that voice chat has, but no teams are actively working on integrated voice chat for League. As you can tell with the 2016 Ranked changes, we are trying to make League more of a team sport, which does make voice comms more valuable.

[ Link to Post ]

 

 

Skill ranking is irrelevant to how effective group matchmaking is

Lyte Final PortraitWhen players make statements like “Skill Ranking” means nothing, it might not actually reflect reality.

What does it mean for “Skill Ranking” to mean something? Technically, it means things like if I have Player A (1200 MMR) against Player B (1200 MMR) they will reliably win 50% of their matches against each other over 100s of games. It means things like if I have Player A (1240 MMR) against Player B (1200 MMR), Player A will win their matches 54% of the time if you’re using the basic Elo equation from Chess. Of course, this is a simplified model because most PvP games are team-based so there’s additional variables… but you get the point.

I don’t think players can concretely say that in CS:GO, the Dynamic Queue system is so bad that a significant number of matchups are erroneous and therefore Skill Rating means nothing. On average, a higher skill player will still beat a lower skill player. The question is, how consistently does this happen? If a higher skill player beats a lower skill player at a predictable % of the time, I think the system is working effectively. If a higher skill player should beat a lower skill player 60% of the time, but only beats them 40% of the time on average, something is broken.

I may have gotten a bit too into the math weeds here, but unless you can see the data like Valve (or like us), you can’t simply conclude that Skill Ratings mean nothing in Dynamic Queues. Could it become less accurate than before? Yes. However, if 30% more players enjoy Ranked, and Skill Rating means 2% less… is that a valuable tradeoff? Maybe. Until we try this out for a bit, we don’t know what those numbers will be and what the tradeoffs are, so it’s too early to make wild assumptions.

[ Link to Post ]

 

 

Why do you think 41 queues will level out at 50 winrate for the solo player

Lyte Final PortraitWe’ve dug into examples like this many times before, and it’s generally because the Normal MMRs of the players don’t reflect their Ranked MMRs. This is a known problem that we have some fixes for called “Splashing.” Basically, as your Ranked MMR increases, we “splash” some points into the other queue MMRs to make sure they are all tied a bit closer. But, in practice this didn’t work too well because a lot of higher tier players mess around in Normals or only want to play casual in Normals with friends, so they DIDN’T want their Ranked MMR to affect other queues.

Long story short, it does look bad, but actually if you look at the matches holistically, you still have very close to a 50% win rate in those matches.

[ Link to Post ]

 

 

Why not learn from Normal games how premade behavior affects queues

Lyte Final PortraitThis is exactly why we’d like to work in Normal Draft Queues first, because they are a close model of how a Dynamic Queue might work. We’re also testing “Ranked Queues” in NA and TR, to get an even closer model of how things might shake out.

We’ll know more soon, we just need players to give us a chance to try things before jumping up in arms and condemning it. We aren’t crazy, and we know this is risky–but, we want to try.

[ Link to Post ]

 

 

How did you gather data that suggests most players want Dynamic Ranked

Lyte Final PortraitWe run random sample surveys across the entire global playerbase regularly, so we tend to get a nice representative response from all demographics–the hardcore, the average, the player that never visits forums, the player that visits Reddit 8x a day, etc.

 

The truth is, in every survey we’ve done, the majority of players were interested in Dynamic Queue. That doesn’t mean we just use that data point and force Dynamic Queue on everyone because we also saw that a non-trivial number of players were solo purists, and loved the idea of “true” Solo Queue and their experiences may get slightly worse because of Dynamic Queue. So, we assessed all the potential negatives that Dynamic Queue had, and implemented upgrades or new features that tried to address them. Did we succeed in making it overall a great experience for the vast majority of players? We don’t know yet. We need to try, collect data, learn, and iterate.

That’s how design is.

[ Link to Post ]

 

 

I think the queue change will contribute to the communitys declining skill level

Lyte Final PortraitI don’t believe skill level required to be a top tier player has diminished over time. In fact, it’s increased over time.

1) When you look at Ranked data, most players are only proficient at 2 positions. 2.2, to be specific. There wasn’t really a time period in League history where players were proficient at all 5 positions. In the new Champ Select, you still have to master at least 2 positions to rank up effectively.

2) As the game has matured, the skill level required to compete has only steadily increased. There are more websites, guides, blogs, deep analysis on game mechanics than ever before which is improving education of players on game mastery. There is more infrastructure in eSports (for highschool, colleges, and pro) than ever before, and it’s greatly improving the ‘average’ skill level of top players. 4-5 years ago, there was no true understanding of ‘optimal’ ways to play the game, and you didn’t have to understand little nuances to be in the Top 500 players in the world. Today, by about Level 15, players already are beginning to get a feel for the meta, what champions are effective at what positions, etc. A top player today would absolutely crush a top player from a few years ago.

[ Link to Post ]

 

 

What the majority of players want may not be whats good for the community

Lyte Final PortraitIt’s getting late–I need to get some rest so will skip some of your bigger discussions for now. At the risk of sounding offensive (which is NOT my intention with this reply), couldn’t we use the same arguments against solo purists? What if Dynamic Queue is something solo purists say they don’t want, but actually is better for them in the long run too?

 

My point is, I agree that players sometimes say one thing, but mean another. Or, sometimes players really don’t know what they actually want. But, I’d be wary assuming “the other population” is the one that doesn’t know what they want, and your population knows exactly what you want and that you must be right. It’s a game designer’s job to try to figure out the reality behind the fog, and try to understand what is actually the best experience–but I’ll be the first to say that it’s hard, and sometimes we’ll get it wrong. This might be one of those times, it might not be. But, we’re willing to give it a go and pivot as necessary–even if it’s mid-season.

[ Link to Post ]

 

 

Marksman Update in the 2016 Season

Graves Single Banner

Ezreal Final PortraitChampion Update team here! While you’ve probably already seen the big changes due for marksmen (if you haven’t, check it all out here http://na.leagueoflegends.com/en/site/2016-season-update/preseason.html ), we wanted to set aside a moment for a deeper dive. The new marksmen update comes hot on the heels of the juggernauts update (http://na.leagueoflegends.com/en/page/gameplay-update-juggernauts ) and, with so much changing so fast, we think it’s a good idea to pause for a more philosophical reflection.

But first, a quick look back.

When we set out to tackle the juggernauts, we were working with a whole lot of unknowns. This was a set of champions that didn’t have much in the way of strategic identity. By really highlighting their strengths, we gave them clear ways to succeed (and fail) in an unfamiliar environment. Making something from nothing is a really interesting space to work in and we think we’ve achieved our philosophical goal with many of them. The tricky bit, however, was calibrating the juggernaut’s appropriate weaknesses against their raw power.

With marksmen, we have a few advantages. First, because the class as a whole already has a clear function and they’re played in pretty much every game of League, we have a much stronger understanding of their capabilities and expectations. Additionally, because the core weakness of every marksman is “blow ‘em up,” they have some pretty clear checks in place when it comes to solo-carrying games.

Looking forward, our vision remains consistent: We want to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage.

Our additional goal is to ensure basic attacks between marksmen are as differentiated as possible. This is a new goal that’s very important for this group in particular, given how reliant they are on basic attacks.

Let’s take a closer look at some of the changes. We’ll be throwing out a high-level overview of the updates before we go a little deeper on the philosophy behind them, in case you haven’t checked out the site.

 

Graves Final Portrait

“This calls for the ol’ double-barreled ‘Hello.’”

Graves’ double-barreled shotgun is one of the most distinctive weapons in the marksman arsenal. However, this weapon was underutilized as a kind of mid-range, burst, poke, cone spell. So we doubled-down on the classic shotgun fantasy. Now Graves’ basic attacks fire four rounds (eight on a crit!) in a cone in front of him, dealing damage and knocking back minions. Graves has tradeoffs for this unique mechanic, as he has to reload after firing two rounds (but can quickly reload via Quickdraw), and his basic attacks can be body-blocked.

Because we basically pushed Graves’ Q onto his basic attack, we decided to give him a new Q in the form of End of the Line, where he fires out an explosive canister, leaving behind a trail of gunpowder. That canister then explodes after a few seconds (or immediately on colliding with a wall) and detonates the gunpowder for additional damage.

With the defensive buff from Quickdraw and his incredibly high threat on close-range targets, Graves is the kind of marksman you want to bring when enemies have a lot of backline access (see: diving assassins). The tradeoff here is that Graves loses out on a lot of long-range target selection that other marksmen have, since his basic attacks can’t go over enemies.

The changes focuses on pushing Graves’ identity as a close-range, brawling marksman, and we’re excited to see how he does once he gets into the fight.

 

Quinn Final Portrait

“Justice takes wing.”

Despite its innate coolness factor, Quinn’s old ultimate still had problems. It forced her into overwhelming danger, often leading to trades at the cost of her life (not a great deal!). We are re-imagining her ultimate to play up its tag-team, high-speed nature: Valor now swoops down to carry Quinn, giving her massive out-of-combat mobility. This sharpens Quinn’s identity as a rapid-response marksman. Quinn can aid skirmishes in the jungle, swap lanes to help ganks, respond to split-pushes (or split-push herself), and make it back in time to help with a team fight. Need eyes on Baron? Send Quinn to scout it out!

 

Corki Final Portrait

“Bombs away!”

Corki, the Daring Bombardier, hasn’t been very true to his title. Optimal play for Corki was to play it safe and poke from a distance; he lacked the tools to make big plays. We decided to fix this in an… explosive way. With the addition of Special Delivery – a single-time upgrade to Valkyrie that amps up the damage, range, and disruption of the ability – Corki needs to focus on what sort of decisive action he’ll take to capitalize on the skill. It won’t be easy, but the reward is huge.

Finally, to further push Corki’s identity as the magic damage marksman, his auto-attacks now deal split magic/physical damage and his gatling gun shreds both resists. This allows teams to build around Corki being the primary magic damage dealer, something rather unique in the strategic space of marksmen.

 

Miss Fortune Final Portrait

“Fortune doesn’t favor fools.”

Miss Fortune has been synonymous with the famed WOMBO COMBO since she first strutted onto the Rift, though much less so after frequent nerfs to Bullet Time. We wanted the WOMBO back, so we increased her ult’s duration by 50% and increased the number of bullet waves as the game progresses by… a lot.

As for her new passive, we drew a lot of inspiration from Double Up. In lane, Miss Fortune draws tons of strength from her Q, especially in a 2v2 scenario where she can put a lot of pressure on both targets if they don’t position properly. These changes are our way of doubling… down on that thematic, with more rewards for precise target juggling and positioning (the precision is important as well, as there are champions like Varus or Twitch who excel at dumping out a lot of group AoE damage).

 

Caitlyn Final Portrait

“Meet the long gun of the law.”

For Caitlyn, we had to ask ourselves, “How much further can we push the sharpshooter fantasy?” The answer: Like, a lot further. By giving Caitlyn massive range on any enemy she can net or trap, we’re emphasizing her sharpshooting strengths. Giving Yordle Snap Trap an ammo system amplifies Cait’s natural ability to create choke points, while also improving her ability to dominate territory around objectives. The choice between spreading traps for surprise ambushes and setting up lines of defense gives you different ways to capitalize on Cait’s role as League’s #1 sniper elite.

 

Kogmaw Final Portrait

“Feeding time!”

Everyone’s favorite Void puppy just got even more adorabler. Kog’Maw already has a familiar identity in his “Protect the Kog” team comp, but we felt we could amplify it while also separating him from other tank busters. Now, Kog’s Bio-Arcane Barrage doubles his attack speed and attack speed cap, up to five attacks per second (!!!). This makes him the quintessential attack speed “proc” champion, a low-mobility machine-gun of death. It does wonders for creating a unique itemization path and, of course, it makes him look way cooler.

As a quick note for Living Artillery: Changing the damage from raw poke to execution allows Kog to differentiate himself from other long-range pokers. Kog by himself might not make for the perfect poke composition, but if you combine him with enough additional pressure, he can pick off fleeing enemies while also becoming a central damage turret for his team.


So those are our rough thoughts on the update. We’d love to hear yours as you test the changes in action (soon), but these, in tandem with the marksmen itemization update, should bring some interesting changes to the class as a whole.

[ Link to Post ]

 

 

Whyd you gut Miss Fortunes dueling potential in her Preseason rework

Miss Fortune Single Banner

Ezreal Final PortraitI can understand that feeling, whenever we refocus a champion’s design we will have to take power away from one area in order to place it into another. In MF’s case, we certainly took down her dueling potential a notch. Though in doing so, we’ve given her a much more solidified role in the aoe carry. She has even more incentives to pass damage around to multiple targets.

Ps. You are a badass for running jungle MF, how the heck did you do it?

[ Link to Post ]

 

 

Is her new Love Taps passive a gimmicky bonus or a necessity on her kit

Ezreal Final PortraitOne of the problems with ADCs was that they all had the exact same play pattern. Part of our update is focusing on changing it up a bit. For example, Graves reallllly wants to get in close, Kog’Maw needs to plan ahead of time for his damage window, etc. For MF, she can still certainly get off a ton of damage on a single target, it just isn’t as free as before. Her bonus attack speed is actually far larger than before, just for a far shorter window of time. So now she chooses between short duels and long form target swapping.

[ Link to Post ]

 

 

Whyd you make the more minor ADC changes for example to Ashes Q

Ezreal Final PortraitUnsure as to which Q change you are talking about, though I’ll chat about the main two. We made it only castable at 5 stacks since the ability was didn’t propose a good choice. Either you cast it well at 5 stacks and got a fantastic benefit, or you cast it below 5 and went home sad. For the cooldown removal, we really wanted to let players push the limits of the spell. If they were able to keep it up all the time, then they deserved to be rewarded!

[ Link to Post ]

 

 

Are there any plans to update Ezreals W

Ezreal Final PortraitThere are no current plans to update Ezreal’s W. I do have to admit, I would love to see us update that ability with something far more interesting, but that is a change for the future.

[ Link to Post ]

 

 

 

DEV BLOG Vision in the 2016 Season

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Pwyff Final Portrait Posting for Xypherous!

We’ve generally been happy with some of the new vision mechanics in the game with the advent of Season 5. However, as the vision system has grown organically over time, the map has become increasingly brighter and brighter since Season 4.

Additionally, the amount of unused trinkets and profusion of various vision types made it hard to consider expansions onto an already bloated system so this Season will mostly focus around concentrating the vision game to fewer discrete points.

Sight_Ward

First off, we’ve removed Green Wards. This is a pretty big sledgehammer to vision overall and the map is significantly darker because of it. We heard a lot of feedback on this and I wanted to give more context:

When vision is in a “consumable” state, it does a few things to the game that we want to change. First, because map knowledge is so powerful, the ideal state of vision for two teams is basically “as much as you can.” That means that teams will be perpetually funneling their excess gold (or in the case of supports and some junglers, their core gold income) into as much vision upkeep as possible. The compelling decision of when to ward and where to ward gets flattened.

For supports, engaging so heavily with the vision system means they’ll often need to give up late-game purchases and slot efficiency to ensure the map is well lit. For others, it becomes a gold dump to push an advantage. By taking all ‘safe’ vision (invisible wards) out of the gold stream and placing them on meaningfully gated cooldowns, teams will have to think a lot more about where they want to set up on the map, rather than it being a given luxury for who can do it.

In addition to the removal of Green Wards, we’re also doing the following changes:

vision ward

Pink Wards will still remain buyable and represent an investment into permanent vision control over an area. They’re also slightly cheaper and fall into Sight Ward’s original cost range.

  • Trinkets

The Trinket System has been streamlined down to 2 basic options, plus 2 “alterations” that become available at Level 9. Trinkets also now continuously improve with level rather than at discrete levels in the game.

Warding_Totem_item

Warding Totem will now behave like the upgraded Warding Totem on live which slowly charges up to store additional wards. The duration and charges have been tweaked to increase continuously with character level.

We like the flexibility and general gameplay of the upgraded trinket as it allows you to maintain vision over a small area for a long time or tactically cover a wide area by yourself if you’ve built up charges over time – giving it a much wider range of potential uses.

Sweeping_Lens_item

Sweeping Lens has taken a hit in power now that there aren’t potentially green wards everywhere.

To compensate, red gains the ability to warn against things that you can’t see in the area letting you know the shape or silhouette of things in fog of war without revealing them directly. This includes things like jungler monsters (check if that camp is up!) and Pink Wards, in addition to providing the silhouette of stealthed threats like champions in brush, fog of war or stealth.

Sweeping Lens’ core functionality becomes alerting you as to whether or not anything in the swept area can detect you and allowing you to disable them.

  • “Alterations”

Instead of upgrades, which are strictly better than the original trinket that you have, we’ve instead chosen to move in the direction of side-grading and altering existing functionality of trinkets.

These swap the functionality of your existing trinket by improving the power of some aspects and decreasing the power in other aspects.

Farsight_Orb_item

Yellow Trinket’s alteration – the Farsight Totem is unlocked at level 9 and functions similarly to the Farsight Orb on live with some improvements. You gain vastly increased range and a shorter cooldown… at the expense of having visible wards and losing the ability to build charges.

In a departure from live, these “blue” wards now last forever and don’t count towards your ward count. Since these wards are easily destructible by opponents, we don’t foresee this as contributing significantly to the overall vision of the map unless a team decides to use multiple blue trinkets in parallel to light up disparate regions of the map over time.

So you can light up the map as long as you do it as part of an ongoing campaign to hold territory for extended periods of time.

Oracle's_Lens_item

The Sweeping Lens’ alteration – the Oracle Lens (also unlocked at 9) – is more tame in comparison and very similar to the Oracle upgrade on live. In lieu of gaining true sight, the red trinket simply has a much wider sweep range and follows you around for 10 seconds.

However, combined with the fact that red trinket can warn you against enemy units that you can’t see – this means it will also provide a proximity check so you don’t walk headlong into an enemy ward or brush.

  • Closing

Vision remains an important key strategic strength in League of Legends. The current vision system has a ton of small moving parts, as well as a few mechanics that just make the system kind of obtuse to interact with.

We want to streamline the existing vision items to a smaller core set of vision items while also allowing that core to branch out in interesting directions and overlapping functions. Overall, the power in vision should be more condensed in the options that remain.

We’re taking advantage of the overall reduction in small vision buys to offer more interesting total item build options in the form of the Sightstone upgrades or the Jungle enchantments. Our goal was not to make the overall vision experience more complicated, but allow vision options to form the basis for more interesting total builds. From the support who forgoes his actives in favor of a powerful AP build, to the support who doubles down on active items, to the Jungler who forgoes combat in favor of map wide vision and utility.

[ Link to Post ]

 

 

Isnt the removal of Oracles Lens another indirect buff to stealth champions

Xypherous Final PortraitKind of? Other systematic changes such as Marksmen getting better kite / soak options / the removal of Brutalizer / the removal of Trailblazer and the like would probably be indirect nerfs to those characters.

The only stealth champions that haven’t been indirect nerf/buffed in a lot of ways is Akali / Evelyn / Twitch at this point. Eve has never been affected by the true sight from Oracles as her stealth shuts itself off and Akali’s stealth is rather situational.

Twitch, I agree might be a problem – but I’m not sure he was ever at a range to be detected by Oracles when he was murdering you in Stealth. Still – he’s probably the biggest beneficiary of the changes.

[ Link to Post ]

 

 

Vaynes impossible to fight without an Oracles Lens

Xypherous Final PortraitTrue – but so much of her itemization has changed that it’s hard to tell whether she’s better or worse from a total power perspective.

BoRK is noticeably worse early now, for example – so her assassination playstyle kind of takes a hit.

[ Link to Post ]

 

 

What about Shaco Rengar KhaZix and Vayne

Xypherous Final PortraitLoss of an early brutalizer and trailblazer hurts Rengar and Kha’zix pretty substantially I find. Similarly, Vayne and BoRK is no longer as powerful as an early power spike.

Shaco, on the other hand, builds whatever he wants – but Shaco is also likely affected by the loss of the early Brut as well.

[ Link to Post ]

 

 

Do the Trinket changes mean people dont have to be reminded to upgrade them

Xypherous Final PortraitIt scales on a per level basis – so not for most roles. The goal is that people should only feel compelled to exchange their trinket when they want fundamentally different functionality – rather than just a more powerful version of their existing one.

[ Link to Post ]

 

 

If upgrades are supposed to be sidegrades why are they still levelgated

Xypherous Final PortraitExcellent question. They’re level-gated because they’re meant to serve mid-game or late-game vision functions that would be overpowered in early game.

Because players don’t move around a lot in lane – things that can affect others at a long range or a wider area are significantly more powerful – hence the level-gate.

If you want to be really specific – the best trigger would probably be something like ‘Buyable after laning phase’ – unfortunately, there’s no real way to tell when it ends that organically in an understandable way – hence the level restriction.

[ Link to Post ]

 

 

Why cant we have some way of recharging Sightstone outside the base

Xypherous Final PortraitThere’s are a couple of reasons why you want players returning to base on a regular cadence – doubly so for a class that doesn’t have much other reason to return as their item upgrades are relatively less important.

More practically, this favors the team that is pushed in rather than the team that is pushing in most respects – as the winning team is the one best suited to ‘waiting out in the field.’ We’d never really be able to put a recharge timer on it that seemed useful without causing some really weird side effects in this case.

[ Link to Post ]

 

 

Why was ward duration decreased from 180 seconds to 150

Xypherous Final PortraitThe goal was to make the map overall darker and chip as much unnecessary vision power away as possible – hence the reduction. It also helps separate the two use cases out for vision a bit better – shorter term stealth vision vs. longer term control over an area.

[ Link to Post ]

 

 

So Sightstone was nerfed even further and isnt worth a supports item slot

Xypherous Final PortraitThat’d be a perfectly reasonable response if the item isn’t worth the slot. If that was the right call to make, I’d expect most of our players to do the same and then we’d simply adjust.

Not entirely convinced the item is weaker given that it’s one of the few sources of invisible wards – so the relative strength should be incredibly high – but if that’s actually the case – yeah, you’d be wise to avoid buying the item entirely.

[ Link to Post ]

 

 

There needs to be a Sightstoneesque item that works like a Sweeper trinket

Xypherous Final PortraitI could see that – but the conflicting data point for me here is that the reason why Sweeper’s have such a high hit rate on live is that there’s always wards up due to the prevalence of buyable green wards – at least at higher level play.

I’m uncertain as to how much value is lost as we’re moving from a mostly-lit world in which Sweeper has a fairly high hit rate – to a somewhat-dark world where the hit rate will be much lower.

Vision removal in the item system should be somewhat better covered by cheaper pink wards as well. It may still very well be the case that red trinket has no comparable option and thus Sightstones need to exist so that you can have a red trinket in your inventory – but I’m not inclined to say that this is actually a bad state.

Basically, what I’ve found is that more choices in how you spend gold in vision has mostly led to either negative or kind of poor game-play in general. Complex gold decisions around vision hasn’t yielded good returns in either skillful play (as you should sink as much as you can) or have been particularly satisfying without being brutally overpowered.

The approach we’re trying this season focuses more around complex choices in how youuse vision – rather than how you acquire it – by both severe rate limitations – as well as allowing some more complex functionality to exist without a gold investment.

[ Link to Post ]

 

 

Vision is integral to winning Why are so many players not warding

Xypherous Final PortraitIt’s likely that warding just isn’t viewed as an activity that makes a ton of sense from an abstract perspective. Put down sticks that grant vision? What?

Eventually, we’ll want to revisit the concept of static wards to begin with and see if there’s a better analogy that still plays a part in the vision game. This is super speculative – but imagine if, instead of a pink ward – you placed a tiny speed shrine that also provided vision.

I suspect that eventually, we’ll have to shift the analogy to like ‘mini-buildings’ or ‘mini-structures’ rather than ‘sticks that see’ in the long long run.

[ Link to Post ]

 

 

Why not have tutorials that teach players the importance of vision

Xypherous Final PortraitTutorials and teaching players are definitely worth pursuing – However, with warding and such, it feels very much like a state of like ‘Well, we could teach them how to do Assembly… but.. maybe we should look at what we want them to do and confirm that’s actually a deep and engaging activity first.’

The other portion of this is that I believe Tutorials that teach you how to ward are going to have a major gap in that you cannot learn from your current enemy if the enemy has found some new clever way to use them. Hence – any tutorials are going to have a continual lag time – so whatever you’re teaching should also have some kind of learnable component from observing your enemy and allies in game.

[ Link to Post ]

 

What led to the pink ward trinket option being removed

Xypherous Final PortraitA lot of the trinket options were removed to streamline the system down. There are some interesting expansion opportunities for the trinket space that I want to look into – and so we removed it to condense the space down to the bare minimum to replicate what most of the players on live regularly use.

[ Link to Post ]

 

 

DEV BLOG Starting Items in the 2016 Season

Pwyff Final PortraitPosting for Xypherous!

Our original intent with starting items before this season was to give players the ability to reflexively counter their opponents with generalist options running alongside more pronounced counter-items for specific circumstances (Flask, Doran’s Shield).

However, after a couple of seasons of attempting to balance this world, we’ve grown unhappy with how confining this approach is and the general problems that resulted from this approach. We’re decided to take a different tactic and adopt a pattern closer to the support line of items: Starter items that clearly express some kind of goal or intent in lane alongside a more generalist item for each of the positions in the game.

Magic – Doran’s Ring vs. The Dark Seal

Doran’s Ring is a powerful farming generalist item while The Dark Seal signifies an intent to roam and pick up champion kills along the the way.

While this doesn’t support the full spectrum of mages in mid, it does represent two of the largest factions – push mages vs. assassin roamers.

Attack – Cull vs. Doran’s Blade

Cull is an early skirmish option designed to be focused primarily around farming and light aggression.

Doran’s Blade on the other hand, is a generalist option that scales much better into mid-game and is better in skirmish situations.

Jungle – Hunter’s Talisman vs. Hunter’s Machete

Machete has long favored a certain class of attack speed centric characters and this represents a quandary of how to actually support mage or tank style junglers from the get-go.

Machete now doubles down on its auto-attack centric nature while Talisman focuses on area burn and mana regeneration. Talisman is primarily designed for spell focused junglers – especially those that have repeated area of effect attacks on moderate cooldowns (like Brand or Zyra).

Both of these initial items are required to upgrade into the Tier 2 Jungle item, so your choice of initial item will eventually become moot. However, this flexibility of starting options combined with the patience system should open up stronger opening jungle patterns to a wider variety of junglers.

Lane Sustain – Health Potion vs. Refillable Potion

One of the major issues with Crystalline Flask right now is that we are unable to push its power to the point where it feels non-abusive in lane. This is due to the fact that it stacks with potions and thus any power add-on in Crystalline Flask gets doubled down on because you stack potions with it.

Hence, the new inventory rule: you can only ever have one type of potion in your inventory at any time.

Refillable Potions are 3 times more expensive than a potion but benefit from the fact that they will recharge once you return to the fountain. Normal Healing Potions represent more healing up-front for less gold but is obviously temporary in nature.

Refillable Upgrades – Jungle vs. Lane

This, by itself, would probably still be on the weak side. However, Refillable Potions can upgrade into two versions: Hunter’s Potion and Corrupting Potion.

Hunter’s Potion is a roam-centric potion that can regain charges out in the field while you are killing large jungle monsters. It’s designed primarily to support a Jungle playstyle that focuses on maximal uptime or bolstering characters with low innate sustain.

Corrupting Potion is similar to Crystalline Flask on live – with the added benefit of combat power. During its effect, damaging enemy champions will burn them for magic damage over time. Corrupting Potion represents an intent to harass your lane opponent until they give up.

Mana Potions – Removed

Mana Potions have been removed from the game. We’ve generally found that the decision to opt into Mana Potions was one that was either forced upon some champions (aka “I need this mana to function”) or one that was generally only available to a handful of circumstances.

The best use cases of Mana Potions were typically to circumvent Mana restrictions for boom/bust play patterns (ie: save up to X amount of mana before dumping it all in a large burst of damage, repeat) vs. attrition-based approaches that are more in favor of straight mana regeneration. A champion being able to access their big “all-in” combo more frequently also makes it challenging for us to balance appropriately, and we’ve seen some more frustrating champions have their power reduced as a result.

With the removal of mana potions, we can also retune some champion mana values back to a middle ground. We’ve looked at the data for champions that frequently bought 2 or more mana potions in the game and we’ve either increased their maximum mana or the mana regeneration values based on their class.

  • Closing

For the start of the season, we’ve focused on granting at least two options to a particular need in the starting item space to support a wider variety of playstyles and intents from the start of the game.

[ Link to Post ]

 

 

Why are you both buffing earlygame harass and nerfing Dorans Shield

Xypherous Final PortraitBased on usage – the maximum sustain starts were most frequently used by characters that thrived on early harass. Pantheon, Kassadin and the like were the most effective users of maximal sustain starts – and they frequently used that high sustain to capitalize on early bullying pressure.

While I agree with you that there’s a dearth of solo lane tank starts – most of the solo tank starting item patterns that seem to make senseat first glance – we’ve found that when those options are strong – they tend to be better on pretty much anyone but solo tanks – like bot lane support/adc pairs.

You’ve gone and added a ton of new items for every other class

If we’re not talking about starting items – this item pass has mostly focused on AD Marksmen and some light AD work – rather than ‘every other class.’

The other facet of this is that in the Juggernaut update – there have been a ton of items – while their primary users aren’t tanks – have added to the tank pool of items (DMP and Sterak’s.)

[ Link to Post ]

 

 

Why are you buffing Dorans Blade

Xypherous Final PortraitFree lifesteal in the ferocity tree makes the relative advantage of picking up a Doran’s Blade weaker in the early item selection phase – as it means it now has to compete with some of the older component based starts (Long Sword + 3) at a much large disadvantage.

Long Sword + 3 is especially problematic if it becomes the default option again – as that’s more early in-lane sustain, hence why we try to keep DBlade competitive with it.

[ Link to Post ]

 

 

Its power creep to buff one item start for ADCs so it competes with another

Xypherous Final PortraitIn order to run this argument – you need to run through this by several means:

  1. The mastery AD tree gives you as much power in terms of raw offense as before / The beneficiaries of Doran’s Blade have more total raw power than before in pre-game.
  2. Similar argument to #1 – but from a relative perspective – AKA – everyone lost more than they gained.
  3. That this power advantage hasn’t been taken into account elsewhere – like their most powerful first item buy.
  4. That other starting item paths haven’t been buffed as well or heavily adjusted.

While I’m not convinced any of these are true or false as there’s a lot of mechanics going on – I know that a lot of the AD efficiency, early potential spike in AD power, the conversion from total pen to bonus pen in the AD system and the decoupling of flat pen from % pen in the mastery system make the AD curve less steep than it previously was.

While I can’t go out to say that ‘No, power creep isn’t happening’ – What I can say is that I can see other factors that work in the opposite direction of power creep – so adjustment based off initial reads is likely the best solution.

You can strongly make the claim ‘I think a Solo tanks early game is weaker than it was’ – which is probably true. I’m less certain about the statement that ‘Solo tanks are weaker’ as a whole – as most of the efficiency passes, especially in terms of MR – are more favorable to them.

All that said, I totally get why you feel the way that you do. It’s not your job to read every change and put them all together and evaluate whether or not it comes out in one way or another.

[ Link to Post ]

 

 

If we arent meant to bring the new pots to lategame why do they cost so much

Xypherous Final PortraitYou can claim this about most non-upgradeable starting items.

However, the catch-22 part comes in only if you assume that games cannot be won before slots start to become a problem or that the item’s power curve doesn’t translate well into the mid-game at all.

Sellback values mitigate some of the initial cost for the mid and late game – and the trade-off between a more powerful early start vs. a guaranteed late game is always whether or not you got enough interim value out of the item to make up the deficit in this regard in terms of either uptime or personal performance.

[ Link to Post ]

 

 

Why do the Dark Seal and Mejai lose a flat amount of stacks per death

Xypherous Final PortraitThe most common points of feedback when losing a % of stacks is that it’s never worth it to trade kills and die with the item – since the better you did – the more stacks you lose. Experimenting with a flat amount of stacks so that players can evaluate their plays much better. Did you get 2+ kills? Then it was worth it, even if you died.

The other part of this is that a % loss on death lead to some awkward double-kill or post-death / post-assist death scenarios. While flat suffers from similar problems at the low end – it won’t be as ubiquitous.

[ Link to Post ]

 

 

I feel like Mejai got even more snowbally than before

Xypherous Final PortraitThe item is likely more snowbally than before. The idea behind the Dark Seal is that you have a point in the game where you:

  1. Broadcast that you want to do a snowball route (since.. the Dark Seal doesn’t really build into anything else.)
  2. Have a chance to back out if things don’t go your way.

So there’s much less initial risk to the item – and thus the item can be snowbally but will be less feast or famine because a good player can cut his losses early, so to speak.

[ Link to Post ]

 

 

Are there plans to make a third flask that simply heals faster than the others

Xypherous Final PortraitNot at the moment.

Maximum sustain in lane is something that players would always like more of (as the best way to beat your opponent is to simply have more health at any given time – go go 13 potion starts).

[ Link to Post ]

 

 

Was it intentional to make the biscuits effect NOT apply to flasks

Xypherous Final PortraitFor now, yes. Although, I could certainly see us deciding the other way in the future easily based on item usage. Eternal Biscuit of Replenishment?

[ Link to Post ]

 

 

 

What are the expected starting items for someone who needs sustain

Xypherous Final PortraitIf you need a huge chunk of sustain – the expected stat is that you get Corrupting Potion. The other facet of this is that there are a lot more individual sustain options in other pre-game systems (Lifesteal naturally in ferocity tree, for example) – so there should be enough customization bits out of game to bolster this as well.

[ Link to Post ]

 

 

Do you think some Champions will become weak due to the Mana pot removal

Xypherous Final PortraitCurrently the stance is that we’d prefer if Mana purchases reflected more permanent decision making. This is why Frostfang’s line of MP/5 has been greatly increased for example.

Mana potions to support off uses is a niche benefit but the niche benefit doesn’t really outweigh tremendous initial costs in tuning. 😡

[ Link to Post ]

 

 

It feels like Cull and The Dark Seal are trap items that make laning too weak

Xypherous Final PortraitAgree that these two items have a higher risk potential than the standard starting items. Dark Seal and Cull don’t necessarily have to be purchased as your first buy – if you want to take a safer route and see how the lane goals.

Doran’s Ring into Dark Seal instead of a second Doran’s Ring after you’ve gauaged the lane can be an effective way at mitigating that risk. Similarly with Doran’s Blade into first back Cull.

The other idea that we’re stressing here is that, in the absence of greedy items – there’s no real way to punish a safe lane that’s doubled down on being as not dead as possible. Cull / Dark Seal both support the notion that – if you try that approach – then I can respond by getting more out of the laning phase than you will via farm or more powerful rewards for roam.

[ Link to Post ]

 

 

How do you think the jungle changes will affect AD assassins

Xypherous Final PortraitWe turn over the jungle pool every year pretty consistently – so the ability for an individual jungler to have the same clear speed as before isn’t as important. AD Casters will specifically generally have a harder time of it in this year than previous years.

It’s definitely something we’ll have to keep tuning as we get better data on how players are adapting.

[ Link to Post ]

 


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

 

2016 Season Update Banner

A new client is entering alpha testing. Scroll to the end to see how you can apply for early access & feedback:

 

 

LEAGUE CLIENT UPDATE ALPHA Banner

The current League of Legends client has been your companion for the past six years, but it’s in sore need of an upgrade. We’ve been working hard to make that happen, and beginning during the 2016 Season we’ll invite community members to test and give feedback on a work-in-progress alpha version of the updated client. We have a limited number of slots open in the alpha client construction crew, but we’ll make room for as many folks as we can.

Once the alpha is complete, the updated client will be defined primarily by three things:

 

WHAT WERE BUILDING Banner

 

NEW TECH Banner

We’re abandoning the legacy client’s tech framework and building the updated client from the ground up, so players will finally have the more reliable, responsive client they deserve. Bonus: teams at Riot will have an easier time developing and delivering new features.

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STREAMLINED STYLE Banner

The updated client is our chance to rethink interface and design, cooking in some fresh visuals while we’re at it. The new design unifies all sections of the client under a clear, visually-consistent theme.

 

STAY CONNECTED Banner

We’re already working on quite a few features that will make playing with friends easier, including Parties, Clubs, and the Friends mobile app. The updated client takes that goal further by giving you a resource-light, standalone friends list you can use to stay in the loop without needing to open the full-size client. It’ll let you see who’s in game and message your buds while you’re downloading the latest patch, and you’ll be able to launch straight into games with a click.


SO HOW CAN I JOIN THE ALPHA

Anyone who signs up for the alpha can expect an incomplete, bumpy experience as we actively work on every part of the client. If you’re a brave player who wants to join the alpha construction crew, keep a few things in mind: we’re looking for level 30 players from all over the world, and those with a history of good in-game behavior will be given priority. For development purposes, not everybody who applies will make it in. Look for signups to open before the alpha kicks off next year.



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

 

PBE 29 10 Banner

Work-in-progress! You are free (but not encouraged) to panic.

 

You can find context for all the Preseason changes HERE:

Reds 28 10 Banner

 

Victorious Sivir

Major Marksman Updates

  • Caitlyn
  • Corki
  • Graves
  • Kog’Maw
  • Miss Fortune
  • Quinn

Champion Changes

Item Changes

  • Starting Items
  • New Items
  • Changes to AD Items
  • Changes to AP Items
  • Changes to Tank & Utility Items

Jungle Changes

Mastery Changes

  • Offensive Masteries
  • Defensive Masteries
  • Utility Masteries

Vision Changes

Places to Share Feedback

 

[ 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.

 

 

VICTORIOUS SIVIR Banner

Victorious Sivir is a reward for players who’ve reached Gold League or higher in Ranked this season.

 

MODEL Banner

Victorious Sivir Model 1 Victorious Sivir Model 2

 

Recall Banner

Victorious Sivir Recall

 

BOOMERANG BLADE Q Banner

Victorious Sivir Q 1

 

RICOCHET W Banner

Victorious Sivir W 2 Victorious Sivir W 1

 

SPELL SHIELD E Banner

Victorious Sivir E 2 Victorious Sivir E 1

 

ON THE HUNT R Banner

Victorious Sivir R 1

 

 

MAJOR MARKSMAN UPDATES Banner

 

Caitlyn Final Portrait

General Box

  • Scales 10% less with bonus Attack Speed
  • Attack Damage changed from 50 [+3 per level] to 55.66 [+2.2 per level]

 

Buff BoxHeadshot Final IconHeadshot [ Passive ]

  • Damage now additionally scales with Caitlyn’s Crit Chance at a 2:1 ratio (e.g at 50% Crit Chance, it deals +100% damage);
  • Caitlyn can fire a double-range (1300 range) Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot and doesn’t use up her current stacks toward a passive.

 

Caitlyn Headshot 1

 

Piltover Peacemaker [ Q ]Change BoxPiltover Peacemaker Final Icon

  • Damage increased from 20/60/100/140/180 [+1.3 Total AD] to 25/70/115/160/205 [+1.6 Total AD]
  • Skillshot missile is now more narrow, but expands to its width on live after the first target hit;
  • After the first hit, Piltover Peacemaker deals 40% decreased damage, changed from 10% per enemy less, up to a cap of 50%;
  • Damage on the first target has been increased by ~20%, but falls of harder on follow-up hits.

 

Caitlyn Q 1 Caitlyn Q 2

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Now has a charge system instead of a static cooldown (think Heimer’s turrets). New cooldown is 45/32.5/20/12.5/10 seconds per charge, changed from 16/14/12/10/8 regular CD. Caitlyn can store up to 3/3/4/4/5 traps.
  • Trap duration decreased from 4 minutes to 2;
  • Caitlyn’s first auto attack against a trapped Champion will be a guaranteed Headshot;
  • Traps no longer deal damage (80/130/180/230/280 + 0.6 AP on live)
  • Headshot deals 10/20/30/40/50% increased damage to trapped targets.

 

Change Box90 Caliber Net Final Icon90-Caliber Net

  • Caitlyn’s first auto attack against a target hit by the net will be a guaranteed Headshot;
  • Base damage decreased from 80/130/180/230/280 to 70/110/150/190/230;
  • The net is now slower, the distance traveled is shorter and Caitlyn travels slower.

 

 

Caitlyn E 1

 

 

Corki Final Portrait

General Box

  • Damage changed from 51.24 [+3 per level] to 56 [+2.5 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

Hextech Shrapnel Shells: Corki’s basic attacks deal 10% bonus damage, and half of his basic attack damage is converted into magic.

The Package: After an initial 8 minutes, The Package arrives near the fountain. Picking it up temporarily grants 50% out of combat Movement Speed and upgrades Valkyrie into Special Delivery.

The Package reloads 4 minutes after being delivered.

 

Corki Passive 1 Corki Passive 2

Corki Passive 3 

 

New Item BoxValkyrie Final IconValkyrie [ W ]

Range decreased from 800 to 600;

[ New Mechanic ] Special Delivery: Every 4 minutes, Corki receives a special set of bombs on the spawn platform. When he picks up the package, he receives the Homeguard boots buff.

The bombs allow Corki to cast an improved Valkyrie. This mega W has 1800 range, knocks enemies aside when it hits them, slows for 90% and leaves a burning trail that deals 60/90/120/150/180 (+0.2 AD) (+0.2 AP) magic damage per second.

Corki’s normal Valkyrie is put on a 0 second cooldown after he casts the mega W.

 

Corki W 4

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • Now deals 50% magic damage and 50% physical damage;
  • Base damage increased from 20/32/44/56/68 to 20/32/44/56/78;
  • Now shreds both 1/2/3/4/5 Armor and Magic Resist, changed from 2/4/6/8/10 Armor shred only.

 

Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Base damage per rocket decreased from 100/180/260 to 100/140/180

 

[ Note ] Corki’s received new icons. From left-to-right: Passive Q, Mega W, “The Package”, E, R, Big-One R,

Corki_RapidReload Corki_Valkyrie_Mega Corki_PhosphorusBomb Corki_ThePackage Corki_GatlingGun Corki_MissileBarrage Corki_R_BigOne

 

 

Graves Final Portrait

General Box

  • Auto-attack range decreased from 525 to 425
  • Attack Damage changed from 54.2 [+3.1 per level] to 63 [+2.4 per level]
  • Movement Speed increased from 330 to 345
  • Armor-per-level increased from 3.2 to 3.4
  • Now gains 1.25 Magic Resist-per-level (0 on live)

 

Destiny [ New Passive ]

Grave’s shotgun has some unique properties —

Double Barrel: Graves must reload when he runs out of ammo. Attack speed reduces reload time only slightly, but reduces time between attacks dramatically.

12-Gauge: Attacks fire 4 bullets (8 on critical strikes.) Units hit take 75% Attack Damage + 25% for additional bullets.

Buckshot: Bullets cannot pass through units. Non-champions struck by multiple bullets are knocked back.

 

Graves Passive 1

 

Here’s the crit from Graves’ shotgun. Note that he fires an extra 4 pellets, each of which deal 25% of the original’s damage for a total of 100%, same as a regular crit.

Graves Passive 2

 

End of the Line [ New Q ]

Fires a powder round that deals 60 (+X) physical damage to enemies in a line.

After 2 seconds, or on collision with terrain, the round detonates, dealing 90 (+X) physical damage to all nearby enemies.

 

Graves Q 1 Graves Q 2

Graves Q 3

 

New Item BoxQuickdrawQuickdraw [ Reworked E ]

Dashes in a direction, reloading one shell. For 4 seconds, Graves gains True Grit.

Basic attack hits lower the cooldown of Quickdraw by 0.5 seconds and, against non-minions, also refresh True Grit.

True Grit grants 10 Armor and Magic Resist (stacks up to 4 times).

 

 

Kogmaw Final Portrait

General Box

  • Attack damage changed from 49 [+3 per level] to 54.5 [+2.4 per level]
  • Health decreased from 546 [+87 per level] to 518 [+82 per level]

 

Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus increased from 10/15/20/25/30% to 10/20/30/40/50%
  • Range increased from 975 to 1175

 

 

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

While active, Kog’Maw Attack Speed is doubled and his Attack Speed cap is doubled to 5 attacks per second;

Bonus auto attack range is decreased from 210 at all ranks to 90/120/150/180/210;

Basic attacks have a 0.6 Total AD ratio for the duration of W, but fully apply on-hit effects;

% of Max HP magic damage on-hit changed from 2/3/4/5/6 [+0.01 AP] to [0.0125 AD + 0.0075 AP] %.

Cooldown decreased from 17 seconds at all ranks to 13/11.5/10/8.5/7;

Cooldown now begins when the buff ends, rather than when the spell is cast;

Duration decreased from 8 seconds at all ranks to 6;

Now has a 40 mana cost at all ranks (0 on live).

 

Change BoxLiving Artillery Final IconLiving Artillery [ R ]

  • Base damage and ratios have been adjusted;
  • No longer deals increased base damage to Champions (200% base damage on live);
  • Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health;
  • Mana cost increased from 40 at all ranks to 50 (stacking mana cost is now capped at 500, up from 400).

[ Note ] For reference, here’s Living Artillery’s new damage, depending on the target’s missing Health:

  • If above 50% HP:  70/110/150 [+0.75 Bonus AD] [+0.25 AP]
  • If between 25-50% HP 140/220/300 [+1.5 Bonus AD] [+0.5 AP]
  • If below 25% HP: 210/300/450 [+2.25 Bonus AD] [+0.75 AP]

 

Kog’Maw’s received new icons. From left to right: Passive, Q, W, E and R:

KogMaw_IcathianSurprise KogMaw_CausticSpittle KogMaw_BioArcaneBarrage KogMaw_VoidOoze KogMaw_LivingArtillery

 

 

Miss Fortune Final Portrait

General Box

  • Mana changed from 276 [+38 per level] to 326 [+35 per level]
  • Attack Damage changed from 49.5 [+3 per level] to 46 [+1 per level]

 

New Item BoxLove Tap Final IconLove Tap [ New Passive ]

Grants Miss Fortune bonus damage when swapping targets (this stacks with Q bounces). Damage is halved against minions.

 

 

New Item BoxStrut Final IconStrut [ Replaces Current W Passive ]

Impure Shot [ W ]’s passive has been removed & replaced with Miss Fortune’s current passive, Strut. After 5 seconds of not being in combat, Miss Fortune gains 25 flat Movement Speed, which increases to 60/70/80/90/100 after another 5 seconds.

Impure Shot’s current active remains on Miss Fortune’s new Strut [ W ]:

 

Change BoxImpure Shots Final Icon

Impure Shots [ W Active ]

  • Bonus Attack Speed on active increased from 20/30/40/50/60% to 60/75/90/105/120%;
  • Mana cost decreased from 30/35/40/45/50 to 30 at all ranks;
  • Duration decreased from 6 seconds to 3;
  • Love Tap [Passive ] extends the duration of the buff by 0.8 seconds every time Miss Fortune hits a different target (1.6 seconds for Champions).

 

Buff BoxMake it Rain Final IconMake it Rain [ E ]

  • Range increased from 800 to 1000
  • 0.5 second delay on cast removed

 

 

Change BoxBullet Time Final IconBullet Time [ R ]

  • Base damage removed (50/75/125 on live)
  • Each rank of the ult now shoots more/faster waves
    Each ult wave can now crit (based on MFs’ crit chance). [ Note ] The crit check happens at the start of each wave, not per bullet

 

 

Quinn Final Portrait

General Box

  • Damage changed from 51 [+3 per level] to 56.5 [+2.4 per level]

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Empowered attacks now deal a percentage of Quinn’s total AD rather than a base and bonus AD ratio.

 

Change BoxBlinding Assault Final IconAerial Assault [ Q ] (Name changed from Blinding Assault)

  • No longer blinds;
  • Now marks its primary target as Vulnerable (passive mark);
  • Deals up to double damage based on targets’ missing Health;
  • Half of Aerial Assault’s cooldown is refunded if it kills at least one enemy.

 

Change BoxQuinn WHeightened Senses [ W ]

  • Movement Speed buff from proccing Harrier [ Passive ] changed from flat 20/30/40/50/60 to 20/25/30/35/40%

 

Nerf BoxVault Final IconVault [ E ]

  • Slow duration decreased from 2 seconds to 1.5
  • Range decreased from 700 to 675
  • Dash speed has been increased;
  • Should now more reliably return you along the vector you dashed in on.

 

Change BoxTag Team Final IconTag Team [ R ] 

  • Now has a 2-second channel time, but has no cooldown;
  • Grants Quinn an additional 70/100/130% Total Movement Speed;
  • No longer allows Quinn to do basic attacks or cast spells for the duration of the ult;
  • Skystrike has been retained, but deals less damage and does not deal increased damage based on targets’ missing Health;
  • Mana cost decreased from 100 at all ranks to 120/60/0;
  • Taking Champion or Tower damage puts Tag Team on a 3 second cooldown.

[ Note ] If you fire a basic attack while in Tag Team, Quinn will instead perform Skystrike and end Tag Team.

 

 

Champion Changes

 

Ashe Final Portrait

General Box

  • Mana changed from 231.8 [+35 per level] to 280 [+32 per level]
  • Attack Damage changed from 51.1 [+2.85 per level] to 56.5 [+2.26 per level]

 

Change BoxFrost Shot Final IconFrost Shot [ Passive ]

  • Base slow decreased from 5/11/17/23/29/35% to 5/9/13/17/21/25%
  • Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
  • Ashe can once again crit, but for half the damage of regular crits.  Her crits will instead apply Frost Show’s slow with double strength (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow

 

Change BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Slow amplification (20% more slow) and cooldown (18 seconds) removed;
  • Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running;
  • Passive no longer stacks with Volley [ W ] and Enchanted Crystal Arrow [ R ].

 

 

Draven Final Portrait

General Box

  • Attack frame improved by 30% (more responsive auto-attack animation)
  • Attack Speed-per-level decreased from 2.7 to 1.5
  • Basic Attack missile speed decreased from 1700 to 1600
  • Damage changed from 50.4 [+3.5 per level] to 56 [+2.9 per level]
  • Mana changed from 310.5 [+42 per level] to 360 [+39 per level]

 

 

Ezreal Final Portrait

General Box

  • Damage changed from 50.25 [+3 per level] to 55.66 [+2.41 per level]
  • Mana changed from 310 [+45 per level] to 360 [+42 per level]

 

Change BoxMystic Shot Final IconMystic Shot [ Q ]

  • Hitting skilshots now decreases Mystic Shot’s CD by 1.5 seconds, increased from 1
  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 6.5/6/5.5/5/4.5

 

Nerf BoxArcane Shift Final IconArcane Shift [ E ]

  • Cooldown increased from 19/17/15/13/11 seconds to 19/17.5/16/14.5/13

 

 

 

Jinx Final Portrait

General Box

  • Damage changed from 53 [+3 per level] to 58.5 [+2.4 per level]

 

Buff BoxGet Excited! [ Passive ]Get Excited Final Icon

  • Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
  • Duration increased from 4 seconds to 6

 

Nerf BoxSwitcheroo Final IconSwitcheroo! [ Q ]

  • While using her Rocket Launcher, Jinx’s Total Attack Speed is decreased by 15%

 

 

 

Kalista Final Portrait

General Box

  • Attack Speed changed from 0.658 [+3% per level] to 0.694 [+2.8% per level]
  • Attack Damage changed from 57.5 [+3.5 per level] to 63 [+2.9 per level]

 

Nerf BoxMartial Poise Final IconMartial Poise [ Passive ]

  • Jump speed now only scales with Attack Speed/Slows (is slower early game but scales up); no longer scales with boot tier.

 

 

Lucian Final Portrait

General Box

  • Mana changed from 299 [+41 per level] to 349 [+38 per level]
  • Attack Damage changed from 52 [+3 per level] to 59.5 [+2.4 per level]

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Number of bullets no longer scale with Attack Speed, but with ranks in The Culling (20/25/30 bullets)

 

 

Shaco

Buff BoxTwo ShivTwo-Shiv Poison [ E ]

  • Now decreases minions and monsters’ attack speed by 20/22.5/25/27.5/30% rather than their miss chance (by the same %)

 

 

Sivir Final Champion Portrait

General Box

  • Base Attack Speed decreased from 0.66 to 0.625

 

Change BoxRicochet Final IconRicochet [ W ]

  • Cooldown now begins on spell cast rather than when the attack buff expires
  • Cooldown increased from 9/8/7/6/5 seconds to 12/10.5/9/7.5/6
  • Attack buff duration decreased from 6 seconds 4

 

 

Tristana Final Portrait

General Box

  • Attack damage changed from 51.5 [+3 per level] to 57 [+2.4 per level]

 

Change BoxRapid Fire Final IconRapid Fire [ Q ]

  • No longer reduces Explosive Charge’s [ E ] cooldown on-hit while active
  • No longer reduces its own cooldown when attacking a target with Explosive Charge [ E ] on
  • Cooldown decreased from 20 seconds at all ranks to 20/19/18/17/16

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage changed from 80/105/130/155/180 to 60/110/160/210/260;
  • No longer deals increased damage per Explosive Charge [ E ] stack;
  • Additionally, If Explosive Charge [ E ] explodes with maximum stacks, Rocket Jump’s cooldown is reset.

 

Buff BoxExplosive Charge Final IconExplosive Charge [ E ]

  • Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this;
  • Tristana’s abilities also add Explosive Charge [ E ] stacks;
  • Missile Speed increased from 1800 to 2400

 

 

Twitch Final Portrait

General Box

  • Attack damage changed from 49 [+3 per level] to 55.5 [+2.4 per level]

nbsp;

Buff BoxAmbush Final IconAmbush [ Q ]

  • Ambush’s cooldown resets when an enemy champion affected by Deadly Venom dies;
  • Quality of Life Buff: Entering stealth now cancels Twitch’s current auto attack order.

 

Change BoxSpray and Pray Final IconRat-Ta-Tat-Tat [ R ]

  • Buff Duration decreased from 7 seconds to 5;
  • Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q’s stealth no longer cancels stealth;
  • Mana cost decreased from 100/125/150 to 100 at all ranks.

 

 

Urgot Final Portrait

 

Nerf BoxUrgot PassiveZaun-Touched Bolt Augmenter [ Passive ]

  • Enemies hit by Urgot’s passive have their size shrunk by 15%

 

Change BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • No longer grants bonus 60/90/120 Armor/Magic Resistance;
  • Now adds 30/40/50% Damage Reduction.

 

 

Varus Final Portrait

General Box

  • Attack damage changed from 49 [+3 per level] to 54.66 [+2.4 per level];
  • Mana changed from 310.5 [+36 per level] to 360 [+33 per level].

 

Change BoxChain of Corruption Final IconChain of Corruption [ R ]

  • Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion;
  • Rooted targets gain 3 stacks of Blight [ W ] over the duration of the root;
  • Base damage decreased from 150/250/350 to 100/175/250.

 

 

Vayne Final Portrait

General Box

  • Attack Damage changed from 50.5 [+3.25 per level] to 56 [+1.66 per level]
  • Mana changed from 299 [+41 per level] to 349 [+38 per level]

 

Change BoxTumbleTumble [ Q ]

  • Buff duration to next basic attack increased from 6 seconds to 7.

 

Change BoxSilver Bolts Final IconSilver Bolts [ W ] 

  • Flat Damage removed (20/30/40/50/60 on live);
  • Percent Health Damage increased from 4/5/6/7/8% to 6/7.5/9/10.5/12% (minimum damage is 40/60/80/100/120).

 

 

Item Changes

The bulk of these changes affect ADC items. The current tooltips I took from this Reddit thread and I’ll update with in-game tooltips when the PBE patch is out.

 

STARTING ITEMS Banner

[ Note ] Starting Gold has been increased from 475 to 500.

 

Buff BoxBoots of Speed Final IconBoots of Speed

  • Cost decreased from 325 Gold to 300

 

 

New Item BoxCull IconCull [ New Starting Item ]

Cost: 450 Gold;

Grants 5 Attack Damage and 3 life on-hit;

Passive: Grants 1 Bonus Gold per Creep Score until 100 CS. At 100 CS, you gain 300 Bonus Gold and that passive is disabled afterward.

 

Buff BoxDorans Blade Final IconDoran’s Blade

  • Attack Damage increased from 7 to 8
  • Health increased from 70 to 80
  • Cost increased from 440 Gold to 450

 

Nerf BoxDorans Shield Final IconDoran’s Shield

  • Cost increased from 440 Gold to 450

 

 

Nerf BoxHealth Potion Final Icon

Health Potion

  • Cost increased from 35 Gold to 50

 

 

Buff BoxLong Sword Final IconLong Sword

  • Cost decreased from 360 Gold to 350

 

 

Removed BoxMana Potion Final IconMana Potion

  • Removed from the game.

 

 

New Item BoxRefillable Potion Final IconRefillable Potion [ New Potion ]

Costs 150 Gold.

UNIQUE Active: Consumes a charge to restore 100 Health over 10 seconds. Holds up to 2 charges and refills upon visiting the shop.

 

Refillable Potion build into:

 

Hunter’s Potion [ New Potion ]

Recipe: Refillable Potion Final Icon Refillable Potion + 250 Combine Cost = 400 Gold Total

UNIQUE Active: Consumes a charge to restore 60 Health and 35 Mana over 8 seconds. Holds up to 5 charges and refills upon visiting the shop.

Killing a Large Monster grants one charge.

 

Refillable Potion can also build into:

 

Corrupting Potion [ New Potion ]

Recipe: Refillable Potion Final Icon Refillable Potion + 350 Combine Cost = 500 Gold Total

UNIQUE Active: Consumes a charge to restore 150 Health and 50 Mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges that refill upon visiting the shop.

Touch of Corruption: Spells and attacks burn enemy champions for 5-10 magic damage over 3 seconds.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Total cost decreased from 365 Gold to 350
  • Passive now grants 8 Gold per hit, increased from 5

 

The Dark Seal Final IconThe Dark Seal [ New Item ]

  • Grants 15 Ability Power, 25% increased Healing from Potions and 100 Mana;
  • Cost is 400 Gold;
  • UNIQUE Passive – Dread: Grants 2 Ability Power per Glory.
  • UNIQUE Passive – Do or Die: Grants 3 Glory for a champion kill or 1 Glory for an assist, up to 10 Glory total. Lose 6 Glory on death.

 

NEW AD ITEMS Banner

 

New Item BoxCaulfields Warhamer Final IconCaulfield’s Warhammer

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total
  • Grants 25 Attack Damage and 10% Cooldown Reduction

 

Caulfields Warhamer Build Pattern

 

New Item BoxDeaths Dance Final IconDeath’s Dance

Recipe: vampiric scepter Vampiric Scepter (900 Gold) + Pickaxe_item Pickaxe (875 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 525 Combine Cost = 3400 Gold Total

Grants 65 Attack Damage and 10% Cooldown Reduction;

UNIQUE Passive: Dealing physical damage heals for 12% of the damage dealt. (33% effectiveness for multi-target effects.)

UNIQUE Passive: 20% of damage taken is dealt as a Bleed effect over 5 seconds instead.

Deaths Dance Build Pattern

New Item BoxGiant Slayer Final IconGiant Slayer

  • Recipe: Long Sword Final Icon Long Sword (350 Gold) + 650 Combine Cost = 1000 Gold Total
  • Grants 10 Attack Damage
  • UNIQUE Passive – Giant Slayer: Grants up to +10% damage against enemy champions with greater maximum health than you (+1% damage per 50 health difference, maxing at 500 health difference).

 

Giant Slayer Build Pattern

 

New Item BoxJaurims Fist Final IconJaurim’s Fist

Recipe: Long Sword Final Icon Long Sword (350 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + 290 Combine Cost = 1040 Gold Total

Grants 15 Attack Damage and 150 Health;

UNIQUE Passive: Killing a unit grants 5 maximum Health. This bonus stacks up to 30 times.

 

New Item BoxKircheis Shard Final IconKirchei’s Shard

Recipe: Dagger_item Dagger (300 Gold) + 450 Combine Cost = 750 Gold Total

Grants 15% Attack Speed

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Energized Strike: Your Energized attacks deal 30 bonus magic damage on hit.

 

New Item BoxLord Dominik Final IconLord Dominik’s Regards

Recipe: Last Whisper Final Icon Last Whisper (1350 Gold) + Giant Slayer Final Icon Giant Slayer (1000 Gold) + 400 Combine Cost = 2500 Gold Total

Grants 40 Attack Damage;

UNIQUE Passive – Giant Slayer: Grants up to +15% damage against enemy champions with greater maximum health than you (+1.5% damage per 50 health difference, maxing at 500 health difference).

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Lord Dominik Build Pattern

 

New Item BoxMortal Reminder Final Icon Mortal Reminder

Recipe: Last Whisper Final Icon Last Whisper (1350 Gold) + Executioner’s Calling (800 Gold) + 400 Combine Cost = 2500 Gold Total

Grants 40 Attack Damage;

UNIQUE Passive – Executioner: Physical damage inflicts Grievous Wounds on enemy champions for 5 seconds.

UNIQUE Passive – Last Whisper: +40% Bonus Armor Penetration.

 

Mortal Reminder Build Pattern

 

New Item BoxSerrated Dirk Final IconSerrated Dirk

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total
  • Grants 20 Attack Damage;
  • UNIQUE Passive: Grants 10 Armor Penetration;
  • UNIQUE Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.

 

CHANGES TO AD ITEMS Banner

 

Change BoxBF Sword Final IconB. F. Sword

  • Total cost decreased from 1500 Gold to 1300
  • Attack Damage decreased from 50 to 40

 

Buff BoxBilgewater Cutlass Final IconBilgewater Cutlass

  • Total cost decreased from 1400 to 1300;
  • Life Steal increased from 8% to 10%.

 

Nerf BoxBlade of the Ruined King Final IconBlade of the Ruined King

  • Total Cost increased from 3200 Gold to 3400
  • % Current HP as physical damage decreased from 8% to 6%

 

Change BoxElixir of Wrath Final IconElixir of Wrath

  • Cost increased from 400 Gold to 500
  • Attack Damage increased from 25 to 30
  • BLOODLUST passive now heals for 15% of the physical damage dealt, increased from 10%

 

 

Buff BoxEssence Reaver Final IconEssence Reaver [ Reworked ]

  • Recipe Changed: B._F._Sword_item B.F. Sword (1300 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Cloak_of_Agility_item Cloak of Agility (730 Gold) + 300 Combine Cost = 3500 Gold Total;
  • Total Cost increased from 3200 Gold to 3500;
  • Attack Damage decreased from 80 to 65;
  • Now grants 20% Critical Chance instead of 10% Life Steal;
  • New UNIQUE Passive: Grants 10% Cooldown Reduction;
  • New UNIQUE Passive: Gain up to 20% additional Cooldown Reduction, equal to your Critical Chance from other sources;
  • New UNIQUE Passive: Critical strikes restore 3% of your maximum Mana pool.

 

Essence Reaver Build Pattern

 

Buff BoxFrozen Mallet Final IconFrozen Mallet

  • Recipe Changed: Jaurims Fist Final Icon Jaurim’s Fist (1040 Gold) + Pickaxe (875 Gold) + Ruby Crystal (400Gold) + 525 Combine Cost = 2840 Gold Total
  • Total cost decreased from 3300 Gold to 2840
  • Attack damage increased from 30 to 35
  • Health decreased from 700 to 650

 

Change BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost decreased from 2590 to 2500;
  • Old UNIQUE passive removed;
  • Now grants stacks only for basic attacks; 1 for Ranged, 2 for Melee;
  • Now additionally grants 3 AD per stack;
  • Attack Speed per stack increased from 4% to 8%;
  • At 8 stacks, you gain Guinsoo’s Rage: Basic attacks deal bonus magic damage on hit, equal to 20 [+0.15 bonus AD] [+0.075 AP] to the target and nearby enemy units (mini Tiamat effect).

 

HexdrinkerChange BoxHexdrinker Final Icon

  • Total cost decreased from 1450 Gold to 1300;
  • Attack Damage decreased from 25 to 20;
  • Magic Resist decreased from 35 to 30;
  • Shield value decreased from 250 flat to 110-280 (+10 per Champion level).

 

Change BoxHextech Gunblade Final IconHextech Gunblade

  • No longer grants 10% Life Steal and 20% Spell Vamp;
  • Basic attacks and single-target spells no longer reduce the active’s cooldown by 3 seconds (Reload passive removed);
  • New UNIQUE Passive: Heal for 15% of the damage you deal. This is 33% as effective for Area of Effect damage.

 

Nerf BoxInfinity Edge Final IconInfinity Edge

  • Total Cost decreased from 3800 Gold to 3500
  • Attack Damage decreased from 80 to 65

 

Change BoxLast Whisper Final IconLast Whisper

  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + 425 Combine Cost = 1300 Gold Total 
  • Is now a component item used for new items
  • Total cost decreased from 2300 Gold to 1300 Gold
  • Now ignores 30% of Bonus Armor, not Total Armor

 

Nerf BoxManamune Final PortraitManamune

  • Total cost increased from 2200 to 2400

 

Change BoxMaw of Malmortius Final IconMaw of Malmortius [ Reworked ]

  • Recipe Changed: Hexdrinker Hexdrinker (1300 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 850 Combine Cost = 3250 Gold Total;
  • Total Cost increased from 3200 Gold to 3250;
  • Attack Damage decreased from 60 to 55;
  • Magic Resist increased from 40 to 50;
  • Now additionally grants 10 Armor Penetration;
  • Shield value changed from 400 to 300 [+1 per 1 bonus MR];
  • No longer grants 1 AD per 2% missing HP (capped at 35 bonus AD);
  • New UNIQUE Passive – Lifegrip: When the shield triggers, gain 25% Bonus Attack Speed, 10% Spell Vamp and 10% Life Steal. Lasts until you exit combat.

 

Change BoxMercurial_ScimitarMercurial Scimitar

  • Recipe changed: Quicksilver_Sash Quicksilver Sash (1300 Gold) + Pickaxe_item Pickaxe (875 Gold) + vampiric scepter Vampiric Scepter (900 Gold) + 1175 Combine Cost = 3700 Gold Total
  • Attack Damage decreased from 80 to 75;
  • Now additionally grants 10% Life Steal.

 

Mercurial Scimitar Build Pattern

 

Change BoxPhage Final IconPhage

  • Attack Damage decreased from 20 to 15
  • Cost decreased from 1325 to 1250

 

Nerf BoxRavenous Hydra Final IconRavenous Hydra

  • Total Gold increased from 3300 to 3600 (recipe cost up from 600 Gold to 1100)
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 35%
  • Now grants 30% Critical Chance and 5% Movement Speed
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5
  • Bolts can now critically strike and apply on-hit effects
  • (Unique) Passive buff to basic attacks has been increased from 15 physical damage on-hit to 10
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged)

 

Change BoxSheen Final IconSheen 

  • Recipe Changed: Sapphire_Crystal_item Sapphire Crystal (350 Gold) + 700 Combine Cost = 1050 Gold Total;
  • Total cost decreased from 1200 Gold to 1050;
  • Now grants 10% Cooldown Reduction instead of 25 Ability Power .

 

Removed BoxSword of the Occult Final IconSword of the Occult

  • Removed from the game.

 

Change BoxTitanic Hydra Final IconTitanic Hydra

  • Recipe Changed: Tiamat_item Tiamat (1250 Gold) + 3052_Enforcers_Vambrace Jaurim’s Fist (1040 Gold) + 1150 Combine Cost = 3440 Gold Total;
  • Gold cost increased from 3300 Gold to 3440;
  • Health increased from 400 to 450;
  • Quality-of-Life Change: You can now swap Ravenous Hydra for Titanic Hydra (and vice versa) without a gold cost.

 

Titanic Hydra Build Pattern

 

Change BoxThe Black Cleaver Final IconThe Black Cleaver

  • Recipe Changed: Phage Phage (1250 Gold) + Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + 1150 Combine Cost = 3500 Gold Total
  • Cost increased from 3000 Gold to 3500
  • Attack Damage increased from 40 to 55
  • Health decreased from 400 to 300

 

Black Cleaver Build Pattern

 

Change BoxTiamat Final IconTiamat 

  • Cost decreased from 1900 Gold to 1250
  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 1250 Gold Total
  • Attack Damage decreased from 40 to 30
  • Bonus to Base Health Regen decreased from 100% to 50%

 

Nerf BoxBloodthirster Final IconThe Bloodthirster

  • Attack Damage decreased from 80 to 75
  • Total Gold cost increased from 3500 to 3700 (recipe cost up from 1150 Gold to 1500)

 

Change BoxTrinity Force Final IconTrinity Force

  • Now grants 10% Cooldown Reduction
  • Attack Damage decreased from 30to 25
  • Mana increased from 200 to 250
  • Movement Speed decreased from 8% to 5%
  • Critical Chance increased from 10% to 20%
  • No longer grants 30 Ability Power
  • Attack Speed decreased from 30% to 10%

[ Note ] Check the above changes to Phage and Sheen for context.

 

Buff BoxVampiric Scepter Final IconVampiric Scepter

  • Cost increased from 800 Gold to 900 (Combine cost up from 440 Gold to 550, Long Sword cost down 10 Gold)
  • Attack Damage increased from 10 to 15
  • Life Steal increased from 8% to 10%

 

Change BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Cost increased from 2700 Gold to 3200
  • New Recipe: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 1000 Combine Cost = 3200 Gold Total
  • Attack Damage increased from 30 to 65
  • No longer grants 15% Critical Chance

 

 

CHANGES TO ATTACK SPEED ITEMS Banner

 

New Item BoxPhantom Dancer Final IconPhantom Dancer [ Reworked ]

Recipe: 2 Dagger_item Daggers (2 x 300 Gold) + Zeal Zeal (1200 Gold) + 900 Combine Cost = 2700 Gold Total

Grants 40% Attack Speed and 30% Critical Strike Chance

UNIQUE Passive – Spectral Waltz: While within 500 units of an enemy Champion you can see, +12% Movement Speed and you can move through units.

UNIQUE Passive – Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).

 

 

Phantom Dancer Build Pattern

 

 

 

New Item BoxRapid Firecannon Final IconRapid Firecannon

Recipe: Zeal Zeal (1200 Gold) + 2015_Kircheis_Shard Kirchei’s Shard (750 Gold) + 550 Combine Cost = 2500 Gold Total

Grants 30% Attack Speed, 30% Critical Chance and 8% Movement Speed

Passive: Moving and attacking will make an attack Energized.

UNIQUE Passive – Firecannon: Your Energized attacks gain 35% bonus range (+150 range maximum) and deal 50-200 bonus magic damage (based on level) on hit.

Energized attacks function on structures.

 

 

Rapid Firecannon Build Pattern

 

 

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 35%
  • Now grants 30% Critical Chance and 5% Movement Speed
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5
  • Bolts can now critically strike and apply on-hit effects
  • (Unique) Passive buff to basic attacks has been increased from 15 physical damage on-hit to 10
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged)

 

 

Change BoxStatikk_ShivStatikk Shiv

  • Attack Speed decreased from 40% to 35%
  • Movement Speed decreased from 6% to 5%
  • Critical Chance increased from 20% to 30%
  • Combine cost decreased from 600 Gold to 550 (Total cost unchanged)
  • Passive damage changed from 100 to 50-150 (scales with Champion levels)
  • Chain lightning can now hit 5 targets, increased from 4, deals 50% bonus damage to minions and can still critically strike (as on live)

 

Buff BoxStinger Final IconStinger

  • Total cost decreased from 1250 Gold to 1200
  • Attack Speed increased from 40% to 50%

 

Change BoxZeal Final IconZeal

  • Total cost increased from 1100 Gold to 1200
  • Attack Speed decreased from 20% to 15%
  • Critical Chance increased from 10% to 20%

 

ZephyrChange BoxZephyr

  • Total cost decreased from 2850 Gold to 2600
  • Attack Speed decreased from 50% to 40%

 

 

 

CHANGES TO BOOT ITEMS

 

Alacrity_item (1)Boot Enchantment: Alacrity

  • Total cost decreased from 475 to 450.

 

Boot Enchantment: CaptainCaptain_item (1)

  • Total cost decreased from 600 to 450.

 

Distortion_item (1)Boot Enchantment: Distortion

  • Total cost decreased from 475 Gold to 450;
  • Cooldown reduction on Flash, Ghost and Teleport decreased from 20% to 15%;
  • Bonus Movement Speed after Flashing decreased from 30% to 20%.

 

Furor_itemBoot Enchantment: Furor

  • Total cost decreased from 475 to 450.

 

Homeguard_item (1)Boot Enchantment: Homeguards

  • Removed from the game.

 

Change BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Cooldown reduction decreased from 15% to 10%
  • Now additionally decrease the cooldown of Summoner Spells by 10%

 

Change BoxMercury Threads Final IconMercury’s Treads

  • Total cost decreased from 1200 Gold to 1100;
  • Tenacity decreased from 35% to 20%.

 

Ninja Tabi

  • Total cost increased from 1000 to 1100;
  • Armor increased from 25 to 30.

 

 

CHANGES TO AP ITEMS

 

Buff BoxAbyssal Scepter Final IconAbyssal Scepter

  • Total cost decreased from 2450 to 2370.

 

Nerf BoxArchangels Staff Final IconArchangel’s Staff

  • Total cost increased from 3000 Gold to 3100.

 

Nerf BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Total cost increased from 2600 Gold to 2800.

 

Nerf BoxBanner of Command Final IconBanner of Command

  • Total cost increased from 2750 Gold to 2900.

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Now grants 150% Base Mana Regen, increased from 100%;
  • Passive now grants 15 Gold per hit, increased from 10;
  • Active has been replaced with the active from Twin Shadows (two ghosts slow by 40% for 2.5 seconds).

 

Buff BoxFrostfang Final IconFrostfang

  • Total cost decreased from 865 Gold to 850;
  • AP increased from 10 to 15;
  • Now grants 100% Base Mana Regen, increased from 50%;
  • Passive now grants 15 Gold per hit, increased from 10.

 

Nerf BoxHaunting Guise Final IconHaunting Guise

  • Total cost increased from 1500 Gold to 1600.

 

Nerf BoxLiandrys Torment Final IconLiandry’s Torment

  • Total cost increased from 3000 Gold to 3200.

 

Change BoxLich Bane Final IconLich Bane

  • Recipe Changed: Sheen Sheen (1050 Gold) + Aether_Wisp_item Aether Wisp (850 Gold) + Blasting_Wand_item Blasting Wand (850 Gold) + 450 Combine Cost = 3200 Gold Total;
  • Total cost increased from 3000 Gold to 3200;
  • Now additionally grants 10% Cooldown Reduction;
  • Movement Speed increased from 5% to 7%.

 

Nerf BoxLudens Echo Final IconLuden’s Echo

  • Total cost increased from 3000 Gold to 3200.

 

Change BoxMejais Soulstealer Final IconMejai’s Soulstealer [ Reworked ]

  • Recipe Changed: The Dark Seal Final Icon The Dark Seal (400 Gold) + 1000 Combine Cost = 1400 Gold Total
  • Now grants 200 Mana and 20 AP, but no longer starts off with 5 stacks.
  • New UNIQUE Passive – Dread: Grants 5 Ability Power per Glory. If you have at least 15 Glory, you gain 10% Movement Speed;
  • New UNIQUE Passive - Do or Die (replaces old): Grants 4 Glory per champion kill (1 per assist), capped at 30. You lose 8 stacks on death.

 

Nerf BoxMorellonomicon Final Icon

Morellonomicon

  • Total cost increased from 2300 to 2550.

 

Buff BoxNashors Tooth Final IconNashor’s Tooth

  • Attack Speed increased from 40% to 50%.

 

Nerf BoxRabadon Deathcap Final IconRabadon’s Deathcap

  • Total Cost increased from 3500 Gold to 3800.

 

Change BoxRod of Ages Final IconRod of Ages

  • Total cost increased from 2700 Gold to 3000;
  • Ability Power increased from 60 to 80 (before stacks).

 

Nerf BoxRylais Crystal Scepter Final IconRylai’s Crystal Scepter

Total Cost increased from 3000 Gold to 3200.

 

Nerf BoxSeekers Armguard Final IconSeeker’s Armguard

  • Ability Power decreased from 25 to 20
  • Armor decreased from 30 to 20

 

Removed BoxTwin Shadows Final IconTwin Shadows

  • Removed from the game.

 

Nerf BoxVoid Staff Final IconVoid Staff

  • Total Cost increased from 2500 Gold to 2650.

 

Buff BoxWill of the Ancients Final IconWill of the Ancients

  • Total cost decreased from 2500 Gold to 2300.

 

Nerf BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Total Cost increased from 3000 Gold to 3200;
  • AP decreased from 100 to 80;
  • Armor decreased from 50 to 45.

 

CHANGES TO SUPPORT ITEMS Banner

 

Change BoxAegis Final IconAegis of Legion

  • Total cost decreased from 1600 to 1500;
  • Aura bonus to Magic Resist decreased from 15 to 10.

 

Nerf BoxArdent Censer Final IconArdent Censer

  • Total cost increased from 2100 Gold to 2200.

 

New Item BoxEye of the Equinox Final IconEye of the Equinox 

Recipe: Sightstone Sighstone (800 Gold) + Targon's Brace_item Targon’s Brace (850 Gold) + 550 Combine Cost = 2200 Gold Total

UNIQUE Passive – Spoils of War: Melee basic attacks execute minions below 400 Health. Killing a minion heals the owner and the nearest allied champion for 50 Health and grants them kill Gold. These effects require a nearby allied champion. Recharges every 30 seconds. Max 4 charges.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Eye of the Equinox Build Pattern

 

New Item BoxEye of the Watchers Final IconEye of the Watchers

Recipe: Sightstone Sighstone (800 Gold) + Frostfang (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 25 Ability Power, 2 Gold-per-10 seconds and 150% Base Mana Regen

UNIQUE Passive – Tribute: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 15 Gold. This can occur up to 4 times every 30 seconds.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

Eye of the Watchers Build Pattern

 

New Item BoxEye of the Oasis Final IconEye of the Oasis

Recipe: Sightstone Sighstone (800 Gold) + Nomads Medallion Final Icon Nomad’s Medallion (850 Gold) + 550 Combine Cost = 2200 Gold Total

Grants 200 Health, 150% Base Health Regen and 150% Base Mana Regen

UNIQUE Passive – Favor: Being near a minion death without dealing the killing blow grants 6 Gold and 10 Health.

UNIQUE Active – Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

 

 

Change BoxFace of the Mountain Final IconFace of the Mountain

  • Health decreased from 500 to 450;
  • Spoils of War passive no longer heals for a bonus 1% of your maximum Health;
  • Shield explosion no longer deals damage; instead, it slows nearby enemies by 40% for 2 seconds.

 

 

Buff BoxKindlegem Final IconKindlegem

  • Cost decreased from 850 Gold to 800

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2750 Gold to 2500
  • Shield duration on active decreased from 5 seconds to 2

 

Change BoxMikaels Crucible Final IconMikael’s Crucible

  • Total cost decreased from 2450 Gold to 2300
  • Magic Resist decreased from 40 to 35

 

Nerf BoxOhmwrecker Final IconOhmwrecker

  • Total cost increased from 2600 Gold to 2650

 

Nerf BoxTalisman of Ascension Final IconTalisman of Ascension

  • Gold-per-minion kill increased from 5 to 6;
  • No longer grants 2 gold-per-10;
  • Cooldown on active increased from 40 seconds to 60.

 

Nerf BoxZekes Harbinger Final IconZeke’s Harbringer

  • Total cost increased from 2250 Gold to 2350;

 

 

CHANGES TO TANK UTILITY ITEMS Banner

 

Nerf BoxBamis Cinder Final IconBami’s Cinder

  • Total cost increased from 1000 to 1100

 

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Health increased from 450 to 500;
  • Magic Resistance increased from 60 to 70;
  • Total Cost increased from 2700 Gold to 2900.

 

Buff BoxCatalyst Final IconCatalyst the Protector

  • Health increased from 200 to 225

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Total cost increased from 2750 Gold to 2800.

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Total cost increased from 2600 Gold to 2800

 

Change BoxIceborn Gauntlet Final IconIceborn Gauntlet

  • Armor increased from 60 to 65
  • Cooldown reduction increased from 10% to 20%
  • No longer grants 30 Ability Power
  • The size of the slow zone now increases with bonus Armor

 

Guardian AngelBuff BoxGuardian Angel Final Icon

  • Total cost increased from 2800 Gold to 2900
  • Armor and Magic Resist increased from 50 to 60

 

Nerf BoxQuicksilver_SashQuicksilver Sash

  • Total cost increased from 1250 Gold to 1300

 

Nerf BoxRanduins Omen Final IconRanduin’s Omen

  • Total cost increased from 2700 to 3000.

 

Change BoxRaptors Cloak Final IconRaptor Cloak

  • Recipe Changed: Rejuvenation_Bead_item Rejuvenation Bead (180 Gold) + Chain_Vest_item Chain Vest (750 Gold) + 250 Combine Cost = 1180 Gold Total;
  • Total cost increased from 1100 Gold to 1180.

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total cost increased from 2400 to 2600.

 

Spirit VisageChange BoxfSpirit Visage Final Icon

  • Total cost increased from 2700 Gold to 2800;
  • Health increased from 400 to 500;
  • Magic Resist increased from 60 to 70.

 

Change BoxSteraks Gage Final IconSterak’s Gage

  • Recipe changed: Jaurims Fist Final Icon Jaurim’s Fist (1040 Gold) + Ruby Crystal Ruby Crystal (400 Gold) + Long_Sword_item Long Sword (350 Gold) + 750 Combine Cost = 2540 Gold Total;
  • Total cost decreased from 2550 Gold to 2540.

 

Change BoxSunfire Cape Final IconSunfire Cape

  • Total cost increased from 2600 Gold to 2700;
  • Health increased from 450 to 500.

 

Buff BoxThornmail Final IconThornmail

  • Total cost increased from 2300 Gold to 2350.

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Armor decreased from 45 to 40.

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Health increased from 800 Gold to 850;
  • Total cost increased from 2750 Gold to 2850.

 

Change BoxWits End Final IconWit’s End

  • Total cost increased from 2550 Gold to 2800;
  • Attack Speed decreased from 50% to 40%;
  • Magic Resist increased from 30 to 40;
  • On-hit magic damage decreased from 42 to 40.

 

Change BoxZzrot Portal Final IconZz’Rot Portal

  • Total cost decreased from 2750 Gold to 2700;
  • Base Health Regen decreased from 150% to 125%.

 

 

Jungle Changes Banner

Jungle camps have slightly tweaked stats to account for item changes. The end result should be near-similar to what the jungle is like on live currently:

Ancient Krug

  • Attack Damage decreased from 73 to 68;
  • Auto-attack range decreased from 190 to 150;
  • Gold increased from 60 to 81;
  • Experience decreased from 150 to 140.

 

Blue Sentinel

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Cinderling

  • Armor removed (8 on live);
  • Health decreased from 400 to 375.

 

Crimson Raptor

  • Gold increased from 41 to 62;
  • Experience decreased from 140 to 130.

 

Greater Murk Wolf

  • Attack range increased from 125 to 175;
  • Gold increased from 53 to 68;
  • Experience granted decreased from 142 to 132.

 

Gromp

  • Damage decreased from 83 to 75;
  • Gold increased from 62 to 86;
  • Experience granted decreased from 200 to 190;
  • Magic resist decreased from 0 to -10.

 

Krug (small golem next to Ancient Krug)

  • Attack Damage decreased from 35 to 32;
  • Health decreased from 540 to 500;
  • Armor removed (12 on live);
  • Magic resist increased from -10 to 0.

 

Murk Wolves (small wolves in Murk Wolf camp)

  • Armor removed (6 on live);
  • Health decreased from 420 to 380.

 

Raptor (small pigeons in the Raptor camp)

  • Armor removed (5 on live);
  • Health decreased from 250 to 225.

 

Red Brambleback

  • Armor decreased from 20 to 10;
  • Gold increased from 36 to 58;
  • Experience decreased from 100 to 90.

 

Sentries (mini golems in blue camp)

  • Health decreased from 400 to 375;
  • Magic resist increased from 0 to 10.

 

Buff BoxHunter's_Machete_itemHunter’s Machete 

  • Cost decreased from 400 Gold to 350.

 

 

Hunter’s Talisman [ New Item ]

  • Grants 150% Mana Regeneration while in Jungle;
  • UNIQUE Passive – Tooth: Damaging a monster steals 20 Health over 5 seconds. Grants +15 bonus experience when killing Large Jungle Monsters.

 

Tracker’s Knife

  • Grants 10% Life Steal vs Monsters and 150% Mana Regeneration while in Jungle;
  • UNIQUE Passive – Tooth / Nail: Basic attacks deal 20 bonus damage vs monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience;
  • UNIQUE Active – Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area over 150 seconds. Holds up to 2 charges which refill upon visiting the shop.

 

Warrior Enchantment

 

 

RIFT HERALD Banner

The Rift Herald is a new jungle monster that spawns in the Baron pit before the 20th minute.

Killing the Rift Herald grants a single-target buff that helps with pushing down lanes and towers.

  • Location/timing:
    • Spawns at the Baron Pit
    • First appears at 4:00
    • Respawns every 5 minutes
    • Despawns at 19:45 unless in combat; hard despawns at 19:55 no matter what
  • Encounter details:
    • Melee-only attacker – but hits pretty hard. Need to be able to take a punch to tank RH.
    • The Eye will occasionally open, exposing RH to bonus damage on attacks from behind equal to 12% of RH’s Max HP as True Damage.
    • Takes 35% less damage from ranged Autoattacks.
  • Reward details:
    • 50 global gold to everyone on the killing team
    • Drops “Doom’s Eve” buff to the killer:
      • 10% increase to all Damage (except True Damage) and 40 bonus MS
      • Enhanced Baron Recall
      • Enhances nearby minions offensive power, same as Baron buff, with an additional attack speed increase. Does NOT increase their defensive power (don’t worry, you won’t have to deal with last-hitting Baron buffed minions in lane)

 

http://news.cdn.leagueoflegends.com/public/images/articles/2015/october_2015/PSCH/DuoingHerald_640.webm

 

 

MASTERY CHANGES Banner

Masteries have been completely revamped. The final slot can now be unlocked with 17 points and is reserved for Keystone Masteries. Think of these as super-masteries – you can only pick one and that will change your general playstyle:

 

Mastery Page Example

 

Here’s an example of a Mastery Page I made for Yasuo. Note that Tier 1 Masteries can be ranked up to 5 times. Tier 2 Masteries can only be ranked up once; if they’re adjacent to each other, you can only pick one.

The last row is for Keystone Masteries. Again, you can only pick one of the three.

 

TIER I OFFENSIVE MASTERIES Banner

 

Nerf BoxFury Final IconFury [ 5 Points, increased from 4 ]

  • Grants +0.8/1.6/2.4/3.2/4% Attack Speed, decreased from 1.25/2.5/3.75/5%.

 

Unknown [ 5 Points ]

  • Grants +0.4/0.8/1.2/1.6/2.0% bonus Ability Power and Spell Damage.

 

Change BoxDouble Edged Sword Final IconDouble Edged Sword [ 1 Point ]

  • Melee – Deal 3% more damage and take 1.5% more (changed from deal 2% more and take 1% more);
  • Ranged – Deal and take an additional 2% damage, changed from 1.5%.

 

Change BoxFeast Final IconFeast [ 1 Point ]

  • Killing a unit now restores 20 Health on a 20 second cooldown, changed from 3 Health and 1 Mana without a cooldown.

 

Nerf BoxVampirism Final IconVampirism [ 5 Points, Moved from T3 Utility to T1 Offense ]

  • Grants 0.5/1.0/1.5/2.0/2.5% Lifesteal and Spell Vamp, decreased from 1/2/3% (with 3 points).

 

Natural Talent [ New, 5 Points ]

  • Grants +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18.

 

TIER II OFFENSIVE MASTERIES Banner

 

Bounty Hunter [ New, 1 Point ]

  • You deal 1% increased damage for each unique enemy champion you kill.

 

New Item BoxOppression Final IconOppressor [ New, 1 Point ]

  • You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.).

 

Battering Blows [ New, 5 Points ]

  • Grants +1.4/2.8/4.2/5.6/7% Armor Penetration.

 

Piercing Thoughts [ New, 5 Points ]

  • Grants 1.4/2.8/4.2/5.6/7% Magic Penetration.

 

OFFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Deathfires Touch Final IconDeathfire Touch

  • Your damaging abilities cause enemy champions to take [ 6 + 0.5 Bonus AD + 0.2 AP ] Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).

 

Warlords Bloodlust Final IconWarlord’s Bloodlust

  • Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).

 

Fervor of Battle Final IconFervor of Battle

  • Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

 

 

TIER I DEFENSIVE MASTERIES Banner

 

Nerf BoxRecovery Final IconRecovery [ 5 Points, increased from 2 ]

  • Grants 0.4/0.8/1.2/1.6/2.0 Health Regen-per-5 seconds, decreased from 1/2 HP-per-5 (with 2 points).

 

Change BoxUnyielding Final IconUnyielding [ Now T1 with 5 points, replaces T5 Enchanted Armor ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Armor and Magic Resist, changed from 2.5/5/7.5/10% with 4 points in T5.

 

Buff BoxTough Skin Final IconTough Skin [ 1 Point ]

  • You take 2 less damage from Champion and Monster basic attacks, increased from 1/2 less damage from Monsters with 2 points.

 

Explorer [ New, 1 Point ]

  • Grants 12 Flat Movement Speed while moving in brush or along the river.

 

New Item BoxRunic Armor Final IconRunic Armor [ New, 5 Points ]

  • Grants 1.6/3.2/4.8/6.4/8% bonus to all shields and healing on you (includes Life Steal and HP regen).

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ 5 Points, replaces Juggernaut ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Health

 

 

TIER II DEFENSIVE MASTERIES Banner

 

Insight [ New, 1 Point ]

  • Your Summoner Spells have 15% reduced cooldown.

 

Change BoxPerseverance Final IconPerseverance [ New, 1 Point ]

  • Grants 50% Health Regen, increased to 200% when below 20% of Maximum Health, changed from regenning 0.35/0.675/1% of missing HP-per-5.

 

Change BoxSwiftness Final IconSwiftness [ New, 5 Points, merges Swiftness and Tenacious ]

  • Grants 3/6/9/12/15% Tenacity and Slow reduction, changed from 7.5%/15% Slow Resist with 2 points from Swiftness and 10% Tenacity with 1 point from Tenacious.

 

Nerf BoxLegendary Guardian Final IconLegendary Guardian

  • Grants 0.4/0.8/1.2/1.6/2.0 bonus flat Armor and Magic Resist for each nearby enemy Champion, decreased from 3 flat Armor/MR with 1 point

 

DEFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Bond of Stone Final IconBond of Stone

  • Grants 4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from Champions is dealt to you instead (cannot reduce you below 15% Health).

 

Grasp of the Undying Final IconGrasp of the Undying

  • While in combat, every 4 seconds your next attack against an enemy Champion is buffed to steal life equal to 3% of your max Health (halved for ranged champions).

 

Strength of the Ages Final IconStrength of the Ages

  • Siege minions and large monsters that you or nearby allies kill grant you 20/10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.

 

 

TIER I UTILITY MASTERIES

 

Change BoxWanderer Final IconWanderer [ 5 points, replaces Fleet Foot ]

  • Grants 0.6/1.2/1.8/2.4/3% Movement Speed out of Combat, changed from 0.5/1/1.5% bonus MS in combat and out.

 

Savagery [ New, 5 points ]

  • Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters

 

Change BoxRunic Affinity Final IconRunic Affinity

  • Bonus to buff duration decreased from 20% to 15%, but now also extends the duration of 5-stack Dragon & Baron buffs

 

Buff BoxSecret Stash Final IconSecret Stash [ New, 1 Point, merges Alchemist with Cullinary Mastery ]

  • Your potions, flasks, and elixirs last 10% longer
  • Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

 

New Item BoxMerciless Final IconMerciless [ New, 5 points ]

  • Deal 1/2/3/4/5% increased damage to champions below 40% health

 

 

Nerf BoxMeditation Final IconMeditation [ 5 points ]

  • Mana regen decreased 0.5/1/1.5% of missing mana every 5 seconds to 0.3/0.6/0.9/1.2/1.5%

 

TIER II UTILITY MASTERIES Banner

 

Buff BoxBandit Final IconBandit [ New, 1 point, merges Scavenger with Bandit ]

  • Gain 1 gold for each nearby minions killed by allied champions;
  • Gain an additional 3 Gold for Ranged/10 for Melee when hitting an enemy Champion with a basic attack (internal cooldown of 5 seconds).

 

Moved BoxDangerous Game Final IconDangerous Game [ Moved from T4 Offense to T2 Utility ]

  • Champion kills and assists restore 5% of your missing Health and Mana.

 

 

New Item BoxPrecision Final IconPrecision [ New, 5 Points ]

  • Grants 0.6/1.2/1.8/2.4/3 [ + 0.06/0.12/0.18/0.24/0.3 per level ] flat Armor & Magic Penetration.

 

New Item BoxIntelligence Final IconIntelligence [ New, 5 Points ]

  • Your Cooldown Reduction cap is increased by 1/2/3/4/5%;
  • Additionally grants 1/2/3/4/5% Cooldown Reduction.

 

UTILITY KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Windspeakers Blessing Final IconWindspeaker’s Blessing

  • Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target’s resistances by 15% for 3 seconds when used on an ally other than yourself.

 

Thunderlords Decree Final IconThunderlord’s Decree

  • Your third attack or spell on an enemy Champion shocks the area around them, dealing [ 0.2 Bonus AD + 0.1 AP + 10 per level ] magic damage to all enemies in the area. (30 second cooldown).

 

Stormraiders Surge Final IconStormraider’s Surge

  • Dealing 30% of a Champion’s maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown).

 

 

VISION CHANGES Banner

 

Wards that expire now leave visible remains on the ground, allowing teams to know where the enemy had an active ward.

Trinket upgrades are now free (250 Gold on live).

 

Ruby Sightstone Final IconRuby Sightstone

  • Gold cost increased from 1600 to 1800;
  • Health increased from 400 to 500;
  • (New) UNIQUE Passive: Item Active cooldowns are reduced by 10%;
  • Now holds 4 Ward charges, down from 5;
  • Ward duration decreased from 180 seconds to 150.

 

Removed BoxStealth Ward Final IconStealth Ward

  • Removed from the store; can still be cast via Sightstone.

 

Buff BoxVision Ward Final IconVision Ward

  • Cost decreased from 100 Gold to 75.

 

 

PLACES TO SHARE FEEDBACK Banner

You’re always more than welcome to share your thoughts in the comments below. If you want your feedback to reach specific Rioters, you can post it in the following threads:

 


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

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

An overview of preseason 2016 Banner

Preseason’s coming in just 2 weeks; here’s a summary of the major changes you’ll see as we move to the next season:

 

Preseason 2016 crests the horizon

Pwyff Final PortraitWelcome to Preseason 2016. We’re trying to keep the conversation low-key for now with the Worlds final right around the corner but, with a pile of changes hitting the PBE soon, we wanted to get ahead with our gameplay goals for this preseason. After Worlds, you’ll hear more from other teams at Riot –with more than just gameplay! – but we’ll keep this focused on what changes will be hitting the PBE for this preseason and the upcoming 2016 season.

 

Lets talk seasonal goals

You may have already seen our early work with the ability power itemization changes in patch 5.13 to the juggernaut update in 5.16, but our goal for 2016 is to make each game of League of Legends feel unique. From the different champion strengths you bring, to the items you take to battle, all the way to the masteries you choose – we want your decisions to matter and have a clear impact on how each game plays out.

That said, this preseason we’re focusing on…

 

Updating Marksmen

Through the years, marksmen have lacked meaningful differences, with their identities typically centered on the same thing: do lots of damage from range. In cases like these, if you’re being judged on only one competition (damage), you get a pretty obvious power ranking with no real roster depth.

Our goal is similar to our work with juggernauts, where we targeted a group of champions (in this case six marksmen – Corki, Miss Fortune, Graves, Caitlyn, Kog’Maw, and Quinn) who occupied similar strategic spaces, and gave them a little more ‘uniqueness.’ We’re doing this in two ways: how the marksman plays, and how the team plays with them. For the first, since marksmen are so concerned with their basic attacks we want to make sure each feels different. Should you have brought that shotgun to a javelin battle? Maybe! For the second approach, we want to really push the breadth of what a marksman offers. Much like how you pick Ashe for global stuns, or Sivir for when you gotta go fast, or Miss Fortune when you need some wombo for your combo, we want teams to think different based on who’s joining the fray.

 

MARKSMEN ITEMIZATION

Hand-in-hand with the updates for marksmen, we’re bringing some deep changes to marksmen items like we did with ability power purchases and juggernaut gear.

When we first tackled AP items, we wanted to accommodate the mages who blow up squishies while also offering equal opportunities for those who control the battlefield. When it comes to attack damage items, however, marksmen will always be focused on what lets them deal the most damage at any given point in time. Knowing this, we’re offering more options when it comes to who (or what) you want to fight, and how you contribute to your team through that choice. So whether you want to be a lone gunman, dueling on the edge of the fight, or the nimble spellcaster, or the siege machine and tower crusher, we’re providing you with the right items to buy so you can take out the right targets.

 

KEYSTONE MASTERIES

We’re updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each mastery tree will have three tiers. Each successive tier you invest in, you’ll be able to pick up some stats and a choice of one of three potential masteries (you can only choose one!). Tier 1 masteries will be nice to have (but not game-changing), tier 2s will have a decent amount of strength, but tier 3s – we’re calling them “Keystone masteries” – will be the ones that really augment your playstyle. We’re still experimenting in this space, but an example would be a keystone mastery that lets your damaging abilities also bleed enemy champions for a portion of your bonus AD and AP over time. Or one that grants a movement speed boost the moment you deal a large chunk of damage to an enemy champion.

By condensing power into clear decision points, the masteries you take from game to game should have an impact on your playstyle, and we want to offer multiple mastery paths for most champions in League.

 

VISION SUPPORT ITEMS

Two seasons ago we did a major revamp of the vision system by introducing sightstones, trinkets, and ward limits. This season, we’re adding more options for those about to ward up (also: we salute you). Our goal with vision is two-fold: first, we want to keep pushing the vision game as a team effort and, second, we want to make vision more dynamic than days past.

For that first goal, we’re doing things like free trinket upgrades for all, along with the option for tier 2 support items to upgrade into either powerful tier 3 active items or slot-efficient sightstone upgrades.

For the second goal, we’re removing Stealth Wards from the shop so teams will need to rely more heavily on their pink (and blue trinket!) wards to get the vision control they need. In tandem with this change, however, we’re also adding a new feature in ward ‘debris’ when a ward passes on. By giving you the ability to see the dead bodies of wards who’ve moved on with their lives, you’ll be able to learn more about your opponent’s vision habits as well as your own.

 

STARTING ITEMS Banner

In-hand with our goal to offer a diverse preseason, we decided to take a gander at starting items. When there are standard starting item builds for every game of League, the end result is these builds tend to benefit (very slightly) certain champions over others. We’re taking a different approach this preseason by offering more clear opening ‘paths’ so that players can refine their playstyles with real choices, rather than just opting for a generally powerful start. You’ll see these changes reflected in two sets of items: starting power items, and sustain.

For items you’re bringing to lane, we’re using the Doran’s set (blade, ring, and shield) as a baseline “generalist” group that provide all the broad stats you want. From there, we expanded your options to provide a few more ‘specialized’ approaches, like Cull – a light skirmishing AD starting item that provides less defensive stats than Doran’s Blade, but gives bonus gold for killing a set number of minions.

As for sustain items: we first started with health and mana potions. Health pots are going up in price to better position them as a purchase for those who just need some sustain to get them past the early game. Any form of long-term sustain we folded into the refillable potions (and their subsequent upgrades) to really solidify their identity (because before, it was… flask and potions to be a ‘sustain’ build). Mana potions, on the other hand, are being removed. Our decision to remove mana pots goes along the same philosophy as starting items. 100 mana tends to benefit certain types of champions over others (with mana costs being balanced against individual champion kits) and can wildly shift from being a mediocre purchase to a very cost-efficient one. By removing mana pots, we can better balance champion ability costs with the mana regeneration stat while also streamlining the ‘sustain game’ of League.

 

 

THE RIFT HERALD Banner

It’s no secret that players who depart for the top lane can end up feeling isolated without a dragon to contest. Rather than just flipping the map on its head, we’re exploring ways to bring some relevancy to the north so top laners can feel like they’re interacting with their team before the 15 minute mark.Details are still being sussed out, but expect to meet something new on Summoner’s Rift in the early phases of the game. Defeat it, and gain single target buff focused on early game power and pushing down the lane.


 

Wrapping Up

We’ve got a few more changes on the way, but the above are some of our big gameplay plans for this preseason! That said, we’re not going to stop the conversation here. We’ll keep you updated on our progress while also sharing more of our long-term vision, so stay tuned after the World Finals for more on the preseason and 2016 season!

 


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

 

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.

Sejuani_Splash_5

Sejuani_5

 

Snow Day Malzahar

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

Malzahar_Splash_5

MalzaharLoadScreen_5

 

Blood Moon Thresh

Check here to see Blood Moon Thresh in-game.

Thresh_Splash_3

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 nolchefo@gmail.com.

 

 

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

Firefall Final Icon
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 nolchefo@gmail.com.

 

 

News 27 11 Banner

 

Summary Final Banner

 

Recent News Banner

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PBE Updates Patch 4 21 Banner

 

 

Small PBE Update Banner

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 ]

 

 

Nautilus Banner

 

 

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 ]

 

 

Evelynn Banner

 

 

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 nolchefo@gmail.com.

 

Kalista Fan-Art Roundup

November 26th, 2014

 

Fan Art Kalista Banner

Here‘s a collection of amazing Kalista fan-art done by amazing artists:

 

 

Jynx Final Portrait As Kalista’s eternal search for retribution continues, her spectral image haunts and inspires those who encounter her. Check out these eerie community creations featuring The Spear of Vengeance herself!

 


nkinesss

inkinesss

 

Jess

Jess

 

Neo-TK

Neo-TK

 

Roach_P

Roach_P

 

Artsed

Artsed

 

suppa-rider

suppa-rider

 

Nanna

Nanna

 

ipaanbaa

ipaanbaa

 

Jununy

Jununy

 

Skaera

Skaera

 

Crown

Crown

 

Sharkies

Sharkies

 

brunonic

brunonic

 

MonoriRogue

MonoriRogue

 

Zhyphrus

Zhyphrus

 

ArtisticPhenom

ArtisticPhenom

 

We suspect some of you are still working on your Kalista creations, so share them in the comments below when you’re done!

[ Link to Post ]

 

 

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

 

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 nolchefo@gmail.com.