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Posts Tagged ‘renekton’


PBE Round-up Patch 4 16 Banner


 Here’s a (very late) wrap-up of the content you’ll see in Patch 4.16. I’ve explained previously why I couldn’t cover some of the content in this PBE cycle, so this article won’t be as complete as my usual wrap-ups.


Patch 4.16 Wrap-up:

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.



New Game Mode - Ascension

A new game mode on the Crystal Scar mode will be coming with Patch 4.16, featuring sandstorms and Xerath:

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!

 

  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

[ Link to Post ]


Ascension In-Client Artwork


image-171


Ascension Loading Background


AscensionBackground (2)




New Champion - Azir, The Emperor of the Sands

Azir_Splash_0

Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.

Azir Passive

Will of the Emperor [ Passive ]

Azir Basic Attack

Basic Attack

Azir W

Arise! [ W ]

Azir Q

Conquering Sands [ Q ]

Azir E

Shifting Sands [ E ]

Azir R

Emperor’s Divide [ R ]


Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 1.25% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun –Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.5 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 19/18/17/16/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, butAzir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.


Azir Voice-over (full credit to SkinSpotlights)



Login Screen Animation




New Splash Arts


Classic Akali


Akali_Splash_0 (1)

 

Classic Cassiopeia


Cassiopeia_Splash_0 (1)

 

Classic Orianna


Orianna_Splash_0-1

 

Classic Renekton


Renekton_Splash_0 (1)



New Summoner Icons


profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688




Extra Shurima Lore


 

Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.

 

Amumu New Portrait

 

Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.


Cassiopeia New Portrait


“Cassiopeia is a terrifying creature – half woman, half snake – whose slightest glance brings death. The youngest daughter of one of Noxus’ most influential families, she was once a beautiful and cunning temptress capable of manipulating the hardest heart. Transformed by the venom of an ancient Shuriman tomb guardian, she continues to serve Noxian interests as she always has, just in a more… visceral way.”

 

Ezreal New Portrait

 

The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.

 

Nasus New Portrait

 

To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.

 

Rammus New Portrait

 

The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.

 

Renekton New Portrait

 

Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.

 

Sivir New Portrait

 

Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.

 

Skarner New Portrait

 

Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.

 

Xerath New Portrait

 

Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.



Cassiopeia Rework

 

Cassiopeia New Portrait

 

  Deadly Cadence New IconAspect of the Serpent [ Passive ]

New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)

  • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
  • At 150 stacks, Cassioepeia gains 30% CDR
  • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

 

Noxious Blast New IconNoxious Blast [ Q ]

Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage overtime.

  • Damage: 75/115/155/195/235 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

 

Miasma New IconMiasma [ W ]

Now a notably more powerful slow tool but has a higher cooldown and deals less damage overtime.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 14/13/12/11/10 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

 

Twin Fang New IconTwin Fang [ E ]

Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

 

Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.

 

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

 

 

STASHU New PortraitHey guys! Coupled with all these other upcoming Shurima releases, we’ve got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

 

  • Emphasize Cassiopeia’s carry potential

Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we’ve taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal– take a look at her new passive for more information here.

  • Increase reliability

The reset mechanic on Twin Fang often feels like it doesn’t work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable– and from what we’ve seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  • Tone down her lane bullying

Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We’re looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  • Channel her damage potential into her single target spell, Twin Fang

We plan on giving Cassiopeia a lot of late game power– way too much to comfortably fit into her spammable aoe spells. Don’t worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we’ll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

 

And that’s it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I’d like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated
    • This has huge implications on her DPS potential. More E’s with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you’ll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible
    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia’s damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game
    • This’ll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress– which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we’d love to hear your feedback in case there’s anything not already on our radar.

Alright, that’s all for now, but I’ll be around! I hope you enjoy Cassiopeia on the PBE!

 

Cassiopeia Texture Update

 

Cassiopeia Model

Cassiopeia Model 2

 

 

Renekton Texture Update

Renekton got some shiny new texture in the PBE update.

[ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.

Renekton Texture Update 2

Renekton Texture Update

 

 

Upcoming Ward Skins

Following the release of the new Shurima-based game mode – Ascension – and the extra Shurima lorea lot of Champions got, here are some thematic wards.

 

wardskin_27 wardskin_26 wardskin_25

 

Sun Disk Ward Skin

 

Sun Disk Ward

 

Armordillo Ward Skin

 

Armordillo Ward Skin

 

Sad Mummy Ward Skin

 

[ Note ] Amumu’s ward skin makes a sighing noise when you place a ward.

 

Sad Mummy Ward SKin

 


Guardian of the Sands Kha'Zix Skin


[ Note ] I couldn’t get around to covering the new Kha’Zix skin, so here’s a video preview by SkinSpotlights:


Khazix_Splash_2 (2)

 

 

Galactic Azir Skin



[ Note ] I couldn’t get around to covering the Galactic Azir, so here’s a video preview by SkinSpotlights:


Azir_Splash_1 (1)


 

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

 

 

PBE Update September 4 Banner

 

PBE 4/09 Contents:

 

[ Note ] There are new announcer graphics in this update (double kill, triple kill, etc.) But I don’t have a staff to work with, so I couldn’t cover them. If you want to know how they look like, ReignofGaming has posted some great screenshots.

 

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.

 

 

Previous updates from Patch 4.16 Cycle:


PBE-Update-August-26-Banner (1)

PBE-Update-August-27-Banner (1)

PBE-30-August-Banner (1)

PBE-September-2-Banner

 

 

Azir Login Screen Animation

 

Azir, The Emperor of Sands, is coming in Patch 4.16 next Tuesday! If you want a detailed preview of the Champion, here’s a link.

 

 

 

New Renekton Splash Art

 

Renekton_Splash_0

 Renekton_0  Renekton_Square_0

 

 

Champion Changes

 

 

Azir New Portrait

 

Azir Passive New IconShurima’s Legacy [ Passive ]

  • Now gains 1.25% AS for every 1% CDR, decreased from 1.5% AS

 

Azir Q New IconConquering Sands [ Q ]

  • AP Scaling decreased from 0.6 to 0.5

 

Azir E New IconShifting Sands [ E ]

  • Cooldown decreased from 23/21/19/17/15 seconds to 19/18/17/16/15

 

 


Nocturne New Portrait

 

Paranoia New IconParanoia [ R ] 

  • No longer has a lower cooldown if Nocturne doesn’t dash to a target [ revert on the changes in this PBE update ]

 

 

Extra Shurima Lore

 

Following the recent Shurima lore updates, here’s one for Cassiopeia!

 

Cassiopeia New Portrait

“Cassiopeia is a terrifying creature – half woman, half snake – whose slightest glance brings death. The youngest daughter of one of Noxus’ most influential families, she was once a beautiful and cunning temptress capable of manipulating the hardest heart. Transformed by the venom of an ancient Shuriman tomb guardian, she continues to serve Noxian interests as she always has, just in a more… visceral way.”

 

 

Cassiopeia Champion Select Quote:

 

 

 

Ascension Artwork

 

Ascension – the new game mode coming with Patch 4.16 – got its artwork in the menu.

 

image 171

 

 

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

 

 

PBE Update August 26 Banner

 

PBE 26/08 Contents:

  • New Champion – Azir, The Emperor of the Sands
  • Renekton Texture Update
  • New Summoner Icons

 

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.

 

 

New Champion - Azir, The Emperor of the Sands

 

Azir_Splash_0

 

Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.

 

Azir Passive

Will of the Emperor [ Passive ]

 

Azir Basic Attack

Basic Attack

 

Azir W

Arise! [ W ]

 

Azir Q

Conquering Sands [ Q ]

 

Azir E

Shifting Sands [ E ]

 

Azir R

Emperor’s Divide [ R ]

 

Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525

 


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun –Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.

 


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.

 


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.

 


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 23/21/19/17/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.

 


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.

 

Azir Voice-over (full credit to SkinSpotlights)

 

 

Champion Select Quote:

 

 

 

Renekton Texture Update

 

Renekton got some shiny new texture in the PBE update. [ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.

 

Renekton Texture Update 2

Renekton Texture Update

 

 

New Summoner Icons

 

profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688

 

 

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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Champion Rotation Week 26 Season 4

 

The following Champions will be free-to-play until July 15th:


  • Amumu – 1350 IP / 585 RP
  • Anivia – 3150 IP / 790 RP
  • Veigar – 1350 IP / 585 RP
  • Caitlyn – 4800 IP / 880 RP
  • Renekton – 4800 IP / 880 RP
  • Vayne – 4800 IP / 880 RP
  • Fiora – 6300 IP / 975 RP
  • Zac – 6300 IP / 975 RP
  • Vel’Koz – 6300 IP / 975 RP
  • Braum – 6300 IP / 975 RP



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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Champion Skin Sale June 27 Banner

The following Champions and Skins will be 50% off until June 27th:


Champions


  • Malphite – 292 RP
  • Renekton – 440 RP
  • Zyra – 487 RP


Ice Drake Shyvana – 487 RP


Ice Drake Shyvana

Ice Drake Shyvana Splash Art


Marble Malphite – 260 RP


Marble Malphite

Marble Malphite Splash Art


Tyrant Swain – 675 RP


Tyrant Swain

Tyrant Swain Splash Art


 

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


Rotation Week 17 Season 4

 The following Champions will be free-to-play until May 13th:


Fiddlesticks – 1350 IP / 585 RP
Twitch – 3150 IP / 790 RP

Janna – 1350 IP / 585 RP
Urgot – 3150 IP / 790 RP

Nunu – 450 IP / 260 RP
Vladimir – 4800 IP / 880 RP

Renekton – 4800 IP / 880 RP
Zac – 6300 IP / 975 RP

Shyvana – 4800 IP / 880 RP
Zyra – 6300 IP / 975 RP

 

scorched earth renekton banner

 

 

PBE Update  

 

 

JinxSquare

        Jinx

 

Flame_Chompers!Flame Chompers [ E ]

  • Mana cost increased from 50 to 70
  • Damage decreased from 80/135/190/245/300 to 60/120/170/240/300
  • Range lowered from 900 to 850

 

 

KassadinSquare

   Kassadin

 

Nether_BladeNether Blade [ W ]

  • Mana restore changed from 4% of Kassadin’s maximum mana to 6% of his missing mana
  • Cooldown increased from 9/8/7/6/5 to 10/9/8/7/6 seconds

 

RiftwalkRiftwalk [ R ]

  • Cost for subsequent Rift Walks increased from 100 at all ranks to 100/150/200

 

 

KhaZixSquare
    Kha’Zix

 

Taste_Their_FearTaste Their Fear [ Q ]

  • Damage changed from 50/80/110/140/170 to 70/90/110/130/150

 

LeapLeap [ E ]

  • Ratio increased from 0.4 to 0.8 (returned to live value)

 

Void_AssaultVoid Assault [ R ]

  • Movement speed decreased from 50% to 40%

 

Evolution_Active_CamouflageEvolved Active Camouflage [ R ]

  • Now grants 80% movement speed while in stealth, increased from 40%
  • Damage reduction decreased from 60% to 50% (same as live)

 

 

RenektonSquare

  Renekton

 

Cull_the_MeekCull the Meek [ Q ]

  • Damage decreased from 60/90/120/150/180 to 20/40/60/80/100
  • AD ratio changed from 80% of bonus AD to 80% of total AD (previous PBE update was 5/20/25/30/35% of total AD)
  • Fury damage changed from 90/135/180/225/270 (+120% bonus AD) to 30/60/90/120/150 (105/112.5/120/127.5/135% total AD) (previous PBE update was 2.5/30/37.5/45/52.5% total AD)

 

Slice_and_DiceSlice and Dice [ E ]

  • Damage returned to live value, still applies slow instead of armor shred (check here for previous value)

 

 

SkarnerSquare
    Skarner

 

Crystalline_ExoskeletonCrystalline Exoskeleton [ W ]

  • Movement speed reduced from 20/24/28/32/36% to 16/20/24/28/32 %

 

FractureFracture [ E ]

  • Mana cost increased from 40/45/50/55/60 to 50/55/60/65/70

 

 

ViSquare
         Vi

 

Vault_BreakerVault Breaker [ Q ]

  • Minimum damage changed from 50/80/110/140/170 ( +0.7 bonus  AD ) to 50/75/100/125/150 ( +0.8 bonus  AD )
  • Maximum damage changed from 100/160/220/280/340 ( +1.4 bonus  AD ) to  100/150/200/250/300 (+1.6 bonus AD )

 

Assault_and_BatteryAssault and Battery [ R ]

  • Cooldown increased from 130/105/80 to 140/110/80 seconds

 

 

XerathSquare

      Xerath

 

Overwhelming_PowerOverwhelming Power ( Passive )

  • Every third basic attack now restores 5% of Xerath’s maximum mana

 

Scorched Earth Renekton Splash

Scorched Earth Renekton Splash

 

Missed any recent articles? Check below:

 

Lunar Revel Splash Arts

 

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Renekton PBE banner

 

PBE Update

The legend of Dragonblade Riven

Vesh: State of Renekton

Single Posts

 

 

PBE Update

 

 

Champions

 

 

GragasSquare

    Gragas

 

Barrel_RollBarrel Roll [ Q ]

  • AP ratio reverted to 0.9 from 0.8 (same as live)

 

Explosive_CaskExplosive Cask [ R ]

  • Damage reduced from 150/300/450 (+0.9 AP) to 150/200/250 (+0.6 AP)
  • Cooldown lowered from 100/90/80 seconds to 100/75/50
  • Mana cost decreased from 100/125/150 to 100 at all ranks

 

 

   KassadinSquare
     Kassadin

 

Null_SphereNull Sphere [ Q ]

  • AP ratio reduced from 0.7 to 0.5

 

Nether_BladeNether Blade [ W ]

  • No longer deals double damage to minions and monsters
  • Damage reduced from 60/90/120/150/180 to 40/70/130/160

 

Force_PulseForce Pulse [ E ]

  • Damage lowered from 80/115/150/185/220 to 80/105/130/155/180

 

RiftwalkRiftwalk [ R ]

  • No longer refunds half the mana cost if Riftwalk hits an enemy

 

 

KayleSquare

      Kayle

 

ReckoningReckoning [ Q ]

  •   AP ratio reduced from 1 to 0.6

 

Divine_BlessingDivine Blessing [ W ]

  • AP ratio increased from 0.35 to 0.45
  • Now grants an additional 1% movement speed per 10 AP

 

InterventionIntervention [ R ]

  • Mana cost removed

 

 

RenektonSquare
  Renekton

 
Cull_the_MeekCull of the Meek ( Q )

  • Now scales with 80% of bonus AD, changed from 15/20/25/30/35%  of total AD
  • Furious version now scales with 22.5/30/37.5/45/52.5% of total AD, changed from 120% of bonus AD
  • Heal from minions and monsters decreased from 5% of damage dealt at all ranks to 3/3.5/4/4.5/5%
  • Heal from Champions decreased from 20% at all ranks to 12/14/16/18/20%
  • Fury bonus % heal lowered from 10% at all ranks to 6/7/8/9/10%

 

Slice_and_DiceSlice and Dice [ E ]

  • Damage ratio changed from 0.9 of bonus AD to 0.5 of total AD from 0.9 bonus AD (currently, it’s a 0.05 ratio on PBE, probably a mistake)
  • Damage changed from 30/60/90/120/150 to 40/60/80/100/120
  • Fury bonus now slows enemies hit by 25% for 2 seconds. No longer reduces armor

 

In regards to the PBE changes to Renekton

 

Button Rioter Vesh: Hey guys, just a reminder that the numbers on PBE are not final. Sometimes weird stuff will go out but that’s why it’s the beta environment. This was a snapshot of an earlier iteration and you will see more changes soon. All of this feedback and conversation is great though and I really appreciate hearing your perspectives.

 

Is something wrong with the AD ratio on his Q?

 

Button Rioter Vesh: Yes. the Ratio on Q is just flat out wrong. Really really really wrong. Please remember that PBE is a beta environment and some weird stuff comes and goes on there all the time.

 

 

 RivenSquare

      Riven

  • Base Health Regen increased from 0.2 to 0.5 (currently 1.1 on live)

 

ValorValor [ E ]

  • Shield increased from 80/110/140/170/200 to 90/120/150/180/210

 

 

 YasuoSquare

     Yasuo

 

Wind_WallWind Wall [ W ]

  • Bonus flow decreased from 4/8/12/16/20% to 3/6/9/12/15%

 

 

Items

 

 

Spirit_of_the_Ancient_GolemSpirit of the Ancient Golem

  • Bonus damage to monsters decreased from 30% to 20%

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Bonus damage to monsters decreased from 30% to 20%

 

 

The legend of Dragonblade Riven

 

 

One tale tells of a woman, her sword forged in dragon’s fire, descending into an enemy enclave in the aftermath of a bloody battle. She leaped and slashed through hordes of foes, slaying captors and freeing their captives. Refusing to bow to those who would enslave the innocent, she stormed across the countryside, giving hope to refugees and the unprotected. Those who witnessed her crusade soon knew the truth behind the proverb, “There’s no shield like a Dragonblade’s sword.”

 

 

Preserve the path to freedom as Dragonblade Riven for 1350 RP and available only during Lunar Revel, on sale for 975 RP through January 31.

 

 

State of Renekton

 

Renekton banner

Why is Renekton being changed at all?

 

 

Why nerf a Champion with a 50/50 winrate?

 

Vesh Button Rioter Vesh: So, even though Renekton’s win rate is pretty much exactly 50/50, that doesn’t mean that he’s in the best place he could be in. Right now his early game is extremely strong and he tends to fall off really hard late game as other characters (especially range AD) outscale him with items.

I’m going to be looking into doing some changes that takes down his early game dominance just a tad so that we can give him a stronger late game and also keep him from just shutting out most top lanes before level 9.

 

 

Is his sustain making him hard to deal with on top?

 

VeshButton Rioter Vesh: I definitely think the sustain on Renekton in particular is a problem early and contributes to how he can consistently out-trade his opponent. Going to test out some changes with a slightly less powerful heal on Q initially that will scale back by level 9 to what it is on live currently.

 

 

Does he really fall off lategame?

 

VeshButton Rioter Vesh: He definitely falls off late game (we have teh dataz).

 

 

 

 

Will Renekton get buffs in return for this decrease in heal and early damage?

 

VeshButton Rioter Vesh: Like I said, his late game is weak so if we take away some of his power early that’s going to need to be added to his late game power. There’s a number of ways to accomplish this (raw stats, utility, etc) and it’s worth exploring all of them. One option that might work out well is giving his Q/E total AD ratios instead of bonus AD. Then his spells can keep getting more powerful with his champion level as he gains his AD per level. Not saying this is the option we should definitely go with, but it’s definitely one I’ll be taking a close look at.

 

 

Why decrease the heal, when it’s already capped?

 

VeshButton Rioter Vesh: The healing cap makes it so you have to his literally 12 minions at once to hit the cap. It’s mostly to prevent abuse cases where a super wave is pushing and he could heal to full without the cap and also to make him not heal crazy amounts with an empowered Q in a teamfight where he manages to hit 4-5 people.

 

 

Will you make his Furious Slice and Dice ( E ) bonus useful?

 

VeshButton Rioter Vesh: I would definitely like to do something with the E besides the shred. Most people use that accidentally while ulting and would rather have had an empowered Q. The shred can be situationally very powerful but is totally invisible.

A slow could be one approach, but I think it could also be really cool if we look at the dash itself, possibly giving it more length on empowered state, or maybe a third dash altogether if used with fury. Few options here, probably going to be testing a number of them.

 

 

Can you make his Passive more engaging or relevant?

 

VeshButton Rioter Vesh: I agree that his passive isn’t the most interesting thing in the world, but I’m not sure I want to risk changing a core system of his too much when the goal is to even out his power curve. Definitely something to look at it in the future, but I suspect that lowering his sustain early and possibly giving him some more damage after that point will make the passive a bit more meaningful.

 

 

Giving Slice and Dice ( E ) a third dash when used with 50 Fury will make Renekton even harder to deal with

 

VeshButton Rioter Vesh: It’s just one option that can be considered – in no way am I saying that’s the best approach or then one we should take.

It would be a tradeoff however. It costs fury so if you get the extra dash you will lose out on an empowered Q or a longer W stun.

 

 

Single Posts

 

 

What’s being done to help newer players get accustomed to the game?

 

boourns Button Rioter boourns: We do care a lot about the new player experience. There is a team dedicated to improving it! We’re experimenting with a bunch of things like a landing page for new players with some (hopefully ) relevant information about the game and having a different set of free to play champions for new players so we don’t have someone really complicated like Lee Sin or Jayce for new players.

 

 

Any plans to improve bots in general?

 

boourns Button Rioter boourns: Not really my specialty, but I know there are folks working on bot AI. I do not think harder custom game bots are part of the plan though. The custom bots are actually much “dumber” than the co-op vs. ai ones from what I understand because we can’t be sure what combinations of human/bot players there will be.

 

 

Missed any recent articles? Check below:

 

Lunar Revel Splash Arts

 

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DRAMATIC

Artist: Ketherly tumblr/twitter/twitch

Writer: Just Tyrant twitch

Pool Party Leona Banner

This lovely interpretation of Pool Party Leona is the work of deviant artist Raichiyo33. You can find the original version there, along with a ton of other amazing LoL art!

Pool Party Graves, Leona, Lee Sin and Renekton are now available on the PBE for testing! IronStylus took the time to tell us how Leona‘s summer set came to be,  Lucian has finally been shown in a Spotlight, along with another video showing an inside look at the development process, Scarizard ravages the remains of Rengar‘s kit in hopes that he can rise to power once more, short updates on Taric‘s current state, a list of changes coming to Skarner and the latest Rotation and Sale!

Credit for Spotlights goes to SkinSpotlights. 

 

Summer Party at Ziggs’ Place

The Story of Bik… Pool Party Leona

Lucian Champion Spotlight

Forging a Templar: How Lucian was made

On the Hunt for Rengar Buffs

State of Taric

Update on Skarner

Champion Rotation – Week 29

Champion/Skin Sale – Expires August 23rd!




Summer Party at Ziggs’ place


 

Ziggs Pool Party Banner

Four brand new skins have been released on the PBE in the spirit of summer!

 

“Summer’s come to Valoran, and Ziggs, duke of demolition, is throwing a blast of a pool party. Step one: blow up the inflatable pool toys. Hopefully he won’t misunderstand that one. Step two: invite friends! Leona’s here soaking up all the rays, no sunscreen required. Renekton’s on lifeguard duty, but he seems more worried about random explosions than anyone drowning. In the shallow end of the pool, Lee Sin happily studies the motion of the water with his hands while Graves, a sly grin curling across his lips, aims his watergun at the uncharacteristically oblivious monk. Leave it to Ziggs to create an explosive situation, this could get veryinteresting!

Welcome to Summer-ers Rift! Your invitation to the coolest dive in Valoran is coming soon.”

 

Pool Party Comic

Pool Party Graves, Lee Sin, Leona and Renekton shown

 

 

Pool Party Graves

 

Pool Party Graves Splash

Pool Party Graves Splash

 

 

 

Pool Party Lee Sin

 

Pool Party Lee Sin Splash

Pool Party Lee Sin Splash

 

 

 

Pool Party Leona

 

Pool Party Leona Splash

 

 

 

Pool Party Renekton

 

Pool Party Renekton Splash

Pool Party Renekton Splash

 




The Story of Bik… Pool Party Leona


 

Leona Splash Banner

IronStylus tells us how Leona’s latest skin came to be.

 

 

IronStylus Riotlink Button IronStylus: So, here’s the deal with the Leona skin.

1) I did that design live, with a lot of feedback from the audience, and mentioned that it all could change. We did a few options, (bikini’s, pool noodles, one-piece suits, etc) However, it was known that all things may change. That particular concept, while fun to do live, and take live feedback/options, simply wasn’t the right fit for the game

2) Things always have to be adjusted and accounted for with game-angle in mind. That means, despite how the concept might have looked straight on, it means nothing if the in-game read is bad. I tried doing a 1-to-1 version of this skin in the 3/4s game view, it didn’t look good. Then I did one similar to what you see, but kept it pretty damn yellow, and it wasn’t enough. Once we added the blue trim, some other accents and materials, it popped and served what we’re all 100% focused on: the in-game read.

I understand the personal taste aspect, but believe me, I was a fan of the original, I was a fan of the intermediary, and I’m a big fan of how it came out.

(It’s also going to be super awesome to see done in cosplay!)

The sunglasses are also just for the recall, as a note.

 

 

Why were the summer skins delayed so much?

 

IronStylus Riotlink Button IronStylus: This was a ton of content, all done simultaneously. That means a LOT of time and resources. We’ve got some custom particles and animations, so that’s even more stuff to do. The Pool Party event was proposed.. I want to say.. not too long after we did the demo at PAX East. So, Beginning of April? That’s actually a TON of stuff to cram into that small of a window. So, no backup, just a lot of work on 5 simultaneous skins. That means concept/iteration, model/texture, animation, VFX, splash and more.

I’d say we did something really epic in a short amount of time considering!

 

 

Offtopic: Where is Scorched Earth Renekton?

 

IronStylus Riotlink Button IronStylus: To my knowledge, due to the Pool Party event popping up and the Life Guard Renekton skin being a fan-requested skin for so long, this seemed liked the perfect opportunity to switch things. Yes, SE Renekton is cool, but this was a really great opportunity to get something that people had wanted to see for a long time. Plus, it’s a silly skin. We’re desperately in need of those if you haven’t noticed ;D

 

 

What’s your skin release schedule?

 

IronStylus Riotlink Button IronStylus: Every champion needs skins, and every champion has a skin in development! Those that won’t be getting skins soon are those champions slated for Relaunch priority.

 

 

 

 

How many champions were considered for the Pool Party event?

 

IronStylus Riotlink Button IronStylus: A TON.

Here’s the good news about events/themes like this. They’re essentially infinite in how many champions the theme can be applied to. Every little easter egg that’s in the Pool Party Ziggs splash was considered, including more. You’ll note TONS of champions with the potential for Pool Party skins in the various splashes.

These are types of skin themes which are universal. Sometimes we might get carried away with certain ideas for “funny” or trolly skins that might be more specifically NA related, but these, in my opinion, strike the balance and are globally appealing. It’s a very universal and fun theme. And man.. there are SOOOO many options!

 

 

Why wasn’t Sivir chosen for a Pool party skin?

 

IronStylus Riotlink Button IronStylus: Sivir unfortunately won’t see another skin until her relaunch.

But post-relaunch, she’s a perfect candidate.

 



Lucian Champion Spotlight


 

 

Learn to unleash a barrage of bullets and send opponents to the grave in the Lucian Champion Spotlight.

A highly-mobile ranged damage dealer, Lucian shines when blasting enemies with Piercing Light and quickly repositioning himself with Relentless Pursuit to unleash more pain or retreat from counterattacks and jungle ganks. By tagging enemies with Ardent Blaze and activating The Culling, Lucian gains the speed boost needed to chase down opponents, unload massive damage and secure kills. And since Lightslinger enables double on-hit procs of life steal, red buff and more, Lucian can overcome opponents in duels and in-lane trades with strategic use of his abilities.

Put evil in its place – 6 feet under – as Lucian with sample masteries, tactics and more in this Champion Spotlight.




Forging a Templar: How Lucian was made

 

Get a sneak peek into Riot’s HQ to see what it took to create Lucian!

 

 


On the Hunt for Rengar Buffs


 

rengar decoration

But there are none! Scarizard‘s latest update on Rengar’s state is rather a series of trade-offs, posing the question whether this will help the League’s Predator. If you haven’t followed the discussion thus far, you can fill in on the gaps using the links below. 

 

Community Questions – Ultimate & Skillshot E

Xelnath examines Rengar

Savagery Stacking mechanic

Original Changelist – Why is Rengar getting reworked?

 

 

Scarizard Riotlink Button Scarizard: Update time!

So, after some tests, the big changes i’ve made are pretty close to what i’d like to see in the final version. I’ll go through some of the core changes to my current changelist here, the reasoning behind it, and then update the main post with the differences as well. If i don’t make mention of a mechanic from Live or from my previous post in these updates, it means they haven’t changed.

 

Bonetooth_Necklace_itemBonetooth Necklace

  • Grants 10 AD + 1 AD/Level
  • Recipe: Hunter’s Machete + Long Sword + 100g
  • PASSIVE: 20% Increased damage to monsters

3 Stacks: Rengar gains Flat Movement Speed while out of combat, or while in brush

6 Stacks: Leap range increased

9 Stacks: Thrill of the Hunt lasts X seconds longer

14 Stacks: Rengar gains % Movement speed for 2.5 seconds upon exiting brush

 

Direction with Bonetooth as i’ve previously stated is to reduce the ‘Stat bonus’ focus on Bonetooth, and make it more Rengar-specific and use it as a tool to embrace and enhance Rengar’s stalking/hunting gameplay. Feedback on this direction has been going well and people are digging the direction, i’ll give my specific feelings about the bonuses.

3 Stacks – Enjoying how this is playing as an early-game reward that enables Rengar’s roaming, jungle or otherwise. Live Rengar has the Movement Speed bonus at Tier 2, idea is to move it to Tier 1 and make it less-permanent (Boots of Mobility) while being able retain the Flat MS while chasing targets through brush. Basically, ganking sidelanes and using the brush or fighting in the jungle keep Rengar speedy even if he’s flagged as in-combat.

6 Stacks – Really simple. *slightly* nerfed the leap range due to it moving to Tier 2 from Tier 3 and thus more accessible, but hitting this threshold really makes him ‘turn on’ in terms of midgame power. Liking this.

9 Stacks – Mostly placeholder, but i enjoy the effect. Likely could just add a bonus together with the increased duration to give a fixed power spike that Rengar can rely on for making it this far. Totally agree with any of you that this falls a little short on expectations especially at Tier 3. This is the only one i have less-than-high confidence for as a rewarding effect.

14 Stacks – This…is very powerful. Not only does it synergize with Rengar’s 3 stack for out of combat brush darting/chasing, this -also- means that Rengar has access to bonus movement speed after leaping from brush. Haven’t gotten to this threshhold except for once, which when combo’d with the updates to Thrill of the Hunt that you’ll see below made for some -really- epic hunting experiences. Might tune this up, might slightly change, but this is the type of thing i want to see from Tier 4 Bonetooth.

 

Battle_RoarBattle Roar ( W )

  • No Longer grants Armor/Magic Resistance
  • Enemies hit with Battle Roar have their Attack Damage reduced

 

If you’ve read my prior posts, you know my feelings about Battle Roar – specifically that it doesn’t especially informwho Rengar should be effective against, and thus just gives up a lump of power that’s hard to tune while remaining satisfying. Feedback from this thread also has been consistent that Battle Roar’s allure is Rengar imposing his will/intimidating opponents, not I AM LOUD AND TANKIER NOW.

Attack Damage reduction allows him to handle jungle minions pretty well, but also makes him a monster in fights vs champions that rely on basic attacks/physical damage abilities (like carries, or other fighters), while still keeping him vulnerable to magic damage abilities from tanks/mages. Overall, the goal is that if AD reduction can work out you can reach a spot where leaping onto Physical Damage dealers and roaring makes you feel more like you’re actively shutting down their damage potential rather than just being beefier than usual. Before you guys start biting my head off about how he won’t have the tankiness to survive , i totally see this as an opportunity to introduce better base stats if it shows that he desperately needs the durability. 

 

Bola_StrikeBola Strike ( E )

  • Is now a skillshot
  • Increased Range

 

Wav3break was always pushing for this and i was always pushing against it, but after having played around with it i really, really like it. Making E a skillshot allows the skill to generally have more power (Range, Damage, Effect are all vectors to tune, though i’d rather lean on the first two) – but also gives Rengar the feeling of ‘i have an option at all times’. Even when out of brush and in a siege situation, a traditional weakness of Rengar, the ability to harrass or create picks with Bola/Empowered Bola grants him more flexibility. Similarly, playing against feedback has been great (Got first blood with a jungle gank using Empowered E – felt like a boss landing the clutch shot, opponent felt it was much more fair due to being able to dodge).

In general, making Rengar’s pattern once he leaps on a target require more play/interplay and less guaranteed allows him to feel much better when he -does- succeed. This change has been trending well, but is something that we’ll be watching across future playtests to tune to appropriate power.

And for the big one:

 

Thrill_of_the_HuntThrill of the Hunt ( R )

  • Cooldown decreased
  • No longer plays Voice Over or gives an Icon to enemies within Rengar’s sight/detection range
  • Consumes current Ferocity on cast – each point of Ferocity consumed increases the Duration of Thrill of the Hunt by 1 second.
  • No longer stealths Rengar for the duration
  • Duration greatly increased, scales with ult rank (personal note: ;_;)
  • Movement Speed increased
  • Rengar’s first basic attack while in Thrill of the Hunt will cause him to leap at his target – Rengar retains the Movement Speed increase from Thrill of the Hunt for 3 seconds after leaping.

 

So, we tried something crazy with the ultimate when concerns came about that the VO/Icon gameplay, while functional, was removing a lot of Rengar’s threat because people knew his gameplan. By taking -off- the stealth entirely and just overloading the parts of Rengar’s ult that people were appreciating (Ferocity Generation, Insane Mobility, True Vision) and let him have access to it more. Mid and end-game Rengar’s spend a majority of their time being predatory in nature, stalking brush and being opportunistic upon chasing down low-health targets post-fights – which is also made easier by giving him movement speed post-landing, allowing him to execute his Q-train combo/Bola strike without just failing to keep up to his prey. On the other end making Rengar’s gank + ult combo reliant on ‘brute forcing’ a gank ala Hecarim’s E or Rammus’ Powerball gives your opponent ways to play against it either by seeing them coming on wards and running or by otherwise predicting the gank paths a Rengar may take.

I agree that it sounds big…but the more we’ve played with it, the more people have realized the Stealth part of Thrill of the Hunt is perhaps the least-appreciated part. You still run insanely fast, you still leap. Removing Stealth also allows us to pull back slightly on some of the damage nerfs we’ve done to Rengar, as he telegraphs his intent very easily by being an insanely fast rocket cat.

(Bonus Round – To give you an idea of what we’re dealing with, Rengar with no Boots, 14 Stack Bonetooth, Rank 3 Thrill of the Hunt and 5 Points of Ferocity can run from the bottom lane brush to the toplane’s river brush before the Ultimate’s duration times out, as long as you make clever use of all the brush in-between.

That’s with no boots. It’s pretty awesome to see.

So, be sure to let me know what y’all think about this version. When Rengar goes to PBE (SoonTM), this is likely very close to the one that i’ll throw up for players to mess around with. A lot of your feedback has helped a ton in shaping the versions of Rengar in testing and lot of the conversations we’ve been having, so don’t stop now!

 

 

Does the ultimate no longer generate Ferocity?

 

Scarizard Riotlink Button Scarizard: It still generates Ferocity. As i said before, if i didn’t mention it changing it stays the same – that’s the reason the ‘consuming’ ferocity on cast part exists to an extent. If you Ult with Rengar at 5 stacks sometimes it feels like you’re missing the Ferocity Generation part of the ultimate – so casting R with Ferocity stacks pre-built allows to you ‘Empower’ it by giving it more duration, and you’ll buyback the Ferocity anyways over the next few seconds.

 

 

Will we still have Predator Vision and the VO?

 

Scarizard Riotlink Button Scarizard: Unsure about getting the VO – Predator vision is staying the same as it is on live. In fact, increased duration means you get longer time in Infrared! My comments about removing VO/Icons is referring specifically to the VO/Icons that the Enemy would see when Rengar ulted in my previous iteration, not the ones Rengar himself sees currently on Live.

 

 

 

 Is the Passive on Bonetooth Necklace unique?

 

Scarizard Riotlink Button Scarizard: At present, it’s a unique passive but doesn’t share the Maim/Butcher keyword like Wriggles or the Spirit Items, meaning you could very easily double-up on them if you so desired.

 

 

 

 

Isn’t the Bonetooth Necklace lacking in terms of stats?

 

Scarizard Riotlink Button Scarizard: Effects have been testing positively, would like to tweak the stats so that the item feels appropriately slot-efficient statwise, but not by too much – the vision for Rengar isn’t that this item is a ‘must-buy’ – it’s still a risk/reward item, but retuned so that the item itself is appealing to those who want to really embrace and play up Rengar’s identity as a hunter.

I’ll echo my previous post and say that i’m not super stoked about the Tier 3 as a standalone, but everything else feels really powerful/enabling for Rengar.

 

 

 Won’t these changes hinder Rengar in a teamfight?

 

Scarizard Riotlink Button Scarizard: His damage itself hasn’t been reduced -that- much, it’s just spread out over a slightly longer period of time so that opponents have a greater time to react. If Rengar needs more damage, i’ll easily put more damage back on to the kit. In general though, damage dealers aren’t really expected to jump into the middle of 5 people, kill their target and then live. Rengar still has to be opportunistic, and his ultimate gives him a large window of time to capitalize on enemy mistakes and mispositioning, especially when fighting near Dragon/areas with a lot of brush.

We’ll be keeping an eye on his performance in teamfights (nothing out of the ordinary so far), but this is not a champion where you should expect to dive in alone to a team with no backup and carry out an assassination. When played appropriately however, you can really flank/control an area with the amount of mobility he has access to and kill people out of position one-by-one.

 

 

Suggestion: Bola Shot revealing the target hit

 

Scarizard Riotlink Button Scarizard: This is very scary – but has a lot of good feels from a flow perspective. Elise’s Cocoon and Syndra’s Stun both reveal targets hit so you can more easily follow-up your combos and dashes. It’s a change that would have a lot of cool play associated with it, but it’s unclear whether or not it’s good for the game overall. (this exact situation came up today where i really wanted to leap to the blue buff that i bola’d!) We’ll be having a lot of conversations on whether or not we should, but if it’s not too disruptive i’d like to!

 

 

Suggestion: Rengar generating Ferocity after he has leaped during ult

 

Scarizard Riotlink Button Scarizard: Unlikely that we’d go with this – it doesn’t take very much time for him to generate his ferocity while in R, and the duration of it is so long already (12-18s base currently, with the potential to get all the way up to 28 seconds!) that we really want you to relish the feeling of hunting and stalking, since you’ll have vision all this time. If you really need to Rocket-boost before your Fury is generated fully, it’s likely that it’s more important you make it to your target rather than have full ferocity when you get there (it’s also more likely you’ll still have a few points built up once you get there, so this hasn’t been a particular worry).

 

 

Have you tested these changes on Dominion?

 

Scarizard Riotlink Button Scarizard: Haven’t tested on Dominion, i’m afraid. We’re near the end of the ideation/exploration phases of Rengar, and once we’re confident in them will begin balance testing (where a lot of the number tuning takes place). At that time, it’s up to our resident ManWolfAxeBoss to decide how he’d like to handle Rengar with concerns to dominion.

 

 

 

Xelnath’s opinion on the rework

 

Xelnath Riotlink Button Xelnath: I was really skeptical about these changes. In particular, when I saw them on paper, I didn’t like the change to a skill-shot on E or the stealth removal on R.

… then at Scarizard and Wav3break’s insistence, I actually played it. It worked really well. I didn’t realize until after the game how little I missed the stealth. In fact, most cases where I would have used the stealth to escape – I could simply outrun the enemy.

Similarly, in cases where I would normally try to use my ult to stealth & run, but it would fail on live, due to never getting the “stealth” effect off, I occasionally survived.

The skillshot version actually made me a *better* player. People couldn’t vision juke me into brush – I bola shot them blindly. The skill shot also makes me more dangerous in ganks – the range is far better than on live.

I acknowledge the validity of your skepticism, but as a veteran Rengar player, I didn’t realize how little I appreciated the stealth until I was sprinting around the map without the need to use it.




Gems… you could have picked the robot: State of Taric


 

bloodstone taric banner

How’s Taric holding up on bottom lane after the streak of hard nerfs in previous patches?

 

 

Scarizard Riotlink Button Scarizard: Probably not going to be able to stick around and monitor this, but since i have an opinion/some context, i thought i’d share with you my feels.

Taric is a (you guessed it) low counterplay champion. He kind of just gets in range and stuns you – and that’s about all there is. Statikk made a new passive in an attempt to add some gameplay to Taric around basic attacking/synergies with items and gold income, and it actually worked!

It also opened the door for Jungle Taric and Top Taric…which had to be nerfed due to his low counterplay overall. (one of the only cases we’ve had where after a nerf a champion’s winrate lowered but playrate spiked).

It’d be one thing if the champion just had low counterplay – there are plenty of examples of these in our game, namely amongst the Fighter class that are really fun and engaging, despite feeling bad for opponents. The issue is more that Taric is a low gameplay champion overall – that is, there are very few actions Taric can take that make you feel powerful or skilled while expressing yourself.

Taric is certainly powerful – and when he was powerful, people played him to no end because of it. Stun on a stick, tons of free stats for your allies and a heal? What’s not to like? Well, a lot as it turns out. Leona calls sunrays to crash atop your foes and leaps across the battle with a beamsword. Nami smacks everyone with a tidal wave and bubbles dudes. Thresh. (The entire champion. That’s the sentence.)
Taric can, and always has been able to stand up to these dudes in power, but there’s a definite lack in expression and realized fantasy that i think make him seem far worse off than he actually is.

What this means, is in his current state he won’t get worse – but he ain’t gettin’ better. We’d need to do some deeper refactoring on Taric to find ways to add more actual counterplay/gameplay in his kit, and hopefully get him feeling like that playmaking/hero support (Even Alistar/Soraka, lesser played supports have these epic moments of feeling like you’re moving mountains for your teammates) – no timeline on when that would ever come out, or how many resources we’d need – although it’s certainly something that would be cool for someone to undertake in sync with maybe a Visual Update if we have bandwidth for a project in the future (Currently, Live is dealing with Rengar, Xerath, Olaf, Heimerdinger, and all of our new champions – not to mention the patch to patch balance as-is). This isn’t saying it wouldn’t get done. I’d just say it’s on the further end of our Radar, and as things move up the more likely we’ll be able to revisit him.

Until then, stay outrageous y’all.




Update on Skarner

 

Skarner decoration

RiotScruffy brings us the latest batch of changes to Skarner! If you haven’t caught up to the discussion, please follow the links below.

 

Initial discussion – why is Skarner being changed?

Follow-up: Tweaks to Fracture ( E )

 

 

RiotScruffy Riotlink Button RiotScruffy: Hey all. This thread has been so incredibly helpful, you all have been having huge impact on this Skarner rework so far. We are getting more and more happy with each new version and I wanted to provide an update of where we are at. Skarner feels like a much more reliable pick with these changes, and I think he will gain a lot of his old glory back when you all have a chance to play him.

Overall, his ability to engage in ganks, mid game skirmishes, and late game team fights is increased. He is still able to brawl and 1v1 very well and his jungle clear times are slightly improved. The E is an essential part of his kit now, and it has opened up a lot of interesting new plays that Skarner can make. One of the most important things is that, for us old Skarner players, he still feels like the Skarner we know and love.

Full changelist:

 

SkarnerSquare
   Skarner

  • Base Attack speed lowered by 1%

 

Crystal_SlashCrystal Slash ( Q )

  • Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
  • When target is hit, Skarner gains a 4/5/6/7/8% Attack Speed buff for 6 seconds. Stacks up to 3 times.
  • Slow removed (moved to E)

 

Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

  • Attack speed component removed (moved to Q)
  • Cooldown lowered from 18 to 14 seconds
  • Max movepseed increased from 15/17/19/21/23% to 24/28/32/36/40% and ramps up over 3s
  • Duration remains at 6 seconds
  • Shield value increased from 70/115/160/205/250 to 75/125/175/225/280
  • Shield AP ratio increased from 0.6 to 0.8

 

FractureFracture ( E )

  • Mana cost reduced from 50/55/60/65/70 to 40/45/50/55/60
  • Heal removed (power moved into W shield)
  • Targets hit are slowed by 30/35/40/45/50% for 2.5 seconds
  • Missile range increased from 800 to 1000
  • Missile width reduced from 120 to 90
  • Missile speed reduced from 1800 to 1700

 

ImpaleImpale ( R )

  • Impale now roots targeted champion during the windup animation

 

These are still very much work in progress, and I still want your input on how you feel about these changes. I will also keep coming back to fill you all in on how these changes feel in internal playtesting.

 

 

 How does the MS bonus from W ramp up?

 

RiotScruffyRiotlink Button RiotScruffy: Right now it ramps up from 20% lower than the max movespeed over the 3s. Also, it updates every 0.25s, but your math is correct for the assumptions you made.

 

 

 

 

How will Skarner hold up in lane?

 

RiotScruffyRiotlink Button RiotScruffy: Laning Skarner is a consideration that we’ve had and he’s still as viable if not more than he was before. Being able to stack up the attack speed buff on Q makes you a very strong duelist. He makes up for his loss in sustain in other new ways. He wont be one of the most popular solo laners but he isn’t totally unviable.

 

 

 

Why was the slow removed from his Q?

 

RiotScruffyRiotlink Button RiotScruffy: I’ll clarify because this is in many people’s opinions the most significant loss to his kit. There are a few major gains to the new slow pattern compared to the old.

-Skarner is still able to get to and stick with a target. This is key to Skarner’s ability to play the game (as a melee) and we definitely would not remove this from him.

-Targets are not slowed permanently without any means of escape. The new slow will give him about 50% slow uptime without much cooldown reduction. This allows for both Skarner and his target to make meaningful plays. A target with a moveblock has to be smart about using it or Skarner will be able to reapply slow or catch up. Skarner players can also be smart about coordinating their slow with other CC from their team or even with a slow->ult->slow combo by themselves.

-The new slow application has more interest for both Skarner and the target. The slow on a line skillshot nuke adds a lot of thought/skill to Skarner play and feels really good to hit. New opportunities of when and how to use the slow are opened up and it gives the needed variety to his kit. Skarner is taking some risk to cast the slow, but if he lands the skillshot there is an appropriate reward.

From the many people internally that we have had playtest the new Skarner, they all seem to agree that this pattern is more interesting and fun. I hope you feel the same way when you have the chance to play him.




Champion Rotation – Week 29


 

Rotation Week 29

The following champions will be free-to-play until Tuesday 27th!

 

  • Ezreal – 4800 IP / 880 RP
  • Gragas – 3150 IP / 790 RP
  • Janna – 1350 IP / 585 RP
  • Nasus – 1350 IP / 585 RP
  • Rumble – 4800 IP / 880 RP
  • Sivir – 450 IP / 260 RP
  • Skarner – 4800 IP / 880 RP
  • Sona – 3150 IP / 790 RP
  • Viktor – 6300 IP / 975 RP
  • Zyra – 6300 IP / 975 RP




Champion/Skin Sale – Expires August 23rd!


 

Sale August 23

Enjoy the following champions and skins at a discount until August 23rd!

 

 

Champions:

 

  • Brand – 440 RP
  • Kha’Zix – 487 RP
  • Shen – 395 RP

 

 

Atlantean Fizz – 260 RP

 

Atlantean Fizz

 

Glacial Malphite – 675 RP

 

Glacial Malphite

 

Headhunter Master Yi – 487 RP

 

Headhunter Yi

 

 

Missed any recent updates? Check here!

 

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2’s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

 

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