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Balance Team AMA Part 2 Banner

The balance team made another pass of community questions, which you can find answered below:


[ Note ] Part 1 of the AMA can be found HERE.

BALANCE TEAM AMA Banner

 

 

Balance Team QA 2 Ask Us Anything Again

Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/030!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’re back again for our 2nd AMA this month – another week of worlds has gone by and a new patch is on the horizon, and we still have tons of your questions to get to! Got something to say about balance, your favorite champions, or how free SmashGizmo’s sheik is? We’ve got you covered.

If you want to check out our Q+A last week, here’s a link to that one too! M O R E C O N T E X T

http://boards.na.leagueoflegends.com/en/c/miscellaneous/vWEoZ6X0-balance-team-qa-ask-us-anything

On deck, we’ve got:

RiotTimeWizard (thousand-year-dragon in training)

ricklessabandon (all lowercase, all the time)

SmashGizmo (plays 5 colors in EDH like a scumbag)

ManWolfAxeBoss (fire and blood)

RiotGmang (keeps talking so nobody explodes)

RiotJag (has a cool motorcycle)

FeralPony (photoshop artiste)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away and we’ll start answering in an hour! (1:30 PDT)!

If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

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Which Champions do players ask you guys to nerf the most

Riot Jag Final PortraitEarlier this year: Akali, Fizz, Kassadin, Leblanc

Lately: Vayne, Fiora, Darius, Morde, GP, Garen, Skarner

Always: Lee Sin, Riven

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How do you guys deal with the stress involved with the game

Scarizard Final PortraitYou get thick skin doing this kind of work, but it’d be unfair to say that it doesn’t get to you.

I think the key thing to understand is that even the most angry, vile and vitriolic statements come out of passion for the game we all love and work on. Those people telling us we should be fired, and that we don’t know what we’re doing? They just want to have fun playing a balanced game, same as we do. In many ways, these can be viewed as motivators – when people are upset, we have a job to do.

It’s often thankless, but I think the nature of the constant, ever-evolving puzzle of a Live environment is a big draw for some. I’d also say we have a big emphasis on communication and teamwork within our group, and I’ve never felt like I’ve worked somewhere where I was both valued as an individual contributor and as a friend. It’s that ‘band-of-brothers’ (and sisters) feeling that means no matter how deep in the trenches we are, there’s always someone else with you ready to help out and make that next change the best it can be.

In the end, everyone’s got their own ways (many folks play other games in their off-time, many of us keep up with the gym, pursue art or personal projects, rick plays ffxiv, etc) but having a team of homies to back you up makes it all easier.

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Current CDR AP items are underwhelming for mid laners Will you add new ones

SmashGizmo Final PortraitI mostly just disagree with this statement. Morellonomnomnomicon and Athene’s are both reasonably powerful in my estimation and we still usually see mages rush one of these two. I do think there’s a small gap here in terms of AP/CDR itemization for non-mana mages, but I also think this is a very niche market that we’re hesitant to provide easy CDR for due to how overbearing a, let’s say, Vlad can be when he can easily rush both AP and CDR in lane.

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Have you had balance ideas that sounded good on paper but were broken ingame

SmashGizmo Final PortraitLiterally tons. A lot of our early iterations on Rengar’s Q in the rework come to mind, where we did stuff like using ferocity on Q would give you 3 stacks to make it the sustain damage option on him, but really basically just made him murder you even faster.

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Why are Azir Ryze and Kassidan so hard to balance

SmashGizmo Final PortraitDifferent reasons on all of these. Kassadin’s the most straightforward, where it’s just about how his mobility profile gives him perfect control over when fights are happening, so the second he crosses a certain power threshold, he just consistently runs away with games. Ryze is currently mostly about the mechanical needs of the character and just how much power a player gains from properly executing his passive combos, which means that he looks very weak for our average player, but is secretly one of the highest winrate characters for experienced players. I could probably write a book on why Azir is a balance nightmare at this point, but in the interest of being able to respond to more posts today, I’ll just say that it’s very difficult to balance a hypercarry who has reliable means of ensuring their own safety and that Azir pushes the limits of both being a hypercarry and reliably ensuring his own safety.

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How closely does the balance team work with the design and reworking teams

SmashGizmo Final PortraitVery closely. We try our best to give them good counsel on how to balance their characters pre-release and they try to give us advice on how to balance their characters while retaining their intended identities.

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Any chance of Ranked ever getting more bans

SmashGizmo Final PortraitThere’s a chance, but I think we’re really hesitant about taking this route, as it does really limit players ability to pick the character they want to play in any given game. I know there are some folks looking at pick/ban structure and I wouldn’t be surprised if over the next few years the pick/ban system changed significantly, but it’s not something we’re directly looking at in the short term.

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People like to bring up crit removal is it a thing that might happen

SmashGizmo Final PortraitNot in the short term. There will be some crit shifting around in the pre-season, but we’re not going to do anything so drastic as fully removing it in the near future. I think long term, trying to shift random crits to conditional crits (like, say, every 3rd attack crits, or all your attacks from brushes crit, etc), might have some promise, but we’ve never really gotten a good enough model of this working to ship.

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Are there plans to tone down Tahm Kench without taking him out of the meta

Tahm Kench Single banner

Riot Time Wizard Final PortraitTahm Kench has definitely got some strength packed in that big ‘ol belly. If we do try to tone him down, we definitely won’t be trying to push him out of the meta or out of viability. After all, he’s only started picking up steam over the last couple of patches, so we wanna give him some more soak time before we just bop him!

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Will Janna be receiving buffs in the future

Janna Single Banner

Riot Time Wizard Final PortraitJanna is still in a pretty good place right now. Her disengage ultimate is one of the most reliable ways to counteract the menace of run-at-you tanky guys. She doesn’t seem to be in need of any boosts at the moment, but we won’t forget about her. We’ll need to re-evaluate a lot of champs when pre-season hits. 🙂

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How do you feel about Kindreds current state

Kindred Small Banner 2

Riot Time Wizard Final PortraitKindred is experiencing what almost every new champion does. Extremely high ban rate in games, and players are still picking them up and figuring them out. They’ve proven to be powerful (not ABSURDLY so, mind you) in the hands of players with many Kindred games under their belt. We tend to follow-up within a couple patches on new champions, and we will likely do something to adjust Kindred’s power. Again though, pre-season will be throwing everyone for a loop!

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ManWolf New PortraitThey’re still pretty new to the Rift and have a fairly steep learning curve, so a slightly lower than average win rate right now is appropriate.

I personally feel that they’ll be strong once people figure out all their tricks. Just give it some time.

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How will the Marksman update impact Supports

Riot Time Wizard Final PortraitRegarding the ADC rework: since it won’t be much longer, I think I’ll have to go with a “wait and see” here. We don’t expect that supports are going to be adversely affected by the Marskman changes, though.

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Are there plans to updated boring outdated Champion passives

Riot Gmang Final PortraitGood question, and I agree that there are plenty of passives that leave something to be desired.

Regarding your examples:

Some of the champs you mentioned have also been singled out internally and gotten some experimentation (like Heimer, Shyv, and Syndra), though I can’t speak to how they are prioritized among other projects in terms of urgency and which ones are planning to move forward (within our team specifically, the only one that springs to mind is Syndra, though no promises on exact ship date atm hah).

Regarding passive quantity:

This is a controversial topic, but I wanna just share a bit of context here. It’s important to keep in mind that we don’t design passives in a vacuum and then decide how many each champion gets. Passives are designed to serve the needs of a particular champion.

Say I’m a champion designer making a new kit, and I start with a particular gameplay loop that fits nicely on Q W and E slots. The kit is somewhat functional and unique, but there are still things to figure out (let’s say the W and E have some usability issues, certain lane matchups are very one-sided, my abilities late-game are confusing team mates, my spell rotation feels too unreliable, wave clearing is too easy, and my build paths don’t scale right). What I do with the Passive and R slots–indeed, what I do with all slots–are going to be about problems like these or addressing other higher levels goals (like delivering the fantasy better or more unique or something).

The answer to those problems might involve any number of changes, possibly demanding 0, 1, or 2+ passives. If I do add 2+ passives, it’s not because I just want the champ to be cooler or have more stuff than others. And it is going to come at the cost of power budget and complexity budget, not just added on top of an otherwise finished, balanced champion. A solution might even involve removing/nerfing passives so that we have more complexity and power budget to put on actives!

In the end, individual slots are not supposed to be balanced between each other, nor are “my champ passive(s)” vs “your champ passive(s).” Entire kits are supposed to be balanced between each other. “2 passives > 1 passive” doesn’t always follow. It’s very possible to design a kit with high agency, complexity, and fun with just actives, and it’s also very possible to design a super lame kit that has several passives! And it’s those kinds of properties (agency, fun, complexity, clarity, etc.) that we care most about: if a champion’s multiple passives leaves them with too much control over the game, or too much complexity, or something like that, that is a big concern for us (and we definitely aren’t perfect about these things!). But the actual quantity is usually not inherently good or bad.

Regarding passive quality:

Lemme give a different example: say we have a high-complexity champion who has everything BUT the passive slot locked down (you might have even had an awesome passive during development but it ended up being extraneous as other slots developed further). As in, “if our game hadn’t already set the precedent, I might actually give this champ 0 passives.” This can be a tricky spot: players expect each of their slots to feel fun and distinct, including the passive slot, but you don’t want to disrupt the balance and fun of your existing pattern/slots.

A lot of these passives end up being lower-budget passives: we could have made Jayce get multiple intricate passives, but he’s already so complicated and multi-faceted that it would probably detract from the kit to do so. Sometimes you make the call, “this champ is about these cool actives, and we should avoid detracting from that here.”

This isn’t to say that “lame passives” are a good thing, but sometimes the cost-benefit of trying to discover a perfect passive is outweighed by the value of delivering the champion to players with a not-stellar passive. The opposite is also true: sometimes we have a champion that’s bloated in complexity/abilities by the time we’re reading to ship, but we’re willing to make the trade-off for the sake of delivering what we feel is a good product to players.

All that said, improving lame slots is definitely on our radar; I just wanted to give context. I hope that provides a little clarity for why passives compare/contrast in the way they do!

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Did you plan on doing balancing when training to work in the industry

SmashGizmo Final Portrait100% yes for me. I came from a background of clinging onto competitive games for the long haul (been playing MtG for almost 20 years now, Smash Melee for 10, League for 6), so balancing and preserving the fairness of a game was always something super important and interesting to me.

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Whats an average day like for you guys

SmashGizmo Final PortraitWe work in 2 week sprints on each patch. Once during each sprint we plan out our work on what we want to ship in the upcoming patch, which is a combination of the things we see as off as players and the outliers in terms of metrics like pick rate/ban rate/win rate. Once we take on projects, we rapidly iterate and test changes until we get to changelists we’re happy with. We’re also constantly re-evaluating our work so that if something super broken emerges we can hop on it ASAP (for instance, runeglaive Ezreal).

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How do you feel about the current meta

SmashGizmo Final PortraitThis question is waaaaaaay too big to adequately answer. I guess the tl;dr for me is that I’m happy we’ve hit the sort of diversity numbers in Professional play that we’re seeing in Worlds this year, but that I still feel like some things are really off in terms of feeling like a fair and enjoyable experience for most players. I won’t dive too deep into this, but basically, Professional diversity is great and certainly one valid measure of how the game’s balance is doing, but I don’t think it captures the full picture by any stretch of the imagination.

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What are balance teams looking for on an applicants portfolio

SmashGizmo Final PortraitMake yourself visible as an expert on the game you’re trying to work on. This is pretty broad, but encompasses both getting to a relatively high rank and demonstrating your knowledge on the state of the game. Stuff like blogging, writing articles, and streaming can all be good means of getting exposure and demonstrating that you get the game on a very deep level. Also, perpetually seek the feedback of people who are already working on balance, as they can give great feedback about how you might be limiting your thoughts.

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Any plans to make upgrading the warding trinkets less awkward

Scarizard Final PortraitI’d be looking for something along these lines with the upcoming preseason. I agree that it’s a major frustration to have people put off trinket upgrades for so long, and the entire trinket system has been a hot topic for the Systems team for 2016.

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Is there a particular direction you want to push Elise in eg mage or tank

Ricklessabandon New Portraithi, hi~

a lot of what you’ve been picking up on has been intentional—elise should have a path open to her that allows for gold to be spent on increasing her kill potential, and for less of that threat to be available ‘for free’ in the form of base stats/damages. since elise is a six-ability form swapper it’s more important for her overall fairness to ask elise players to use their early-game power spike to earn a gold advantage and then invest it wisely in order to keep that strength going later into the game. i personally think it helps her feel more like a mage/assassin pairing (which seems more aligned with who she wants to be), whereas the elise of old felt more like a support/tank pairing.

if i had to guess as to what areas we’d look at next, it would be ones that would let us stay on course with the last few changes—base damage past level 7 should be monitored closely, and scaling with gold should feel appropriately rewarding (and tied to success). if we ever needed to go harder on her, i’d imagine it would be thinking of cool ways to replace her w spells that would give us more ‘balance levers’ while keeping her feeling great to play.

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Will you make Mordekaiser less reliant on duo laning to be viable

Mordekaiser Single Banner

FeralPony Final PortraitPower-wise we feel Mordekaiser’s too strong currently in the duo lane and too weak in the solo lane case. We’re generally okay if duo is his main role, but the disparity between those roles is currently too high. His solo lane is too weak and his duo lane is too strong.

Mordekaiser W is totally worth revisiting in regards to the solo vs duo cast, it can feel pretty lackluster and is a good spot to target to help bridge the gap between the Solo lane/ Duo Lane case. Not sure on specific changes we’d make, but we’ll be looking into Morde specifically more after the first big preseason patch (PBE Soon(tm)!)

I’m unsure specifically on % of shield conversion values. He’s pretty damn durable atm, and I feel the minimum shield threshhold helped him a lot more in lane than is getting generally credited, but adjusting the W sustain could grant us the option of increasing his shield growth since that skill in particular is currently double dipping in generating shield and restoring health.

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Are you considering any changes to Lissandra

Lissandra Single Banner

ManWolf New PortraitWe very recently put in the change to her ult where she heals on self cast. Spell costs were something we looked at, but didn’t feel like she really needed anything there. The passive definitely has the biggest room for improvement. I messed around with some changes where she would spawn black ice around her and gain bonuses if she cast on top of them, but ultimately didn’t have time for that patch. Definitely something I’d like to continue work on later though.

That being said, we’ve seen her in a few games at worlds so far and think she’s in a decent place in terms of power.

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Any plans for Katarina

Katarina Single Banner

Ricklessabandon New Portraithello!

so, we’ll probably need to take a look at her sometime after the new season starts up (if nothing else, just as part of a follow-up pass on the different roles) but we don’t have any kat-specific changes already in mind. part of the issue with katarina is that, at present, she is intended to be more about ‘chasing a high moment’ and as such will rarely feel as fair as a lot of the roster (the players playing as, with, or against are kind of playing a zero-sum game over happiness/fairness).

we came around to that intention pretty explicitly around the time i put some very experimental changes out on the pbe, which i believe was about a year ago. essentially, we took a stab at what a more ‘healthy and sustainable’ katarina would look like. what came of that is that while we might have ended up with a katarina that more people could have been more happy with if she was commonly in their games, league of legends as a whole would have lost a type of character/playstyle that was one of the more unique offerings in the game. we likened it to the experience that draven provides—to make the ‘draven experience’ feel as fair as someone like lucian would almost certainly make our adc pool feel less diverse/rich, if not the game as a whole.

that’s kind of the long and short of it. for the time being, katarina represents a play experience larger than herself. if we ever reevaluate and decide that that experience doesn’t align with katarina, then we’ll certainly give her the time needed to give her the appropriate changes. outside of that though, she’ll likely remain in the ‘chasing a high moment’ camp. that said, i think more than a couple assassins could use some love right now, so she might be suffering from compounding issues—we’ll be sure to look into that once the next season gets rolling.

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Thoughts on Nami

Nami Single Banner

Riot Time Wizard Final PortraitShe definitely wasn’t weak prior to her buffs, but she does get harder and harder to succeed with as the game goes on. While people start to move faster with boots and items, her Bubble becomes trickier and trickier to hit. Would definitely be interested in doing even more cool things for her 🙂

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If Nasus were made today what would he be like

ManWolf New PortraitIf he were made today, I assume he’d be classified as a juggernaut and not have an infinite scaling mechanic. If he does ever get reworked, the late game raid boss fantasy is a must and I’d be sad if stacks got removed, but could live with that I suppose.

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How about locking Flash for everyone and adding a third Summoner spell slot

ManWolf New PortraitCurrently, we have no plans to implement a third summoner spell slot, nor do we have plans to lock Flash in for everyone.

We are looking into ways to diversify Summoner Spell choices, and that includes considering how Flash relates to other Summoner Spell.

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Will you guys revisit options for Syndra after Preseason

Syndra Banner

Ricklessabandon New Portraitthat is the current plan, i believe. we had some work in progress we really wanted to wrap up before starting on our preseason work, but we ran out of time. nothing is set in stone though, so that work is just ‘on hold’ until we have an opportunity to pick it back up which could technically be a while (or forever), but with luck it’s just around the corner.

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Do you guys feel you know what’s healthy for the game before you release it

FeralPony Final PortraitNot an easy question to answer. Sometimes yes, sometimes no. Generally, we go with the approach that we can be wrong but we tend to have a higher than average hit rate, and we can iterate and update when we make mistakes and get additional eyes and player feedback.

Scuttlecrab was an example of a design that got a ton of initial pushback both internally and externally and we got a lot of pressure to remove but was probably the best single addition we made in the previous preseason. It offered a lot of additional jungle routes, caused tons of tension and skirmishes – something the early game desperately needed, provided additional control and objective control gameplay, and was freaking cute as hell.

On the flip side we aired way too high on the power level of Juggernauts in combination of PBE feedback and with the our expectation that the additional playstyle changes would take a lot longer for players to pick up and adapt to.

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You shouldnt have to use bans for Champions with high winrate

FeralPony Final PortraitI pretty strongly disagree with this statement. The banning phase is exactly used for champions people feel are stronger than average. No champion currently has anything resembling a 64% winrate.

The top 10 bans currently in the game are Darius, Garen, Yasuo, Fiora, Kindred, Mordekaiser, Zed, Riven, Katarina, and Blitzcrank who have ~50%,52%,51%,51%,47%,50%,48%,51%,49%,52% win rates respectively. These numbers are not the end-all-be all statistic or the only thing we care about but the reality of the data is crazy far off from 64% you mention. These will of course fluctuate a little based off ELO, role/lane, and experience rate etc, but not substantially.

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Will Teemo be a part of your Marksman update

Teemo Single Banner

Riot Time Wizard Final PortraitTeemo isn’t currently a part of any marksman updates, so I think someone was trolling you. There’s discussion about doing some changes of VARYING scopes on the others that you’ve mentioned. Distinguishing play patterns is part of the aim for updating marksmen, so there’s definitely some work being done to enhance that. You’ll have to wait for more exact details, but not very long!

 

Yes, we have tempered our approach to the marksman update with our learnings from the juggernauts. As you say, pre-season will definitely shake things up, but that doesn’t mean we want to repeat any of the frustrations that we introduced with the juggernauts. We’re still being ambitious and creative while trying not to aim for raw power as a means of attaining viability. The marksman update in conjunction with all of the pre-season changes will likely cause a significant shift in a way that we’re working hard to make fun and refreshing.

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How often do you request a rework when balancing is too hard to do

Riot Time Wizard Final PortraitHmm. Lucian is a good example for me. That dude was just in every pro game for the better part of a year, so we actually sat down and did a mini-rework of him (Attack Range, E changes being pretty major here). There’s definitely some kits that you’ve seen us struggle with balancing in the past year or so that may be solved with some small tweaks, or may need some broader updates (Ryze, Azir, Kalista being decent examples).

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Do you playtest minor stat changes or do you just rely on spreadsheets

Riot Jag Final PortraitFor something like that we rely more on past experience, since we’ve seen what kind of power change a nerf like that has had on ADCs before (for example, Twitch got -3 AD last year and we could use that as a reference point for the Vayne nerf).

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Do you recall making small changes that ended up breaking Champions

Riot Jag Final PortraitI definitely didn’t see mid Ezreal coming when I was doing Runeglaive. 😛

I did the Nautilus changes at the beginning of this year, and I knew that he would feel more versatile as a champion, but I didn’t anticipate him being so powerful in the support role.

Most of these surprises were pretty cool though.

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Do youve any plans for Aatrox

Riot Time Wizard Final PortraitA-atrox is a pretty cool guy. We were actually just talking about him this morning. We don’t have any specific plans, though he will definitely be affected along with everyone else with the pre-season. What sort of things do you like about him? Also, have you considered his synergy with Kindred?? ;0

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

 

BALANCE TEAM AMA Banner

The balance team’s AMA has now concluded; here all the questions answered in the thread:


Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/23!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’ve gathered together the team behind the balance and tuning of League to talk shop about the state of the game, balance, and whatever else you might have on your mind!

On deck, we’ve got:

RiotTimeWizard (amazing Morgana player, holds the record for the highest win streak in ranked of 19 games among teammates)

ricklessabandon (obsessed with ffxiv, lowercases, and playing bloodthirsty supports)

SmashGizmo (prolific melee player and toplane scumbag, known for his top Vi, Pantehon, Olaf, and even Nunu)

ManWolfAxeBoss (actually a wolf)

RiotGmang (slayer of playtests)

RiotJag (top 10 on the vaynespotting leaderboard of busters and marksman enthusiast)

FeralPony (bard lover and a literal pony)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away: Ask Us Anything!


If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

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Lots of Feedback on Zyras current state

[ Note ] You can find the user’s post that SmashGizmo addresses below HERE.

Zyra Single Banner

SmashGizmo Final PortraitThanks for sharing such in depth thoughts here, really appreciate the effort you put into your post. I’ll try to go through and touch on some of the important parts where we seem to see things differently and hopefully give you some insight as to what we think of Zyra:


  • “she is still considered in your point of view as an OP Champion with no rooms to buff”: This just isn’t true. We buffed her plant AI in 5.20 and have been considering additional buffs from there. It is true that we feel pretty limited in what we can actually do because her winrate is actually quite high, which suggests that she’s probably not as weak as people think, but it’s just not true that we don’t consider that we have room to buff her.
  • You talk a lot about how we view Zyra as a long ranged mage, but I’d say that we view her as a ‘zone-controller’, more akin to Anivia and Heimerdinger than say Lux and Ziggs. A large part of what defines a zone control mage is their slow movement and set-up time, but extreme power once they have established a position, which is a large part of why they tend to have low defenses and movement and slow casts. What this means for us is that many of the weaknesses you point out on the character are actually intended weaknesses. Her E is supposed to represent a window where she spends set up time to CC opponents and establish plant control and I at least feel it’s important for it to have a longer than usual cast time.
  • You also talk a lot about Zyra’s matchups as a Mid laner in the context of professional play. While I think we do want to support Zyra as a Mid Laner for Solo Queue play, it’s felt out of reach to get her into Pro Play as a midlaner (similar to Annie). I don’t want to say that this is completely off the table long term, but as our team mostly works in 2 week spurts, making Zyra a desirable Professional Mid Lane pick without straight breaking her for the overall game is just out of scope.
  • With all that being said though, I will say that Zyra probably isn’t getting enough payoff from her kit at the moment. Personally, I have my eye on the Ult knockup duration and Plant scaling throughout the game as potential areas that we could buff on the character in the near future.

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Are there going to be changes to Riven to make her feel less oppressive

Championship Riven Banner

Riot Time Wizard Final PortraitYes, we are looking into nerfs for Riven, and fairly soon! We don’t wanna ‘gut’ her, though. Riven players love their brokesword.

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Are you guys holding off on balance patches in preparation for Preseason

Scarizard Final PortraitMostly prepping for Preseason. 5.19 and 5.20 were relatively small, and 5.21 will follow suit as we’re putting the finishing touches on our preseason work.

Then, we will open wide each of our 10 mouths and sing the song that consumes the earth.

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Syndra excelled in a glass cannon meta but shes now useless against tanks

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Ricklessabandon New Portraithi, hi~
reading over your post, it sounds like your analysis of syndra is pretty aligned with our current understanding of where she’s at, how she functions, etc. to recap (and make sure we really are on the same page), here are some key notes about syndra:


  • role/function – if we were to ‘zoom out’ and pick just one threat that syndra’s opponents should be mindful of, it’d be her ability to make picks. opponents should need to be more mindful of the space around them when fighting syndra, and mistakes in positioning shouldn’t be forgiven very often. we’d want syndra to be functional in this regard above most other threats she could provide.
  • power timing – syndra’s ‘thing’ is about her ascension to more powerful states, so we’d much rather have larger amounts of her power come from things like her upgraded abilities than her first few levels in lane. currently, this is an area where we have a lot of room to improve. changes to address her power/impact/satisfaction in the later phases of a game (e.g., levels 16-18) are likely the next project we’d want to take on for her.
  • cadence – i personally feel like syndra is in a really good position to have one of the more satisfying and clearly represented ‘ramping threat’ profiles in league, especially since it directly ties in with her threat relating strongly to a need for spatial control and cashing in on good play there by making picks. i’m not sure if we’d have a strong reason to make further improvements here in the near future, but i can imagine a world in which we get to play this up even more and that makes me excited! practically speaking though, making refinements in this area would likely be a larger undertaking since it’s tied so strongly to the feel of playing the character (which i personally find quite enjoyable) so prioritizing it over other projects can be a tricky proposition.

so, getting back to your original question, i think the future of syndra includes a lot of focus on getting her timings right regarding power curves. we’ll most certainly look at her passive (a lot to be gained there, i feel) and anything else that lines up with a project in that vein. when making those adjustments, we’ll be looking at preserving her baseline function as a control/pick mage and playing up the good feels around her cadence if possible.

hopefully that covers your question!

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Any plans on reworking Leona into sololane or jungle viability

Riot Jag Final PortraitDon’t see a way we could do that without compromising on her duo lane power. One of the reasons we make Leona so incredibly powerful and tanky without many items is because her base values are calibrated around her not having a gold source.

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Why hasnt Sejuani received compensatory buffs after the Cinderhulk nerfs

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Riot Time Wizard Final PortraitWe tend to let champions like Sejuani (who thrived close to a 60% win rate for a while) level off after we nerf them in some way. We’re not intending to leave them to die and be forgotten, but in the interest of keeping the live environment fresh, we don’t want to rebound and throw more buffs at her, since she only just stopped being picked so much. She’ll be back — we’re just trying to let other champions have some time in the spotlight!

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Didnt a Rioter previously say you werent rotating between viable picks

Riot Time Wizard Final PortraitI think I miscommunicated! We don’t want to rotate the META, but we want to make sure that champions all have time to shine at one point or another. The meta shifts itself!

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Feral Pony New PortraitFor clarity, a rotational meta to me has some pretty explicit goals where you aim to make a totally new set of characters the dominant choices, often with the subgoal of focusing on selling more content. This is NOT our goal.

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state (which will get shuffled around during preseason most likely).

This can have a rotational style effect where the “top tier” of champions is often changes but it’s a very different approach. Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won’t revisit her for a little while, as our primary targets are the outliers at the top and bottom.

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Whats your current view on Rengar Do you think hes balanced

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Riot Time Wizard Final PortraitRengar, balanced?! IMPOSSIBLE.

Joking aside, Rengar’s win rate and pick rate for the average player are actually reasonable, but as with any other feast or famine type of champion, when he gets strong he feels awful to play against. He’s been a tricky one to keep balanced, because there’s a fine line between removing his cool stealthy burst combo and making him feel ‘fair’. As an assassin, he also is strongly affected by meta shifts. We are still considering ways to make him less faceroll-one-shot feeling without alienating players that really love to play as him.

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Follow Up Banner

If Rengars fed the ! sign doesn’t help at all before he unstealthes

Riot Time Wizard Final PortraitI’m an ADC/squishy support main, so I definitely empathize with how awful it is to play against people that delete you from the game.

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How much math goes into the balancing of Champion abilities power

Riot Time Wizard Final PortraitPretty open-ended question there, and not as many obvious troll responses. Well, let’s say that we do a lot of different types of analysis for what a champion’s numbers should look like. Sometimes we look at pretty basic comparables (i.e. this is Lucian’s full combo at 9 with a BF Sword vs Graves) to get a first sense that something may be off. Then we can look into much more detail. For Ekko before release, Gypsylord and I looked at multiple different burst profiles (poke damage, full damage besides ult, full damage including ult) and measured them against other champions in his class that either had similar burst styles (maybe Diana) or had really spikey high-ends with huge AP Ratios (Leblanc, maybe Annie).

We also have a pretty decent read on knowing what small base stat changes will do to a champ because we’ve seen the effects of them so often.

That said, a lot of what we do is pretty well tied into both the objective aspects of playing a champion (i.e. this guy has X base damage at 13), as well as the subjective aspects (i.e. we have a huge amount of expertise on this topic, and we can confidently say that Darius is overtuned…that one may be a gimme).

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Did FeralPony buff Veigar so that he could play him in Ranked

Feral Pony New PortraitTotally bro, gotta climb that ladder.

Kidding aside, I stay far away from pushing for buffs for any champions I’m playing to avoid conflicts of interest. Additionally, I’ve never pushed for any buffs on any champions I’ve designed for similar reasons. The champions I’m currently playing are,

  • Bard
  • Tahm Kench
  • Udyr
  • Heimerdinger
  • Miss Fortune
  • Cassio (just starting to pick her up)

I generally steer away from Mid Lane, but I find Veigar’s Q double-tap farming pattern really fun. I’m more of a Support/Jungler.

As for do members of the balance team use their secret insider knowledge of the state of the game? Generally no, but it depends on the person. I play Bard and Udyr as my two main guys in Ranked. Neither is exactly topping the win rate charts, but I enjoy playing them and can carry a game with either.

It doesn’t give you much of an edge anyways, most of the data we have available is essentially public knowledge. It’s not really a secret for example that Wukong is reeeeeeeeaaaallllly strong, just not seen professionally. The best advice in League generally is play the champions you know, and you’ll do better then just grabbing the “OPs”

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What numbers do you look at to judge the balance state of Supports

Scarizard Final PortraitNumbers actually don’t discriminate when it comes to things like pick rate, win-rate etc for supports like you might imagine – though they’re often banned far less than other champions unless they’re wayyyy out of line (A little while ago, Janna sported a higher win-rate than maybe all but ~6 champions in our game, but was banned in less than 1% of games). TL;DR – We evaluate supports on similar metrics to the rest of our champions, though we’ve seen large swings from small changes in this category specifically due to the smaller pool of supports (so even a small nudge could make someone played a ton or played a little, because the next one replaces it).

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Do you take Champion countermatchups into account when balancing

Scarizard Final PortraitHeavily, actually. Our changes to all of the Juggernauts in 5.18 (where all 4 + GP/Fiora were nerfed) were actually done with champions like Gnar in mind, who we consider to be a popular and effective counterpick to these champions. Worlds has proven this to be mostly true, though obviously GP and Mordekaiser need further work.

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Which Champions need buffs at the moment

Scarizard Final PortraitOften times if some champion or strategy is domineering, we’ll think a lot about why that is – and in some cases, endeavor to buff a champion or item that’s part of that champion’s counter-matchup (such as making Spectre’s Cowl more efficient/better when mages are everywhere top, etc).

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Do you have any changes planned for unit collision

Feral Pony New PortraitWe have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.

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Is the balance team still working on fixing Quinn

Riot Jag Final PortraitI’m not sure how much I can get into with Quinn. All I can say is, we have been testing some changes to her that I am super excited for, as something of a Quinn enthusiast. You may be able to ask RiotRepertoir for more, he’s been doing some really cool work there.

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What stats do you use to decide which Champions to rebalance

ManWolf New PortraitWe have a ton of different metrics that feed into our balance decisions. For example, we look at base win rate across all elo, Plat+ win rates, pro win rates, and experienced player (more than 30 games on a given champion) win rates. Aside from win rate, we look at picks and bans, popularity, player perception, etc. We monitor this stuff from patch to patch, so it’s pretty easy to pick up on trends as well as predict them.

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How are assignments spread across the balance team

ManWolf New PortraitWe get together for each sprint (basically our tasks per patch) to both pick tasks and assign them. We use a healthy mix of data and intuition to select our projects and then assign them pretty organically (whoever wants it, takes it – though we tend to have people who “own” various champions because they have more experience with them than anyone else)

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What are the backgrounds of the people working in the balance team

ManWolf New PortraitLike most of Riot, and really game development in general, we’re pretty diverse. We have people with no college education up through PhD’s. It creates a really unique design atmosphere because everyone sees things in a different way. Some people are very good about thinking in systems, others better in numbers or thematics. It’s a lot of fun.

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Who does the balance team collaborate with when working on Champ design

ManWolf New PortraitWe work with pretty much everyone in “core” LoL, Champion, Champion Update, Game Systems, and so forth. It’s super important to understand not only what everyone is working on, but also why. Cross-team alignment can be tricky, but it’s a must for game health and balance.

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What are your thoughts on Veigar Is he too strong at the moment Veigar Minibanner

SmashGizmo Final PortraitDefinitely a bit on the strong side. I still believe that the changes made in 5.18 were important to make his W feel like a reasonable skill on it’s own (not just a slave to his E), and take away the weirdness around missing champion last hits on his Q, but it does appear to have put the character a bit overboard. We’re currently investigating some nerfs to the guy and I think are leaning towards easing back on his base damages a bit to soften up his lane and play up his role as a hyper-scaling evil mastermind.

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Why do you think Lux hasnt seen any play at Worlds so far despite recent buffs

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ManWolf New PortraitSomeone’s secret weapon and they don’t want to show their hand yet…

Alternatively, popular team compositions right now aren’t terribly favorable for Lux, but I wouldn’t be surprised if she showed up.

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Scarizard Final PortraitI’d agree with MWAB here – Lux’s performance in normal play (especially since 5.17) has actually improved a lot, but professional teams just don’t seem to be valuing their pick-potential from the midlane, opting for Kalista, Kench, Thresh, Elise etc to do that for them.

She’s got the waveclear though. She’s one of my few picks (like caitlyn, thx flash wolves :D) to still see play before the tournament’s end!

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What are your thoughts on the current state of Ahri

Ahri Single Banner

Riot Jag Final PortraitWith you on the jack of all trades aspect atm, but I don’t think she’s missing in high moments (her ult + Charm is still a premiere pick combo). I think Ahri is probably on the strong side a bit, may need to keep an eye here.

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How much will the current ADC meta be affected by the Marksman update

Riot Jag Final PortraitChanges are more focused on making each Marksman feel unique and different, highlighting what they’re really good at, and making sure they’re supported by our current itemization. The changes are less about changing relative power levels and altering the meta.

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How will the new ADCoriented items be implemented

Riot Jag Final PortraitI think some of the changes might make Teemo/Urgot feel a bit better about being Marksmen, but we don’t have a true “Urgot ADC dream item” in the works. The changes aren’t huge, but personally speaking, when testing them I think people do feel like they had a bit more choices and build flexibility than on Live.

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How do you decide which role in the game is allowed to have what power

Scarizard Final PortraitPerhaps not an exciting answer, but these are really case-by-case. For instance ‘no hard-cc on an assassin’ is thrown out the window by Ekko, but we specifically designed all of his damage output and abilities around that fact. I’d say it’s generally less that there are ‘hard rules’ and more that there are some mechanics or abilities that are handled with extreme care. For instance, sustain and hard CC tend to be some of the ones that make people the most nervous – having the highest ‘potential’ to get out of control if not handled carefully.

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Do you think Yasuo and Tahm Kench are too strong currently

Tahm Kench Single banner

Ricklessabandon New Portraitregarding the other questions, yasuo has an easier time in mid lane right now than we’d historically be content with given the current balance state of the game overall (items, balance of other champions, etc). this in some part points us into looking at other champions (like zed, for example) and doing a deeper dive on them. tahm kench is someone we’ll almost certainly need to look at again next season, but there’s still quite a bit to assess here in terms of which strengths are the healthiest/best to keep strong and which ones could potentially cause problems—same goes for his weaknesses. we’re not currently in a rush to jump on tahmmy boy though, so we have a bit of time to digest all the data we have coming in for him and that should lead to a more complete analysis soon.

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

 

News Update July 21 Banner

 

Summary

Everyone’s favourite parrot IronStylus comments on the size of the Champion Update team and what the requirements for working at Riot are, Rioters address the issue of queue-dodging in ARAM instead of rerolling and ARAM-only accounts, Lead Champion Designer Meddler explains the thought process behind the latest PBE changes to Varus, Nome addresses the buggy state of the Death Recap screen, an explanation of the steep cost to move to the NA East Coast realm and news on upcoming nerfs to Heal and changes to Exhaust on the PBE.

 

Recent News

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Champion Update Team Banner

 

 

The Champion Update team should be bigger

IronStylus New PortraitWelp! I’ll never turn down more awesome people to work with in order to up cadence!

So, if you know anyone who’s a:

 

  • Concept artist who has top tier drawing and painting skills with the ability to design and render characters for our in-game environment.
  • 3D artist who is prolific in Zbrush and Maya who can expertly model, retopo and hand paint textures.
  • Animator who specializes in hand-keyed animation which is targeted from the top down 3/4’s view.
  • Technical artist who is proficient in rigging/skinning.
  • VFX artist who can hand-paint their own textures/assets and implement them clearly keeping in mind timing and graphic readability.

..then let me know 

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Follow Up

Do they have to know how to do all of those things

Meddler New PortraitNo, each of those is a separate set of requirements.

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So you’re not hiring people because the requirements are too specific

IronStylus New PortraitNo, we hire the people who are right. We’re certain hiring, just head over to the jobs page. All the positions I’ve listed are available. The requirements we put down are industry standard. Maybe the only exception is hand-painted texturing ability and hand-keyed animation. Those are genre and sometimes company specific. 

Not sure what “advertise” means, but we go to a lot of conventions, conferences, schools, etc. We’re always looking to recruit. 

You can indeed train people, but the skill sets I’ve listed are minimum requirements for pretty much any industry job. Also, it’s best to have people who already have a great start than to train up someone from nothing. Just throwing more bodies at the project helps no one.

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These skills are hard to learn at school or even trade programs

IronStylus New PortraitIt can be difficult to get a straight answer in school as to what skills (technical and personal) one needs to know to get into the industry. That’s why it’s super important to look at specific companies and what they specifically need in order to tailor your education. Part of learning is knowing what you want. Sometimes that’s hard to find, I understand. No one told me how to get where I am, I had to learn in a fairly difficult way. Now I try to communicate best I can to students and aspiring professionals what the qualifications are for the industry.

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Shouldn’t Riot have no problem finding the right people to hire

IronStylus New PortraitWe have a whole page of postings. We also visit a lot of places talking to prospective hires. It can be a challenge to find the right people who have the necessary skills in both technical areas and personal areas. “Soft skills” are super important to culture fit.

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Not so Random ARAM Banner

 

 

Fixing the not-random factors of All Random All Mid

L4T3NCY New PortraitHeya guys ^_^/

This is definitely something that is on our radar. We also agree from a design perspective, that ARAM-only accounts manufacture a disingenuous experience, and aren’t in the true spirit of ARAM (the “R” stands for Random btw).

 

Much like the game modes on other maps, certain champs in ARAM trend to being more effective and separate into perceived ‘tiers’. The issue is the asymmetrical champ selection experience that ‘ARAM-only accounts’ create. In all other modes, when picking, you have an equal opportunity to choose champs you want as the other team does. ARAM-only accounts undermine this by giving a statistical advantage of hitting those ‘tier champs’ compared to other players. Here lies the crux of the unfairness.

Making ALL champions available on ARAM is likely to contribute a net positive to the overall sustainable health of ARAM as a game mode, but there are still many things to consider. There is so much energy and passion from you guys surrounding ARAM, we want to do justice to that spirit and not just pull a trigger without thinking.

Personally, I like the idea of making all champions available in ARAM games, and hope this is something we can eventually take a closer look at to find a healthy solution. ^_-

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If you unlock all Champions in ARAM, you can rework the reroll system

L4T3NCY New PortraitYou’re absolutely right here. The reroll system is one of many facets we would need to revisit before implementing something like this. We agree that simply switching on ALL champs in ARAM with it’s current shape, would not feel very good. If/when we do it, we want to do it right. ^.^o

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Is the ARAM pool locked because you want people to buy the Champions

Tiki New PortraitCan’t stress enough how much the above is not the case. I believe L4T3NCY was referring more specifically to how the re-roll system in its current state doesn’t necessarily work as well in a situation where all the champs are unlocked. Imagine 2 situations:

 



1. Current situation, player has a limited amount of champs available in ARAM (assuming it’s a non-ARAM only account). These are likely Champions they are familiar with or have been interested in at some point, even if they’re not great ARAM champs. Rerolls will consistently get them something they are likely to know.

2. Unlocked situation, player has access to all champs available in ARAM. The day this gets turned on, you’re likely to start playing with a slew of unfamiliar characters. This isn’t necessarily a bad thing in the long run, but it is very different. Your re-rolls mean something a little different now. Instead of rolling out of a champ you don’t want to play into another you’re familiar with, you’re much more likely to get another champ you don’t know which can feel pretty disruptive.

If we’re going to design something new, we want to keep that second player experience in mind. I think exposing players to more champs is probably a good thing in the long run, but not at the expense of a really poor initial experience. Don’t know the exact solution, but it likely revolves around revamping the re-roll system in some way to give players a little more control, or some alternative that meets the same need.

Anyway, as someone who plays a LOT of ARAM I’m pretty passionate, if we do ever do this I want us to approach it in a way that feels good for my fellow ARAM players 

 

 

Summary of community ideas to make ARAM better

Tiki New PortraitThanks for discussing all this folks! Here are some of my thoughts on what’s being talked about. Disclaimer that I’m not a designer, just an ARAM player with a vested interest in the mode 

Altering champ selection based on win rates: This could definitely make the core experience nicer in some ways (I could do with less Sona’s showing up in queue myself) but I feel like it’s no longer ARAM at that point. Much as I don’t love certain team comps, I still like the overall concept enough to roll the dice and see what I get. Also games are short enough that I’m OK with it. Would want to do some research (big shock) on this and talk with actual designers on the long term implications.

Hybrids of all champs available & only your champs available: Even though this would likely thin out the # of games where you or your opponents have a seriously OP comp I still think it wouldn’t address a core problem. Namely that when I see the enemy team with a super OP comp, can I trust it was because of randomness and we all had a fair chance at getting that comp? If I can’t, a part of me wants to rage and it ruins the experience overall.

Seeing opponents beforehand: Unfortunately I think this would make queue dodging worse. I suspect a significant # of players would dodge if they saw the enemy team ultimately rolled something better. 

Draft pick all random: Again, a pretty different mode, but an interesting one! I wonder if players would actually pick “bad” ARAM champs into the mix in hopes of the other team getting them, or if everyone would just pick OP champs and hope for more. I think the later one is more likely, but I think the former would be really cool.

I personally love the craziness that ARAM brings, even if I get my share of crappy team comps. I like being forced to play champs I don’t love, I like playing awesome ARAM champs, and mostly I like seeing variety. One thing ARAM can bring that is tough with SR & other modes is consistent variety. There are so many champs and I love the thought that they can all get some play.

Love the discussion on all this!

p.s. I love me some Yorick in ARAM 

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Is ARAM mode really giving me a random Champion each time

L4T3NCY New PortraitARAM’s champ select RNG is not ‘rigged’ by any means, but certain players are curtailing their champion pools to gain an unfair advantage in what should be a random (there’s that word again) experience. This is the cause of your Master Yi déjà vu.

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Punishing queue dodging in ARAM to get the pick you want

L4T3NCY New PortraitTo the general sentiment here RE queue-dodgers, we would like to do everything possible to discourage them. Harsher penalties are one valid path, but we should consider the reasons for queue-dodging too. Some players aresimply just gonna dodge until they roll a Lux. :/ But others might be doing it due to the perceived unfairness in champ pool selection, which is something we could realistically have a chance at mitigating.

As someone who used to play ARAM back when it was a custom game mode on SR and the rules were a “gentlemen’s agreement”, I feel like we’ve taken some Cloud Giant sized steps forward on queue dodging, but of course, could still improve on player’s experiences even more. We should all be spending less time in champ select, and more time on the Abyss! \>o<

TL;DR: 

Queue-dodging is a shortcut to Frowntown for everyone. Don’t go there guys. Everyone is frowning. Like this-> 🙁

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Why was the CD on Varus’s ult decreased on the PBE

Meddler New PortraitCouple of thoughts behind the change we’re testing:

1. As a non mobile ADC giving Varus a bit more safety/control via his ult being up more reliably’s an appropriate place to offer a bit of power.

 



2. Following on from that one of the prime reasons to pick Varus in a team comp is if you want crowd control from your marksman slot (with a focus on team disruption, and greater reliability as a counterinitiate, in contrast to Ashe’s strength as an initiator). Amplifying that strength’s therefore fits well with our goals of increasing clear strengths and weaknesses for champions to create further distinctions between them.

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Why not increase the size of the ult’s hitbox

Meddler New PortraitA higher hit rate, via width, was something we’ve talked about as well. Agree it feels like it’s missed a lot, it’s a pretty fast skillshot (2000) with a fair bit of width already (around 100 from memory, not certain off the top of the head) though so I’d be a little hesitant to make it too generous (would also reduce the current cases we see of chaining it with allied CC from your support which can add some interesting play to bot lane comps, CD reduction by contrast supports that).

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Will Varus get back the 5 MS he lost

Meddler New PortraitNo plans to do so at present. Wouldn’t rule it out of the question entirely, there are likely more interesting ways we can add power to him though.

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Follow Up

How much power does 5 ms usually translate to anyway

Meddler New PortraitFrom what we’ve seen it varies a lot depending on that champion’s kit and role. On some that’s not massively position dependent (not a primary target or heavily range constrained) it may not have too big an impact. ADCs on the other hand do tend to be pretty sensitive to MS changes. Vayne’s a particularly good example of that, with even small changes to her movement speed translating into noticeable power differences.

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Follow Up

In Vayne’s case, is it because it increases her movement radius under stealth

Meddler New PortraitNot completely certain, couple of things I’m inclined to attribute it to though. Vayne doesn’t have any way of projecting influence beyond her auto attack range. Combine that with the way ADC trading/CSing/harassment bot often skirts just around AA ranges (to the extent that a 550 AA versus a 575 AA is a really noticeable difference) and a small difference in MS can make the difference between being able to land or avoid a hit or not. Similarly kills or escapes will often come down to a single AA’s worth of health, often just barely landed or escaped.

Agree with your point that dashes/blinks should be expected to reduce such impacts. In Vayne’s case however I think the factors amplifying movement sensitivity are strong enough to outweigh the mobility she gets from her kit though.

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Why not buff the slow on his E then

Meddler New PortraitNo shortage of champs with slows. As above we’re seeing if there’s mileage in buffing something more distinct. On top of that a slow’s fairly or completely ineffective against a fair number of diving champs, in contrast to a root.

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Do you think Ashe actually could be buffed to a top-tier ADC pick

Meddler New PortraitI’m not sure top tier’s necessarily a good goal, that implies she’s potentially strong even against those that are meant to be good against her and therefore overwhelming against those weak to her (given she’s not as much of a baseline pick as some other champs). Sometimes picked in competitive play (with the right team comp/enemy team comp) on the other hand I could see being appropriate. We did see a little bit of that last year with some of the Ashe/Zyra lanes being run. Personal suspicion is she’s probably not too far off situational picks like that being valid, particularly with the decreased number of assassins in the competitive meta of most (all?) regions right now.

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Can you update the Death Recap info screen

Nome New PortraitIt’s a thorny question, and depends what you mean by updating it.

If you mean the multitude of bugs, then that’s going to take a lot of time, and might not be worth the effort. Rather, we need to go back and re-assess what the value of a good death recap is. We don’t want to go the combat log route; raw information is rarely actionable. Likewise, I’m not entirely clear on how the existing implementation is useful outside of letting you know how much magic or physical damage you took. We’ll probably update it at some point in the future once we knock out some competing UI features, but if we do, expect more of a redesign.

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Shouldn’t it be a priority for Riot to fix buggy features

Nome New PortraitTo make an analogy, consider an intricate mansion built with a poor foundation that’s resulting in structural issues. The citizens find it unsightly, but still recognize the value in the property. There’s a few ways for the city to address this–

  • A. Build a nice facade that hides the issues.
  • B. Carefully rebuild the foundation piece by piece without touching everything else.
  • C. Demolish and rebuild from the ground up.

Now, we’re fairly certain that we’ll want to do Option C at some point. This makes A and B much less attractive. But then there are other uses of resources, like building that new elementary school, cleaning up the city square, etc.

This is the situation we’re in–the bugs that plague death recap are deep. How deep? There’s already been a few attempts to fix it to no avail! We have to prioritize redoing the feature with all the other things we’re doing, and measure value that way. Maybe I’ll share some of our concepts for how death recap could work in the future. We’re definitely thinking about it 🙂

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Suggestion for Death Recap 2

Link to the suggestion thread.

Nome New PortraitSome critique here–

This is moving more towards the combat/death log approach, which I think is less compelling on the basis that it doesn’t provide actionable information. Players who die generally need one thing out of death recap–which is why they died. Unfortunately, why is never an easy answer, so most players tend to be OK with extracting the why out of the how. Combat logs explain thehow, but not the why. If we were to redesign, we’d want to head more towards why.

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How will you address the “why” you died in a Death Recap

Nome New PortraitI don’t want to delve too much into this, as it’s still a problem space under exploration. Some examples of why could be–
“You just took 2000 magic damage. You have very low MR.”
“That champion is several levels above you.”
“When you died, you still had both your Summoner cooldowns up.”
Note that not all of the why is directed at experienced players either.

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Tentative nerfs to Heal and Changes to Exhaust coming to PBE

Ricklessabandon New Portraitnot sure if this is relevant or not, but heal is potentially getting nerfed in the 4.13 patch (the changes should be in the next pbe update).

i also have a change to exhaust, but that’s it for summoner spells in 4.13 (and again, they’re candidates—like anything else on the pbe, they will be subject to change/removal).

 

 

Can we expect buffs to Soraka before her rework

Meddler New PortraitTesting at the moment to see if we can add one of the things from the rework to her current kit. Initial testing suggests it may not function well enough without other corresponding kit changes, looking into it though in case we can give her a bit of help sooner.

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Do you think Sejuani will become popular with the new items

Meddler New PortraitI think it’s safe to say she’s a strong pick in solo queue with the Quill Coat/Ancient Golem changes. Not sure that necessarily translates to FOTM though, Amumu and Maokai may be favored picks over her still if you want a tanky jungler that can build heavy defense.

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Why does it cost 2600 RP to switch to East Coast Servers

Marowe New Portrait I’m sorry I jumped into this thread without saying much; I wanted to quell some confusion surrounding the suggestion to contact Player Support for a free transfer. 

I understand why you’re frustrated. I played with east coast ping for a couple of years before moving to the west coast. Understanding doesn’t help though, and I’m sorry that I can’t do more for everyone here.

LAN doesn’t support english as a language option and it isn’t intended to be the long-term solution for connectivity issues that east coast players are facing. We’re not ready to say too much about the plans for the east coast at the moment, and I’m not really the one equipped to talk about it. You can keep an eye out for updates like this one in the future:

http://forums.na.leagueoflegends.com…92229#45392229

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

 

 

News Update July 10 Banner



Summary

 Riot is cracking down on 3rd party skin-selling websites and making codes unredeemable past July 23rd. Also, Ricklessabandon is on the community forums discussing the upcoming PBE changes to Muramana (and Manamune). IronStylus talks VU directions for Cho’Gath, Kassadin, Warwick, Pantheon and Zilean and explains why the Champion release schedule has been so inconsistent lately. Finally, in the Single Posts collection is a response to the “Featured Matches” presented on the client’s landing page and what LeBlanc’s poor win rate across ELO ranges can (or can’t) tell us about balance.

Single Posts

 

Recent News

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3rd Party Skin Sites Banner

 

 

Draggles New PortraitGetting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently we’ve noticed an increase in fraud around 3rd party skin sites and skin reselling. 



These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You can’t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.

Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request to Player Support and include proof of ownership. We’d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason. 

For more information about codes and how to send Player Support a request, check out our code cards FAQ.

Followup: Player Support will not be retroactively removing content and skins that have already been redeemed prior to this announcement.

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Will you be deactivating already redeemed skins Banner


Yuka New PortraitHi iMonox!


We won’t be deactivating skins that you’ve already redeemed on your account using a code. What it means is that we’ll be deactivating all codes that currently exist. So anything that hasn’t been redeemed yet cannot be redeemed using the code in the normal way.

If you’ve recently attended an event and received a skin code from a Rioter, and you haven’t had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).

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Follow Up

Yuka New PortraitAny skins you have will not be removed from your account.

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Can I still redeem codes I have left

Yuka New PortraitGo try the codes in the client – if they don’t work, contact support and send them a photo of your codes with your summoner name written next to them. 

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How will skin code cards issued at events work

Yuka New PortraitCards issued at future events will have a set amount of days before they expire. (usually 5-7 days)

We are also experimenting with a digital alternative, which was trialed at Japan Expo in Paris last weekend.

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Why are you disabling working skin codes

Boompje New PortraitUnfortunately, many of them were obtained in ways we don’t want them to be obtained, as well as that a high amount of those transactions that happened “on the internet” are very shady, and often result in people losing their money without getting the skin they bought.

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How will you inform everyone of these changes

Yuka New PortraitHi Mooncloud!

A lot of our content creators have previously advertised skin shops in the past – we’re hoping that they will help spread the word via their channels. There’s also currently a thread on Reddit, and multiple Rioters are spreading the word on Twitter.

Most of these skin shops will be shutting down now as well. As was mentioned in the main post, we are also working with online payment processors to block payments going to 3rd party skin shops.

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What should I do if I have content that needs redeeming

Hollymonster New PortraitYou need to write in to get them redeemed now. We won’t process anymore of these after the 23rd as per the announcement.

Just make sure you submit the physical cards with a piece of paper and your Summoner name/Username so we can get your content asap.

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Offtopic How do you plan to resolve DDOS drophacks

Boompje New PortraitWe are very much aware of drop hacks and DDoSes and have regular meetings and activities to try and decrease the impact and amount of them. Unfortunately, this is not a trivial problem to solve  but I can tell you that we are working rather hard on this topic!

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PBE Muramana Changes Banner

 

 

Ricklessabandon New Portraithi friends~

tl;dr is that i’ve got some changes to muramana on the pbe and i’d love feedback for it! the most recent version of the changes should be in this post, along with a history of updates and a ‘frequently asked questions’ section. please leave any questions, comments, or concerns (on either the changes or this format for gathering feedback) in the comments section below!

and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!

thanks in advance!

 muramana (last updated 2014.07.10 @ 03:06)

this will temporarily be off of the pbe while we prepare the 4.12 patch

 

Muramana[added] passive :: gains +10 bonus true damage (increased by 2% of maximum Mana if any number of azure stacks are active). also gain 1% attack speed for every stack of azure active.

[remade] active :: spend 60 mana to gain 10 stacks of azure, then doubles the current mana cost and stack gain of this active. azure has a fixed duration of 9 seconds, and when it expires this active resets its mana cost and stack gain and then goes on cooldown (30 second cooldown).

edit: to clarify, the passive mana-to-ad conversion from ‘awe’ is unchanged!

 

update! (2014.07.10 @ 03:06)

okay, got some really helpful stuff from the first iteration! i’m going to go forward with the build path changes to manamune in the 4.12 patch, and continue explorations with various muramana actives. the next version should hit the pbe sometime after 4.12 goes live. until then, i’ve updated the item details above.

also, there were several bugs affecting tear, manamune, and muramana due to a one-time refactor we did that should all be worked out. just need to get the new tooltips in after 4.12 ships and then things should look much more normal!

oh! one last thing… i did want to mention that i’ve been reading every comment posted here as well as any tweets that mention me and a handful of forum/reddit threads. i haven’t had time to directly respond to them unfortunately, but they’re definitely read and count for something!

.

Frequently Asked Questions (last updated 2014.07.03 @ 15:05)

Q) why?

A) this turns out to be a fairly large question as there are a lot of reasons—the goal set for the changes hit a lot of things we’re hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we ‘gate’ with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion’s mana paradigm isn’t necessarily consistent across all kits there’s value in exploring systemic solutions to making mana much more interesting and meaningful.

of course, the ‘now’ is super important, so we’re doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion’s kit (which should already have awesome things like jayce’s shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don’t spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a ‘late game’ item.

Q) which champions are intended to benefit from a change like this?

A) champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog’maw, et al.

Q) what about current manamune/muramana users not in the above?

A) champions that tend to buy only one or two offensive items, and/or rely very heavily on spells (in relation to their reliance on basic attacks) likely won’t appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we’re watching.

Q) what can apply the true damage?

A) basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze’s overload or syndra’s unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra’s ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce’s thundering blow no longer triggering the effect) so we’ll be watching for data related to those specific cases to make sure things are still just fine for those cases.

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On Visual Updates Banner


 

 

IronStylus New PortraitHi. I wanted to try out the new function that should be listed below this box that says “show as flat” and see how the system works. I wanted to see if a conversation could be had using either or both of the views.

While we’re here! we’ll have a general ChampUp pow-wow. All casual, this is mainly just to test, but if you have any questions/ideas/feedback we can also jam on those. I’ll be on here for a little bit then head to bed. I’ll check the thread in the morning also.

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Will Mundo be getting a Visual Update

IronStylus New PortraitWelp, I think he’s just a straight up fidelity update. I don’t think he’s slated for any time too soon, but at least I don’t think there’s a lot of challenge in just.. Mundo’ing up Mundo. Yeah, there’s just a lot of technical stuff I’d love to do with him. Bring him up to the goofy brute that he should be.

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What about Pantheon

IronStylus New PortraitHe’s sorta just a dude from 300 at this point. I’d really like to find a way to tie him more thematically into Targon. That’ll take some exploration though.

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Can Zilean be updated so he looks like a real time wizard

IronStylus New PortraitYeah.. the “old guy” fantasy is a hard one to capture. I think there might have to be something in there that moves him more into the “cool mage” sorta area. It’s fine being wise and older, but he’s not quite up there with characters like Captain Picard, Professor X, Sauramon, Magneto, or other more aged gents of wisdom and badassery, Might have to dial him just a bit younger or just make him feel a bit more fit, not so much afro-santa guy..

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Is Cho’Gath still being looked into for a Visual Update

Context: IronStylus mentioned awhile ago he was interested in updating Cho’Gath’s visuals. You can read the discussion here.

IronStylus New PortraitWell, we haven’t really even started concepting Cho, but he’ll have some pre-production work started on him soon. I still take the stance that I want him to be like a Kaiju of the Void. Whatever it entails to get that I’m up for! We have to scope it out though. That’s a big team discussion.

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Will Warwick have an evolving model in his VU

IronStylus New PortraitI’m not sure how much we’ll do with scaling or model changing in his normal state, though I’d like to see at least some body change. That’s just my opinion though! We haven’t yet full explored the ideas.

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Why hasn’t Kassadin still received a VU

IronStylus New PortraitHmm.. quoting in this thing is a bit awkward, gunna talk to the team about that.

Yeah, there’s a lot of discussion around Kassadin. For one, we could sorta just plug a new model onto him, but.. is that enough? Technically we’re not really happy with where he’s at in a number of places, especially animation. So the discussion is centered around scope. Since he floats it’s sort of a unique situation. It’d be REALLY nice to have a full fledged VU of him, but, is that too large of a production? Lots of questions being asked. That’s sort of what’s making up the discussion.

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Is there a list of Champions needing texture updates

IronStylus New PortraitNot really a list per se, more of just a general understanding that a lot of our textures need balancing. Right now there’s no one committed to doing TU’s 100%, my hope though would at some point to have a concentrated effort to adjust those textures.

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Why have we still heard nothing about the next Champion

IronStylus New PortraitIndeed, things have slowed down a bit. I’m not 100% up on the skinny, as you said I don’t work on the team really, but I think there’s a general desire to make sure things are super cohesive when a new champion comes out. I think that can take additional bake time. Aside from that I’m not privy to the nitty gritty of production, but I think one of the reasons Relaunch has become a bit more consistent is to help out the churning of new content. In some cases are team is pretty much making a new champion. My feeling is that things will always sort of be a hybrid of champions, skins and now relaunches as being integral parts of content packages.

I understand though. Champions are the biggest hype potential in terms of content, and can really have amazing promotional content, community discussion, and general excitement surround their build up and release. The champion release is still our biggest bang I feel. It feels like something huge is being added to the game, which it is.

For me personally, I miss some of the old days of slightly faster cadence, but I trust that the guys over on the Champion Team know what’s up and are fully aware of what their goals and deliverables are, and how fast those things should be put out.

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Give players updates on features Riot is currently working on

 

Pros:
– less overbumped threads about bugs
– people could track progress of any work
– Maybe RIOT could have an indicator about things that they began working on, but hasn’t finished it for a while, so they could pick up lost “threads” faster

Cons:
– I’m PRETTY sure that disappointed players would complain a lot about ongoing things they don’t consider important, while other things are not prioritized

Pros again:
– With this, RIOT could have a good feedback about what they should work on first

Cons again:
– There will always be people who are dissatisfied with the current priority list

 

Boompje New PortraitSo another big point I’d like to add to that:

We have a lot of stuff in development at any time, and by far not everything makes it to release. A few big and known examples are Magma Chamber or the Mac client (back in 2011). We really try not to raise any false expectations.

 

Another thing, although it’s easier to solve but not trivial, is a lack of context. Many people don’t know that it can easily take us way over a year for just 1 champion in development. The way we think about skins has also changed. When I just started playing league (back in 2009), skins were mostly recolours or just a small change in the skin. Nowadays, the skins are really a way higher quality.

Changing a feature from a technical point of view is also a lot more complicated than just.. assign it to an engineer and have it changed the next day. We have a ton of stuff all going on at the same time, so that list would also be very, very huge. And not everything will be going to release. Not at all.

Then another point to consider is that players may not know the context. Not everyone will understand that making a skin takes more than a few days of work, or that rewriting a large piece of software (hello Client!, see PBE news!) also is a huge piece of work, that also has implications on back-end and server workings.

For me, I’d feel a big blocker for doing this would be raising false expectations, or players having expectations that we in the end don’t meet. Also think of it from an Ultimate Skin point of view. PulseFire Ezreal and Spirit Guard Udyr are awesome skins, and the release events were a super nice experience. But it would be a lot more boring for players if they would be aware of how those skins were coming along in the moments before release.

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Can we see “Featured Matches” instead of LCS banners on the landing page

zerocontext: TL;DR: We definitely know some players care strongly about the Featured Matches on the current client landing page, and we’re still working on the experience!

Okay, here’s our general design philosophy behind how we want to surface content (both on the landing page and elsewhere, like the website): We want all players to have an easy and intuitive way of finding the experiences that they enjoy, which could of course include Featured Matches.

One complication is that only a slim percentage of players frequently interact with Featured Matches, which doesn’t mesh well with how much visual space we give to them at present (which we could be devoting to other exciting features). So, we think a happy medium can exist in which players who docare about spectating high-skill matches have an easy way to do so, while players who care more about other experiences don’t face the distraction of an über-prominent Featured Matches area on the landing page. Again, we’re still exploring how this experience might work in the new design.

We think the new client landing page that’s heading to PBE (and the new tech supporting it) will be flexible enough to allow us to do a better job of serving up more experiences that more players find relevant. It’ll take us a bit of time to fine-tune our approach, though, so I hope you’ll bear with us… and continue giving us regular feedback as we work to improve the experience. Fortunately, you won’t have long to wait before you can start judging for yourself the success of our initial efforts! 🙂

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LeBlanc performs poorly in both low and high ELO

Apothis New PortraitI think LeBlanc’s low win rate and popularity in LCS is likely an example of high skill floor and high skill cap. I definitely wouldn’t say that LeBlanc is a weak champion because her win rate is below 50%. I think you’re right, that most players playing LeBlanc haven’t played the champion enough to get the most out of her. However, players that ARE very good at the champion make her very threatening.

An interesting way of thinking about this would be to look at how win rate for a champion changed with the number of games played with that champion. With LeBlanc, you might see that, once players had played 100 or so games, their win rate with LeBlanc is ~70% (controlling for ELO). On the other hand, once players had played 100 or so games with Garen, the win rate might only increase to 55%.

Garen’s average win rate might be higher and his win rate might be higher if you’ve only played 5-10 games with him (vs. LB), but I wouldn’t immediately conclude he was the stronger champ. For a player without much experience with either champ trying to optimize for a single game, maybe Garen is a better choice. But for a player thinking about choosing a champ to climb ranked with (or a pro-team figuring out a comp) maybe LB is stronger. What do you think?

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

 


News Update June 7 Banner


Red Post Collection

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More on Future Item Changes Banner

Xypherous is continuing the discussion on the big item changes that went into yesterday’s PBE update. Frozen Mallet will likely be deleted. Sorry to all 3 people that buy it.

 

Relevant Collection


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[ Question ] Won’t Ardent Censer be broken in the hands of Supports with spammable Shields / Heals?


Xypherous Button Rioter Xypherous: Items should feel kind of broken when you use it.

Whether it actually is broken, I’m not sure. I do recall the days of Stark’s Fervor – but there were so many things that were broken about that item that the Attack Speed actually seems like the most non-broken part.

That being said – that’s why I post the item specifics – it gives us time to consider your responses and react accordingly.


Ardent Censer In-Game

[ Ardent Censer from 06/06 PBE Update ]



[ Question ] Should Ardent Censer work on Turrets?


Xypherous Button Rioter Xypherous: Probably not – but now that I think about it – the way I hooked it up, turrets would gain AS from it.

On the one hand, not intended – on the other hand, that’s actually kind of cool. Hm.. I think I’ll want to talk to my team before making a call one way or the other.



[ Question ] Will Soraka’s ultimate work with Ardent Censer?


Xypherous Button Rioter Xypherous: Yes – an AoE restriction might be tricky to do, but if we really need to do it, we can. I just think it’s premature to do an AoE restriction as the two cool interactions are:

  1. Single target high uptime heals/shields with offense boosts (Janna/Lulu/Kayle/Nidalee)
  2. AoE low uptime mass effects (Karma/Thresh/Locket/Soraka ult)

I kind of want to see how #1 and #2 pan out before thinking about the AoE stuff. Under the hood, I can already detect most of the AoE cases as is.



[ Question ] What are AP midlaners that do not benefit from AD or building tank supposed to build for MR now? 


ricklessabandon Button Rioter ricklessabandon: speaking very broadly, ‘mages’ have traditionally looked to generic defenses instead of specific defenses (i.e., they buy health and ‘damage prevention effects’ like the actives on zhonya’s hourglass and seraph’s embrace, as well as the passives on banshee’s veil). it’s typically much more difficult to get a mage’s armor or magic resist to ‘fighter’ levels, which is more or less the intent right now.

to answer your hypothetical, if i needed more defense as brand, anivia, ziggs, lux, et al, i would likely buy chalice of harmony or a ruby crystal + giant’s belt (or negatron cloak) to eventually upgrade into items that character wants. athene’s, rylai’s, and liandy’s can all be fine. even just a cowl can be great since banshee’s veil is really good for long range champions like the ones you mentioned.



[ Question ] Will you be adding more Spell Vamp items?


ricklessabandon Button Rioter ricklessabandon: spell vamp is something i’d like to look at in the future for sure. i don’t know yet if that means we need to add/rework spell vamp items once that’s done, but as a stat it’s not in a great enough place currently to be made widely available in the item shop. not sure when we’d be able to put in time for this, but given our current ‘to do’ list i don’t think it’ll be anytime soonâ„¢.



[ Question ] Why are low crit chance values an issue in balancing?


Xypherous Button Rioter Xypherous: Due to how the PRNG system works, lower amounts of critical strikes are more dangerously swingy than higher amounts – because it needs more time/hits to function in order to guarantee that 1 in X attacks critically strike.

As critical strike values get higher, PRNG can actually ensure that in smaller windows – the amount of critical strikes can be normalized.

However, with low critical strike values (10%) – there is very little that PRNG can do to prevent or tackle streaks or luck events. PRNG needs to work off of high base values in order to ensure consistency in a 3 to 4 second time window.

Conversely, a 10% critical strike is far less predictable as it needs a 20 to 30 second window to normalize out.

This is not true of pure RNG, of course, which doesn’t care about time windows at all.

The problem with critical strike isn’t that if a critical strike happens, it’s automatically bad.

The problem with critical strike is that at low values it is inconsistent and unpredictable because there’s no way to plan around it – what you want is increased predictability of the system – and PRNG needs a large base and a better time frame to do that kind of work.

Triforce gives 10% crit.

Zeal after BT gives 10% crit, and that’s almost at laning over.

The argument that Zeal after BT is ‘lane is over’ – then a similar analysis can be done on the I.E. ‘rush’. Current Zeal after BT in the live game has at minimum – 4375 gold.

I.E Rush is at minimum – 3800 gold. As I.E. Rush will necessarily need another DBlade to sustain it – it becomes 4275 gold in order to be an effective strategy.

Note that this is 4200 gold after whatever baseline items you assume an ADC needs (typically default blade + 325 G boots).

Essentially, by the time critical strike enters the equation with the IE rush – it’s a similar time window to when crit enters the equation at the moment, except in the case of Tri-force rushers – in which case critical strike enters the equation earlier.

The short of this is that unless Cloak of Agility actually turns out to be a good purchase (it’s not and easily tunable to always suck) – we don’t actually introduce critical strike chance much earlier than the current state of live. The leftover change is easily tunable with Gold if we’ve determined we’ve overbuffed things.

Therefore, if your assessment is that Zeal after BT is effectively lane over – then you also have to take with it that double blade into IE is effectively lane over as well.

The other portion of this is that if double Dblade into I.E. becomes the default, we’ll raise the cost of I.E. The entire point of this item adjustment exercise is that there are multiple competing strategies. If in fact, 2x Blade into I.E. becomes the overwhelming default – we’d fix it with price increases because we’d be annoyed there is an overwhelming default that doesn’t care about champion specifics.

TL;DR – Timing doesn’t change much to crit in lane. PRNG system makes higher crit chances more predictable and better able to be planned around. We’ll adjust 2x blade into I.E. down if if becomes overwhelming default.



Frozen Mallet to be deleted



[ Question ] Do you have any plans on Mallet as defensive item?


Xypherous Button Rioter Xypherous: We’ve done a lot of Mallet experimentation – but the result keeps coming back to – Why is this item in the game – whenever it’s not fringe, the game sucks.

We’re more inclined to delete the item entirely at this point.



[ Question ] What part of Frozen Mallet presents a balancing issue?


Xypherous Button Rioter Xypherous: The basic question is – Is Frozen Mallet essential to the game functioning well?

And it seems to be no, at this point.

Frozen Mallet doesn’t really seem to help any combat cases we’re happy with – nor does it seem to invite interesting gameplay when it works.

The main problem with Frozen Mallet is basically the concept of an on-hit slow and the idea that it’s somehow supposed to help fighters or ranged characters.

At its core, there’s a lot of interesting design space we could put on fighters or ranged characters – but Frozen Mallet doesn’t help any of those patterns when it’s good. It simply flattens all the patterns down to ‘land one basic attack.’

It’s not the permaslow – or the stats really. There’s a richness in how ranged vs. melee fight each other and how they position against each other but Frozen Mallet, whenever it’s been good basically tells people that a single basic attack should be what defines that pattern.

Now, I’m not saying that there aren’t numbers or mechanics that you could do to make the current Frozen Mallet work. It’s just, the gains really wouldn’t be worth the costs in the end – You’d have a cool item at the expense of a lot of other things. This isn’t a question of viability or whether or not we can make it attractive. All that is really simple to do. It’s whether or not it’s worth it and I’m not really sure at this point.



[ Suggestion ] Instead of a passive perma-slow, give Frozen Mallet an active that slows heavily on the next auto attack


Xypherous Button Rioter Xypherous: The item could theoretically exist – but it doesn’t really add much other than Frozen Mallet is in the game. Low mobility, high-CC fighters are still screwed. High mobility fighters now have one more CC. Ranged ADCs don’t benefit from it – nor do they have a compelling reason to get it.

It’s not that you can’t make a viable slowing item in the game. That’s obviously possible if you want to jump through the right hoops. The question is whether it adds anything of value to the overall game and what is it trying to solve.



[ Suggestion ] Change Phage to passively give movement speed when moving towards an enemy Champion (Vayne). The movement speed buff doubles if the item owner takes damage


Xypherous Button Rioter Xypherous: That is neat. It always does feel kind of bad giving the opponent a boost when you attack them but adding directionality solves a lot of edge cases and could feel intuitively right.

We’d have to make it a lot more precise that Vayne’s 180 degree 2000 range I want to murder ze enemy type movement – but it could be supported with visuals in a really cool way.

Hm.. I’ll talk to my team about it. Slight concern here in that it might make Vayne feel bad because her unique passive gets replicated on an item… but you know.. it’s not like that’s never happened before.

Very interesting thought though.



More on New Summoner's Rift Banner

The discussion on the recently announced visual update for Summoner’s Rift continues.


Relevant Collection


Summoner-Rift-VU-QA-Banner (1)



[ Question ] Shaco can Deceive over terrain much more effectively than Flash. Are you making sure those locations still work?


RiotForScience Button Rioter RiotForScience: Yes they will still work. The nav mesh is copied directly from the map on live. It is not a new map. It is a visual update. The only difference is a few bugs we cleaned up.




[ Suggestion ] The area around the towers should be paved to indicate the tower’s range


RiotForScienceButton Rioter RiotForScience: Having a really clear circumference around the towers is problematic from a design perspective because it would allow players to stand 1 pixel outside of the range something we would prefer there to be some risk/mastery in order to do.




[ Question ] Will the Dragon and Baron AI be improved?


RiotForScienceButton Rioter RiotForScience: There are some distinctions between those 2 camps and how they behave on the current map.

 

 

 


[ Suggestion ] The shop bounds should match the heal zone, or at least have the same center


RiotForScienceButton Rioter RiotForScience: Good point on the heal zone. I will look into it. There is a design feedback thread located in the summoner’s rift sub-forum. If you could post it there I will not lose track of the concern.

4. There are some distinctions between those 2 camps and how they behave on the current map. I think it will have an impact.



[ Question ] Will there be any weather effects?


RiotForScienceButton Rioter RiotForScience: Yes there will be some weather effects. The north east quadrant is going to be rainy, apart from that we will have dust, fog, lightrays and other environmental effects.

 

 

 

[ Question ] Will we have daytime/nighttime cycles?


RiotForScienceButton Rioter RiotForScience: We will not have day/night cycles. Our lighting is all hand painted. The wins that we would get by having a day/night cycle would be massively outweighed by the losses we would get from adopting a more artifical lighting system.

 

 


[ Question ] Will we have camera rotation?


RiotForScienceButton Rioter RiotForScience: We will not have camera rotation, but the fundamental issue behind why we want the ability to rotate the camera is being looked into. We are not prepared to discuss that yet. The solution will not be part of the visual update.




[ Follow-up ] Why not shift the camera angle by 45 degrees?


RiotForScienceButton Rioter RiotForScience: I think the 45 degree solution is a lot stronger than the 180 degree or 90 degree solution because it creates a more stable play environment and allows us to optimize the map in cleaner way. There is inherent asymmetry in the map (Dragon Baron, the locations of the buffs) but testing a camera shift would tell us if those things are really distorting balance or if they just provoke tactical adjustments. 

That being said I am not saying that we are doing the 45 degree option at any point. We could hit huge unforeseen obstacles. But, (in my opinion) it is a stronger option than the methods we have considered previously.



[ Question ] What kind of work besides optimization and Wraiths / Double Golems is left?


RiotForScienceButton Rioter RiotForScience: The “Wraiths” (Now Razorbeaks) and Double-Golems (Now Krugs) are just as far along as the other creatures in the map, we just didn’t show them in the video. We have a lot of refinement to do on textures. The map is still unlit (which is one of the things leading to the complaint about darkness) We are still in the process of populating flowers easter-eggs and player orienting props.We need to tighten the visuals around the nav-mesh. We need to do a lot of optimization work on our texture/mesh optimization… apparently we need to find a duck? I am not sure about that one.



[ Question ] Will we be able to turn off some of the more hardware-intensive animations?


RiotForScienceButton Rioter RiotForScience: We are working on tech to get things really clean for min-spec machines. that is one of the things being considered.





[ Question ] Does the map affect ping?


RiotForScienceButton Rioter RiotForScience: I don’t believe so. I don’t think a map could effect ping. Do you mean FPS? Could you go into more detail about the concern?





Single Posts banner



[ Bug-fix ] PBE: Ardent Censer not giving the AS buff after a direct heal


Xypherous Button Rioter Xypherous: Seems like I forgot to get the part where it actually works on heals onto the PBE. My bad.

Err.. I have no idea when the next PBE push is – but I’ll try to get it working as soon as it’s feasible – it’s weird because it’s the weekend.

Thanks for ze bug report!

 

 

[ Question ] Why haven’t we received any news regarding the NA East Coast Servers?


Cedriel Button Rioter Cedriel: We try to be transparent on what we do and why we do it: that’s why we’re doing things like patch previews, post content ahead of time for feedback on PBE, write dev blogs and interact directly with players in the forums, twitter, reddit and such. Unfortunately, there are things about which we can’t say much until we have something to deliver.

For instance, take a project that is still in an early stage and is undergoing a lot of testing and revision. Anything we show you is going to create excitement and set expectations, but what we actually launch might end up being very different, to the disappointment of a great many people who were anticipating something else. Sometimes, we find along the way that what seemed like a great idea turns out to just not to be fun in practice, and simply never release it because it would’ve been a pretty bad player experience. We messed up bad with Magma Chamber on this one, for instance.

Another example would be projects that are large in scope and technically complex. Sometimes these things change mid-development, or we find out that some problems were more complicated than we anticipated. Particularly when you’re doing new things, deadlines can slip. If we promise stuff and fail to deliver, you have a right to be pissed at us. We’d rather under-promise and over-deliver!

Finally, there are projects that we simply have to be vague about for security reasons. Security often plays out like a cat-and-mouse game in which hostile parties come up with creative new vectors for attack and we come up with counter-measures. Spelling out in detail what those counter-measures will be ahead of time amounts to giving these people advance notice, and making them less effective. For instance, we’re working on solutions to reduce or eliminate the pain that players feel from DDOS and drophack attacks, but we can’t really talk about what or how.

We recognize that East Coast players are not getting the same quality of service that West Coast players do—and we’re committed to doing something about that. Wiser heads than mine are working on this. Unfortunately, if their work hits any of those points—and almost any solution will—there’s just not much we can say until it’s ready or near-ready. It’s frustrating to you because it feels like we’re not listening, and it’s frustrating for us because there’s nothing that we want more than to show all the cool stuff we’re doing to make League of Legends better—but there are good reasons for it.

In the meantime, all we can do is apologize for not being good enough, thanking you for your patience, and telling you that we’re working on it.



[ Question ] Will Patch 4.10 include changes to Quinn and Urgot?


Wav3Break Button Rioter Wav3Break: Hey guys, I just want to clarify some of our views on sensitive/gray area champions like Quinn and Urgot since there is a lot of lively discussion. Currently, we don’t necessarily see these two champions fitting into the traditional marksman role and thus 4.10 will not have specific changes reflecting them. The scope of 4.10 has us incredibly focused on improving the health of traditional marksman role and we plan to deliver our best work regarding that focus. Discussion is always valuable to us though and we are grateful for all the feedback you guys provide us.



[ Follow-up ] Quinn is a lackluster bot-lane Marksman


Wav3Break Button Rioter Wav3Break: I agree that Quinn currently does not function at her best as a traditional marksman and that she feels like she is at an awkward spot regarding her champion identity. That being said I don’t think that she is a particularly weak champion. She is an incredibly interesting character and we want to observe how the overall game changes after we implement the changes we have planned in 4.10. The post 4.10 analysis will be real and we look forward to the feedback and discussion you guys will have for us :).

 


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


 

pbe skt t1 zed banner

 

PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL

 

 

PBE April 7

 

Previous PBE Changes from Patch 4.6 Cycle:

 

SKT T1 Zed Shadow Changes

 

 

 

 New Potrait Rengar 

 

Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)

 

 

Rumble New Portrait

 

 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)

 

Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)

 

Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)

 

 

 

Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)

 

 

Trinkets

 

Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1

 

 

Void Fizz in Store Banner

Link to official announcement.

 

A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.

 

 

Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).

 

Void Fizz Skin Preview

 

 

 

Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.

 

 

Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?

 

Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

 

 

Will you make Fiora’s passive more engaging?

 

GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.

 

 

Can we get a release schedule for this rework?

 

GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soonâ„¢” or “not soonâ„¢”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.

 

 

Is reworking older Champions harder than making new ones?

 

GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.

 

 

Is the new Blade Waltz meant to complement her other abilities?

 

GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

 

 

Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult

 

GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

 

 

 

 

Won’t making Fiora mobile during Riposte overload her new kit?

 

GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.

 

 

Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?

 

GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.

 

But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).

 

 

Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?

 

GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.

 

 

Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?

 

 

Can we get a time table on his release?

 

Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.

 

 

Will you guys do a Dev Journal on Ao Shin’s development?

 

Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?

 

 

 

Off-topic: Are you working on a new Champion?

 

Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.

 

 

Single Posts banner

 

 

A Look at Lissandra’s Passive

 

Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.

 

Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.

 

 

Can Miss Fortune get a W stack indicator?

 

ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.

 

 

If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

 

PBE SKT Banner

 

PBE 04/04

Red Post Collection

Single Posts

Bonus!

 

 

PBE 4 April

 

 

SKT T1 Jax Skin Preview

 

 

SKT T1 Vayne Skin Preview

 

 

SKT T1 Zyra Skin Preview

 

 

SKT T1 Lee Sin Skin Preview


 

SKT T1 Zed Skin Preview

 

 

Classic Twitch Visual Update + Voice-Over

 


Vandal Twitch Visual Update + Voice-Over

 


Gangster Twitch Visual Update + Voice-Over

 

 

 

Champions

 

 

 Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

  • Shield increased from 40/70/100/130/160 ( +0.6 AP ) to 40/80/120/160/200 ( +0.8 AP ) [ live value of AP ratio is 0.3 ]

 

 

 Rumble New Portrait 

 

FlamespitterFlamespitter [ Q ]

  • No longer deals half damage to neutral monsters (Rumble in the Jungle!)

 

 

Twitch New Portrait

  • Base armor reduced from 18 to 14 from 18 [ probably related to the VU release & will be fixed ]
  • HP regen removed [ live value is 1 but, as the above change, will probably be fixed ]
  • Expunge [ E ] renamed to “Contaminate”
  • Spray and Pray [ R ]  renamed to “Rat-Ta-Tat-Tat” (And Lux’s Final Spark is now “Pew Pew Laz0rs”)

 

 

Vayne New Portrait

 

 

Improvements to Gragas

With the recent rework of Gragas in Patch 4.5, what’s the community’s opinion of the booze-loving fatty?

 

 

SolcrushedButton Rioter Solcrushed: This is the thread I hope to consolidate the feedback on the new Gragas. While we won’t be making significant balance changes before we have some data, feel free to suggest improvements, builds and lanes!

Some changes I will be making for the next patch regardless of his balance.

  • Gragas will not auto acquire a target after E if he has W buff active.
  • Gragas E hitbox adjustments to make sure you hit the units you feel you should be hitting
  • Gragas W autoattack buff lasts 1 second longer

 

 

Suggestion: E applies the tick of W to whoever it hits.

 

SolcrushedButton Rioter Solcrushed: Can you tell me what you mean by this? Do you mean the W will proc on whoever he hits with E?

I would think once the issue with the Autoattack after E is fixed, E would more or less guarantee a W anyway.

 

 

What is the direction you are trying to take with Gragas?

 

SolcrushedButton Rioter Solcrushed: Lanes were less of an issue to us when we were doing the rework. We were more concerned about changing his core pattern than we were about lane assignments.

We would expect that his new strengths and weakness suit him better in non-mid lanes but if he is still proven to be a good mid we would be fine with it, provided that the pattern change holds.

 

 

Why was the mana-gain from W removed?

 

SolcrushedButton Rioter Solcrushed: We felt the mana restore was an unnecessary part of the kit that would be awkward to carry over with the new W cooldown.

Also His mana costs were reduced quite a bit to reflect that he no longer has W mana restore and he will be building less mana items. Maybe they are not enough, we will see.

 

 

Gragas Support

 

RiotScruffy Button Rioter RiotScruffy: Gragas support seems pretty legit. I expect to see a good deal of it in our future.

 

 

 

Rengar Feedback

Rengar is back from Patch 4.5 with a fully reworked kit! But is he still the fierce assassin he used to be?

 

 

RiotScruffyButton Rioter RiotScruffy: The Rengar update is live and we’re playing and monitoring his performance a ton on our end. Let’s use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

  • How are the changes playing for you?
  • What builds are you using?
  • What lanes are you playing him in?
  • Finding any bugs?

I’ve already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we’re already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.

 

Riot Jag
Button Rioter Riot Jag: I’m pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.

 

 

Feedback: His Q feels very clunky and slow to use

 

Riot JagButton Rioter Riot Jag: Since this version of Q doesn’t give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we’ll keep an eye on it.

 

 

 

Feedback: Rengar feels more like a fighter than an assassin now

 

Riot JagButton Rioter Riot Jag: We have definitely shifted the time-to-kill window for Rengar’s assassinations more into the fighter end of the spectrum (closer to Jax than Zed, for example). He’s not going to kill someone in 1-2 seconds, yes, but his damage over 4-5 seconds should be comparable to or better than the previous version while also having stronger tank stats and better stickiness.

 

 

Feedback: He’s weaker in lane

 

Riot JagButton Rioter Riot Jag: It’s true that his early lane has more weaknesses than his previous iteration. We shifted some of his power away from his Level 2 cheese and spammy E-harass, but added some back in sustained trades, healing when he’s behind in lane, and assistance for jungle ganks. One thing I’m curious on here is what is an assassin’s idea of winning lane, especially in the top lane. When we see assassin’s top lane they’re generally more than happy to be able to farm against bruisers.

 

 

Feedback: He’s a much slower split-pusher after the rework

 

Riot JagButton Rioter Riot Jag: If you feel like his pushing power is excessively weak I think that may be a fair criticism. We’d like to keep an eye on his overall power level since he has a lot of other really strong tools to aid in tower pushing (e.g. using an Empowered Q on a nearby minion for a strong AS bonus, the ult giving a good escape, etc.)

 

 

Feedback: Rengar is too weak to be either a tank or an assassin/fighter now

 

Riot JagButton Rioter Riot Jag: We want him to be in a state where he can still build to be a damage threat. If that’s not true, then it’s something we’ll address.

 

 

 

 

Why is the warning for when Rengar ults not global?

 

RiotScruffyButton Rioter RiotScruffy: There are a few people suggesting that the warning from his ult should be global. We thought about this idea actually but it was actually too punishing for Rengar because it gave his opponents too much time to react, and essentially removed all of his ganking power. Enemies would all just back up to their tower before he could engage, so we went with a much shorter warning time frame.

I’m much more keen on the idea that if he wouldn’t be visible, the warning will not appear. This rewards clever paths and approaches when ulting.

 

 

More from Ghostcrawler

After the brief info we got from Ghostcrawler yesterday, here’s more of his thoughts on Riot, game design and more!

 

 

 Why are some projects discussed with players and then scrapped?

 

ghostcrawler Button Rioter Ghostcrawler:  That’s a huge challenge of talking to players. If you want to be really honest, which we generally try to do, then that means talking about plans (even pretty solid plans) that have a chance of not working out. The alternative is not to talk about anything that isn’t 100% ready to ship. I prefer the former, but I understand it can be frustrating.

 

 

You’re like Morello! (in a good non-nerfing way)

 

ghostcrawler Button Rioter Ghostcrawler:  I love Morello too. We should hang out. The thing you have to remember as a developer when you’re talking to players is that some of them are going to be angry or even nasty, but you can’t let it get you down. At the end of the day, they are usually speaking out of passion just trying to improve a game they love (unless they are true trolls who just want to sow discord, but in my experience those dudes are pretty rare). Having passionate players is awesome. Every game developer very much wants passionate players!

 

 

With Riot being open with its community, you shouldn’t be taking so much flak

 

ghostcrawler Button Rioter Ghostcrawler: I love this about Riot, and I love that a bunch of the Rioters posting are from disciplines other than design. It helps reinforce that these are real people (who love their job!) and not just PR bots spouting some approved company line. I think it also helps reinforce that it takes so many people from different disciplines collaborating to create a game.

 

 

Did you play League at all prior to joining Riot?

 

ghostcrawler Button Rioter Ghostcrawler: I did. And then I played a lot while I was interviewing, but I had to do it in secret. BRO, WHY YOU PLAYING SO MUCH LEAGUE RIGHT NOW, BRO?

 

 

 

 

What do you think about the eSport side of League?

 

ghostcrawler Button Rioter Ghostcrawler: It’s infectious! I’m not on the esports team, but I started paying a lot of attention to LCS once I started seriously considering moving out here.

 

 

 

 

Do you think Rioters used to communicate design decisions better last Season compared to this one?

 

ghostcrawler Button Rioter Ghostcrawler: Okay, here is an example where I’m going to attempt to prove that I don’t mind leveling with you guys. But you have to not beat us up about it. We’ve talked about this a lot, and we agree that Riot used to do a better job of providing context, debating design changes, and following up on things we said we’d follow up on. When I was on the outside looking in, I was super impressed with how well Rioters communicated with you guys, and I think it’s fair that it has fallen off some this season or so.

It’s a priority to get back there. We probably burned a little bit of trust with you guys and it’s time to try to get it back. Please hold us to that, and let us know when we go astray.

 

 

Do you talk with Morello about WoW’s balance design in the office?

 

ghostcrawler Button Rioter Ghostcrawler: We do. He still plays. As you might imagine, designers love to sit around and dissect design decisions in other games. I think a bunch of the guys have enjoyed asking how I really felt about various aspects of WoW.

 

 

 

Is it true you used to work on Age of Empires?

 

ghostcrawler Button Rioter Ghostcrawler: That’s how I got my big break. Some players like the “That’s what happens when you let a marine biologist balance your game” narrative, but I worked on Age of Empires for 10 years before I ever went to Blizzard. I started on Rise of Rome and worked on every title up until Halo Wars, which is around when I left. Ensemble Studios (who made AoE) was a great place to work and I still keep in touch with a lot of friends-for-life that I made there. It’s interesting to me that RTS games have kind of died off lately, save for Starcraft.

 

 

Single Posts banner

 

 

Refunding Reworked Champions


 

Riot DryTheRiver Button Rioter Riot DryTheRiver: Hey everyone,

I’d like to shed some light and clarify the above statement as it is not entirely correct:

 

If a champion or skin had a graphical or kit (play style) rework after your purchase, you do indeed have the option to refund them without spending any refund tokens. However, this refund is for FULL reworks only. Buffed and nerfed champions do not count as full reworks and, as a result, are not eligible for a refund. Also, in order to be eligible for this refund, you must request a refund on a visual/design rework within 90 days after the rework. We will not be able to give you a refund beyond the initial 90 days.

For more info, you can check out our content refund guidelines are available on the player support website at the following location: https://support.leagueoflegends.com/…ent-Refund-FAQ

Hope this helps 

 

 

Hopes for Mage-Fortune


 

ricklessabandon Button Rioter ricklessabandon: Going to bring this thread back from the dead now that I’ve had some time to read everyone’s responses and think about them a bit. My plans for the immediate future are to: watch Miss Fortune on 4.5 and make balance changes as necessary, and then make adjustments for AP-scaling Miss Fortune. I should be able to get something in time for the 4.6 patch—we’ll see how things test over the next week.

Based on where she’s at now I don’t think it’ll take much, but wanted to give you all a heads up that i’m still working on her all the same.




Plans for Fiora


morellovatar Button Rioter Morello: So, at risk of building hype… ;p

GUINSOO is working on a Fiora overhaul as a “light fighter.” We’re still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy – a skilled, deft fencer.

I think much of her kit will change, but for the better.

 

 

Bonus: Void Fizz Comic


 

Artist: Holyelfgirl

Link to Comic

I thought that was awesomely adorable, enjoy reading! And don’t forget to check out the artist if you like her work!

 

void_fizz_comic__commission__by_holyelfgirl-d7c5d1u

The (best) story of Void Fizz

 

 

Snowdown Banner

 

PBE Update

Snowdown in League

OGN Icons in Store

Red Post Collection

Champion/Skin Sale – Expires December 23rd

 

 

PBE Update

 

 

Champions


 

AnnieSquare

    Annie

 

  PyromaniaPyromania ( Passive )

  • Stun duration decreased from 1.75 seconds to 1.25/1.5/1.75 (level 1, 6, 11)

 

SummonTibbersSummon Tibbers ( R )

  • Cooldown decreased from 120 seconds at all ranks to 120/100/80

 

 

EvelynnSquare
    Evelynn

 

RavageRavage ( E )

  • Damage increased from 50/95/140/185/230 to 70/110/150/190/230 (returned to live value)

 

 

KassadinSquare
  Kassadin


Null_Sphere

Null Sphere ( Q )

  • Damage decreased from 80/100/120/140/160 to 60/80/100/120/140 (from previous patch, live values still 80/115/150/185/220)

 

Nether_Blade

Nether Blade ( W )

  • Damage changed from 30/45/60/75/90 ( +0.4 AP ) to 20/35/50/65/80 ( +0.5 AP )
  • Respectively, double damage on activation is changed from 60/90/120/150/180 ( +0.8 AP ) 40/70/100/130/160 ( +1.0 AP )
  • Now passively returns 5% of maximum mana on-hit, changed from 20/25/30/35/40
  • Active returns 10% of maximum mana, changed from 60/75/90/105/120

 

 

NasusSquare

      Nasus

 

WitherWither ( W )

  • Range increased from 500 to 600, live value still 700 (buff from last PBE patch)

 

 

RengarSquare

      Rengar

 

Battle_RoarBattle Roar ( W )

  • Now heals Rengar for 20 + 10 per level, value increases up to 200% based on health missing.

 

 

updated riven icon

       Riven

  • Base damage decreased from 54 to 51
  • Damage-per-level increased from 2.75 to 3

 

 

 New Icons


 

2004_Mana_Potion

Mana Potion

2003_Health_Potion

Health Potion

TeleportHome

Recall

SummonerGarrison

Garrison

Summoner_Boost

Cleanse

 

 

Snowdown in League

 

Check out all the surprises Riot has in store for the holidays!

 

 

New Skins


 

Snow Day Singed – 975 RP

 

Snow Day Singed Splash

Snow Day Singed Splash

Singed_SnowDay_Comic

Snow Day Singed Comic

Model

In-game Model

Q

Poison Trail (Q)

W

Mega Adhesive

R

Insanity Potion

Recall

Recall Animation

 

 

 

Snowstorm Sivir – 975 RP

 

Snowstorm Sivir

Snowstorm Sivir Splash

Sivir_Snowstorm_Comic

Snowstorm Sivir Comic

Ingame Model

In-game Model

Dance Animation

Dance Animation

Boomerang Blade Q

Boomerang Blade (Q)

Ricochet and Spell Shield

Ricochet (W) and Spell Shield (E)

On the Hunt R

On the Hunt (R)

Snowstorm Sivir Recall

Recall Animation

 

 

 

Winter Wonder Lulu – 1350 RP

 

On Sale for 975 RP until December 23rd!

 

Winter Wonder Lulu

Winter Wonder Lulu Splash

Lulu_WinterWonder_Comic

Winter Wonder Lulu Comic

 

 

 

Returning Legacy Skins


 

Spotlights are courtesy of SkinSpotlights.

 

 

Bad Santa Veigar – 975 RP

 

Veigar_Splash_7

Bad Santa Veigar Splash

 

 

 

Dark Candy Fiddlesticks – 975 RP

 

Fiddlesticks_Splash_7

Dark Candy Fiddlesticks Splash

 

 

 

Festive Maokai – 975 RP

 

Festive Maokai

Festive Maokai Splash

 

 

 

Mistletoe LeBlanc – 975 RP

 

Mistletoe LeBlanc

Mistletoe LeBlanc Splash

 

 

 

Slay Belle Katarina – 975 RP

 

Katarina_Splash_7

Slay Belle Katarina Splash

 

 

 

Snowmerdinger - 975 RP

 

Heimerdinger_Splash_4

Snowmerdinger Splash

 

 

 

Snow Day Ziggs – 975 RP

 

Ziggs_Splash_4

Snow Day Ziggs Splash

 

 

 

Toy Soldier Gangplank - 975 RP

 

Gangplank_Splash_4

Toy Soldier Gangplank Splash

 

 

 

Limited Skins


 

 

Candy Cane Miss Fortune – 975 RP

 

MissFortune_Splash_4

Candy Cane Miss Fortune Splash

 

 

 

Earnest Elf Tristana - 520 RP

 

Tristana_Splash_2

Earnest Elf Tristana Splash

 

 

 

Happy Elf Teemo – 520 RP

 

Teemo_Splash_1

Happy Elf Teemo

 

 

 

Old Saint Zilean - 520 RP

 

Zilean_Splash_1

Old Saint Zilean Splash

 

 

 

Ragdoll Poppy – 975 RP

 

Poppy_Splash_4

Ragdoll Poppy

 

 

 

Regifted Amumu – 520 RP

 

Amumu_Splash_4

Regifted Amumu Splash

 

 

 

Santa Gragas – 975 RP

 

Gragas_Splash_3

Santa Gragas Splash

 

 

 

Reindeer Kog’Maw – 975 RP

 

KogMaw_Splash_4

Reindeer Kog’Maw Splash

 

 

 

Nutcracko – 975 RP

 

Shaco_Splash_3

Nutcracko Splash

 

 

 

Silent Night Sona – 520 RP

 

Sona_Splash_3

Silent Night Sona Splash

 

 

 

Snow Bunny Nidalee – 520 RP

 

Nidalee_Splash_1

Snow Bunny Nidalee Splash

 

 

 

Workshop Nunu – 520 RP

 

Nunu_Splash_2

Workshop Nunu

 

 

 

Mystery Gifting


 

Mystery Gifting

 

Mystery Gifting allows summoners to send their friends a surprise gift. There are two different kinds of Mystery Gifting during Snowdown this year. For 490 RP, you can send your friend a random Mystery Skin for one of the champions they own, OR you can send your friend a random Mystery Champion they don’t own. In either case, the gift will be worth at least 520 RP.

 

 

Which skins can be received from a Mystery Gift?

 

Any skin for any Champion that your friend owns is eligible as a Mystery Skin, as long as your friend doesn’t already own the skin and it’s currently worth 520 RP or higher and available in the store. This includes Legendary and even Ultimate skins! There are also some Legacy skins not for sale in the store that will be obtainable in the Snowdown Mystery Skin:

For a complete list of all the different skin types, check out our Guide to Champion Skin Types.

 

 

And Champions?

 

All champions that your friend doesn’t own valued at 520 RP or more are eligible.

 

 

What are the requirements for sending a gift to a friend?

 

  • The player receiving the gift needs to have been on your buddy list for at least two weeks.
  • If a player uses the /mute or /ignore chat command on someone, they will have to re-add the friend, and wait two weeks until a gift can be sent to that player.
  • The player receiving the gift needs to be at least level 10.
  • The player receiving the gift cannot be banned or suspended (this includes LeaverBuster, Tribunal, etc).
  • The player receiving the gift must have at least 10 unowned skins OR champions that they are eligible to receive, depending on which gift is being given.
  • The player sending the gift must be at least level 20.
  • You can only send up to three gifts every 24 hours*.
  • You can only receive up to three gifts every 24 hours*.

*After you reach your limit, you’re able to purchase a fourth mystery gift 24 hours after your first purchase, a fifth mystery gift 24 hours after your second purchase, and so on. The limit does not reset at midnight.

 

 

Can my friends receive a skin for a Champion they don’t own?

 

Nope, your friend can only receive skins for champions they already own. For example, your friend cannot receive Bad Santa Veigar if they don’t already own Veigar as a champion.

 

 

Can they receive a skin they already have?

 

Your friend can only receive a skin that they don’t already own. No duplicate skins will be added to their account.

 

 

Are gifted items refundable?

 

No, just like regular Gifting, anything received from the Mystery Gifting feature is non-reversible and non-refundable.

 

 

How long will Mystery Gifting be available?

 

Mystery Gifting will be available throughout the duration of the Snowdown event.

 

 

Can I give myself a gift?

 

Nope, Sorry 🙁

 

 

Any other gifting options aside from champions/skins?

 

Yes! Rune pages can now be selected as gifts in addition to skins, champions or Mystery Gifts.

 

 

New Summoner Icons


 

Giftwrapped Poro

Giftwrapped Poro

 

To earn the Giftwrapped Poro icon, you must win three matchmade games on Howling Abyss. Meaning, you must enter a queue (NOT a custom game), and win three games. For example, you can enter the Showdown queue or the ARAM queue, but you can’t create your own game on Howling Abyss and have it count towards your three wins.

 

 

Santa Gragas CookieSanta Gragas Cookie

 

You’ll earn this icon by sending any gift during Snowdown using the gifting (including Mystery Gifting) feature in the store.

 

 

Bad Gingerbread Veigar

Bad Gingerbread Veigar

 

To earn this icon, you must win a matchmade game as a premade team during the Snowdown event. For example, you’ll earn the icon if you and four friends queue up in Ranked 5s to do battle and emerge victorious, or if you queue up with a buddy and claim victory in a normal game. The key here is that the games must be matchmade against other players (so Co-op vs AI does not count).

 

 

Slay Belle Surprise

Slay Belle Surprise

 

Wear a Snowdown skin during the event. Any former skin or any of the three new skins will work. Skins from other holidays, like Kitty Kat Katarina, however, would not. Click Here is for the complete list of eligible skins

 


Snow TeemoSnow Teemo

 

When you unlock all four of the other icons, you’ll earn the Snow Teemo icon. Please be aware it may take up to three days after unlocking the fourth icon for Snow Teemo to show up.

 

 

Showdown Game Mode


 

 

 

What is Showdown?

 

Showdown is a Featured Game Mode where players battle in 1v1 and 2v2 fights on the Howling Abyss.

 

 

What are the rules?

 

Games will be played in the Blind Draft game type. Each team has the opportunity to ban out three champions, after which the game proceeds to a Blind Pick phase. After both teams have locked in their picks, there will be an additional period of time in which the enemy picks are revealed to each team – this gives players a chance to adjust runes, masteries and summoner spells accordingly before the match starts.

 

 

What are the rules?

 

Games will be played in the Blind Draft game type. Each team has the opportunity to ban out three champions, after which the game proceeds to a Blind Pick phase. After both teams have locked in their picks, there will be an additional period of time in which the enemy picks are revealed to each team – this gives players a chance to adjust runes, masteries and summoner spells accordingly before the match starts.

 

 

How do I win a game of Showdown?

 

  • First blood (or first 2 kills in a 2v2 game)
  • Enemy tower destroyed
  • 100 Creep Score achieved (in a 2v2 game the Creep Score of both players is added together)

 

 

What are the requirements to play Showdown?

 

You need to be Summoner level 10 or higher to participate in the Showdown.

 

 

Celebrate OGN and esports with summoner icons


 

OGN icons

 

Celebrate OGN Champions Winter with permanent summoner icons for teams and organizations, including the World Champion SK Telecom T1. Show your support as the top Korean players charge into the playoffs and stake their claim on the Winter title. When you purchase a team icon, 20% of the price goes directly to that team as a bonus and the other 80% goes to support esports (prizes, salaries, events, streaming).

Each summoner icon runs at 250 RP and is available from now until the end of OGN Champions Winter. Learn more about OGN Champions Winter at http://na.lolesports.com/news.

 

 

Ryze’s terrible Win Rate


 

Ryze decoration

Why is Ryze such a difficult champion to carry with?

 

 

PhreakButton Rioter Phreak: The interesting thing is, his win rate actually heavily changes based on the skill level of the player. You can check this yourself by clicking the “Bronze” or “Silver” graph, and then clicking the “Diamond” one in ranked solo queue.

The running theory is that his mechanical complexity is actually fairly high. Players have to be able to constantly find and cast on targets with little down time for optimal effectiveness. Tendency to have Smart Cast on is also a big potential reason here.

I think there’s also a big chance that as player skill increases, people tend to build him more optimally. While there are a bunch of good caster items out there, the players that know to go Frozen Heart, not Athene’s, and Tear/RoA, not Deathcap, are getting more mileage out of him.

So for what it’s worth, it seems like he works perfectly fine for players who know how to play him optimally. I think the gap between optimal and sub-optimal play/builds on Ryze is probably higher than most other champions.

 

 

Isn’t Ryze easy to play, mechanically?

 

PhreakButton Rioter Phreak: I was too, except that it’s an easily statistically-backed fact.

I know for all of us playing in diamond or whatever it’s hard to put ourselves back to when we were newer at the game, but it’s just true. I play with my Bronze II friend sometimes, and yeah he just has really awkward item builds. He doesn’t click very quickly. He would suffer on a champion like Ryze, compared to someone like Renekton where it’s okay if you wait an extra second to press R or E. You’re still getting most of the effect out of that ability. This is a significant drawback to Ryze, however.

Even something as simple as smart casting saves a decent chunk of time in the grand scheme of things. Depending on the player, we’re looking at literally 25% damage difference by not putting his abilities back on cooldown as quickly as possible.

 

 

So he’s not about mashing buttons?

 

PhreakButton Rioter Phreak: Mashing buttons is a significant DPS loss. Weaving Q between each ability and tracking all your cooldowns while also orb-walking to keep up with your target is extremely important.

Heck, even the Riven Champion Spotlight stresses auto-attacking between abilities. I sat next to a guy who would always just QQQ immediately every time. Dude mains Riven. Believe it or not, MOBAs aren’t actually that easy to play. If they were, we’d all be Doublelift.

Heck, you’re in Platinum. Clearly you play a lot. Why aren’t you in the LCS? Seems like you can describe how to play every champion perfectly in two sentences.

 

 

What’s your take on Ryze’s balance?

 

ricklessabandonButton Rioter ricklessabandon: Just some quick thoughts on this:

  • Ryze is one of the more difficult champions to learn in the game—his skill ceiling is pretty high compared to his skill floor, and it’s often not obvious what players need to do to get better with him.
  • Ryze’s strength ‘at his best’ seems to be in an okay spot, but it’s hard to talk much about it since his picks in competitive are infrequent (making the sample size small).

What those points lead me to believe is that Ryze needs changes that better support his different spell rotations, and make it clear when you would want to do things one way or another. To be more plain about it: we’ll probably do Ryze buffs that look like miniature ability reworks instead of just making specific numbers larger/smaller, and those buffs will likely help out novice and intermediate Ryze players more than expert Ryze players.

 

 

Preseason Changes to Runes


 

runes banner

When can we expect the announced changes to Runes for next Season?

 

 

Where are the changes to Runes announced for Preseason?

 

ricklessabandonButton Rioter ricklessabandon: Runes are the pretty much the last major thing to change for the new season, so things have been quiet on that front while we shore up the initial batch of changes already on live. Currently most of my time is dedicated to helping do just that (specifically doing item work right now) so runes haven’t hit PBE yet.

Once we’re ready to put runes out on the PBE, there will be plenty of time to talk. :3

 

 

Will these changes weaken existing rune pages or force players to buy new runes?

 

ricklessabandonButton Rioter ricklessabandon: That isn’t a goal at all (and i’m really sensitive to the that apprehension) but if we do end up doing something like delete/refund mana marks, and those are the only marks you have, then it’s going to ruin your rune pages and force you to either buy new marks or play without any. I’d really like to avoid as much disruption to players as possible though, so hopefully scenarios like that are rare (and made to be as comfortable as possible to transition out of when they do happen).

If you’re worried about a nerf to armor seals forcing you to buy new seals, then i think it’s safe to stay your apprehension. The changes are aimed at making it such that taking something other than armor seals doesn’t completely screw you and your teammates over, not to try to make people stop using armor seals. That said, I think it’s much better to talk about specifics after we’ve posted PBE patch notes.

 

 

 

Champion/Skin Sale – Expires December 23rd


 

Sale December 23

 

Champions:

 

  • Anivia – 395 RP
  • Lissandra – 487 RP
  • Trundle –  440 RP

 

Arctic Ops Kennen – 487 RP

 

Arctic Ops Kennen

 

Glacial Olaf – 260 RP

 

Glacial Olaf

 

Tundra Fizz –  375 RP

 

Tundra Fizz

 

 

Missed any recent articles? Check below!

 

 

 

twitter-icon-png-13 Follow me on Twitter!

 

 

PBE Preseason banner

 

PBE Update

  • Champions
  • Support Items
  • Jungle Items
  • Trinkets
  • Wards
  • Other Items
  • Jungle Changes
  • Summoner Spell Changes
  • Game Flow Changes

ricklessabandon: Runes and Masteries in Season 4

Champion/Skin Sale – Expires November 4th

 

 

Champions

 

 

    JannaSquare

          Janna

 

TailwindTailwind ( Passive )

  • Range reduced from global to 1300
  • Movement speed bonus increased from 3% to 5%

 

Howling_GaleHowling Gale ( Q )

  • AP ratio reduced from 0.75 to 0.35
  • Now has a 0.1 AP per second ratio on the charge duration
  • Bonus damage for charging decreased from 20/30/40/50/60 to 14/20/25/30/35

 

ZephyrZephyr (W)

  • Movement speed % passive now has a 0.04 AP Ratio
  • AP ratio reduced from 0.6 to 0.5
  • Movement speed % slow now has a 0.12 AP ratio

 

Eye_Of_The_StormEye of the Storm (E)

  • Now grants additional AD to allies its cast on (0.33 AP)

 

Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.

Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.

 

 

 LeonaSquare

       Leona

 

EclipseEclipse ( W )

  • Armor and magic resist bonus reduced from 30/40/50/60/70 to 25/35/45/55/65
  • Grants additional Armor and Magic Resist, equal to 0.2 of Leona’s bonus resists, respectively

 

 

LucianSquare
     Lucian

 

TheCullingThe Culling ( R )

  • Damage increased from 40/50/60 per shot to 50/55/60
  • Cooldown increased from 100/75/50 seconds to 110/85/60

 

 

LuluSquare
       Lulu

 

Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

  • Now has a 0.15 AP ratio
  • Base damage reduced from 9/21/33/45/57/69/81/93/105 to 9/18/27/36/45/54/63/72/81

 

GlitterlanceGlitterlance ( Q )

  • Slow % towards the end of the duration now has a 0.075 AP ratio

 

WhimsyWhimsy ( W )

  • Movement speed boost on allies decreased from 35 to 30
  • No longer grants AP boost
  • Added a 0.1 AP ratio to the % MS increase

 

Help,_Pix!Help, Pix! ( E )

  • Shield AP ratio increased from 0.6 to 0.7
  • AP Ratio on damage reduced from 0.6 to 0.5

 

Wild_GrowthWild Growth ( R )

  • Health bonus lowered from 300/450/600 to 250/375/500

 

 

NamiSquare

       Nami

 

Surging_TidesSurging Tides ( Passive )

  • Now grants an additional % MS increase, equal to 0.01 of Nami’s AP

 

Aqua_PrisonAqua Prison (Q)

  • AP ratio reduced from 0.65 to 0.5

 

Ebb_and_FlowEbb and Flow (W)

  • Diminishing effect % on bounces can now be decreased with AP (from 15% to 0% at 200 AP). More than 200 AP makes bounces have a greater effect

 

Tidecaller's_BlessingTidecaller’s Blessing ( E )

  • Slow % now has a 0.05 AP ratio

 

Tidal_WaveTidal Wave ( R )

  • AP ratio reduced  from 0.7 to 0.6

 

Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.

 

 

SonaSquare

       Sona

 

Power_ChordPower Chord ( Passive )

  • Now has a 0.2 AP Scaling
  • Damage reduced from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)
  • to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190

 

Hymn_of_ValorHymn of Valor ( Q )

  • AP ratio reduced from 0.7 to 0.5

 

Aria_of_PerseveranceAria of Perseverence ( W )

  • Base heal reduced from 40/60/80/100/120 to 40/55/70/85/100

 

Song_of_CeleritySong of Celerity ( E )

  • Base movespeed increase lowered from 6/8/10/12/14 to 4/6/8/10/12
  • Now grants additional % MS equal to 0.02 of Sona’s AP. This percentage applies to the slow from Power Chord

 

CrescendoCrescendo ( R )

  • AP ratio reduced from 0.8 to 0.4

 

 

SorakaSquare

     Soraka

  • Base health increased from 375 to 405
  • Health Per Level increased from 71 to 76
  • Base Armor increased from 7.4 to 9.4

 

ConsecrationSalvation ( Passive ) 

  • Reworked: Soraka’s health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing.

 

StarcallStarcall ( Q )

  • Damage increased from 65/85/110/135/160 to 60/95/130/165/200 .
  • Magic reduction changed from 8/9/10/11/12 to 6 (+ 0.15 AP)
  • If Starcall hits at least one enemy champion, Astral Blessing’s cooldown is reduced by 5/6.25/7.5/8.75/10%
  • Mana cost changed from 20/35/50/65/80 to 30/40/50/60/70

 

Astral_BlessingAstral Blessing ( W )

  • Heal reduced from 70/140/210/280/350 (+0.45 AP) to 70/120/170/220/270 (+0.35 AP)
  • Base armor bonus changed from 25/45/65/85/105 to 50/65/80/95/100  (+0.15 AP)
  • Armor buff duration reduced from 3 seconds to 2
  • Mana cost decreased from 80/110/140/170/200 to 80/100/120/140/160

 

InfuseInfuse ( E )

  • Mana restore changed from 40/80/120/160/200 to 20/40/60/80/100 plus 5% of Soraka’s maximum mana
  • Mana cost when cast on ally changed to 5% of Soraka’s maximum mana
  • Damage on enemies changed from 50/100/150/200/250 ( + 0.6 AP ) to 40/70/100/130/160 ( +0.4 AP ) plus 5% of Soraka’s maximum mana

 

WishWish ( R )

  • Heal reduced from 200/320/440 ( 0.7 AP ) to 150/250/350 ( 0.55 AP )

 

Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.

Context: We wanted to provide a link between Soraka’s primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.

 

 

TaricSquare

      Taric

 

GemcraftGemcraft ( Passive )

  • Reworked: After casting a spell, Taric’s next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns.

 

ImbueImbue ( Q )

  • Cooldown lowered from 20/19/18/17/16 to 18/17/16/15/14
  • Heal AP ratio reduced from 0.6 to 0.3
  • Now additionally heals for 5% of Taric’s bonus health
  • Mana cost reduced from 80/95/110/125/140 to 60/80/100/120/140
  • Basic attacks no longer reduce the cooldown of the ability

 

ShatterShatter ( W )

  • Damage lowered from 50/90/130/170/210 to 40/80/120/160/200
  • AP Ratio removed
  • Armor Ratio increased from 0.2 to 0.5

 

DazzleDazzle ( E )

  • AP ratio reduced from 0.4. – 0.8 to 0.2 – 0.4
  • Cooldown increased from 14/13/12/11/10 to 18/17/16/15/14

 

RadianceRadiance ( R )

  • Cooldown increased from 60 at all ranks to 75
  • Damage AP ratio lowered from 0.7 to 0.5

 

Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.

Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*


 


Nasus VU – Preview of All Skins




Infernal Nasus – Legendary Skin



Posted by LoLLeaks.



Support Items

 

Emblem_of_Valor_itemExecutioner’s Emblem (Reworked Emblem of Valor)

  • Grants 50 Health and 6 HP/5
  • Unique Passive – Execute: Basic attacks execute minions below 200 Health if an allied champion is nearby. This effect can occur up to twice per minute
  • Unique Passive – Soul Tithe: Minions killed by Execute restore 2% of your maximum HP to the nearest allied champion and grant them gold equal to the kill plus 5.

 

Reaper’s Emblem (New Item)

  • Grants 175 Health and 12 HP/5
  • Retains the Execute and Soul Tithe Passives, although executing minions now grants 10 gold, up from 5
  • Builds out of Executioner’s Emblem

 

Martyr’s Call

  • Builds out of Executioner’s Emblem and Ruby Crystal
  • Grants 400 Health and 25 HP/5
  • Retains the Soul Tithe Passive from Reaper’s Emblem
  • Unique Active – Healthbomb: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes, dealing 10% of your maximum Health as magic damage in an area.

 

Kage's_Lucky_Pick_itemKage’s Pick ( New Item )

  • Cost: 365 Gold
  • + 3 Mana Regen per 10
  • + 2 Gold per 10
  • Unique Passive – Pickpocket: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Kage’s Lucky Pick ( Reworked )

  • Now builds out of Kage’s Pick
  • Grants 20 Ability Power
  • + 7 MP/10
  • + 4 GP/10
  • Unique Passive – Spellthief: Spells and basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.

 

Philospher’s Pebble ( New Item )

  • Cost: 365 gold
  • + 5 Health Regen per 5 seconds
  • + 3 Mana Regen per 5 seconds
  • Unique Passive – Harvest: Grants 2 Gold each time a nearby minion dies that you didn’t kill.

 

Philosopher's_Stone_itemPhilosher’s Stone

  • Now builds out of Philosopher’s Pebble
  • HP/5 increased from 7 to 8
  • GP/10 reduced from 5 to 2
  • New Unique Passive – Harvest: Grants 4 Gold each tiem a nearby minions dies that you didn’t kill.
  • Cost increased from 700 to 850

 

Shard_of_True_Ice_itemShard of True Ice

  • Builds from Kage’s Lucky Pick + Amplifying Tome
  • Added the Spellthief Passive from Kage’s Lucky Pick
  • Unique Active Reworked – Frost Nova: Slows target enemy and all nearby enemies’ Movement Speed by 50% for 2 seconds (60 sec CD)
  • Ability Power reduced from 50 to 45
  • Mana Warp passive removed
  • Now grants 10 MP/5 and 4 GP/10

 

Shurelya's_Reverie_itemShurelya’s Reverie

  • Now builds out of Philosopher’s Stone and a Faerie Charm
  • Cost decreased from 2200 to 2000
  • Added the Unique passive of Philosopher’s Stone
  • Cooldown reduction increased from 10% to 20%
  • MP/5 increased from 10 to 15
  • Now additionally grants 2 GP/10

 

 

Jungle Items

 

 Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced from 500 to 350
  • New Unique Passive – Conservation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation was triggered (works similarly to Thresh’s auto-attack

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Attack damage lowered from 30 to 25
  • Passive true damage increased from 7-40 to 16-50
  • Passive now procs on physical damage
  • New Passive – Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold.

 

Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

  • Now Builds from Spirit Stone + Fiendish Codex
  • Ability power increased from 40 to 50
  • Now grants 14 HP/5
  • MP/5 lowered from 10 to 7
  • No longer reduces the cooldown of Smite
  • Added the Bounty Hunter Passive from Elder Lizard
  • 5% of Spell damage dealt to monsters is restored as health and mana

 

Wriggle's_Lantern_itemWriggle’s Lantern

  • Now builds out of Madred’s Razer + Dagger + Dagger
  • Total cost reduced from 2000 gold to 1800
  • No longer grants Life steal and Attack Damage
  • Armor reduced from 25 to 20
  • Now grants 25% Attack speed
  • Basic attacks against monsters heal for 10
  • New Passive: Gain 40% increased gold from Monsters

 

 

Trinkets

 

Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.

  • Added a 7th Item slot, which can only contain a vision trinket
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
  • Warding Totem – places an stealth ward for 60 sec. (120 sec cooldown)
  • Scrying Orb – reveals a location within 1100 range for 1 sec. (150 sec cd)
  • Sweeping Lens – disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd)

 

Scrying Orb

  • Free but limited to 1 trinket
  • Reveals a location within 1100 range for 1 sec (150 sec CD)

 

Greater Orb

  • Free upgrade of Scrying Orb at level 9
  • Cast range increased from 1100 to 2000

 

Farsight Orb

  • 475 gold + Greater Orb
  • Cast Range increased from 2000 to 2500 (120 second CD)

 

Sweeping Lens

  • Free but limited to 1 trinket
  • Disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec CD)

 

Greater Lens

  • Free upgrade of Sweeping Lens at level 9
  • AoE increased by 100% (150 sec CD)

 

Oracle’s Lens

  • 475 Gold + Greater Lens
  • Grants the user True Sight for 10 seconds after activation (90 sec CD)

 

Warding Totem

  • Free but limited to 1 trinket
  • Places an stealth ward for 60 seconds (120 sec CD)

 

Greater Totem

  • Free upgrade of Warding Totem at level 9
  • Stealth ward duration increased to 120 seconds

 

Greater Vision Totem

  • 475 Gold + Greater Totem
  • Places a vision ward (180 second  CD)

 

Greater Stealth Totem

  • 475 Gold + Greater Totem
  • Places a stealth ward for 180 sec (180 second CD)

 

 

Wards

 

Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.

 

Oracle ElixirOracle’s Elixir

  • Removed

 

We’re removing Oracle’s Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.

 

 

 Sight_Ward_itemSight Wards

  • Renamed to Stealth Wards
  • Limited to 3 per player

 

Vision_Ward_itemVision Wards

  • Cost reduced from 100 to 75
  • Limited to 1 on map
  • Now have 5 health up from 3
  • No longer have a duration
  • No longer invisible

 

Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of ‘Pink’ Ward destruction. By positioning Vision Wards as having different strengths and trade-offs – we hope to create a better defined role for both Sight and Vision Wards.

 

 

Other items

 

Aegis of the Legion

  • Cost increased from 1900 to 1950 gold

 

 

Avarice_Blade_itemAvarice Blade

  • Now reads “Limited to 1 Gold Income Item”

 

 

Banner_of_Command_item Banner of Command

  • Cost increased from 2340 to 2400
  • Cooldown reduction increased from 10% to 20%
  • AP increased from 40 to 80
  • No longer grants HP/5 or Armor

 

 

Doran's_Blade_itemDoran’s Blade

  • Cost reduced from 475 to 440
  • Attack damage lowered from 10 to 8
  • Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone.

 

 

Eleisa's_Miracle_itemEleisa’s Miracle

  • No longer reduces the cooldowns of Summoner Spells

 

 

Entropy_itemEnthropy

  • Cost decreased to 3475 from 3500

 

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Cost increased to 2550 from 2500

 

 

Long_Sword_itemLong Sword

  • Cost decreased to 360 from 400

 

 

Madred's_Razors_itemMadred’s Razors

  • Armor reduced from 25 to 20

 

 

Mikael's_Crucible_itemMikael’s Crucible

  • Cost lowered from 2500 to 1600
  • No longer grants HP/5
  • MP/5 reduced from 18 to 12

 

 

  Ohmwrecker_item Ohmwrecker

  • Cost decreased from 2835 to 2000
  • No longer grants 15 HP/5 and 15 MP/5

 

 

Phage_itemPhage

  • Cost decreased from 1350 to 1325

 

 

  The_Black_Cleaver_itemThe Black Cleaver

  • Cost decreased from 3000 to 2920

 

 

The_Bloodthirster_itemThe Bloodthrister

  • Cost decreased from 3200 to 3000

 

 

Trinity_Force_itemTrinity Force

  • Cost decreased from 3728 to 3703

 

 

Twin_Shadows_item Twin Shadows

  • Price increased from 1900 to 2000
  • AP increased from 40 to 50

 

 

Will_of_the_Ancients_itemWill of the Ancients

  • Cost reduced from 2550 to 2000
  • Now grants 10% CD
  • Now grants 10 MP/5

 

 

Zeke's_Herald_itemZeke’s Herald

  • Cost decreased from 2650 to 2450

 

 

 

Jungle Changes

 


The gold income for a primary jungler wasn’t scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.

  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)
  • Jungle monster level determines their HP/Damage and XP/Gold value
  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
  • Added an extra camp (the Wight) near the Blue Golem and Wolves

Crest of the Ancient Golem (“Blue Buff”)

Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.

  • Cooldown Reduction reduced to 10% from 20%


Jungle Monster Statistics

All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game

Ancient Golem

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Elder Lizard

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Lizard

  • Attack Damage reduced to 10 from 11
  • Experience reduced to 20 from 50
  • Gold increased to 7 from 5

Giant Wolf

  • Attack Damage increased to 40 from 35
  • Experience reduced to 110 from 170
  • Gold reduced to 40 from 55

Wolf

  • Attack Damage increased to 14 from 8
  • Experience increased to 25 from 10
  • Gold increased to 8 from 4

Golem

  • Attack Damage increased to 55 from 54
  • Experience reduced to 140 from 160

Small Golem

  • Health increased to 450 from 300
  • Attack Damage reduced to 25 from 30
  • Experience increased to 40 from 38

Wraith

  • Experience reduced to 90 from 103
  • Gold increased to 35 from 30

Lesser Wraith

  • Health increased to 250 from 150
  • Attack Damage increased to 12 from 10
  • Experience increased to 20 from 4
  • Gold increased to 4 from 3

Wight (New Camp)

  • 1400 Health
  • 75 Attack Damage
  • 15 Armor
  • 55 Gold
  • 150 Experience

 

 

Summoner Spell Changes

 

Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.
Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.

Ghost

  • Cooldown rescaled to 180/160/140/120 from 180
  • Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed
  • Grants 75% Multiplicative Movement Speed in the first second
  • Now immediately updates your pathing on cast
  • Ghost cannot be cast if you are immobilized

Ignite

  • Damage rescaled based on game time
  • Now also reveals the target for the duration.

Exhaust

  • Attack Speed reduction reduced to 30% from 50%
  • Movement Speed reduction rescaled to 30/35/40/45% from 30%.

Heal

  • Now a targeted spell, casting this on yourself will target you and the closest nearby ally
  • Cast Range increased to 900 from 600
  • Cooldown reduced to 180 seconds from 300 seconds
  • Grants 30% movespeed to both targets for 1 second

Teleport

  • Cooldown reduced to 180 seconds when targetting an allied building
  • Cooldown increased to 300 seconds when cancelled or interrupted

Cleanse

  • Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy’s back slightly.

Smite

  • Cooldown lowered to 40 sec.
  • Damage reduced at early character levels, same damage at level 18.

Clarity

  • Now only available on Howling Abyss

Revive

  • Now only available on Dominion

Masteries

Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

  • Masteries have been updated.”

 

 

Game Flow Changes

 

Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.Turrets

The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We’ve adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles

  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent

Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.

  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret
  • Inhibitor turrets now grant 175 global gold per player

Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We’re shifting this global experience to a phase of the game in which it’ll be more appreciated and less likely to cause odd level ups and snowball advantages.

  • Outer towers no longer give 30 global experience when destroyed
  • Inhibitor towers now give 100 global experience when destroyed from 70

Defending against a split pusher is extremely taxing, but ultimately unrewarding. We’ve added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.

  • Inhibitor Turrets gained 15 hp / 5 seconds

Dragon

To reduce the early snowball effect of Dragon and to give it a ‘mid-game comeback’ value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.

  • Dragon level minimum 6, maximum 15
  • Dragon local experience: 150 to 510 based on Dragon’s level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon’s level given to all allied Champions
  • If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference
  • Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)

Inhibitors

  • Inhibitor death timers reduced to 4 minutes from 5 minutes
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

Minion Experience

The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We’re removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we’ll address that with future tuning over other systems

  • Lane Minions now have a level, which is equal to the average level of champions in the game.
  • Currently this has no effect on the game but will be expanded upon in the future.
  • Lane Minions are no longer worth more experience based on game time.
  • Minions will still become worth more gold and gain more statistics over time.

Bounty Changes

Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.
Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.

  • Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins

Players who are present for a large number of assists aren’t rewarded appropriately for their contribution to team fights

  • Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins

Assist Bonuses

  • If players have 2 more assists than kills they get 30g additional gold per assist
  • Additional assists increase this bonus by 15 gold, capping at 60 gold

Creep Score Reducing Death Sprees

Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn’t being accurately updated to account for your actual value (due to farming minions).

  • Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1

Death Timers

Early death timers were a little too punishing, given the importance of the early game. We’ve shaved a few seconds from this to help reduce early lane snowballing.

  • Early Game death timers have been reduced
  • Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game”

 

 

Runes and Masteries in Season 4

 

runes banner

 

 

ricklessabandon Button Rioter ricklessabandon: Hey all,

As each season comes to an end, we like to look through our out-of-game strategy systems – runes and masteries – to prepare for the new season. While we’re making some updates to masteries, we’re taking an especially thorough pass at runes as we feel they need more polish to better reflect their intended use. We’ll start with ricklessabandon and runes:


Runes

What are you actually doing for the preseason?

For now, we’re not actually going to be rolling out rune changes with the first preseason patch. Our current plan is to leave rune changes on PBE for an extended stay while we do additional focus testing.

That said, we did want to set certain expectations when it comes to our overarching philosophies and where runes will be in the new season.


What is the goal for runes?

The primary goal for runes is to tie marks, seals and glyphs to the specific wants and needs of various champion roles in League – similar to how masteries are used. Going forward, this creates a stronger association between marks and offense, seals and defense, and glyphs and utility. Fully supporting these divisions allows for stronger individual identities among different rune types – with more utility-focused glyphs (like movement speed or gold generation) or more defensively focused seals like hybrid mitigation (armor and magic resistance). This makes it easier to both balance current runes and create new runes in their specific roles.


How are runes today?

The first thing that stands out with live rune balance is that runes with the clearest power also happen to be among the strongest (flat AD, flat MR, flat armor, etc). Because of how infrequently runes are tuned, players tend to accept that certain runes provide a core set of base stats that are ‘best in slot’ and shy away from customization.


What should runes be like?

Ideally, runes should be used as tools to supplement your play style for a given champion. Whether it’s boosting your dueling power in the laning phase or setting up for an epic late-game build, runes should help define the framework of your unique play style. We’re giving runes clear strategic value and purpose in the new season to reinforce this point while making it easier for you to understand what to expect from your rune selection.

So the first thing we want to do is tone down the oppressively strong runes. There are currently a small handful of runes that provide more than their fair share of base stats while crowding out most other options. We might snipe off a few of the larger suspects before more comprehensive changes go out, but we’re definitely keeping an eye on the strongest outliers.

Another item on our to-do list for the new season is to establish a more consistent point where flat runes get beaten by runes that scale per level. Some of the existing crossover points don’t make sense in the framework of a typical game, so we want to clean these numbers up to clarify their strengths and weaknesses. Currently we’re looking at something like level 6 as the sweet spot where flat runes and scaling per level runes meet up. Up to level 6, flat runes will be better, while at level 6 and beyond, scaling runes become more and more powerful.

Ultimately, there are a lot of changes we’ve got planned for runes in the new season, but we’ll be taking a little more time to test them on the PBE (and to see how they fit into the regular flow of a game) before getting them out. Properly dividing runes into their three major categories (offense, defense, and utility) is something we have as a long-term vision for this new season, so keep that in mind as more changes come down the line. We’ll keep you updated as we go!

Now on to masteries with FeralPony:


Masteries

As for masteries, we aren’t making too many significant changes this season. Instead we’re targeting smaller goals and focusing on a few core philosophies with our annual mastery overhaul.


No more improved summoner spells

While specialized summoner spell masteries offer an impactful single-point option to enhance and improve playstyles, we think you’ll have even more mastery freedom if we remove these options entirely. This way, you aren’t obliged to invest mastery points specific to the summoner spells you take, summoner spells are the same regardless of your spec and you’ll have more opportunities to refine your masteries to match your playstyle.


9 mastery points define your early game. 21 points define your role.

We’re changing the function of the mastery trees in the preseason so that players who invest in the lower ranks of a tree gain specific early-game advantages, while those who commit to the more advanced masteries devote themselves to that role for the entire game. We really want you to feel like you’re committing to a playstyle when you invest heavily in a specific tree, so we’re adding advanced masteries that scale as the game goes on.


New shiny masteries

A few existing masteries have been reworked or replaced. For example, instead of granting one large attack speed boost after landing a critical strike, Frenzy now grants a slightly smaller but stackable attack speed buff. We’re also changing the Biscuiteer mastery so instead of granting a single-use biscuit, it now upgrades health potions into Rejuvenation Biscuits that also grant a little mana regen. I won’t dwell too much on the revamped masteries we have planned, as this is something you’ll discover when we roll them out (you’ve already heard of some of the support masteries!), but I just wanted to give you a sneak peek at what’s coming.


We’ll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!

Thanks for reading!

-ricklessabandon and FeralPony

 

 

 Champion/Skin Sale – Expires November 4th

 

 

Champions:

 

  • Darius – 487 RP
  • Gangplank – 395 RP
  • Skarner – 440 RP

 

Skins:

 

  • Dragon Slayer Vayne =487 RP
  • Ironscale Shyvana – 375 RP
  • Sakura Karma – 260 RP

 

 

Missed any recent articles? Check below!

 

 

twitter-icon-png-13 Follow me on Twitter!
Skype: chefoslr
IGN: NoL Chefo, EUW

 

Evelynn banner

 

PBE Update

Red Post Collection:

Champion Rotation – Week 38

Champion/Skin Sale – Expires October 25th

 

 

PBE Update


 

 

KassadinSquare

   Kassadin

RiftwalkRiftwalk ( R )

  • AP Ratio on first cast increased from 0.6 to 0.8

 

 

MorganaSquare
   Morgana

Tormented_SoilTormented Soil ( W )

  • Damage increased from 23/36/49/62/75 to 25/40/55/70/85
  • Bonus damage (3% of missing HP) removed 
  • Now deals 10% – 60% more damage depending on the enemy’s missing HP

 

 

SkarnerSquare

   Skarner

 

Crystal_SlashCrystal Slash ( Q )

  • Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
  • Upon hitting a target with Crystal Slash, Skarner gains 4/5/6/7/8% attack speed bonus for 5 seconds. Stacks 3 times
  • No longer slows

 

Crystalline_ExoskeletonExoskeleton ( W ) 

  • Attack speed bonus removed
  • Movement speed bonus increased from 15/17/19/21/23% to 24/28/32/36/40%, but now takes 3 seconds to ramp up
  • Shield value increased from 70/115/160/205/250 to 75/125/175/225/280
  • 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
  • Targets hit are slowed by 30/35/40/45/50 for 2.5s
  • Missile range increased from 800 to 1000
  • Missile width reduced from 120 to 90

 

ImpaleImpale ( R )

  • Impale now roots targeted champion during the windup animation
  • Skarner now says “feel my sting” when the grab occurs, not when initially cast

 

 

Evelynn’s Visual Update


 

evelynn decoration

IronStylus shares some ideas about the coming rework of Evelynn, this time only in appearance.

 

 

Any new Evelynn skins we can look forward to?

 

IronStylusButton Rioter IronStylus: Eve unfortunately, most likely, will not get more skins until we do a VU on her. Her rig is mighty busted and not really fit for a lot of technical work. Same issue with Twitch honestly. Most champions that need VU’s need them for the purpose of skins because there’s so little to work with currently.

 

If we make a legendary skin we can sometimes go from there due to a rig being updated, but sometimes doing that amount or work might as well be making another champion. A lot of champions that are in dire need of VU’s are sort of off limits to skins depending on how outdated their assets are. As soon as that VU is done however, concepting on new skins can begin immediately.

Sorry, it’s piling more into that promise of a VU, but it’s what has to happen before we can technically do anything with her. It’s a logistical and quality matter. Fear not though, I think her VU, when it does happen, will be really satisfying.

 

 

Follow-up: Will Evelynn retain her dance animation in her VU??

 

IronStylusButton Rioter IronStylus: What’s her dance again? Can’t remember off hand. Depends. Again, we only have so many art points in our mastery tree. They have to be allocated to where they will make the most impact with the time and resources we have.

 

 

 

You need to play with her shadow aspect when reworking her visuals

 

IronStylusButton Rioter IronStylus: Agreed! She could be so much more impactful in the sadistical-kill-you-dead-from-the-shadows feel. Something we’d definitely like to leverage in a VU.

 

 

 

Shouldn’t Evelynn look more the part of a dominatrix than an assassin?

 

IronStylusButton Rioter IronStylus: *Wild speculation time*

This is just my hunch, due to the current iterations in concept that we’re doing, but my guess, as it stands now, is that we’d do a traditional skin for Eve. Her current outfit is just.. nothing. It’s pink bondage gear. What does it even mean? Sure, maybe it says sadistic, but it sure doesn’t scream to a deeper thematic. She needs a jump-start in my opinion.

I would want to see her occupying a thematic space like Lust from Full Metal Alchemist. A real sadist, possibly touched by something supernatural or corrupted. We could still go that sadistic bondage route, but it would actually mean something if we gave her.. let’s say.. a non-grotesque Hellraiser type vibe.

 

 

  Addressing concerns: Ahri’s rework


 

Ahri banner

A huge post from rickless… great…

 

 

ricklessabandonButton Rioter ricklessabandon: So, relatively big post incoming. Given how far behind I’ve gotten on the thread, it’s probably faster to pull posts that seem representative of sentiments I haven’t addressed…but this method may read much less coherently since the quotes/replies aren’t arranged in any meaningful order. So, apologies for that.

Speaking of apologies, sorry about the fairly long delay between me trying to catch up and me finally posting some responses. To keep the excuses to a minimum, “life got in the way” and I’ll leave it at that. Thanks to those that posted messages via Twitter and relayed what little information I gave at the time back here—that was very cool of you.

Anyway, on with the meat of it. I’ll consider myself ‘caught up’ with anything before this post, so if I missed something (which i’m sure I have) then please feel free to bring it up.

 

Originally Posted by foxxiest ahri na View Post
Make it to where a target may only be hit by multiple fox-fire bolts if they are charmed!

 

This was actually one of several possible directions back when I first started ‘whiteboarding’ different ways to go about these changes. I initially liked this idea very much back before anything was implemented, but eventually talked myself out of it. one of the reasons i didn’t opt for that direction was that it changes some of the feel/flow from ahri without direct gain. essentially, the new targeting paradigm of that fox-fire wasn’t inherently attractive—it was more of a solution than a mechanic that stands on its own. adding doom to charm accomplishes many of the same things, but also retains the same control of fox-fire (needing to be close for guaranteed multi-hit). it also makes charm more integrated with all of ahri’s abilities instead of having a special relationship with just one ability, which makes the kit cleaner overall.

 

Originally Posted by xenefenex View Post
I’m an Ahri main and i want to know why you think spirit rush’s multi-target damage dealing is a problem. It’s the only change that’s unjustified and i think that at the very least, you can at least communicate why this is happening. I just want to hear a legitimate response so i can rest my heart and believe that ahri will be in a good place after the changes.

 

to be honest, this mostly came down to the numbers being a a little bit too high given everything else the ability does. early on, there were suggestions to hit the missile range or the spell cooldown, but I felt that it was the least disruptive to adjust the damage values. The downside to this is that given the current mechanics of the ability, the fact that Ahri can reliably hit a target three times with this ability means that it needs to be balanced as if no dashes are ever wasted (i.e., if Ahri chooses to not damage an enemy with a dash, that option would be as/more valuable). The long and short of it is that having a reliable 255 (+105% ap) AoE ultimate would be considered strong if it only did damage—given how flexible the ability is outside of its damage potential, and how cool that flexibility is, it follows that if something were to give here it would be the damage. Now, it could be that my exact numbers are off (and I’ll adjust accordingly if so), but given the most recent update I’m fairly confident that these numbers are close given the current mechanics.

 

Originally Posted by neo cyrus View Post
One major concern that has been repeated 9001 times is that making Ahri completely dependent on charm doesn’t get rid of her assassination potential people cry about and ends up making her 1 dimensional… Far too predictable.

 

I’m of the opinion that having ‘predictable’ patterns is actually very healthy for assassins as that becomes one way for them to outplay their opponents—prey that assumes you follow a set pattern can become vulnerable to variations within that pattern (assuming meaningful variations can be made)—giving assassin patterns ways to create emergent opportunities tends to work toward making their experiences richer. We’ll see how it plays out, but my hope is that I’ve added a bit more of that play to Ahri’s kit.

Originally Posted by lichblade View Post
Does foxfire(w) still apply the full spellvamp or it reduced to 33% due to aoe? Since rylais interaction is still the full slow due to the revert.

 

Foxfire’s spell type was reverted to what it is on live, so it gains the full benefits from both rylai’s and spell vamp.

 

Originally Posted by warriorman21 View Post
In other words, if you have no ap, the passive barely does anything at lvl 1.
Imo the base heal should be raised a bit and the scaling dropped a bit.

 

While there is a little bit of healing lost here, I think the scenarios in which Ahri starts with 0 ap and uses her passive before she hits level 2 are pretty rare—I don’t think this will be much of a factor (if at all). If it turns out to be an issue though, one of the benefits of reworking the passive like this is that it can be adjusted to have any values/curve necessary—if the base needs to be higher early and worse late, we can control that with very fine accuracy.

 

Originally Posted by trijan View Post
I figure that if these changes blow over and she’s still a good champion, great. In contrast, if the forecasted ahripocalypse does happen and she’s complete trash, riot will probably restore some of her power.

 

Yes, of course! If these changes end up being too much, it’s very easy to adjust. Nowhere in my goals did I state i wanted Ahri to be swept under the rug.

 

Originally Posted by raptorkat View Post
Now she has to build and rely on things like dfg to do any form of noticeable damage, which is horrible if you consider what happens when dfg does get nerfed. Where will that leave ahri?

 

Ahri’s tuning is not being done around exclusively around Deathfire Grasp—she does very appreciable damage without the item and that’s intentional—she is meant to scale off of damage items though, so big-ticket damage items like void staff and the three needlessly large rod items should give her the biggest returns for kill potential. That’s more about the nature of Mage damage scaling with AP than anything Ahri-specific though.

 

Originally Posted by princess ashe View Post
it’s supposed that these changes are to decrease the damage of her assasin side, but you’re hittin more the mage one and strengthening the other. :/

 

Holistically, I think that Ahri’s Mage patterns got the better end of the deal—Orb of deception is still as good as it always was, and the lower mana cost on Fox-fire combined with the scaling on her passive give her a bit more staying power in prolonged fights/sieges. The areas hit the hardest were Ahri’s ability to fish with charm, and her ‘sudden burst’ all-in pattern that starts without charm. Both of those tend to be tied to Ahri’s Assassin patterns. tThe point is fairly moot though as the goals of these changes were not to beat down ‘Assassin Ahri’ and promote ‘Mage Ahri’ (which seems to be a recurring misunderstanding). These changes are more about making those patterns more clear.

 

 

Heimerdinger and the death of free CDR


 

heimerdinger banner

20thCenturyFaux touches on the topic of why Heimerdinger’s ultimate no longer grants passively CDR and why that seems to be a resounding issue with Heimer players.

 

 

20thCenturyFaux Button Rioter 20thCenturyFaux: I find the CDR thing especially interesting because it’s a very clear example (to me) of the difference between perception of power vs exercise of power.

People want free passive CDR much much more than they want the CDs of Heimer’s abilities to go down, by volume and passion of requests. Yet by every measure reducing the spells’ base CD is straight up the same thing as free CDRand stronger besides. It lets you reach higher highs of CDR after blue buff / buying some / runes masteries / etc.

There’s a bunch of psychological factors that cause this, and it makes a lot of gut-level sense to people. At the end of the day, it feels like the passive CDR was “taken away”, and people respond much more strongly to something being “taken away” than they do to the absence of power they desire. A thought experiment: If I hand you a candy bar, then take it away, you become justifiably angry with me–way more than if I just don’t hand out candy in the first place.

This doesn’t change what players want or the data they have access do, but what it does do is reframe the conversation. It starts it out in cooldown land, skipping several initial steps: Does Heimer need a buff? Where should that buff go and why? If we think he needs more stuff to do, when during the game does he need it? Is cooldown the right way to give him more power and more stuff to do? If all yes, then consider if we want to artificially restrict how much CDR he can buy. If yes to that too, then and only then does a CDR passive come back.

That’s a lot of ifs! What’s more, the balance of champions changes as people learn to play them–release Orianna is probably the clearest example of this. As strategies for playing as Heimer and playing against Heimer emerge, it changes what his balance looks like. From that, it’s actually outright impossible to achieve a state of perfect balance in PBE, so the strategy becomes more about planning and getting ready for live. What do we do if he turns out UP? OP? Balanced but in a skewed way (too weak here, too strong there, sorta average overall)? That’s what PBE is really good at, and you guys have helped a lot preparing me in that department.

Bruticus44 hit the nail on the head:

Originally Posted by Bruticus44 View Post
If Heimer hits live just the way he is on pbe right now and ends up being OP at all levels of play, do you think that people will care he has longer CD’s on his spells? What if he is UP? Will Riot just throw up their hands and say, “whelp we tried” without first maybe reducing his CD’s?

 

 

 Xerath – completely reworked or overall improved?


 

Xerath Banner

Xelnath speaks with concerned Summoners over the forums regarding the unique features Xerath may lose with his upcoming rework.

 

 

Has the overall feel been preserved?

 

Xelnath Button Rioter Xelnath: Xerath still has a line nuke. The ability to trade mobility for range. A ranged single target stun. Combos which flow naturally from that kit. Xerath is still extremely positioning sensitive. He just doesn’t get to cheat with a 4 second cooldown 2 second dash that provides 40% spell penetration.

Spell flow wise, E->W is like E->R. E->Q is solid harass. These flows are the same. He still ignores a significant portion of the enemy’s magic resistance.

He is still has long range on these base spells and effects. Finally, he has a new long-range attack that is unparalled in the game. No other champion gets the opportunity to snipe off two opponents fleeing in opposite directions at critical health.

However, I am going to stop posting for a while. I really do know better, but still got drawn into this. Each time I posit how he is similar, has the same button flow, someone will write a list explaining how he has changed.

Yes, he has changed. Yes, this is highly disruptive. Yes, you won’t be as good with Xerath rework day 1 as you are now at day 500 of live Xerath. However, everything about his kit screams Xerath – long range line poke, crushing AoE damage, extreme safety and importance of paying attention to positioning. Finishing off weak champions in lane with ultimate after poking them down to a vulnerable state.

 

 

Suggestion: Add an ammo system to Xerath’s new ult

 

Xelnath Button Rioter Xelnath: If we put ammo on the ultimate, or a cooldown refund for not firing all of the shots, it encourages Xerath players to be more timid about using their ability. We don’t want that. We want you to be in siege mode and maximize your ability. You should not be second guessing yourself during ultimate – with the exception of “oh ****, someone’s coming, I need to leave ultimate mode NOW to run!”

 

 

Issues with the new W

 

Xelnath Button Rioter Xelnath: On the topic of Locus of Destruction – I don’t want to flatten the damage too much. Maybe go from 60 to 50 with some small base damage increase. I agree the outer slow is very weak at 10%. Will discuss with Zenon today.

 

 

 

Why did you rework Xerath’s ultimate this way?

 

Xelnath Button Rioter Xelnath: Preserving the theme of the original kit, clear moment focused only on long range attacks.

Steroids (aka old locus) have to be absurdly overtuned to be appreciate. Champions in that space (Karma) have historically been viewed poorly. New Heimerdinger is the first super-steroid ult that seems to be testing well.

I would say that the current ult is also truer to the old Xerath ultimate – 3 shots (now 4) of significant aoe power.

 

 

Conclusions

 

Xelnath Button Rioter Xelnath: Okay, let’s summarize these issues:

You feel:

  • Xerath’s controls have significantly changed since live
  • Xerath root – fire – reposition play was core to the character
  • Xerath’s burst was unavoidable previously and new Xerath is more avoidable
  • Xerath’s ultimate feels like it is outside his core kit (previously it triggered the stun)

Xerath has been pulled off PBE while we work on his new ultimate VFX and to prepare for the release of 3.13

 

 

Champion Rotation – Week 38


 

  • Janna – 1350 IP / 585 RP
  • Nunu – 450 IP / 260 RP
  • Rammus – 3150 IP / 790 RP
  • Teemo – 1350 IP / 585 RP
  • Udyr – 1350 IP / 585 RP
  • Kog’Maw – 4800 IP / 880 RP
  • Lux – 3150 IP / 790 RP
  • Karma – 3150 IP / 790 RP
  • Xerath – 4800 IP / 880 RP
  • Jinx – 6300 IP / 975 RP

 

 

Champion/Skin Sale – Expires October 25th


 

Sale October 25

 

 

Champions:

 

  • Jax - 292 RP
  • Kennen - 440 RP
  • Zed - 487 RP

 

Blood Knight Hecarim - 487 RP

 

Blood Knight Hecarim

 

Marquis Vladimir - 260 RP

 

Marquis Vladimir

 

Warlord Shen - 487 RP

 

Warlord Shen

 

 

Missed any recent updates? Check out the latest topics below!


 

 

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Skype: chefoslr

IGN: NoL Chefo, EUW