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Quinn currently has a 73 winrate

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Repertoir New PortraitShe’s too strong. We’ll nerf her early game through some base AD and some Q nerfs, and then she should be in a better spot. I had some stuff submitted on Wednesday to the build that goes to PBE, but it looks like we didn’t ship to PBE on Wednesday due to the holiday week. Expect to see some stuff show up there on the next PBE build.

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Have you thought about tweaking how her passive scales with crits

Repertoir New PortraitYes, but I’m not sure what the right call is on that yet.

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What do you think happened to Quinn between patches 5 22 and 5 23

Repertoir New PortraitQ is dealing too much damage for the utility it provides, or it is providing too much utility for the damage it deals (or both).

Harrier is a bit stronger around levels 3-6 before she’s backed and bought any AD (because it now has a base damage that is scaling with her level rather than being all AD dependent).

Some other stuff that may be contributing:

  • She’s really good against Illaoi
  • Not having the option to rush Homeguards (which was fun, and many people were doing) may actually have been a buff because players are buying more combat-effectiveness in their early items.

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Why did you give Quinn her blind back

Repertoir New PortraitSo that in a balanced state she does not need to be snowballing incessantly in order to be useful for her team. That isn’t to say she’s balanced on this patch; she most certainly isn’t.

In a balanced state, she’ll be able to hit a good Q on a mage or marksmen to help her team win a fight, rather than having to have all her value loaded into her R and raw damage.

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Do youve any plans for Ezreal

Repertoir New PortraitEzreal feels like he fell a bit short of what we expected to see from him in the 5.22 preseason patch. We should look over him along with some others like Ashe, Sivir, and Twitch before the preseason ends. For him specifically, we nerfed some stuff to make room for the improved Q cooldown reducing effect as a precautionary measure, but it may not have been necessary.

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Repertoir New PortraitWe expected him to be fine, and he’s honestly not super far off. He tends to sit at a lower-than-average win rate when considered balanced by us and most players.

op.gg has him at a 48.5% win rate over the last week in Korea, where he has always been and continues to be a very popular pick, so that seems like decent evidence that he’s not horribly far off. I don’t think he requires much more than a slight adjustment, really.

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Can we please get some utility on Ezreals W back

Repertoir New PortraitIt is sad, and we’re not happy with it either. If we had the right low-cost approach (resources seem to mostly be allocated things at the moment), there may be something we could do. Of course there are things we could do, but it’s more a matter of finding a good long-lasting approach.

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Why is Veterans Scars being nerfed so hard on the PBE  from to flat HP

Repertoir New PortraitI’m not in charge of these changes, but one thing to keep in mind here is that changes to the early game power of something have a far greater effect than changes at all other points in the game. It’s why reducing someone’s base HP by 40 or base AD by 3 can result in substantial performance hits to champions.

I imagine this change is intentionally aimed at keeping it powerful in the early game (45 base HP is significant power, as noted above) without it scaling well into the late game. I do believe most the rest of the Resolve tree tends to scale very well into the late game.

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This nerf will make the midgame for tanky champions worse

Repertoir New PortraitVeteran’s Scars’ placement in the Resolve tree does make it accessible to more than just tank-types that are going down to Resolve keystones.

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Could tanks then also get a better secondary option than Veterans Scars

Repertoir New PortraitThat seems like a good solution if there is currently nothing attractive in the other trees.

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Why nerf the effectiveness of the tank tree so other classes can dip into it

Repertoir New PortraitIf we wanted trees to belong to only one class/archetype of champion, they would be 30 points deep instead of 18 so that you had to invest all your points in that tree in order to get to the keystones.

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FOLLOWUP Mordekaiser Update

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Statikk New PortraitHey all,

We’re going to be trying out methods of making our internal design reviews player-facing. These reviews are mostly done on major champion releases, updates, and systems tuning that we roll out. We may dig into our archives for recently released champions as well.

These reviews will probably not be very ‘polished’ in their presentation, rather, they’re meant to be a way of showing how we examine our work. By looking back at our original goals and then examining what’s currently working (or not working) in the present day, we can be more transparent about followup changes while also being able to discuss what ‘good’ looks like.

This is very much an experimental process, but hopefully it proves valuable in the long run. Our first trial is going to be… Mordekaiser.

Goals

  • Solidify Mordekaiser in the Juggernaut space (low mobility, high close-range threat)
  • Offer a different non-Marksman duo lane experience
  • Add new strategic meaning to Dragon

What’s Working

  • Strengths / Weaknesses profile aligns with Juggernaut space
  • Provides a different bot lane experience and has unique ally synergies
  • Dragon creates unique and memorable moments

Concerns

  • Extremely early / mid game dominant – lacks true, exponential late game scaling
    • Both Morde and Dragon follow this power curve
  • Too difficult to interact with in lane, due to sustain on top of sustain
  • High AP ratios (especially on R) still leading to Morde being potentially too bursty
  • Q damage ramping is extreme and readability is poor – leads to weird “what happened?” moments on Q3 hits
  • Tankiness is extremely inconsistent (unlike other Juggernauts) due to Passive’s scaling with direct damage output – increases snowball dependence
  • Dragon / pet controls are still clunky
  • Experience bonus passive may not be the optimal solution – it is effective and functional, but low in satisfaction and hard to understand

Next Steps

  • Lower sustain early, better damage scaling late
  • Dragon needs more late game relevance and potentially less early game power
  • Flatten Q damage out (more on 1, less on 3) while still preserving the 3rd hit as a big, high moment
  • Increase the importance of effectively utilizing Passive / E to survive in lane and fights

Hopefully this gives you guys a bit more insight into our current thinking on Morde and helps explain the direction we’re moving him in with the recent patch.

Feel free to chime in with any thoughts, questions, or concerns.

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Why havent you mentioned solo lane Mordekaiser in your post

Statikk New PortraitThis is a good point, definitely an oversight on our part.

I have personal opinions on this, but I don’t want to misrepresent the entire team’s analysis and design direction for Solo Morde.

I’ll try to get some analysis and thoughts back to you guys on this topic after the upcoming break.

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Its difficult to build Morde as a bruiser given the current AP itemization

Statikk New PortraitThis is an open question. In development, we didn’t think that Morde would continue to be so reliant on AP itemization. We envisioned him having access to the new Juggernaut items in addition to the hybrid AP / AD items.

What do you WANT to build when you play Mordekaiser? I think this would give us a better idea of where to push his itemization incentives.

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Statikk New PortraitIf AP itemization is what Morde should be buying, I really like the idea of hybrid defensive / AP items being his mainstay (like you stated above – Rylai’s, Liandry’s, Abyssal, Zhonya’s make sense).

I think it’s a lot trickier when Morde’s optimal builds make him a glass cannon – so I’m pretty personally weary of pushing him into items like Nashor’s or Deathcap.

Would a build like Rylai’s + Gunblade + Tank items make sense for Morde?

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Why not nerf his AP ratios and give his

Statikk New PortraitI think more importantly than nerfing the AP build, we want to provide alternate build paths that allow Morde to truly live out the Juggernaut fantasy.

I can talk to the Live team / CertainlyT about the base stats situation.

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How about changing Mordekaisers shield so it decays slower

Statikk New PortraitWell if we made this change we would probably have to reduce how fast it generates as well, otherwise that would be a pretty significant buff especially in the lane phase.

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So your plan is to make the Ghost Dragons HP and damage scale with his ult ranks

Statikk New PortraitWell we’re not married to this exact solution, but overall we feel like an early / mid-game Dragon can be pretty overwhelming to deal with. As the game goes on though, the Dragon Ghost eventually just melts to the exponential late game damage scaling. We think this mostly has to do with survivability tuning.

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Why was Swain nerfed on the PBE

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Meddler Final Portrait We’ve felt Swain’s been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We’re now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC’s the best strength to hit, hence the change to Nevermove so it’s got a lower duration at lower ranks.

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When was the ratio on Master Yi

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Meddler Final PortraitLooks like it got changed during the rework. I’d assume it was part of the balancing sweep that happened in the last month or so before the rework’s release and documentation was missed.

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Whats the context for the Ziggs changes on the PBE

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Meddler Final PortraitWe feel Ziggs is in a weak spot at the moment, and has been for a bit. We’re not looking to go back to the days of endless wave stalling though, so we’re adding power to places where it’s more anti champion/objective than anti lane minion (sweet spot on ult, tower damage from passive).

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Why not give Ziggs a different AA animation when attacking towers

Meddler Final PortraitSounds like a really good idea. Will bring that up if we’re doing some animation work on Ziggs at some point we could bundle that in with.

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Whats with the Skarner nerfs on the PBE

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Repertoir New PortraitFrom what I understand, the team just wanted to try out a few different avenues as to how we want to nerf Skarner. Though it won’t show up on the PBE over the holiday weekend, I believe the plan is to go with a pared down version of these nerfs for final changes.

It seems worth noting here that it can be difficult to really try more than one thing out at a time in an effort to land on the correct change when it comes to nerfs and buffs, because we tend to get large reactions from players when we do so. I’m not saying that reaction isn’t justified (since we don’t have the greatest history of being fully transparent on every change you see on the PBE), but I do think that’s what is going on in this case.

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Why is he being nerfed in the first place

Repertoir New PortraitWe think he’s too strong. Incredibly overpowered? No. But slightly too strong, hence going with a small set of nerfs. You’re free to disagree with that assessment; that was my first reaction too. That said, this is a character that is around a 54% win rate, with an experienced player win rate that appears to easily break 60%, so it’s not unreasonable to assess him as overtuned.

Skarner does have a low play rate, so yes, he can probably be balanced resting north of a 50% win rate. These changes aren’t intended to (nor do I believe they will) be an enormous power hit, just a small power trim.

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Skarner already has a low win rate the ult nerf will completely gut him

Repertoir New PortraitFirst of all, you could hardly call a nerf to his ultimate “taking a dump on him,” so please don’t blow things out of proportion.

As to trying to address a low play rate, there is an assumption here that we would like him to be a popular champion, or at least more popular than he is now. It’s unlikely that Skarner will ever be popular, given the theme, fantasy, and kit of the character.

His theme and fantasy aren’t bad, just niche. And his kit just doesn’t really have the best gameplay built into it, and it never really has. Keep in mind, when I mention good gameplay, I don’t mean that the kit has never been and will never be fun; it’s more that his moment-to-moment power has always been very stat checky. We’d have a lot of work to wholly fix that, and though we tried to chip at it with the Juggernauts update, it would be disingenuous of me to say that it was fixed. He’s now more strategically interesting insofar as he thinks about and tries to set up where he fights you, but it’s still not particularly interesting how he fights you when he does.

For what it’s worth, this isn’t an isolated Skarner case. It’s pretty consistent with many of the melee guys out there, especially the ones that we made 3-4 years ago.

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Will you end up nerfing Skarners spires or other areas of his kit

Repertoir New PortraitWe still think the spires should be important to his success, but there’s also an argument to be made for him having too many eggs in one basket, so to speak. For now, I believe we’re sticking with the ult AD ratio and leaving the spire strength intact.

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What are your thoughts on Yasuo at the moment

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Repertoir New PortraitYasuo is likely too strong, though it’s hard to say by how much. Honestly, and I don’t expect this to be a popular opinion, he’s probably just more frustrating than he is actually overpowered.

This could be me not remembering correctly, but I was under the impression both Brand and DFT were getting nerfs on the PBE.

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If Yasuos frustrating but not too strong shouldnt he be reworked

Repertoir New PortraitMaybe. It depends how frustrating a champion should be. I think there’s an argument to be made that if a champion isn’t frustrating in one way or another, it’s probably not very compelling/unique/interesting, though of course that isn’t to say we should intentionally make frustrating champions.

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Follow Up Banner

Repertoir New PortraitYeah, Yasuo feels great to play because he often has so much agency over how his lane goes. Unfortunately, that often seems to come at the expense of his opponents’ agency, so it may be fair to say that’s what’s so frustrating about him.

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By agency in lane do you mean his opportunities for outplays

Repertoir New PortraitBasically, yes. It’s about how much control someone has over their fate. If a character is 100% in control of how a lane goes if played well, then that implies it doesn’t even matter what their opponent does to defeat them, and it sucks to be that opponent and know that I can play as well as I want and it doesn’t even matter all that much.

 

It’s just a barrier based on how well the person can play their champion. These champions are commonly ones that people claim are overloaded. Yasuo, Lee Sin, Nidalee (to use a champion that I was responsible for) have all been guilty of this, and this is some of why we see them needing to be balanced around lower than 50% win rates; because when you actually play things perfectly on champions like these, you leave little room for your opponent to do much of anything.

Unfortunately, these champions are also commonly very popular because they have that feeling of being able to do anything with them, so it does someone beg the question of whether we should be trying to make more champions like that (that players feel like they are in full control of their destiny), or ones with clearer weaknesses for opponents to exploit (at the expense of some of that control).

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Why was Hecarims unit collision ignore moved from his passive to

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Repertoir New PortraitI don’t have any deep insight into the particular Hecarim changes on the PBE, but I imagine it has to do with Hecarim’s perma unit collision avoidance being somewhat fundamentally flawed given the kit he has. He just gets near you and then spams circles of damage onto you. If he is stronger and you don’t have a tool to get away, he will win.

On the one hand, yes, he’s always been this way, so the need for this particular change on this very patch is probably no greater than on any other patch. On the other hand, if he’s deemed too powerful at the moment by the balance team (which seems to be the case), it seems like a good place to trim power.

For what it’s worth, permanently ignoring unit collision is probably not something we should just put on champion kits, and I wouldn’t really be opposed to us taking this from Fizz and Kassadin as well, even if it meant we had to compensate them with power elsewhere. It’s just not that exciting for how powerful it is. I don’t think anyone selects any of these champions primarily because they are excited about ignoring unit collision. As any of these champions, I’d rather have just about any of my spells be a bit stronger rather than always avoiding unit collision.

Even if someone was picking these champions solely for these reasons, this to me is more an argument that pathing/collision should be more tolerable on average than having players choose champions that ignore the rule.

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Why not just remove unit collision in general

Repertoir New PortraitI’m not really the guy to make that call, but I will say I’d prefer that we do that over having champions that selectively ignore it on a case by case basis.

Unit collision between champions is actually something I do think is good, and I do think it’s nice that my minions may cause small reroutes for enemies that are ahead of me, so unit collision isn’t all bad. However, I do understand how frustrating and inconsistent it has felt on Live lately, and that’s not ideal either.

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Do you have any plans for Rengar

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Repertoir New PortraitI hope we have some plans for him, but I’d need to look into it next week.

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Meddler on various ingame mechanics

Why does…

Garen still have a silence

Fizzs ult increase damage taken

Veigar ult scale with other person ap

Udyr have Phoenix stance

Ahri charm not increase damage taken anymore

What’s the purpose of urgots ult

Enemies knocked back into bards magical journey not go through it

Meddler Final PortraitWe want to remove silences from highly mobile, high burst champions since those are the cases that leave very little counterplay if played correctly. Garen’s not very mobile, so we feel it’s appropriate he has a silence still.

Fizz ult has a damage amp on it so that more of Fizz’s burst combo is dependent on a long cooldown. That makes his choice of when he goes all in, and on who, more significant than if he can repeatedly use most of his full burst combo.

Veigar’s ult scales with the opponent’s AP so that Veigar has somewhat different target and match up preferences than other similar champions. It does add a bit more champion select counter feeling than we tend to prefer though, and can get drowned out by the sheer amount of AP he himself builds up, so there’s some debate over how appropriate a mechanic that is.

Phoenix is there to offer Udyr an AOE option should he wish it, and to add some nuance to his damage pattern, particularly while jungle clearing.

The damage amp was removed from Ahri’s E to shift her towards more of a mage pattern and less of a pick into kill model (contrast with Fizz being somewhat longer fight times, lack of untargetability, ranged versus melee etc).

Urgot’s a bit of a mess, and his ult doesn’t fit particularly well with the rest of his kit. It can lead to some cool plays, whenever we do an Urgot rework one of our goals will be to give him a kit with less conflicting notes to it.

While knocking enemies through Magical Journey would be cool it’s both quite a lot of power, in a really team dependent way, and likely to lead to a lot of unintended displacements. Bard’s already got a pretty hard to master playstyle and a fair bit of unreliability, so wouldn’t want to double down further on those elements.

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Fan Artist Feature Shilin

Hey Summoners! In today’s feature we’ll be hearing from Shilin, a talented community artist from Canada who enjoys telling stories and has her own original comic series! Continue reading to learn more about her awesome art and process.

You can also follow her on Facebook, Twitter, Instagram, and Twitchto see even more of her work!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

 

How did you get started creating League of Legends fan art?

My first league piece was actually the current Sona classic splash art that I had the honour of doing! I didn’t play league at the time because I was terrified of any PVP environment, but eventually my now girlfriend babysat me into the game through playing bots and learning about the champions’ stories, which inspired me to do a bunch of drawings as gifts for her of her favourites (Riven, Vayne). I also got a bunch of my own favourites after learning more about the champion lores, and out came all the fan art that I did!

 

What’s been your favorite piece to create, and why?

My favourite and most natural piece to create is the Nami/MF piece I did, Shipwreck. The composition came to me out of nowhere and the entire rest of the process was just putting what’s in my head onto the canvas, rather than battling the drawing to try to make things work out. I enjoyed thinking about the interaction between the two in the picture a lot, even more than the process of drawing itself. Did Nami strike at a time when MF is most vulnerable? Did Nami save MF from impending fiery doom and just savoring the moment before returning MF to the land? Thinking is the most fun part of drawing!

 

Do you have a dream project you’d like to work on?

I am extremely lucky because I am already working on my dream project–an original series called Carciphona (at carciphona.com). I don’t know how, but the public has given me enough generous support for me to be able to do this work of my own full time, write/draw/publish the story at my own pace, without the confines of a publisher’s deadlines and writing/art direction restriction, or fear of the series being dropped because it’s not mainstream or successful enough. Even to this day I feel baffled just putting this down in words; being able to do what you love for a living to this extent is like heaven for every creative, and I am so privileged to be there already.

Who’s your inspiration? Do you have any favorite League content creators?

In most cases, my inspiration lies in “what” rather than “who”. I feel most frequently inspired by things I see–even mundane things down the streets, stories I hear–be it a masterwork of fiction or the rundown of a friend’s day, news, experiences… There is so much to think about in everything that happens and there is always something to express through art.

 

But that is not to say fellow artists are not inspiring as well! I look up to many professional and peer artists alike and find motivation in seeing the fruits of their hardwork and gems of their genius. Some of my favourite League fan artists are:

Suqling – bask in her masterful storytelling and gorgeous art right before she strikes your vitals with her savage puns.
2gold – for her charming characters and beautiful colours!
Kaisinel – from monsters to people, kaisinel makes everything look SO GOOD.

Is there anything else you’d like to share with the community?

Please allow me a moment to convince you how awesome it would be to have a League MMO. Wouldn’t it be amazing to be able to explore all of the breathtaking lore and world building work Riot has put in!? MAYBE IF WE SPAM ENOUGH RITO PLS, WE CAN CHANGE DESTINY??? 😀

 
 
 

Last but not least, some awesome videos sharing Shilin’s painting process!

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

 

News Update July 17 Banner
Summary

Doom Bots are here as a featured game mode and will be going away on July 27th, QA Analyst Repertoir elaborates on the Vel’Koz changes we saw in yesterday’s PBE patch and shares more buffs on the pipeline, Lead Champion Designer Meddler continue his Q&A with updates on Fizz, Zed, Syndra, Yorick, Zilean and Sion, as well as the team’s mentality when buffing and nerfing. Lastly, 32 skins will be getting their splash arts replaced with those from the Chinese client.

 

Recent News

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State-of-Lee-Sin-Banner

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Doom Bots are Here Banner


 

After weeks of tweaks and tests, the Doom Bots of Doom have been set loose onto live! If you’re looking to test your abilities against League’s craziest challenge yet, then sign up! What’s more, play a game against the Doom Bots and you’ll earn a unique summoner icon regardless of whether you win or lose (which might take a few days to appear).

Get to it before we haul the Doom Bots back into the FGM workshop on July 27! And while you’re catching your breath between games, tell us about your Doom Bot stories! Did you win? Did you… not win?

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Context on VelKoz Banner

 

Related PBE Update

 

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Repertoir New PortraitHey guys,

You may or may not have noticed that there are Vel’Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel’Koz on the whole.

 

Let’s start with what our goals for Vel’Koz generally as a champion. When making Vel’Koz, one of the most important things that had to be true about Vel’Koz is that he fulfills the role of a terrifying laser face melter. On his release, I’d say it’s fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat – Ability Power. I definitely understand that Vel’Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support.

That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick’s Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel’Koz and an incredibly dangerous moment for opponents. Given how his R’s damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel’Koz’s release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he’s been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that’s why you’ll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.

Again, I’d like to reiterate that we are aware that support Vel’Koz’s damage will take a hit if we go through with these changes, but it is our intention that Vel’Koz’s character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character’s ultimate is the only change that moves him out of the support position, then that’s probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.

On the note of utility, we are indeed looking at reducing the slow on Vel’Koz’s ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel’Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.

All other changes on Vel’Koz are aimed at just making various spell effects better match their visuals.

That’s a lot of text though! Here’s what we’re looking at for PBE stuff to test for now…

 

64px-Void_Rift Void Rift [ W ]

  • W1 missile width increased to match W2

 

64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Range increased to 1550 from 1500
  • Base damage reduced to 350/475/600 from 500/700/900
  • Ability Power Ratio increased to 1.5 from 0.6
  • Slow reduced to 15% from 20%
  • Slow now stacks on targets up to 5 times, up from 1

Hope this helps to clarify things,

Repertoir

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Won’t a 75% slow on Vel’Koz’s ult be too strong

Repertoir New PortraitOne thing to remember about slows in League of Legends is that there are diminishing returns on high value slows. Whereas a 20% slow will usually slow for most of the expected amount, a 75% slow may only slow for around double the 20% slow after diminishing returns. If you ever want to see what I’m talking about, run through a wall of Thresh’s R; despite being a 99% slow, it doesn’t slow you down to ~3-5 MS.

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TLDR Portrait TL;DR – The slow will stack up to a 75% slow, but slows have diminishing returns, so targets will not lose a full 75% of their Movement Speed.

 

 

 

Why are you forcing Vel’Koz players to buy AP to be relevant

Repertoir New PortraitHonestly, we are not trying to solve “Glass cannon mages are not seeing play” with these changes, because that’s probably a symptom of a greater issue that probably isn’t a good idea to address with a numbers arms race or character identity misalignment. Vel’Koz was always intended to be mainly a glass cannon mage, and we’d like for his numbers to reflect that.

All that said, there may be work to be done on these numbers still. Thanks for the feedback; I’m still not sold on this as a final changelist yet, so I’ll keep everyone posted.

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Shouldn’t Vel’Koz receive buffs to compensate for these changes

Repertoir New PortraitOne thing that’s worth noting is that we don’t actually think Vel’Koz’s current overall power level is too far off. We just think the actual distribution in power in how his ultimate deals damage is out of whack, focused far too heavily into the base damage and not enough in the scaling.

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Meddler QA Part 2 Banner

 

Meddler Q&A – Part 2

 

Part 1 of Meddler’s Q&A

 

Meddler-QA-Banner

 

 

Champion Updates Banner

 

Will there be any changes to Sion's kit

Meddler New PortraitThere’s a full Sion rework (visual and gameplay update) underway at the moment, with a core theme of ‘undead juggernaught’.

[ Link to Post ]

 

 

 

Do you consider Syndra to be in a good place

 

 

Meddler New PortraitI’m a bit concerned Syndra may be too strong a lane bully at present, it’s also possible we’ve now made her stun a bit too easy to land, in contrast to its previous state. Don’t think the live balance team have any immediate plans for her, an adjustment at some point might be needed though.

[ Link to Post ]

 

 

Any plans for Zed

Meddler New PortraitI feel he’s a relatively healthy assassin design and personal opinion is he might be a bit on the weak side. He’s a champ we’re talking about right now, but haven’t got firm plans for yet.

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Can Riot look into updating Zilean

Meddler New PortraitWe’ll work on Zilean at some point and that will include replacing his passive with something more satisfying throughout the game. Will definitely investigate whether there are opportunities to use ‘time mage’ better as a theme as well for his kit as a whole, too early to say what changes that might result in or when though.

[ Link to Post ]

 

 

Will Yorick get a Visual Update

Meddler New PortraitYorick? Full rework and visual upgrade together at some point most likely. Ghoul summoning gravekeeper’s got a lot of potential as a concept that Yorick’s not making use of, plus the playing against experience in lane can be pretty frustrating.

[ Link to Post ]

 

 

Will Fizz get a Visual update soon

Meddler New PortraitDon’t think he’s on the list at the moment. I’m no artist, so not my area of expertise, but doesn’t leap out to me at least as particularly in need.

[ Link to Post ]

 

 

 

Balance Banner QA

 

Are new Champions supposed to have already released counter-picks

Meddler New PortraitWe do want champions to have identified weaknesses, we don’t want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you’re able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you’ll get stomped) and lack of choice for the opposition.

[ Link to Post ]

 

 

What’s the thought process behind buffing or nerfing Champions

Meddler New PortraitConstant assessment of how champions perform in different lanes and at different levels of skill/types of play, gathering of feedback (from regular players and pro players), some use of statistical analysis (as an indicator of things to investigate, not a guide) and a lot of playtesting. Same answer with any other part of the game, though there are some things that require really large sample sizes, or long periods to master, where we’ll need to go with a best estimate and then continue to balance post launch.

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Will the new Champion be purely a top laner

Meddler New PortraitPossible we might see said champion elsewhere, top lane’s our prediction for where they’ll probably function best based off their kit/our internal testing.

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Game Design Banner

 

What do you think of mini-game mechanics like Draven’s axes

Meddler New PortraitI’m generally a fan of abilities on champions that require you to build skills unique to that champ, in particular because it gives a really distinct path to mastery for players that really want to invest in that champ. Manipulating Orianna’s ball, especially how you use the distance return, is another good example of that.

We will be doing other champs with unique skills in that sort of line, wouldn’t want to do anything exactly like Draven’s axes though, that’s Draven’s thing.

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Will you be making Senna, Lucian’s wife, a Champion one day

Meddler New PortraitWouldn’t rule it out, wouldn’t count on it either though. Characters mentioned in other champions’ lore can be good opportunities for future champions, sometimes characters are better suited to be non playable parts of the cast though, so a character getting named’s not a guarantee they’ll one day be a champion.

[ Link to Post ]

 

 

Was there a Champion that you wanted to make but isn’t in the game

Meddler New PortraitPlenty! The best ideas we’ve had but haven’t finished are ones I’m still hopefuly we’ll figure out a way to do. Then there’s Barn the Sentient Barn, who I’ve got a soft spot for but, even being really, really optimistic, would have to describe as ‘incredibly unlikely’.

[ Link to Post ]

 

 

What are the odds of seeing a new global ult

Meddler New PortraitReasonable at some point, though almost certainly with some constraints to ensure it’s situationally powerful but not a guaranteed ability to force a 2v1 or ensure a 1v1 goes in your favor.

[ Link to Post ]

 

 

 

 

32 Splash Art Updates Banner

 

Riot Silver: Hey dudes and dudettes!

Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we’re replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.

We’re constantly seeking to improve LoL across the board, and splashes are no different – as you may have noticed, we’ve been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.

This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough…Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.

Let us know what you think!

FAQ:

Why didn’t you do this sooner?

The art style for these splashes was a bit different from our visual target, and we didn’t want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.

Why didn’t you change X splash?

We specifically picked splashes that met the goals of this small update, so there could be several reasons:

  1. We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
  2. Alternatives are too drastically different from current splash or in-game model (we’re looking to improve overall cohesion in addition to just visual quality.)

What if I don’t like X splash?

Let us know! The goal here is to improve, not detract

Why are these only skin splashes?

This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they’re more highly visible (e.g. minimap icons, champion select, etc…). In general, we’re looking to err on the side of caution where there’s a very clear quality increase with little risk of confusion.

Changelist:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

[ Link to Post ]

 

 

All Updated Splash Arts

 

Huge thanks to Reddit user IfishIII for putting up an imgur album with all the new splash arts!

 

1

Noxus Hunter Anivia

2

Red Riding Annie

3

Rusty Blitzcrank

4

Goalkeeper Blitzcrank

5

Desperada Cassiopeia

6

Siren Cassiopeia

7

Mr. Mundoverse

8

Tango Evelynn

9

Minuteman Gangplank

10

Dreadknight Garen

11

Alien Invader Heimerdinger

12

Blast Zone Heimerdinger

13

Nightblade Irelia

14

Aviator Irelia

15

Commando Jarvan IV

16

Silver Kayle

17

Viridian Kayle

18

Sorceress Lux

19

Chosen Master Yi

20

Candy Cane Miss Fortune

21

Pharaoh Nasus

22

Snow Bunny Nidalee

23

Leopard Nidalee

24

Ravager Nocturne

25

Forsaken Olaf

26

Glacial Olaf

27

Ruthless Pantheon

28

Noxus Poppy

29

Frozen Shen

30

Hextech Singed

31

Black Belt Udyr

32

Curling Veigar

 

 

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

 

 

Nidalee and Fiora Rework Banner

 

Red Post Collection

Single Posts – Stale Balance, Skarner, Support Gragas

 

 

Fiora Rework Banner

Awesome news – Guinsoo is back and he’s ready to deliver on the fantasy of dueling Champions with a French fencer lady!

 

 

 GuinsooButton Rioter Guinsoo: Hi guys. I’d just like to weigh in on what some of the Fiora goals are. The main problems we see with Fiora’s current kit are that thematically, she doesn’t deliver on the fantasy of being a skilled duelist/fencer, and mechanically, her game presence / play pattern / role doesn’t line up with being a skilled duelist/fencer.

As far as the duelist fantasy goes, at least when I think of Fiora, I expect her to be extremely mobile but not just going in, she needs to be good at dancing in, out of, around and about combat. She should be about finding weaknesses in the opponent’s play and finding the proper occasion to go on the attack. She shouldn’t be about running in and bursting enemies down, she should be dealing high, steady DPS over time that is relatively target agnostic.

Mechanically speaking, I’d expect a duelist type champion to be mechanically intense. I expect opportunities to use my abilities at optimal times to counter out the enemy’s champion. I want to have a lot to keep track of, but with clear success cases when I do well.

At the end of the day, live Fiora is a ball of stats with some untargetability thrown in; she pushes her buttons pretty much as fast as she can without a second thought, and she’s also extremely snowballey. In short, she’s bland with no cool opportunities to exchange gameplay between her and her lane opponent.

Some of the current goals including switching Fiora from an assassin to a melee DPS, and moving her lane from top to mid/jungle, and adding tons of ‘outplay’ functionality on her kit, as well as more mobility especially in terms of being able to disengage and re-engage at optimal times.

I can’t share too much of exactly what the plans are for her kit, as I’m sure it’s going to change tons during development, but I’ll leave this here to hopefully stir up some excitement for our favorite rapier wielder. Also bear in mind this is an early, experimental Blade Waltz, and could certainly change drastically between now and remake launch time.

I also understand it’s hard to understand exactly what this sample Blade Waltz does, given the lack of context on her basic spells… but rest assured, there are significant tweaks (or more) to all 4 of the other abilities, so hopefully your imaginations run wild 

 

FioraUltSample

 

 

Do you think this new ultimate will accomplish what the old one did?

 

GuinsooButton Rioter Guinsoo: A great question. I’m not going to directly answer it, but I’m going to pose a theoretical question.

If one assumes that Lunge is _kind of_ like Blade Waltz’s jump around and hit things function, and that Riposte is _kind of_ like Blade Waltz’s untargetability, is it hard to envision a scenario where you don’t get the current functionality of Blade Waltz if you’re allowed to rapidly cast your basic spells? But with options around when each individual jump and spell block comes from, as well as considering how many jumps to use vs spell blocks vs disengages, when, how many auto attacks to weave in, when to focus more DPS vs more survivability vs more mobility, etc.

The goal behind the current ult was to sometimes emulate the behavior of the old one, but make it more timing and decision based, add more options, and add more counterplay for the opponents. I feel like the new ultimate offers far more opportunities than the old one, if one assumes that R/Q emulates the feel of her live Blade Waltz.

 

 

Do you think Fiora’s rework will allow her to duel the current top lane picks?

 

GuinsooButton Rioter Guinsoo: Right now to me the ‘natural’ top laners are people like Renekton, Shyvana, etc. I feel like in order to make a melee ADC (ala Yasuo) compete with those types of champions in the top lane, we’d have to make other sacrifices to her core design (e.g. putting life regeneration on her kit, I really don’t like her current passive but I worry that without it she’d really struggle top lane).

 

 

As a fencer, Fiora should be about one-hit knockouts, not poking enemies

 

GuinsooButton Rioter Guinsoo: OK, I feel like I used the wrong terminology when I said “poke enemies down.” I edited my first post to “deal steady, high DPS that is relatively target agnostic.” While I mostly agree with you that fencing is all about scoring OHKOs, well obviously that type of gameplay isn’t great for any type of PvP game.

 

The way we’re choosing to handle this is to give her strong, steady DPS, but have it come in bigger chunks that one might anticipate from a steady DPS champion. For example her Riposte has heavily negative implications on her outgoing DPS… unless she blocks a significant spell or attack, at which point she can respond with a very hard hitting Thrust.

In general we want her to feel good (and be greatly rewarded) for using her abilities properly. While that can’t be in the form of OHKOs, I think the next best thing is “big chunks of damage.”

 

 

Off-topic: Why were you gone for so long?

 

GuinsooButton Rioter Guinsoo: Truth be told, 6 years of intense video game development got to me and I really needed to take some time to destress. I spent about a year traveling and relaxing and now I’m locked and loaded and ready to pump out some sweet content.

 

 

Why would Fiora be picked over Yasuo?

 

GuinsooButton Rioter Guinsoo: Here are 3 reasons off the top of my head to pick her over Yasuo. Please note I’m talking about her new kit with new abilities, not her old kit with a new ultimate. I just spoiled the ultimate for funsies 

1) Kayle ult with a few catches on a normal slot
2) Weaker engage, but much stickier than Yasuo
3) Built in disengage

 

 

Will her Reposte be able to block tower shots while Fiora is using her ult?

 

GuinsooButton Rioter Guinsoo: I doubt it. I’m not a great fan of tower diving. I think her kit still leaves her much better positioned to tower dive than the average champion even without being untargetable/immune to turrets. I’m not completely opposed to her having some turret mitigation capabilities. But I’d rather avoid it, and so far my instinct tells me she’ll do okay with out it just due to the sheer mobility on the kit.

 

 

Do you feel her passive is underwhelming?

 

GuinsooButton Rioter Guinsoo: That’s kind of what I’m driving at – the passive feels lame, it’s especially lame in tense moments like battles with other champions, and its only real use is allowing her access to a lane that I don’t really feel she belongs in in the first place. It’s power without gameplay, and plus it feels useless too. It’s effective, but totally lameballs. That’s pretty much the opposite of where I’d like her passive design space to lie.

 

 

Why would a duelist be a jungler? It doesn’t seem thematic

 

GuinsooButton Rioter Guinsoo: That’s an interesting consideration. But I still think mid lane works fine for her; perhaps you’re right that jungle isn’t where she belongs.

 

 

 

 

How will you balance Fiora’s damage spike from her new ultimate?

 

GuinsooButton Rioter Guinsoo: Originally I was debating how to primarily balance this implementation of Blade Waltz. There are two obvious limiting levers, duration and number of casts. The version of which I posted a screenshot is clearly more duration limited. In this iteration I was counting on the various “drawbacks” / nuances of the abilities to limit the ultimate – e.g. travel times, delays, parry times, etc.

 

In the end with the directions we took for some of the other , and the more recent version is more moderate 8 second duration, with a limit of 4 / 6 / 8 casts (still needs tons of tuning). Also note that right now Blade Waltz doesn’t provide any bonuses to how hard the skills hit, to emphasize mobility and tactics over brute force during the ultimate (obviously when casting that many spells in succession, it’s going to be doing a certain amount of brute force work).

You’re partially right that an ultimate that uses stronger versions of your basic skills requires a sharp tuning knife to make it feel good with and without. But in this case, I think there are some “under the hood” things that we can do to make the ultimate feel like a thing of its own. For example right now when you activate it, it resets all your cooldowns so you can start your comboing or dancing immediately, you get X number of casts chosen pretty much any way you like, and afterward it puts the cooldowns back where they were. I think this really helps make the ultimate feel like a spell all of its own. Additionally, the more potent the “spell modifications” that Blade Waltz offers, the more it feels like the ultimate is a collection of different spells. I think the W captures that well right now, the E to some degree, and the Q not nearly enough.

She definitely pulls a lot of weight with all her spells. In fact, she’s decidedly spell based and mostly weaves autos between them, but still plays a lot like a melee ADC because she can cast so many spells within her windows and (conditionally) deal steady spikes of damage. As far as the actual itemization, that is yet to be determined. Right now, she does have an attack speed steroid elsewhere on her kit (originally it was on the ult, but that doesn’t fit for obvious reason), but it’s not clear to me yet if that will or should stick. That is one of the balancing levers for her that partially determines if she’s more assassin or melee ADC; in an ideal world I’d like her to play exactly like a melee ADC without any basic attack steroids, but that’s a lofty goal that’s probably not possible. I also don’t want her to rely exclusively on her auto attacks like for example Tryndamere, I think it should be somewhere int he middle.

And I don’t really have any thoughts on jungle Fiora at the moment. I’m really not sure if that’s a reasonable expectation or not. It has not yet been tested, and it’s definitely not the primary focus/intended role for her.

 

 

Will Fiora’s kit be overtuned to fit the Melee DPS archetype?

 

GuinsooButton Rioter Guinsoo: I think there are levers you can tune to allow a character to be very mobile while not being completely out of hand. It’s definitely a hard goal, and melee DPS seem to be one of the hardest classes to get right. I certainly would like to try.

 

 

Can you make Fiora’s dash work on allies?

 

GuinsooButton Rioter Guinsoo: It’s something we’ve considered; ultimately I don’t think it fits the fencing fantasy well so I’d rather try to go other routes to get the mobility we like. But we’re not opposed to it if other methods fail.

 

 

 

Why are you reworking Fiora when some people don’t want her changed?

 

GuinsooButton Rioter Guinsoo: People don’t like change. It’s in our nature; if we like something we don’t want it to change. But that doesn’t mean it’s not for the better. I’m confident we can deliver a new Fiora kit that delivers most of the same mechanics that the old one has (including the important ones like the Blade Waltz experience) but creates new gameplay and makes her actually feel like a duelist.

I prefer to focus my responses toward posts that are more constructive.

 

 

Warwick Relaunch

Warwick will soon be getting a full balance rework, complete with a visual update. More from Zenon.

 

 

ZenonTheStoic Button Rioter ZenonTheStoic: We have a full relaunch slated for Warwick, but the question is indeed when. Currently our highest priority in terms of full relaunches is Sion; as for visual only stuff we’re excited to bring you Twitch very very soon.

I’d love to say Warwick will happen at some point this year, but who knows. The landscape of what needs work most is ever-shifting. For what it’s worth, I have a kit I fully believe in ready for further work.

 

 

Is Warwick getting a full ability rework as well?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Yup! Blood Scent stays (but receives a toggle) and Hungering Strike becomes Hungering Strikes (still with a very similar purpose), but other than that a lot of things will change.

 

 

 

Will Warwick’s other skins get the running animation from Blood Scent that Hyena Warwick has?

 

ZenonTheStoic Button Rioter ZenonTheStoic: That’s a very good question! I do want special animations for all skins when he goes into Blood Scent, but I like that Hyena gets something special. Maybe the other skins will get somewhat more vanilla wolf running animations? That’s a conversation I will need to have with my animator once the pod comes online (once we start working on the art).

 

 

Will WW’s balance rework ship before his visual update?

 

ZenonTheStoic Button Rioter ZenonTheStoic: We had the discussion on whether or not we can ship WW without art, but some of the things we’re doing would just look very, very derpy without new art, so I’d rather wait. WW is at least a niche pick right now, unlike Heimer who was simply unpicked before the remake.

 

 

Is Warwick going to retain his life-drain tank niche?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Absolutely! If anything he’ll be more of a drain tank. He currently gains self-heal with bonus health, so if you want to drain tank you no longer build AP on him. He has a passive that stacks up on himself when he attacks stuff and his self-heal also increases with those stacks, so he needs to be in combat for a while before his drain tanking really comes online. It creates some pretty tense “can I live through the first 10 seconds of this and then become IMMORTAL DOG” situations.

 

 

What’s your favourite thing about this rework?

 

RiotScruffy Button Rioter RiotScruffy: My biggest like about the warwick gameplay changes in progress are that they give him many more important decisions and high moments. He will actually be able to make “big plays,” which is really great.

 

 

 

Nidalee Rework Banner

After extensive research, it turned out Nidalee is anti – fun. Rioters are on the case to bring Nidalee a shift in balance, along with some welcome QoL changes to her Cougar form.

 

 

RiotRepertoir Button Rioter RiotRepertoir: Hi guys! As has already been mentioned here, I’ve been doing work on Nidalee for some time now, and I definitely think things are headed in the right direction with her. I can’t really share specific details of the kit changes just yet, but I can share some of the primary (there may be others, but these are the forefront ones) problems that we’ve identified and are working to solve.

Problems:

-The way Nidalee utilizes both forms to succeed is out of whack. She very regularly doesn’t have to use Cougar form as part of her killing pattern. This is not only unfair to enemy players, but also just a bit lame as a shapeshifting character.

-Nidalee doesn’t put herself at enough risk of death when she succeeds. I personally think it’s okay if Nidalee averages a high number of kills every game, but the number of deaths she accrues needs to be a bit higher to reflect that.

-Nidalee is pretty hard to control in Cougar form, and she just feels clunky much of the time. Even in pro games we see people Pouncing/Swiping in the wrong direction while farming or faceplanting into walls they meant to hop over.

As for Javelin Toss, I know this doesn’t provide a definitive answer on that subject, and once we have more definitive details on a direction, I’ll be happy to talk about them. At this rate, I wouldn’t expect Javelin Toss to undergo fundamental changes to its mechanics. It will almost assuredly remain a “deals more damage at greater range” ability, and it will hurt to get hit by. Furthermore, it probably won’t have cooldown reducing mechanics or ramping mana gates or something like that on it. None of that really matters if the Javelin that does hit you or your carry drops them from 100% health down to 40% at the beginning of the fight, because you’re still just forced to leave. In that case, we’ve just condensed the window of frustration rather that targeting the frustration itself.

Looking forward to sharing more details with you guys once we’ve something a bit more well-defined to talk about!

 

 

Any major changes to Javelin Toss?

 

RiotRepertoir Button Rioter RiotRepertoir: Basically, I think we can put Javelin Toss in a good state that leaves it satisfying without added intricacies to the reasons or timing of casting the spell. With a kit to support this, of course.

 

 

 

Will this impact bruiser Nidalee’s viability?

 

RiotRepertoir Button Rioter RiotRepertoir: Bruiser Nidalee should be fine following the changes, if not more fun to play.

 

 

 

 

Currently tested kit

 

ZenonTheStoic Button Rioter ZenonTheStoic: Piggy-backing on this: we do have a kit in testing, designed by RiotRepertoire. That kit mostly tones down Javelin Toss’s mid range damage and creates a follow-up opportunity to encourage more time spent in cougar form (which is currently the wave-pushing and teamfight clean up form) (plus strategic map movement I guess).

However, to set expectations appropriately: just because we’re testing changes doesn’t mean those changes necessarily see the light of day. We test a LOT of kits, sometimes with crazy experimental changes (a Brand kit from last year comes to mind where Pyroclasm slowed down after each bounce but could bounce INDEFINITELY so long as the enemy team stayed together), and often the answer is “probably not worth doing”.

This is a strength of our design process. We’re highly iterative and we realize that there’s only so much value to be gained from theory-crafting it all out in your head. There’s a time and a place for spreadsheet design, and IMO that’s in the very beginning of a design idea, when you just want to get a rough read for the power level. After that there’s no substitute for “just put it in a playtest and see how it goes”.

My personal feeling is that while everything Repertoire’s changing about Nidalee is a positive change compared to live (a couple of GREAT QoL changes like pounce and swipe going toward mouse cursor), we’re not addressing the truly grating aspect of live Nidalee, which is random spears chunking you down to 50% health. In theory, Nidalee is mana gated and can’t just throw out spears all day. In practice, blue buff exists and Athene’s is a gold-efficient pickup even without the mana on it, so yeah. May not be a Nidalee problem. May be a problem of how we’re failing to do mana gating in modern League.

But the kit is still in testing and it’s way too early to tell where it’s going. Definitely don’t expect it to hit live any time soon; these things take time.

 

 

State of Rengar Banner

After the big changes to Rengar in Patch 4.5, it’s time to sit back and not get one-hit from stealth. What’s the community’s take on the rework?

 

 

Is Rengar getting shifted from an assassin to a fighter?

 

RiotScruffy Button Rioter RiotScruffy: To be clear about Rengar’s role in a team, we wanted to leave this mostly unchanged. He is still the guy that hunts the enemy squishies and can stalk around choosing his prey at will. His damage is lowered some, but we still want him to be a strong damage threat.

 

He is unique from some of the other assassins like zed or khazix because he has much more versatility with his ferocity skills (CC, Damage, Heals, many options here). On the other hand, some other assassins have escapes, where he does not. Considering he doesn’t have a reliable escape once he has engaged, we gave him some more tools like durability and speed so that once he is in, he has a means of contributing.

As far as items, we’re not designing towards any “right” way to build Rengar. He scales well with both offensive and defensive items and that is something that is cool about him as a character.

Keep in mind, we’re not going to leave Rengar out to dry if he has problems/needs changes. We already have a bunch of changes planned for the next patch like speeding up the Q attack animations significantly, and some ult warning changes that we have been talking about in this thread. We should have a bunch more data soon, which will help inform us if he needs more changes, and where.

I appreciate all of the feedback, and I know that change can be frustrating on a character that you know and love so well. Don’t fear for Rengar, he’s not going away anytime soon.

 

 

Any changes you’re planning for his ult?

 

RiotScruffy Button Rioter RiotScruffy: We have an ult change coming in the next patch that will not alert enemies if you wouldn’t be visible to them outside of stealth. This is really big for when he is ganking or approaching his targets from a brush or near walls. It was pretty silly to alert the enemy when Rengar wouldn’t have been visible out of stealth anyway, you guys were totally right on this one.

Also, the Q and Empowered Q attack animations are getting significantly sped up. This will fix a lot of the “my Q didn’t go off” cases, and it’s a non trivial buff in his dps output over time.

This isn’t the end, but it’s what I can say is coming with certainty right now.

 

 

Can you bring back Rengar’s Q+Auto Attack chain from brush?

 

RiotScruffy Button Rioter RiotScruffy: The Q from brush will be working better after our next set of changes as well. Also Q does currently and will still reset his auto attack.

 

 

 

Are damage a likelihood if Rengar proves too weak after his rework?

 

RiotScruffy Button Rioter RiotScruffy: Things like damage numbers are never set in stone. We will make adjustments to his damage if we overdid the changes. Real data will give us lots of information about how the changes turned out: Is his early game too weak? Is his late game too strong? etc.. Depending on what we find, adjustments will be made. It’s unfortunate that we cant play millions of test games with any changes before they release, but the least we can do is respond to the real data once the changes are live.

 

 

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Are LoL Champions being standardized like the classes in WoW?

 

ghostcrawler Button Rioter Ghostcrawler: Flattening unique and powerful abilities was something WoW had to embrace to some extent or else players would just stack classes with the most valuable unique mechanics and neglect the others. In Sunwell, you needed one shaman per melee party for Windfury, and in Throne of Thunder, you wanted several warlocks for Demonic Gateways and perhaps even Healthstones.

 

This is largely a function of the noble desire for boss encounters to have different mechanics, though it does exist in WoW PvP to a lesser extent. The sweet spot is having classes feel different without actually being dramatically different. Too many differences leads to lack of diversity, because your group composition becomes inflexible. You are forced to play Tetris to min max the class mechanics you need.

League is a different kind of game. Champs have fewer abilities than WoW classes, but the fights are also less predictable, so you don’t know that you will need a certain ability to solve the puzzle. Blitz’s grab or Sona’s auras are useful, but hardly mandatory, and you’re giving up something else to bring them. The game rules also don’t allow you to stack champs, One For All not withstanding. In this case, it’s important for champions to be as different from each other as possible. If two champs have similar mechanics, it’s easy to evaluate which one is the best choice, usually just based on higher damage or stats. In this case, not having enough differences can lead to lack of diversity. While it’s advisable to build teams with some synergy, there’s a ton more flexibility and much less of the Tetris feeling.

TLDR, champ similarity isn’t a League value.

 

 

Upcoming Buffs for Rumble

 

morellovatar Button Rioter Morello: Right now, the balance team is looking into Rumble buffs for an upcoming patch. With All-Stars, we’re unsure if that will be 4.6 or 4.7 (or later…), but there’s a few top laners we’d like to bring up – Rumble is one of them.

 

 

 

Can you give Vandal Twitch his green shades on his visual update?

 

Ququroon Button Rioter Morello: We’re investigating changes on this now.

 

 

 

 

State of Skarner

 

RiotScruffy Button Rioter RiotScruffy: We still have plans for Skarner, mostly in the realm of bringing excitement and a bit of the old identity that people liked about the old Skarner back.

We can keep a lot of the gameplay gains (versatility, windows of power/weakness) and add a bit more stickiness/cc control that people liked about the old kit. I’ve been in ongoing discussions about these changes with a lot of the team, and I should get down to implementing them sometime next week. When we have a more final changelist, I’ll let you know what we intend to do.

 

 

Is Support Gragas a possibility after the rework?

 

Riot Zephyreal Button Rioter Riot Zephyreal: When I first saw his kit on the community beta thread I immediately thought support Gragas. He now has 3 forms of CC at 6, his knockback on E is either tied or slightly further back than Thresh flay, and his Q slow is pretty heavy if there is any sort of charge up time (which you can set up with combos with his E or even more impressively his R).

His passive is also pretty sweet since he has to go kind of close with his body slam for trades, so that extra heal is nice if he can manage the passive timer well. But also given the fact that the E knocks back and stuns, he pretty safe to begin with if he wants to do an E+Q combo for harass. I’m literally chunking people for 35-40% HP (depending on Q charge) and walking away without a care in the world.

The one downside is that you’re not flanking much in laning phase as support Gragas to maximize the displacement on body slam, but again if you can combo a Q through an E (super easy with practice), it should be easy for your lane partner to follow up.

 


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