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Patch 6.1 Notes

January 13th, 2016

 

Patch 6 1 Notes Banner

Patch 6.1 will hit live in a few hours. Here are the official notes:

 

Patch 6.1

Store Content

Balance

Miscellaneous

 

Don’t know when Patch 6.1 will hit live in your region? Here’s the maintenance schedule:

Patch 6 1 Maintenance Banner

 

 

CHALLENGER NIDALEE Banner

Challenger Nidalee is a legacy skin and will cost 975 RP.

 

Nidalee_Splash_8 Nidalee_8

 

ALL SPELLS

 

 

MODEL Banner

Challenger Nidalee Model 1 Challenger Nidalee Model 2

Challenger Nidalee Model 3 Challenger Nidalee Model 4

 

Recall Banner

Challenger Nidalee Recall 1 Challenger Nidalee Recall 2

 

PROWL PASSIVE Banner

Challenger Nidalee Passive 1 Challenger Nidalee Passive 2

 

JAVELIN TOSS HUMAN Q Banner

Challenger Nidalee Q 1 Challenger Nidalee Q 2

 

BUSHWHACK HUMAN W Banner

Challenger Nidalee W Human 1 Challenger Nidalee W Human 2

 

PRIMAL SURGE HUMAN E Banner

Challenger Nidalee E 1 Challenger Nidalee E 2

 

TAKEDOWN COUGAR Q Banner

Challenger Nidalee Cougar Q 1 Challenger Nidalee Cougar Q 2

 

POUNCE COUGAR W Banner

Challenger Nidalee W 1 Challenger Nidalee W 2

 

SWIPE COUGAR E Banner

Challenger Nidalee Cougar E 1 Challenger Nidalee Cougar E 2

 

ASPECT OF THE COUGAR R

Challenger Nidalee R 1 Challenger Nidalee R 4

Challenger Nidalee R 2 Challenger Nidalee R 3

 

 

LUNAR WRAITH CAITLYN Banner

Lunar Wraith Caitlyn is a legacy skin and will be available for 1350 RP.

 

Caitlyn_Splash_10 Caitlyn_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Caitlyn Model 1 Lunar Wraith Caitlyn Model 2

 

Recall Banner

Lunar Wraith Caitlyn Recall 1 Lunar Wraith Caitlyn Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Caitlyn Auto Attack 1 Lunar Wraith Caitlyn Auto Attack 2

 

HEADSHOT PASSIVE

Lunar Wraith Caitlyn Headshot 2 Lunar Wraith Caitlyn Headshot

 

PILTOVER PEACEMAKER Q

Lunar Wraith Caitlyn Q 1 Lunar Wraith Caitlyn Q 2

 

YORDLE SNAP TRAP W

Lunar Wraith Caitlyn W 1 Lunar Wraith Caitlyn W 2

 

90 CALIBER NET E

Lunar Wraith Caitlyn E 1 Lunar Wraith Caitlyn E 2

 

ACE IN THE HOLE R

Lunar Wraith Caitlyn R 1 Lunar Wraith Caitlyn R 2

 

 

LUNAR WRAITH MORGANA Banner

Lunar Wraith Morgana is a legacy skin and will be available for 975 RP.

 

Morgana_Splash_10 Morgana_10

 

ALL SPELLS

 

MODEL Banner

Lunar Wraith Morgana Updated Model 1 Lunar Wraith Morgana Updated Model 2

 

Recall Banner

Lunar Wraith Morgana Recall 1 Lunar Wraith Morgana Recall 2

 

BASIC ATTACK ANIMATION Banner

Lunar Wraith Morgana Auto Attack 1 Lunar Wraith Morgana Auto Attack 2

 

DARK BINDING Q

Lunar Wraith Morgana Q 1 Lunar Wraith Morgana Q 2

 

TORMENTED SOIL W

Lunar Wraith Morgana W 1

 

BLACK SHIELD E

Lunar Wraith Morgana E 1

 

SOUL SHACKLES R

Lunar Wraith Morgana R 1 Lunar Wraith Morgana R 2

 

 

RADIANT WUKONG Banner

Radiant Wukong is NOT a legacy skin and will be available for 1350 RP.

 

MonkeyKing_Splash_5 MonkeyKing_5

 

ALL SPELLS

 

MODEL Banner

Radiant Wukong Model 1 Updated Radiant Wukong Model 2 Updated

 

Recall Banner

Radiant Wukong Recall 1 Radiant Wukong Recall 2

 

HOMEGUARD MOVE ANIMATION Banner

 

CRUSHING BLOW Q

Radiant Wukong Q 1 Radiant Wukong Q 2

 

DECOY W

Radiant Wukong W 1 Radiant Wukong W 2

 

NIMBUS STRIKE E

Radiant Wukong E 1 Radiant Wukong E 2

 

CYCLONE R

Radiant Wukong R 1 Radiant Wukong R 2

 


Rising Dawn Ward Skin Banner

This monkey-themed ward skin will be available for 640 RP in the store after Patch 6.1 hits live:

 

Rising Dawn Ward Skin 3 Rising Dawn Ward Skin 2

Rising Dawn Ward Skin 1

 


New Summoner Icons

Four new Lunar-themed summoner icons will be available in the store, presumably for 250 RP each:

 

Lunar Icon 3 Lunar Icon 1 Lunar Icon 2 lunar icon 4

 

Patch 6.1 will also bring team icons for the upcoming season. These will cost 250 RP and, like always, a portion of the profits will go to the respective teams:

 

OCE (Oceania):

profileIcon990 profileIcon991 profileIcon992 profileIcon993

profileIcon994 profileIcon995 profileIcon996 profileIcon997

 

Russia (Wildcard):

profileIcon999 profileIcon1000 profileIcon1001 profileIcon1002

profileIcon1003 profileIcon1004 profileIcon1005

 

LMS:

profileIcon1006 profileIcon1007 profileIcon1008

profileIcon1009 profileIcon1010 profileIcon1011

 

NA LCS:

profileIcon1012 profileIcon1014 profileIcon1015 profileIcon1016 profileIcon1017

profileIcon1018 profileIcon1019 profileIcon1020 profileIcon1021

 

EU LCS:

profileIcon1022 profileIcon1023 profileIcon1024 profileIcon1025 profileIcon1026

profileIcon1027 profileIcon1028 profileIcon1029 profileIcon1030 profileIcon1031

 

LAN:

profileIcon1032 profileIcon1033 profileIcon1034

profileIcon1035 profileIcon1036 profileIcon1037

 

LAS:

profileIcon1038 profileIcon1039 profileIcon1040

profileIcon1041 profileIcon1042 profileIcon1043

 

LCK:

profileIcon1044 profileIcon1045 profileIcon1046 profileIcon1047 profileIcon1048

profileIcon1049 profileIcon1050 profileIcon1051 profileIcon1052 profileIcon1053

 

LPL:

profileIcon1083 profileIcon1084 profileIcon1085 profileIcon1086 profileIcon1087 profileIcon1088

profileIcon1089 profileIcon1090 profileIcon1091 profileIcon1092 profileIcon1093 profileIcon1082

 

Brazil (Wildcard):

profileIcon1065 profileIcon1066 profileIcon1067 profileIcon1068

profileIcon1069 profileIcon1070 profileIcon1071 profileIcon1072

 

Turkey (Wildcard):

profileIcon1073 profileIcon1074 profileIcon1075 profileIcon1076 profileIcon1094

profileIcon1077 profileIcon1078 profileIcon1079 profileIcon1080 profileIcon1095

 

 

Champion Changes

 

Bard Final Portrait

 

Buff BoxMeeps Final IconTraveler’s Call [ Passive ]

  • Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade.


 

Brand Final Portrait

 

Nerf Box Pyroclasm Final IconPyroclasm [ R ]

  • Bugfix: No longer prioritizes Champions over minions when those Champions aren’t affected by Brand’s passive.

 

 

Caitlyn Final Portrait

 

Quality of Life Box FinalHeadshot Final IconHeadshot [ Passive ]

  • Fixed a bug where Caitlyn would walk toward her empowered Headshot target if they were less than 650 range of her;
  • Fixed a bug where Caitlyn’s next basic attack would sometimes be delayed more than normal after an empowered Headshot;
  • Fixed a bug where Caitlyn would sometimes take longer than intended before firing an empowered Headshot when swapping targets.

 

Quality of Life Box FinalYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Trap now is slightly better at catching small champions (like yordles).

 

 


Elise Final Portrait

 

Quality of Life Box FinalRappel Final IconRappel [ E ]

  • Fixed a bug where Elise would quickly drop onto a nearby enemy when self-casting Rappel.

 

 

Fiddlesticks-Final-Portrait (1)

 

Buff BoxDark Wind Final IconDark Wind [ E ]

  • Mana cost decreased from 50/70/90/110/130 to 50/60/70/80/90.

 

 

 

Gangplank-Final-Champion-Portrait (1)

 

Nerf BoxTrial by Fire Final IconTrial by Fire [ Passive ]

  • Bonus AD ratio decreased from 1.2 to 1;
  • DoT duration increased from 1.5 seconds to 2.5 (same damage).

 

 

Heimerdinger Final Portrait


Quality of Life Box FinalStorm Grenade Final IconCH-2 Electron Storm Grenade

  • Fixed a bug where Heimerdinger’s grenade was granting too much vision for the duration.

 

 

Jinx Final Portrait

 

Quality of Life Box FinalSwitcheroo Final IconSwitcheroo! [ Q ]

  • Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor;
  • Fixed a bug where Jinx was able to cast rockets for free when out of mana;
  • Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher;
  • Switcheroo! can no longer be cast while disabled.

 

 

Kalista Final Portrait

 

Change BoxRend [ E ]Rend Final Icon

  • Mana cost decreased from 40 at all ranks to 30;
  • No longer refunds any mana when Rend kills its first target. Subsequent kills still refund the full cost (30).

 

 

Khazix Final Portrait

 

Quality of Life Box FinalUnseen Threat Final IconUnseen Threat [ Passive ]

  • The animation for Kha’Zix’s buffed auto-attacks has been sped up to match the speed of his regular attacks (currently slower on live).

 

Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • AoE range increased from 225 to 275.

 

 

Buff BoxLeap Final IconLeap [ E ]

  • Range increased from 600 to 700.

 

 

 

LeBlanc Final Portrait

 

Buff BoxEthereal Chains Final Icon (1)Ethereal Chains [ E ]

  • Missile speed increased from 1600 to 1750.

 

 

 

Miss Fortune Final Portrait

 


Nerf BoxLove Tap Final IconLove Taps [ Passive ]

  • AD ratio decreased from 0.6 – 1, to 0.5 – 1 (scales with level);
  • AD ratio against minions decreased from 0.3 – 0.5 to 0.25 – 0.5.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Base Damage decreased from 90/145/200/225/310 to 80/115/150/185/220.

 

 

 

Mordekaiser Final Portrait

 

Buff BoxIron Man Final Icon (1)Iron Man [ Passive ]

  • Shield decay decreased from 2%-per-second to 1.5%.

 

 

Buff BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • The spell can now be cast on minions and allows Mordekaiser to proc the “touching” damage on the aura.


[ Note ] The aura’s size is much larger if cast on siege minions:

Morde W 3 Morde W 1 Morde W 2

 

Change BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • Now deals 25% of its damage instantly, decreased from 50% (total damage unchanged, now deals 75% of its damage over-time, changed from 50%)
  • Bonus AD on Ghost changed from 10/25/50 flat to [ 1.0 of Mordekaiser’s Bonus AD ].

 

 

Poppy Final Portrait

 

Quality of Life Box FinalHammer Shock Final IconHammer Shock [ Q ]

  • If Poppy casts Hammer Shock immediately after Heroic Charge, Hammer Shock will cast toward her target.

 

 

Riven Final Portrait

 

Buff BoxRunic Blade Final IconRunic Blade [ Passive ]

  • Total AD ratio increased from 0.2 – 0.5 to 0.25 – 0.5 [ values for levels 1 – 18 ].

 

 


Rumble Final Portrait

GENERAL Banner

  • Collision radius on champion model decreased from 50 to 35.

 

Buff BoxFlamespitterFlamespitter [ Q ]

  • Range increased from 550 to 600;
  • Tick rate decreased from 0.5 seconds to 0.25 (meaning Rumble will apply damage in shorter periods, total damage remains the same but this helps in shorter engages).

 

 

Teemo Final Champion Portrait

GENERAL Banner

  • Base Attack Damage increased from 47.5 to 49.5.

 

Change BoxCamouflage Final IconCamouflage [ Passive ]

  • Time to stealth in brush increased from 0.75 seconds to 1.5;
  • Teemo can now stealth while moving in a brush.

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Cast range increased from 300/600/900 to 400/650/900.

 

 


Thresh Final Portrait

 

Quality of Life Box FinalDamnation Final IconDamnation [ Passive ]

  • Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing.

 

 

Trundle-Final-Portrait (1)

 

Nerf BoxChomp Final IconChomp [ Q ]

  • No longer affects towers.

 


Nerf BoxPillar-of-Ice-Final-Icon (1) (1)Pillar of Ice [ E ]

  • Mana cost increased from 60 at all ranks to 75.

 

 

Nerf BoxSubjugate-Final-Icon (1) (1)Subjugate [ R ]

  • Cooldown increased from 80/70/60 seconds to 110/90/70;
  • Mana cost increased from 75 at all ranks to 100.

 

 

Urgot Final Portrait

 

Quality of Life Box FinalNoxian Corrosive Charge Final IconNoxian Corrosive Charge [ E ]

  • Fixed a bug where Noxian Corrosive Charge was granting too much vision for the duration.

 

 

Yasuo Final Portrait

 

Quality of Life Box FinalWindwall Final IconWind Wall [ W ]

  • Fixed a bug where certain targeted abilities (such as Twisted Fate’s Pick-A-Card) would pass through Wind Wall as it spawned.

 

 

Item-Changes1 (1)

 

Buff BoxDeaths Dance Final IconDeath’s Dance

  • Heal on unique passive increased from 12% of damage dealt to 15%;
  • Damage converted to bleed (DoT) increased from 12% to 15%;
  • Attack Damage increased from 65 to 75;
  • Recipe cost increased from 525 Gold to 625 (total cost increased from 3400 Gold to 3500).

 

Change BoxEye of the Oasis Final IconEye of the Oasis

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%.

 

Change BoxEye of the Watchers Final IconEye of the Watchers

  • Now additionally grants 10% Cooldown Reduction;
  • Bonus Mana Regeneration decreased from 150% to 100%;

 

Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • Decreases cooldown of Warding Totem by 33%, decreased from 50% [the values are near-identical because of the Warding Totem buff]

 

Change BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Mana Regeneration decreased from 150% to 100%;
  • Ghost slow now lasts 2-5 seconds (increase with distance), changed from 4 seconds flat;

 

Buff BoxLord Dominik Final IconLord Dominik’s Regards

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Quality of Life Box FinalLudens Echo Final IconLuden’s Echo

  • UNIQUE Passive is now called “Echo”, to prevent it from stacking with the passive on Runic Echoes (new jungle AP enchantment)

 

Buff BoxMortal Reminder Final IconMortal Reminder

  • Bonus Armor Penetration increased from 40% to 45%.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Now additionally grants 5% bonus Movement Speed;
  • Bonus Movement Speed while in 500 range of an enemy Champion decreased from 12% to 7%.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Bonus Movement Speed decreased from 8% to 7%.

 

 

Buff BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Bonus Movement Speed increased from 5% to 7%.

 

 

Buff BoxStatikk_ShivStatikk Shiv

  • Now deals 120% bonus damage to minions, increased from 75%.

 

 

Buff BoxSunfire-Cape-Final-Icon (1)Sunfire Cape

  • Armor increased from 45 to 50.

 

 

Buff BoxWarding Totem Final IconWarding Totem

  • Cooldown decreased from 180/120 seconds (scales down with level) to 180/90.

 

 

 

Jungle Changes Banner

 

New Item BoxMagus-Enchantment-Final-Icon (1) (1)Enchantment: Runic Echoes (replaces Runeglaive)

Grants 60 Ability Power and 10% bonus to Movement Speed;

UNIQUE Passive – Echo: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 80 [+0.1 AP] bonus magic damage to up to 4 targets.

This effect deals 2.5X damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing Mana.

 

Runic Echoes Item

 

Buff BoxHunters Talisman Final IconHunter’s Talisman

  • Mana regeneration while in the jungle increased from 150% to 180%.

 

[ Note ] This also applies to Skirmisher’s Sabre, Stalker’s Blade and Tracker’s Knife.

 

Elder Razorbeak Final Icon“Razor Sharp” Raptor Buff [ buff from smiting the ugly chicken camp ]

  • Fixed several bugs with Razor Sharp where it would not go off if the nearest enemy object was not a ward;
  • Changed trigger range from 1250 to 900 to better sync with the range of wards;
  • Changed trigger range for blue trinket wards from 1250 to 500 to better sync with the range of wards.

 

Rift Herald Final IconRift Herald

  • Auto-attack damage increased from 95 to 105.

 

 

Nerf BoxSmite Final IconSmite [ Summoner Spell ]

  • No longer triggers spell effects (such as Spell Vamp or Rylai’s Crystal Scepter).

 

 

 

MASTERY CHANGES Banner

 

Nerf BoxPrecision Final IconPrecision [ Tier 5 Cunning ]

  • Armor penetration decreased from 1/2/3/4/5 [+ 0.1/0.2/0.3/0.4/0.5 per level] to 0.6/1.2/1.8/2.4/3 + [0.06/0.12/0.18/0.24/0.3 per level]

 

 

FEROCITY KEYSTONE MASTERIES Banner

 

Buff BoxDeathfires Touch Final IconDeathfire Touch [ Keystone Ferocity ]

  • Ratios increased from [ +0.5 Bonus AD ] [ +0.2 AP ] to [ +0.6 Bonus AD ] [ +0.25 AP ].

 

 

Buff BoxFervor of Battle Final IconFervor of Battle [ Keystone Ferocity ]

  • Bonus physical damage on auto-attack per stack increased from 1-8 (scales with Champion level) to 1-12;
  • Max stacks decreased from 10 to 8 (max on-hit physical damage increased from 80 to 96).

 

Change BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone Ferocity ]

  • Heal changed from 15% of crit damage against Champions to 5-25% (scales with level);
  • Attack Speed bonus increased from 20% to 30% (for 4 seconds).

 

RESOLVE KEYSTONE MASTERIES Banner

 

Change BoxBond of Stone Final IconBond of Stone [ Keystone Resolve ]

  • Flat damage reduction increased from 3% to 4%;
  • Additionally, 6% of the damage taken by your closest ally from enemy Champions is dealt to you;
  • No longer gives 6% Damage Reduction when near an allied Champion.

 

Buff BoxStrength of the Ages Final IconStrength of the Ages [ Keystone Resolve ]

  • When capped, Strength of Ages now heals for 6% of your Maximum Health for both Siege Minions and large jungle monsters, changed from healing for 100 flat Health per Siege Minion kill.”

 

CUNNING KEYSTONE MASTERIES Banner

 

Buff BoxStormraiders Surge Final IconStormraider’s Surge [ Keystone Cunning ]

  • Movement speed buff increased from 35% to 40%;
  • Duration to trigger the buff extended from 2 seconds to 2.5;
  • Now additionally grants 75% slow resistance for 3 seconds after proccing the buff.

 

 

MINION CHANGES Banner

Just some bugfixes for minions and their wacky behavior.

The only one that’s worth calling out is the last one on the list – this was actually implemented in 5.22, and primarily helps melee vs ranged matchups with respect to basic attacks. Simply put, the ‘call for help’ used to be around yourself and not the enemy, meaning that when they’d harass you off the wave, your minions would often ‘pretend’ not to notice as they went about their business. Now minions are more courageous and will actively watch for enemy harassment.

Minions no longer freeze or awkwardly lock eyes with other minions

Minions now display how much bonus damage or damage reduction they have from the pushing changes implemented in 5.23

Minions no longer acquire new targets that are in the river or jungle, and if they enter the river or jungle they’ll refuse to acquire any target until they leave. (Implemented in 5.22 but undocumented)

Now additionally calls for help in a ring around your opponent when attacked near minions (implemented in 5.22 but undocumented).

 

 

NEW CHAMPION SELECT Banner

The New Champion Select is almost ready for live. It will follow a staggered release, with public testing for NA and TR beginning on January 13th. Below you can find a rundown of how the new system will work:

[ Note ] The new Champion Select will replace Team Builder. [ Source ]

 

Before you queue, you’ll be asked to pick your Primary and Secondary role. Logically, your Primary role takes priority in the matchmaking:

New Champ Select 1 New Champ Select 2

 

The queue interface is standard fair. The wait time is displayed at the bottom, rather than the top of the client and there are new visuals for the ticking time confirmation:

New Champ Select 3 New Champ Select 4

 

Inside the Champion Select, you’ll be placed on a 3D map of Summoner’s Rift, with an arrow-type indicator for your role:

New Champ Select 18 New Champ Select 5

 

I was Captain here, so I couldn’t ban. Instead, I could give a visual cue to teammates of what I wanted to play. This phase is a suggestive “I want to play this, please don’t ban it” type – if my teammates wanted to, they could’ve banned Yasuo, but I’ve shown them I want to play that Champion.

New Champ Select 7 New Champ Select 6

 

There’s a neat animation for bans, where the banned Champion’s portrait will disintegrate into shards. Here’s how it looks like for both allied bans and enemy bans:

New Champ Select 9 New Champ Select 8

 

Once banning is complete, picking resumes as is currently on live. The Champions picked (or hovered over) will be displayed in a circular shape. Once selected, they will play their Champ Select quote for everyone:

New Champ Select 12 New Champ Select 14

 

Here’s how the interface looks like if the player hasn’t picked a Champion yet, for both ally and enemy-side:

New Champ Select 15 New Champ Select 16

 

Once picking concludes, you can lock in your Champion or pick a different one. There’s also a new interface for your available skins:

New Champ Select 11 New Champ Select 10

 

The last part of Champion Select is a standard wait period to adjust your Masteries. Note the location of UI elements:

  • Bans at the top left and right;
  • 2D map with Roles and Champions picked on the bottom right;
  • Summoner Spells/Masteries on the bottom.

New Champ Select 17

 

 

TWEAKS TO DRAGON TRAINER LULU

Dragon Trainer Lulu has received new, brighter textures, presumably to fit better with the visuals of Dragon Trainer Tristana.

 

Dragon Trainer Lulu Model 2 Dragon Trainer Lulu Model 1

 

 

NEW Q VISUALS FOR DRAVEN SKINS

Soul Reaver Draven and Gladiator Draven have both received new visuals for the landing zones on their Spinning Axes [ Q ]:

 

Draven Skin Q 1 Draven Skin Q 2

 


A new login theme has been released to celebrate the start of the new season. Here’s the video by frostyNinja:

 

And here’s the still from the animation:

Season 6 Background

 

 

JAPANESE LOCALIZATION Banner

The Japanese localization is near-concluded and all the voice-overs, text and audio files will be released with Patch 6.1. Note that if you want to use the Japanese localization, you can select it from your launcher post-patch.

 

Japan Screenshot

 

Japan Screen 2 Screen 3

Screen 6 Screen 4

Screen 7 Screen 8

 

[ Note ] You can find all the voice-overs on SkinSpotlights‘s second channel, League Voices.

 

[ Note ] You can find all the Japanese Champion Select quotes HERE:

PBE 06 01 Banner

 

 

BUGFIXES Banner

  • Summoner names in the end of game screen have been reverted to white without glow effects
  • Fixed a bug where summoner names in the end of game screen weren’t consistently graying out as players left the lobby
  • Fixed a bug where Ekko’s Q – Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction
  • Quinn’s Q – Blinding Assault no longer causes several empowered basic attacks to miss
  • Jayce’s buff from swapping to R – Mercury Cannon is no longer consumed without dealing damage when using W – Hyper Charge to attack a structure
  • Kassadin no longer gains E – Force Pulse stacks from the active of Frost Queen’s Claim
  • Orianna’s E – Command: Protect bonus resistances are now properly multiplied by Windspeaker’s Blessing
  • Fixed a bug where splitting mastery points between Piercing Thoughts and Battering Blows granted the incorrect amount of stats
  • Fixed a few cases of champions with Sated Devourer damaging themselves when using empowered basic attacks (ex. Ekko’s E – Phase Dive or Rek’Sai’s Q – Queen’s Wrath)
  • Luden’s Echo now procs if an ability cast at max stacks damages a target after its caster dies
  • Liandry’s Torment now properly deals increased damage to enemies affected by Ahri’s E – Charm, Rammus’s E – Puncturing Taunt and Shen’s E – Shadow Dash
  • Serrated Dirk’s buff no longer occasionally consumes itself when granted by an empowered basic attack
  • Cinderhulk’s burn effect now has an on-hover range indicator
  • Zz’Rot Portal, Zeke’s Herald and Face of the Mountain are now properly searchable by typing “Active” in the item shop
  • Mejai’s Soulstealer has been added to the Mana tab of the item shop
  • Restored custom flame tail particles on Foxfire Ahri

 


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

PBE Round-up: Patch 5.21

October 25th, 2015

 

PBE Round up Patch 5 21 Banner

Patch 5.21 will hit live in the early hours of October 28th, assuming there are no delays. Here are its contents:

 

Store Content

Balance

Miscellaneous

 

Here are the most recent news in each category:

Red Post Collection Thumbnail Official Site Post Thumbnail PBE Update Post Thumbnail

Current Sale Thumbnail Current Rotation Thumbnail
 


SLAYER JINX Banner

Slayer Jinx will be available for 1350 RP after Patch 5.21 hits live:

 

Jinx_Splash_3 JinxLoadScreen_3

 

MODEL Banner

Slayer Jinx Model 2 Slayer Jinx Model 1

 

Recall Banner

Slayer Jinx Recall 1

 

SWITCHEROO Q Banner

Slayer Jinx Q 1

Slayer Jinx Q 2

 

ZAP W Banner

Slayer Jinx W 1

 

FLAME CHOMPERS E Banner

Slayer Jinx E 1

 

SUPER MEGA DEATH ROCKET R Banner

Slayer Jinx R 1 Slayer Jinx R 2

Slayer Jinx R 3

 

 

SLAYER PANTHEON Banner

Slayer Pantheon will be available for 975 RP:

 

Jinx_Splash_3 PantheonLoadScreen_7

 

MODEL Banner

Slayer Pantheon Model 1 Slayer Pantheon Model 2

 

Recall Banner

Slayer Pantheon Recall 1

 

SPEAR SHOT Q Banner

Slayer Pantheon Q 1

 

AEGIS OF ZEONIA W  Banner

Slayer Pantheon W 1

 

HEARTSEEKER STRIKE E Banner

Slayer Pantheon E 1

 

GRAND SKYFALL R Banner

Slayer Pantheon R 1

 

 

ZOMBIE NUNU Banner

Zombie Nunu will be available for 1350 RP:

 

Nunu_Splash_7 NunuLoadScreen_7

 

MODEL Banner

Zombie Nunu Model 2 Zombie Nunu Model 1

 

Recall Banner

Zombie Nunu Recall

 

BASIC ATTACKS Banner

Zombie Nunu Auto Attack 1 Zombie Nunu Basic Attack 2

 

CONSUME Q Banner

Zombie Nunu Q 1

 

BLOOD BOIL W Banner

Zombie Nunu W 1

Zombie Nunu W 2

 

ICE BLAST E Banner

Zombie Nunu E 1

 

ABSOLUTE ZERO R Banner

Zombie Nunu R 1

 

 

New Summoner Icons

Six new Summoner icons will be available in store after Patch 5.22 hits live:

 

Four team icons will be available for players who want to support this year’s semifinalists at Worlds. As with all team icons, 20% of the proceeds to directlly to the teams.

profileIcon941 profileIcon940 profileIcon943 profileIcon942 (1)

 

Two Harrowing-themed icons with Zombie Brand and Slayer Pantheon will also be available, likely for 250 RP each:

profileIcon949 (1) profileIcon948

 

 

Champion Changes

 

Chogath Final Portrait


Buff BoxFeastFeast [ R ]

  • If Feast kills an enemy Champion, Cho’Gath gains 2 stacks (1 stack on live)

 

 


Gangplank Final Champion Portrait

General Box

  • Health changed from 631 [+79 per level] to 580 [+82 per level]

 

Nerf BoxParrrley Final IconParrrley [ Q ]

  • Killing a target with Parrley no longer refunds 25 mana

 

 

 

Kassadin Final Portrait

 

Buff BoxNether_BladeNether Blade [ W ]

  • Cooldown decreased from 9 seconds to 7
  • AP ratio on active increased from 0.6 to 0.7

 

 

Mordekaiser Final Portrait

 

Nerf BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Now only receives 50% of the experience lost by sharing a lane, decreased from 100%

 

 


Riven Final Portrait

 

Nerf BoxBlade_of_the_ExileBlade of the Exile / Wind Slash [ R ]

  • Cooldown increased from 110/85/50 seconds to 130/95/60

 

 


Veigar Final Portrait


Nerf BoxBaleful_StrikeBaleful Strike [ Q ]

  • Base damage decreased from 80/125/170/215/260 to 70/110/150/190/230

 

 


Zilean Final Portrait

[ Note ] You can find context on why Zilean’s passive is being replaced HERE.

 

Change BoxHeightened_LearningTime in a Bottle [ New Passive ]

Zilean stores 2/3.5/5/6/12 experience every 5 seconds (values for levels 1/6/11/16/18).

When he has enough to finish an ally’s level, he can right-click them to give them that Experience (cooldown is 120 seconds). Zilean gains as much Experience as he gives. Cannot be used in combat.

 

 

UPDATED PLAYER REPORTS Banner

Neurocat New Portrait

Hey everyone,

Last month, we debuted upgrades to the Instant Feedback system (reform cards, improved chat restrictions and intentional feeding bans). Now, we’re continuing the overhaul by pushing out some improvements to the report system. We made two major changes to how you report someone:

The old system had a lot of categories, some of which were redundant, not useful, or simply out-of-date. After analyzing old report data and listening to community feedback, we winnowed the list down to seven types of behavior:

Sometimes a player might display multiple offensive behaviors in game – in the old system, it wasn’t possible to report them for more than one reason. With these upgrades, we’re allowing up to 3 categories to be selected when reporting a player. Keep in mind, selecting multiple categories doesn’t increase the severity of a report, so only select the offenses that happened in the game. In the future, players who falsely report others may face penalties. The more accurate the report, the better we can help players reform their behavior.

This should be hitting the PBE shortly. Please leave a comment if you have any questions.

[ Link to Post ]



NEW LOGIN SCREENS Banner


There are two new loading screens – one for Worlds and the other for the upcoming Harrowing event. Here are the links on FrostyNinja’s channel:

 

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LORE FOR SHADOW ISLE CHAMPIONS

New in-client lore has been released for most Champions from the Shadow Isles:

 

Hecarim Final Portrait

“Break their ranks and ride them down without mercy. Crush the living and feast on their terror.”

Hecarim is an armored colossus who charges from the Shadow Isles at the head of a deathly host of spectral horsemen to hunt the living. A monstrous fusion of man and beast, cursed to ride for eternity, Hecarim revels in slaughter and crushing souls beneath his armored hooves.

 

Kalista Final Portrait

“When wronged, we seek justice. When hurt, we strike back. When betrayed, the Spear of Vengeance strikes!”

A specter of wrath and retribution, Kalista is the undying spirit of vengeance, an armored nightmare summoned from the Shadow Isles to hunt deceivers and traitors. The betrayed may cry out in blood to be avenged, but Kalista only answers those whose cause she deems worthy of her skills. Woe betide those who become the focus of Kalista’s wrath, for any pact sealed with this grim hunter can only end on the cold fire of her soul-spears.”

 

Karthus Final Portrait

“Death is not the end of the journey, it is just the beginning…”

The harbinger of oblivion, Karthus is an undying spirit whose haunting songs are a prelude to the horror of his nightmarish appearance. The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. When Karthus emerges from the Shadow Isles, it is to bring the joy of death to mortals as an apostle of the unliving.

 

Mordekaiser Final Portrait

“All things must die… and yet I live on.”

The baleful revenant Mordekaiser is among the most terrifying and hateful spirits haunting the Shadow Isles. He has existed for countless centuries, shielded from true death by necromantic sorcery and the force of his own dark will. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims’ souls to become instruments of destruction.

 

Thresh Final Portrait

“The mind is a wondrous thing to tear apart.”

Sadistic and cunning, Thresh is a restless spirit who prides himself on tormenting mortals and breaking them with slow, excruciating inventiveness. His victims suffer far beyond the point of death, for Thresh wreaks agony upon their souls, imprisoning them in his lantern to torture for all eternity.

 

 


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

 

Reds 24 10 Banner

 

Topics Banner

 

Here are the most recent news in each category:

Red Post Collection Thumbnail Official Site Post Thumbnail PBE Update Post Thumbnail

Current Sale Thumbnail Current Rotation Thumbnail

 

 

Some gameplay work in progress general gameplay thoughts

Meddler Final PortraitHi all!

Wanted to share a few of our thoughts on where we’re up to on some currently topical gameplay stuff. Trying out a different approach here with just quick updates on a number of topics rather than a focus on a couple of things (feedback on that much appreciated!).


The Preseason:

  • We’ve been putting a lot of work into updates for the upcoming preseason patch over the last couple of months, with changes to champions, items, vision etc. We’re getting very close to putting that stuff on PBE (all going according to plan).

 

Kindred Final Portrait

  • Kindred have been out for about a week now and we’re starting to see players get to grips with their kit. So far we’ve been really happy with the state of their release balance, so 5.21 won’t contain any buffs or nerfs, just some bug fixes. Really interested to see where they end up over the next couple of patches, there’s some definite learning curve there and we’re also seeing people experiment with them in a range of positions with a mix of success and failure.

 

Mordekaiser Final Portrait

  • Morde’s a pretty topical dude at the moment. Our belief is that he’s too strong in a duo lane, despite previous nerfs, so we’re going to be reducing the amount of bonus XP he gets from his W in 5.21. Our hope is that that will then give us some room to buff his base stats, bringing his solo laning closer to his duo lane performance. That’s something we’ll likely do as a follow up change though (potentially in 5.22), once we’ve got a read on what the impact of the XP reduction was.

  • Thematic side note for anyone that’s interested and hadn’t already heard – we’ll also be changing his title to ‘The Iron Revenant’ rather than the previous ‘Lord of Death’ (Iron Revenant being a player suggested title update that we felt did a great job of merging different thematic elements from Morde).

 

Poppy Final Portrait

  • Works heavily underway on Poppy. She’ll be the next really big champion update that goes out (Sion/GP sort of scale, so full overhaul of abilities, visuals, voice etc). Her E’s the only ability effectively ported over from her old kit, feel we’re going for’s still very much small, noble, determined warrior who smacks others around with a large hammer.

 

World Champs

  • Worlds has been getting a lot of attention for the Gameplay teams of course. We’ve been really enjoying the diversity of picks in some positions (mid lane especially), though are seeing that some others could do with more help (jungle for example). Some outlier champions that definitely seem too strong (Morde, GP, Darius etc), some of whom we’ve already nerfed post 5.18, some of which we’ve got stuff underway for. A number of champions too that we don’t yet have plans for, but are keeping a really close eye on and talking about quite a bit (Tahm Kench for example).

 

Upcoming Champs

  • We’ve had a couple of trends with new champions recently that have helped opened up new gameplay space (non damage utility ults) and thematic space (creatures of myth). We’ve been pretty happy with how those explorations have gone, we don’t have to overdo them though. Next set of champs we’ve got underway are going for a bit of contrast with that as a result, with a few more damage/combat focused ults and characters who are somewhat more a part of the regular world of Runeterra.

 

General Balance Changes

  • Since a lot’s going to change in the upcoming preseason patch we’re generally holding off on smaller balance changes for a little bit, given which characters are a bit too weak or a bit too strong could change significantly in the near future due to systemic changes.

[ Link to Post ]

 

 

I think we should get a developer post like this every 3 or 4 patches

Meddler Final PortraitI’m also interested in finding something along those sort of lines. Still trying to figure out exact format, frequency, style etc, with this post as one test of what works for people versus what doesn’t.

[ Link to Post ]

 

 

Meddler Final PortraitI’ll be trying to do these every so often. Buffs/nerfs/updates are one of the things I’ll be best able to cover, new champ ideas by contrast we generally prefer not to talk about until the champion’s ready. Game modes and skins by contrast are outside of my own area of expertise, so I’ll leave discussion on those to the folks who work on them who are much more able to talk about them usefully.

[ Link to Post ]

 

 

Has Ao Shin been scrapped delayed due to animation issues with his body

Ao Shin Single Banner

Meddler Final PortraitAo Shin got put on hold quite a while back, in large part due to technical issues with making a serpentine creature look like we wanted in game. Plan’s always been to look at Ao Shin again once we’ve got the tech to do those body animations properly.

[ Link to Post ]

 

 


Will we get another champion this year

Meddler Final PortraitCurrent expectation is that Kindred will not be the last new champ of the year.

We will continue to look for opportunities to get classes into less common positions, that’s not going to be a good fit for some champion concepts though.

[ Link to Post ]

 

 

Why are you scrapping Poppys Q in her rework

Poppy Single Banner

Meddler Final PortraitPoppy’s Q is a very functional spell, but we felt there was opportunity to shift to something with more play and interest to it.

[ Link to Post ]

 

 

Meddler Final PortraitShe’ll be more focused at controlling a fight and fighting people over longer periods over time than exploding a dude really quickly.

[ Link to Post ]

 

 


Will there be any changes to Sightstone in the Preseason

Meddler Final PortraitSightstone upgrades will be part of the changes. Intent is to still keep those in a position where they’re generally more appealing on supports than other classes though.

[ Link to Post ]

 

 

Do you think Cassiopeias in a good state

Cassiopeia Single Banner

Meddler Final PortraitSpeaking frankly about Cass:

  • We don’t believe Cass is in a good state post rework.
  • We also don’t believe pre-rework Cass was in a good state either.
  • We would like to do some work (scale unknown, though extremely unlikely to be a full scale rework) on Cass next year.

  • How that work will be prioritized hasn’t been determined yet. There are a number of other projects it’d have to be traded off against on either the Live Gameplay (balance) team or the Champion Update (reworks) team (projects like Ryze, Azir, Taric, Yorick etc).
  • Even if we do do work on Cass next year I can’t offer any promises as to when that might be. Could be some small stuff early in the year and some medium work later, just balance/QoL changes at some indeterminate point, a moderate sized piece of gameplay work late in the year etc.

[ Link to Post ]

 

 

Why is Azir on your Gameplay update list

Azir Single Banner

Meddler Final PortraitAzir’s kit is sufficiently difficult to learn that it doesn’t seem to currently be possible to put him in a spot where he’s sufficiently balanced for experienced players without being extremely inaccessible to people unfamiliar with him. Learning curve and skill ceiling are great of course, in this case Azir’s skill floor’s too punishing though. Current intent is to look at ways to make him somewhat more accessible, with if needs be, some nerfs to his top end if those changes buff him there too.

[ Link to Post ]

 

 

Do you have any plans now or in the future to rework or remove crit

Meddler Final PortraitCrit’s definitely got some issues (feeling screwed by RNG when you did everything right especially), so at some point we do want to do some work on it. It does add some variance and risk to otherwise extremely reliable, consistent actions (right clicking/getting right clicked) though, and LoL’s arguably a little too predictable at times at present. We don’t want to simply replace it with a guaranteed damage multiplier as a result and, whenever we do work on it, would want to bundle that with some other systemic changes.

[ Link to Post ]

 

 

Do you think that mana conservationmanagement are good mechanics

Meddler Final PortraitI feel mana management’s a useful lever to have, both in terms of the control it offers over champion power at various points in the game and as an expression of player skill. Having said that I don’t feel that all characters should be mana gated equally. Some melee should arguably be gated in lane, but free to use spells generally on CD later in the game, given the challenges they have getting onto targets. Other long range characters, or healers, by contrast should generally have significant costs throughout the game.

[ Link to Post ]

 

 

Whatre your thoughts on energybased resourceless Champions

Meddler Final PortraitResourceless characters and energy users are both types of champion I feel have a good place in the game in terms of the different playstyles, pacings (in lane and after) and abilities designs they allow. I do believe it’s healthy to have mana as the default resource however, with occasional exceptions and we’ll be going through a period of new champions who consistently use mana for a while (last non mana user was Rek’Sai, next 4 upcoming champions at least will probably all use mana).

[ Link to Post ]

 

 

Do you think highmobility Champions are crowding out lowmobility ones

Meddler Final PortraitI believe it’s very possible for high and low mobility champions to coexist in lanes, I don’t think we’ve always given lower mobility champions sufficient compensation for the low mobility price they pay however. Being a low mobility champ should allow you to get access to some pretty powerful stuff that wouldn’t be appropriate on champs with dashes/blinks etc. Kog’Maw and Anivia are good examples to me of where that’s been done right, with both of them being options that more mobile marksmen/mages respectively don’t offer.

[ Link to Post ]

 

 

Are there any buffs planned for Syndra

Syndra Banner

Meddler Final PortraitWe’d still like to make some improvements to Syndra’s passive, probably in a way that added a bit of power to her to. No short term plans for that though, that’ll be a sometime post preseason project (timing uncertain, since our current road map for balance type changes primarily reads ‘Get preseason ready and then follow up on preseason’).

[ Link to Post ]

 

 

What happened to Rivens Edge resource on the PBE Why was it reverted

Riven Single Banner

Meddler Final PortraitThose are currently on hold while the Live Gameplay team’s focused on preseason work. We’ll probably look at Riven against once that stuff’s out, unclear whether those specific changes are what we’d want to go with yet or not though. In the meantime we’re shipping a small nerf to Riven’s ult CD to take a bit of power off her.

[ Link to Post ]

 

 

If you were to nerf Tahm Kench could you just revert some of the buffs he got

Tahm Kench Single banner

Meddler Final PortraitIf we were to nerf Tahm where we did so would depend on where he’s too strong. If that’s something we’ve recently buffed, then certainly, reverting a recent buff would make sense (e.g. if enemy Devour’s now too strong reducing the regurgitate range back down could be a good fit). On the other hand if the issue’s elsewhere reverting a recent buff might not hit the right issue (e.g. if his healing’s too strong nerfing devour range isn’t an appropriately targeted fix).

[ Link to Post ]

 

 

Will the Marksman update be part of the Preseason changes

Meddler Final PortraitYes, Marksmen changes will be in the preseason. We haven’t decided yet which class we might tackle after that (enchanters also isn’t a name or clearly defined subclass we’ve got a consensus on, though it is a term some people have been using internally to describe caster supports like Janna or Nami).

[ Link to Post ]

 

 

Wont Voice Chat solve ingame toxicity People dont say the things they type


Lyte Final PortraitIronically, I just answered a question about voice chat on Ask.fm, which is here:

QUESTION: Are you trying to make the game full PG? (Like even below PG-13) Couse it looks like you are trying to completely remove toxicity when there will always be people that act ughh… silly.Couse for example, voice chat would help immensly but your toxicity “excuse” ruins that idea…

League is a hardcore game, and it’s played by many adults so no, we’re not trying to make it a PG-13 game. In fact, we’re not against offensive language per se. For example, saying “Fuck I missed that skillshot” or “Fuck, that was a bad engage, sorry” is completely fine and is not punished. You’re only punished when you start focusing your language against someone else, for example, “Fuck you asshole, wtf was that play. Uninstll plz.” Of course, hate speech, death threats and more severe language is not OK in any context, and that stuff will be punished with pretty much zero tolerance.

With regards to voice chat, we’re not opposed to voice chat. A lot of research suggests that voice chat between friends is an awesome experience, but voice chat with strangers is more hit and miss. These are known problems with voice chat and these issues exist in every game. If we do voice chat, we’d like to try some new features to tackle these problems but right now, all our development teams are focused on other priorities.

To the OP though, there’s a huge difference between 3rd party voice chat and integrated voice chat. Players that already have a voice chat solution installed, and are willing to add a stranger to their personal voice chat friends list and voice chat in a game are a very different, self-selected population compared to the general playerbase. In many cases, you could say these players are more likely to want to voice chat with others and very few people would do this purposely to yell at someone or be toxic to someone. If we had integrated voice chat, it would be available for everyone in the game, which has very different player behaviors.

[ Link to Post ]

 

 

The Risks of MMR Boosting

Rhojin New PortraitHey Everyone,

A couple months back I made a post regarding MMR Boosting punishments and the updated investigation and identification methods we created for the 2015 Season. Today I wanted to talk about something else in regard to MMR Boosting, the security of your account. By now I’m sure you are all aware of the announcement of the 2015 Ranked Season Rewards; and after seeing what waits for those who reached Gold or higher we have seen a large increase in the number of players receiving MMR Boosts. While it may be tempting to pay for a boost or getting your friend/family member to play a couple games to boost your rank up, there are some serious risks involved in receiving a MMR Boost.

First and foremost, you will receive a MMR Boosting punishment. Your account will be suspended for two weeks, any ranked rewards you may have earned in the past will be stripped from your account and you will be ineligible to receive the 2015 rewards. Now this isn’t an “IF” your account is caught this is a when your account is caught. No matter how elite a booster may claim their methods are, there is no hiding from us.

On top of the punishment looming over a boosted account, the security of the account could also be at risk. Far too many times have we seen players share their information with people offering to boost their account, only to have that person then run off with the account and either sell it to another party or use it for other nefarious means. There are boosters who will boost an account and then report it directly to us for whatever reason they may have. And then there are those who set up sting operations, offer to boost someone and report every player to us who says yes, and they aren’t even contracted through us to do something like this. This is something they do out of their own free will to ensure boosters are removed from the community they love.

But even after being boosted there is no guarantee that an account will remain in the ranking it was boosted to. Throughout the 2015 Season we have seen 35% of boosted accounts drop back down to the ranking they were at before being boosted or lower. So not only is there the MMR Boosting punishment being issued to an account, the numbers show you may drop back down in rank and expose your account information to unnecessary risk.

I will be checking this post throughout the day to answer any questions or concerns you may have.

[ Link to Post ]

 

 

Will the system punish me if Ive played from different locations

Rhojin New PortraitYou shouldn’t have anything to worry about. We know players travel all the time and play from location other than home. When we investigate accounts we make sure to take this into consideration. The last thing we want to do is punish someone because they wanted to enjoy a couple League games while they were on vacation or visiting friends.

[ Link to Post ]

 

 

Does this include friends carrying others through Ranked

Rhojin New PortraitNah, you’re cool. Duoing with a friend is something we allow, even if they were the one doing the carrying. As long as you played on your own account you have nothing to worry about.

[ Link to Post ]

 

 

Rhojin New PortraitAs long as both players are on their own accounts it is not considered to be boosting. Though chances are a challenger player is not going to have a legitimate smurf account that can duo with a bronze player but by some chance they have a legitimate smurf able to duo with a bronze friend it is not punishable in regard to boosting.

Now if the challenger player intentionally lost games to have a lower ranked account in order to stomp lower ranked players or to duo with friends, then the account would be open to another form of punishment.

[ Link to Post ]

 

 

Are you guys sure youre able to catch every booster

Rhojin New PortraitWe are working around the clock on MMR Boosting investigations and we still have a large list of people who are set to be punished for their boosting participation this season. While nothing anywhere is perfect there is a very slim chance someone may get lucky now to avoid detection, but sooner or later their time will come. Also if you feel you have information pertaining to someone who had their account boosted you are more than welcome to send a report to us through the support site. We appreciate these types or reports as it does help us ensure we can identify those who have received MMR Boosts.

[ Link to Post ]

 

Can a player be punished as a result of a false report

Rhojin New PortraitWe never punish anyone based simply because a report was sent in. When any reports are sent in to us we begin an investigation into the reports player, gathering our own information and comparing it to what the reporting player may have sent to us. Only when we are 100% sure that the reported player is guilty will we ever issue a punishment. There are times when players have been reported to me for being boosted and it turned out that the account wasn’t boosted, rather they just had a bad losing streak in their Diamond ranking.

[ Link to Post ]

 

You made it to the end! Here’s some fan-art to wrap up the red posts for Saturday:

 

Lux by Raikoart

KWRjNzO

 


Haunted Zyra by dotswap

tumblr_nwj5zdbUEV1rgdio9o1_1280

 

 

Female Thresh by Gumae

8k3qhPI



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

[ Link to Post ]

 

 

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.

[ Link to Post ]



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.

[ Link to Post ]




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.

[ Link to Post ]



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

Syndra Banner

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!

[ Link to Post ]



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.

[ Link to Post ]



Why hasnt Sejuani received compensatory buffs after the Cinderhulk nerfs

Sejuani Banner

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!

[ Link to Post ]


Follow Up Banner

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!

[ Link to Post ]

 


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.

[ Link to Post ]

 

 

Whats your current view on Rengar Do you think hes balanced

Rengar Banner Single

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.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 


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).

[ Link to Post ]

 


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”

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

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.

[ Link to Post ]



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).

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

 

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.

[ Link to Post ]

 

 
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.

[ Link to Post ]



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)

[ Link to Post ]

 


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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 


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

Lux Single Banner

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.

[ Link to Post ]

 


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!

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 


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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 


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.

[ Link to Post ]

 


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.

[ Link to Post ]

 


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

 

Reds 13 10 Banner

 

Topics Banner

 

Recent News Banner

PATCH 520 MAINTENANCE SCHEDULE FOR ALL REGIONS Banner

COSMIC REAVER KASSADIN AVAILABLE AFTER 520 Banner

Navi Banner

 

 

New Zilean passive Q feel and responsiveness tuning recommended items

Zilean Banner Single

20thCenturyFaux Final PortraitIt’s time for time!

Zilean’s passive has been a weak point for a while now, and his Q had numerous little things that felt “off” about it. Those are past-tense sentiments. When the PBE updates, the new stuff will be in! This update is all about visceral satisfaction. The Q should feel better to use and the passive gives allies XP in a much more hands-on way. If any of you fine folks have the chance to check it out on the PBE, I’d love to hear what you think!

For Time Bomb, we’ve updated the attach logic, tweaked the animation timing, given it a new attach particle, fixed a bug where it would appear to ‘flicker’ on landing, and generally made the way it interacts with the game world more consistent and satisfying. None of these changes by themselves are likely to stand out, but taken together they should improve the experience of using Time Bomb significantly.

For the passive, it’s new! Behold!

Time in a Bottle

Zilean stores time as Experience at a rate of X per 5 seconds.

When he has enough Experience to finish an ally’s level, he can right-click them to impart it. Zilean receives as much Experience as he gives. Cannot be used in combat.

Does what it says on the tin. While the passive is off cooldown, Zilean sees indicators letting him know how much more XP he needs to finish someone’s level; when he has enough, there’s a line indicator to show him he can activate it. Hi-five a level into your buddies! Zilean gains the same XP as he gives and banks XP faster the higher level he is, so he wants to use it as often as he can. By being higher level mid lane he has slightly more XP to hand out, by being with an ADC bot lane he has persistent access to an ally. At level 18 Zilean no longer needs any XP for himself so the amount he gifts his allies effectively doubles.

These changes help establish Zilean’s identity, both thematically and in gameplay. Thematically, Zilean’s typically had a lot of interesting and unique elements, but has fallen short of the epic power expressive of time magic. Some of his spells do reach that height–Chronoshift, the Time Bomb stun, and to a lesser extent the 99% value on Time Warp. By giving him direct, visceral control over one of the fundamental forces of the game, he solidifies the stature that befits him as a time mage.

In gameplay, Zilean’s support side excels against assassins/divers and in a protect the carry role; in this, he is typically overshadowed by Lulu, who shares his solo/bot switch capability and who can defend her ADC without the dps interruption that Chronoshift’s revive brings. His utility mage side often overlaps with Orianna, a perennial generalist who can provide utility from a carry role and who also capitalizes on melee teammates. Between these two, Zilean’s unique elements are his superior synergy with juggernauts via Time Warp, his amazing lategame control scaling, his massive zone control (compared to Lulu), and his mid-game roaming (compared to Orianna).

Time in a Bottle gives him a capability that’s totally unique in its own right and further accents the things that separate him from other champs. Juggernauts typically care about levels much more than ADCs and the passive rewards him for roaming. It won’t solve all of Zilean’s challenges, but it helps the time mage float in the right direction.

Lastly, we’ve added a rec item page for mid; players can toggle between the mid and support rec items by clicking the down arrow on the tab title. The mid page displays by default–generally, the newer players are the ones who use rec items and mid lane is a much more forgiving place to play the Zilsta.

Foxy grandpa indeed. All this stuff will be on the PBE soon, I’m especially eager to hear how the changes feel in live games!

[ Link to Post ]

 

 

Can Zilean use his passive while his teammate is farming minions

20thCenturyFaux Final PortraitIt only counts whether Zilean is in combat, and combat with minions doesn’t count.

[ Link to Post ]

 

 

 

 

Items like Steraks Gage make Total AD scaling better than Bonus AD

Meddler Final PortraitBase AD being significantly more appealing on some types of champion than others is something we’re trying out as a lever for better item design. Something we’ve struggled with in the past is creating items to help out some classes or positions because of the way other classes/positions would take better advantage of them (a pain some junglers for example probably recall well, given some past uses of jungle items by laners before the need to at least take Smite to do so). In this particular case base AD/total AD ratios are things we’re looking to focus on juggernauts much more than mobile melee.

[ Link to Post ]

 

 

There are already mobile melees with Total AD ratios Irelia Riven

Championship Riven Banner

Meddler Final PortraitIf items like Sterak’s become problems on characters like Irelia and Riven we’ll look at whether we can shift them to bonus scaling instead of total, rather than necessarily having to nerf the items in question. Bonus versus total AD is a tool we’re looking to use as a way to distinguish different classes somewhat, rather than an old way versus new way thing.

[ Link to Post ]

 

 

Will we be seeing long lore entries for every new champion from now on

Jaredan Final PortraitIt’ll vary a little, but essentially this is the planned format moving forward for every Champion, including all currently existing ones. It’ll take us some time, but we’ll get there.

[ Link to Post ]

 

 

Follow Up Banner

Jaredan Final PortraitEach new champ will be getting one on (or very near) release. Separate teams are developing the longer character intros. Narrative folks embedded on the product teams Champ and ChampUp will work on longer intros for the champ they are focused on, another team is working purely on small edits (removing mentions of IoW. for example) and also writing full pieces such as we did for Bilgewater. The discipline (Narrative) makes sure we’ve got good communication on how those different endeavors are working together.

[ Link to Post ]

 

 

Will new champion lore be limited to events like Bilgewater

Jaredan Final PortraitIt won’t be limited to events like Bilgewater.

[ Link to Post ]

 

 

 

 

What happened to the Runeterra map Is it still being worked on

Runeterra Map Banner

Jaredan Final PortraitWe don’t have anything ready to show other than the two artifacts we have so far. It is being worked on though, I checked in with Ant in Oz about it this week.

[ Link to Post ]

 

 

 

Will we ever have a clearly defined Timeline for the world of Runeterra

Jaredan Final PortraitA timeline is something being worked on by the Foundations team. There’s a lot of work to go into that though.

[ Link to Post ]

 

 

 

Will your team be working on fleshing out Mount Targon as a region

Jaredan Final PortraitIt’s high on the list alright. That was not a pun. The Foundations team is working hard on Mount Targon, among others regions.

[ Link to Post ]

 

 

 

Have you considered writing a more unified culture for Ionia

Jaredan Final PortraitI think it will be the exact opposite of a unified culture. Ionia isn’t a small island, it’s pretty huge. There will necessarily be a lot of diversity due to landmass—it’s not as big as Valoran, but there’s plenty of room for different landscapes and people.

You’re spot on about the lack of history beyond the Noxian war. A few of us were speaking about this very topic yesterday. That’s something we know we need to develop.

The Freljord’s past, present, and future is very much on our minds. You’ll see development on that, just not right now.

[ Link to Post ]

 

Will we finally learn more about Mordekaiser

Mordekaiser Single Banner

Jaredan Final PortraitWe’re doing a lot of thinking around Mordekaiser. He’s going to be rather important, don’t worry. That importance might not be completely apparent right away, but it will be. Oh yes, it will be…

This cryptic tease was brought to you by Poro Snax. Poro Snax. Now only 97% poro.

[ Link to Post ]

 

Concept artist Jon Buran has uploaded several concepts for League skins. You can find the collection on ArtStation HERE and you can find the remainder of his art on his DevinantArt page.

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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.

PBE Round-up: Patch 5.20

October 9th, 2015

PBE Roundup Patch 5 20 Banner

Patch 5.20 will hit live in the early hours of October 14th, assuming there are no delays. Here are its contents:

 

Store Content

Visual

Balance

Miscellaneous

[ Note ] Kindred will also be enabled with Patch 5.20. You can find an in-game preview of both Kindred and her release skin HERE.

[ Note #2 ] Riven’s “Edge” resource was reverted during this PBE cycle and may return at a later point.

 

 

COSMIC REAVER KASSADIN Banner

Cosmic Reaver Kassadin will be discounted to 675 RP for OCE, with profits going to a charity. For other regions, he’ll be available for 975 RP for 4 days on release, after which he’ll return to his original price of 1350 RP.

 

Kassadin_Splash_5 Kassadin_5

 

MODEL Banner

Cosmic Kassadin Model 1 Cosmic Kassadin Model 2

 

Recall Banner

Cosmic Kassadin Recall 1

 

NETHER BLADE W

Cosmic Kassadin W 2

 

FORCE PULSE E

Cosmic Kassadin E 1

 

RIFTWALK R

Cosmic Kassadin R 1

 

 

DEMON VI Banner

Demon Vi’s summoning will cost you 1350 RP. For the first 4 days after her release, the portal will only need 975 RP.

 

Vi_Splash_4 ViLoadScreen_4

 

MODEL Banner

Demon Vi Model 1 Demon Vi Model 2

 

Recall Banner

Demon Vi Recall 1

 

VAULT BREAKER Q

Demon Vi Q 1

 

 

SPIRIT FIRE BRAND Banner

You can purchase the superior version of blue Brand for 975 RP during the first 4 days of release, and 1350 RP afterwards.

 

Brand_Splash_5 Brand_5

 

Recall Banner

Spiritfire Brand Recall 1

 

MODEL Banner

Spiritfire Brand Model 2 Spiritfire Brand Model 1

 

SEAR Q Banner

Spiritfire Brand Q 1

 

PILLAR OF FLAME W Banner

Spiritfire Brand W 1

 

 

New Splash Arts

Five new splash arts will replace existing ones on live once Patch 5.20 hits live:

 

ASSASSIN MASTER YI Banner

Masteryi_Splash_1 (1) MasterYiLoadScreen_1 (1)

 

CHOSEN MASTER YI Banner

Masteryi_Splash_2 MasterYiLoadScreen_2 (1)

 

FROSTED EZREAL Banner

Ezreal_Splash_3 (1) EzrealLoadScreen_3 (1)

 

JADE DRAGON WUKONG Banner

MonkeyKing_Splash_3 (1) MonkeyKingLoadScreen_3 (2)

 

VANDAL BRAND Banner

Brand_Splash_2 BrandLoadScreen_2 (1)

 

 

Champion Changes

 

Darius Final Portrait

 

Nerf BoxDecimate Final IconDecimate [ Q ]

  • The width of the outer circle has been decreased from 270 to 220

 

 

Here’s a comparison between the values on live and PBE:

PBE LIVE Decimate Comparison

 

Nerf Box Apprehend Final IconApprehend [ E ]

  • Slow strength decreased from 90% to 40%

 

 

 

Dr Mundo Final Portrait

 

Quality of Life Box FinalBurning Agony

Burning Agony [ W ]

  • Health cost and damage-per-second now tick twice every second, updated from once. No number changes

 

Buff BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack deals bonus magic damage equal to 5% of Dr.Mundo’s total Health;
  • Casting Masochism also resets Mundo’s auto-attack timer

 

 

Evelynn Final Portrait

 

Nerf BoxDark Frenzy Final IconDark Frenzy [ W ]

  • Mana cost increased from 0 to 40 at all ranks

 

 

 

Fiora Final Champion Portrait

 

Nerf BoxGrand Challenge Final IconGrand Challenge [ R ]

  • Heal duration now lasts 2 seconds, increased by 1 for each Vital Fiora procs, up to a maximum of 5 seconds.

 

 

Teemo Final Champion Portrait

 

Buff BoxNoxious_TrapNoxious Trap [ R ]

  • Cooldown decreased from 35/31/27 seconds to 34/28/22
  • Mushrooms now take 1 second to activate, decreased from 1.5

 

 

Vayne Final Portrait

General Box

  • Base Attack Damage decreased from 53.5 to 50.5

 

 

ONEFORALL MODE RETURNS Banner

One-for-All is back, complete with several new champions and interactions since last time:

 

L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? :D

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. :D

[ Link to Post ]

 


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

 

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[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 
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Check out Demon Vi, Spirit Fire Brand and Cosmic Reaver Kassadin!



The glow on Cosmic Reaver Kassadin’s W is now slightly brighter:

Cosmic Kassadin W 1 Cosmic Kassadin W 2

 

 

Champion Changes

 

Dr Mundo Final Portrait

 

Change BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack no longer deals 5/20/35/50/65 bonus magic damage [revert on the change in this PBE update]
  • The Maximum Health ratio of Mundo’s next attack has been increased from 2% to 5%

 

 

Riven Final Portrait


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  • Riven’s “Edge” resource has been reverted [revert on the mini-rework in this PBE update]

 

 

 

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  • AD per level decreased from 3.5 to 3.25 [revert on the change in this PBE update]

 

 

One For All SR featured game mode coming soon to the PB

L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? 😀

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. 😀

[ Link to Post ]

 

 

ALL PBE UPDATES FOR PATCH 520 CYCLE Banner

 


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

 

Star Guardian Syndra Banner

 

Summary

Tech Designer ReinaSweet has shared plans to update Abyssal Scepter for bruisers in the next PBE cycle. On the forums, Lyte has answered some questions regarding the Instant Feedback System released in beta yesterday on the PBE.  Also, Meddler gave context to the recent changes to Riven on the PBE. Lastly, artist Hylia has sketched up an amazing companion for Lux – Star Guardian Syndra.

 

Table of Contents

 

Recent News

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Upcoming changes to Abyssal Scepter



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 For reference, yesterday’s PBE update included an announcement for an Instant Feedback System that’ll be entering beta.

 

Lyte Final PortraitHey everyone,

We’ve just started a test of the Instant Feedback System on the PBE.

During this first test, player reports help the system recognize and punish instances of verbal harassment like homophobia, racism, sexism, excessive abuse and death threats immediately. We’re starting with these exceptionally negative expressions because we already know the community emphatically rejects this kind of behavior.

If a player receives enough valid reports to trigger the system, within 15 minutes, the system will examine the case and determine whether the reported player behaved in a manner that should be punished. If confirmed, we email the player with the relevant chat logs and info about the appropriate punishment he or she will receive.

This is the first step in a plan for a new cohesive player behavior experience in League of Legends, and we’ll be talking more about this vision this month including how players can engage with the systems and contribute to making the community a better place.

[ Link to Post ]

 

Lyte Final PortraitAs an additional note, we’ll also be talking a bit more about the new voting experience where players can log into a website, review chat logs and vote on whether the behaviors are negative, neutral or positive.

I’ll be around the next few hours in case there are questions.

[ Link to Post ]

 

 

Why are you intent on taking control away from the player for punishment

Lyte Final PortraitActually, it’s the reverse.

We’re going to give players even more ability to directly influence these systems through their reports, honors, and voting in the future. All of the “automatic” systems are 100% informed by player data, and not by our own guidelines or rulesets.

However, we finished Reform Cards awhile ago and just felt that there would be value in launching that feature first, even if the other features are not ready yet.

[ Link to Post ]

 

 

How many reports are required to trigger the system

Lyte Final PortraitIt depends on the nature of the behaviors. If it’s a death threat (an extreme example), 1 report might be enough to validate the behavior and the system will immediately deliver the punishment.

[ Link to Post ]

 

 


Riven Banner

For reference, Riven received minor nerfs in a recent PBE patch.

 

Nerf TriangleGeneral

  • Movement speed decreased from 345 to 340

 

Nerf TriangleWind Slash Final IconWind Slash [ R ]

  • Missile speed decreased from 2200 to 1600

 

 

Why are you lowering the missile speed on Riven

Meddler Final PortraitWe’re testing a reduction to Riven’s ult’s travel speed to give her opponents a bit more time to react to it at longer range. The idea is that it should be more realistic to get off a clutch flash, heal or shield to save yourself or someone else if Riven’s not directly on top of you when she uses Windslash.

Windslash speed certainly isn’t one of Riven’s core strengths and that’s the reason we’re hitting it. It’s an opportunity to cut a bit of power off a champion we think’s a bit strong without having to nerf her in a way that affects the things she’s meant to be good at.

[ Link to Post ]

 

 

Riot prefers to emphasize weaknesses over nerfing strengths

Meddler Final PortraitYup, if we can find a way to make strengths stronger and weaknesses more pronounced that’s generally the direction we prefer to go. Goal there is to try and make (or keep) champions distinct from each other so that they impact other players in different ways, require different skills to master, allow you to pull off unique stuff etc. We will sometimes have to hit a champion’s strengths if they’re fundamentally problematic, it’s not our first choice of approach though.

[ Link to Post ]

 

 

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Are you still working on Lissandras new passive

Meddler Final PortraitNo current plans/nothing in progress right now. Did some experimentation a while back with a shield passive based off CCing enemies, wasn’t able to hit on a version that generated sufficient decisions and satisfaction without putting a lot more power into it than could be afforded without nerfing her significantly elsewhere though. Might take another crack at passive explorations at some point, would be inclined to explore other variants on mana or mana regen effects next. See whether pushing the ‘Lissandra has different interactions with mana costs and casting’ aspect can be accentuated more.

[ Link to Post ]

 

 

To wrap up the Friday, here’s some fantastic fan art of Star Guardian Syndra by Summoner Hylia. You can find the original thread HERE.

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Here’s Star Guardian Syndra with the visor off:
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Immense power is fun!!! You should try it sometime!!! ☆ ☆ (✿◠‿◠) ☆

Hey everyone! Star Guardian Lux is amazing and inspiring, and I wanted to try my hand at designing a Star Guardian or two! KateyKhaos tweeted me about the idea of Syndra getting one, so here’s my Syndra concept! I wanted her to be reminiscent of Sailor Mercury and the Mercury goggles, so I made her headdress into a sci-fi magical girl scouting visor of sorts. It turned out a little similar to the DJ Sona headset which I’m not too happy with, but I figured I’d toss it up on the boards regardless! I hope you guys like it!

I really hope this gets turned into a skin line! It’s such a cute and fun idea and so many champions have particles that would suit it well. Imagine a bunch of cute blue stars nuking you to death in mid lane! What other champions you guys think would make a good Star Guardian?

[ Link to Post ]

 

 

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

 

Free Champion Rotation November 11 Banner

The following Champions will be free-to-play until November 11th:

 


Amumu Final Portrait

Blitzcrank Final Portrait

Jinx Final Portrait

Katarina Final Portrait

Lucian Final Portrait

Mordekaiser Final Portrait

Riven Final Portrait

Sion Final Portrait

Volibear Final Portrait

Zyra Final Portrait

 

 

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

 

Comments off

 

Champion Skin Sale August 29 Banner

 The following Champions and Skins will be 50% off until August 29th:


Champions

 

  • Nautilus – 487 RP
  • Riven – 440 RP
  • Sona – 395 RP

 

Blast Zone Heimerdinger – 260 RP

 

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Bloodstone Taric – 487 RP

 

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Warmonger Sion – 487 RP

 

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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