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Posts Tagged ‘rotation’

 

Free Champion Rotation January 6 Banner

The following Champions will be free-to-play until January 6th:

 

Blitzcrank Final Portrait

Ezreal Final Portrait

Kassadin Final Portrait

Maokai Final Portrait

Rammus Final Portrait

Sejuani Final Portrait

Thresh Final Portrait

Vayne Final Portrait

Veigar Final Portrait

Zed Final Portrait

 

 

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


 

Free Champion Rotation December 30 Banner

The following Champions will be free-to-play until December 30th:

 

Cassiopeia Final PortraitKarthus Final PortraitMalphite Final PortraitNami Final Portrait   Nasus Final PortraitPantheon Final Portrait Quinn Final Portrait Udyr Final Portrait Urgot Final Portrait Zyra Final Portrait

 


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


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Champion Rotation Week 26 Season 4

 

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


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



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


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Rotation S4 Week 11

The following Champions will be free-to-play until April 8th!

 

Ahri – 6300 IP / 975 RP
Draven – 6300 IP / 975 RP

Janna – 1350 IP / 585 RP
Jax – 1350 IP / 585 RP

Nocturne – 4800 IP / 880 RP
Ryze – 450 IP / 260 RP

Skarner – 4800 IP / 880 RP
Tryndamere – 1350 IP / 585 RP

Varus – 6300 IP / 975 RP
Zyra – 6300 IP / 975 RP

 

 

Miss Fortune Banner

 

PBE Update

ricklessabandon: Miss Fortune Q&A

Warring Kingdoms Tryndamere

Champion Rotation – S4 Week 2

Champion/Skin Sale: 28.01 – 31.01

 

 

PBE Update

 

 

DrMundoSquare

Dr. Mundo

 


Infected_CleaverInfected Cleaver [ Q ]

  • Now slows for a duration of between 1 – 2 seconds, depending on distance traveled, changed from 2 seconds flat

 

Burning_AgonyBurning Agony [ W ]

  • Tenacity granted reduced from 10/15/20/25/30 to 10/13/16/18/20

 

 

KassadinSquare
   Kassadin

 

Nether_BladeNether Blade [ W ]

  • Passive now has a 0.1 AP Ratio
  • Cooldown lowered from 10/9/8/7/6 to 8/7/6/5/4 seconds
  • Active damage decreased from 40/70/100/130/160 ( +0.7 AP ) to 40/60/80/100/120 (+0.5 AP)

 

Force_PulseForce Pulse [ E ]

  • AP ratio reduced from 0.7 to 0.5

 

 

OriannaSquare

   Orianna

 

Command-ProtectCommand : Protect [ E ]

  • tooltip now lists grants Magic Resist again.

 

 

 YasuoSquare
       Yasuo

 

Last_BreathLast Breath [ R ]

  • Range reduced from 1500 to 1200

 

 

XerathSquare
     Xerath

 

AscensionRite of the Arcane [ R ]

  • No longer deals 50% bonus damage when hitting individual Champions
  • Damage increased from 130/170/210 (+0.3 AP) to 140/180/220 ( +0.4 AP )
  • Cooldown lowered from 135/120/105 to 130/115/100 seconds
  • Range increased from 2900/3600/4500 to 3000/4000/5500

 

 

Bouquet Ward Skin

 

Bouquet Ward



miss fortune qa

Miss Fortune’s getting some long-awaited changes on the PBE!

 

 

ricklessabandon Button Rioter ricklessabandon: Okay, looking through the comments I’ll take a quick stab at answering some general questions for now. Further discussion (at least on my part) will take place on the PBE forums once the changes are actually on the PBE. :3

 

Why isn’t  Double up just an Attack reset + on-hit effect?

The differences are kind of minor, but I like the current model since it allows for us to make an updated texture for the range indicator and I’d like to look into getting a custom one made for double up that better shows the bounce mechanics. Aside from that though, it could go either way. In cases like that it’s usually better to opt out of change.

Will Impure Shots [ W ] deal physical damage, or magic damage? If magic damage, why?

It will still deal magic damage, as on live. the reason it’s still magic is because changing it to physical would be fairly significant and require further changes. also, this bonus damage isn’t meant to crit or life steal, and keeping it as magic makes it a lot more clear that it won’t do either. The long and short of it is that it doesn’t seem necessary, and the gains themselves are questionable without getting into a cost: benefit discussion.

Will Impure Shots [ W ] keep its AD ratio as well?

Nope. If you’re interested in the ‘AD Miss Fortune’ play patterns, you’ll have to get your fix from ad + cdr itemization, though admittedly you’ll have to focus more on Double up bounces and Make it Rain will not scale.

Will Strut [ W ] be getting any changes?

It’s not a priority at this time, but it’s possible. I’m more interested in getting her core abilities in a better spot first, and then seeing if her passive needs changes to align better with the rest of her kit.

Will Make it Rain [ E ] be getting any changes?

It’s in the same spot as Strut (see above). it’s already a pretty powerful spell (which should totally be learned before 6 and not after 12 as some people have been claiming to do) but that doesn’t mean it wouldn’t benefit from a bit of retooling after the rest of her kit is updated and locked in.

Why did you nerf her ult?

Her ult should be relatively the same strength, but scale better into high damage builds and have a stronger followup from miss fortune. When using Bullet Time to apply Impure Shots to targets with zero stacks, you end up doing 180% total AD (as magic damage) that wasn’t there before so she lost a little bit of base/scaling to balance that out.

 

 

 

Warring Kingdoms Tryndamere battles on

 

 

Warring Kingdoms Tryndamere blazes the path of power, and the most haunting tales of the conflict are stained by the blood of his enemies.

One story tells of his single-handed defense against an ambush on a narrow bridge. Green and gold armor aflame, rage fueled his rampage through the opposing ranks. Word spread from those lucky enough to survive, it’s not the edge of his blade that kills you; it’s the weight of the dragon riding it.

 

 

Crash through the front lines as Warring Kingdoms Tryndamere for 975 RP, available only during Lunar Revel.

 

 

Champion Rotation – S4 Week 2

 

  • Ashe – 450 IP / 260 RP
  • Pantheon – 3150 IP / 790 RP
  • Kennen – 4800 IP / 880 RP
  • Xin Zhao – 3150 IP / 790 RP
  • Sona – 3150 IP / 790 RP
  • Nocturne – 4800 IP / 880 RP
  • Fiora – 6300 IP / 975 RP
  • Lulu – 6300 IP / 975 RP
  • Jayce – 6300 IP / 975 RP
  • Quinn – 6300 IP / 975 RP

 

 

Sale January 31

 

 

Champions

 

  • Fiora – 487 RP
  • Rumble – 440 RP
  • Urgot – 395 RP

 

Skins

 

 

 

Missed any recent articles? Check below:

 

 

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zombie annie banner

 

PBE Update

Red Post Collection

Awesome Art you might have missed

Halloween Art

Free Champion Rotation – Week 40

Champion/Sale Rotation – Expires November 8th

 

 

PBE Update

 

Champions


 

 

JannaSquare
      Janna

 

ZephyrZephyr ( W )

  • Movement speed passive reduced from 4/7/10/13/16% to 4/6/8/10/12%
  • Slow reduced from 24/30/36/42/46% to 24/28/32/36/40%

 

Eye_Of_The_StormEye of the Storm ( E )

  • Shield AP ratio decreased  from 0.9 to 0.7
  • Bonus AD reduced from 14/23/32/41/50 to 14/22/30/38/46
  • AP ratio for bonus AD on shield decreased from 0.33 to 0.1

 

 

  LuluSquare

        Lulu

 

Help,_Pix!Help Pix ( E )

  • Shield ratio increased from 0.7 AP to 0.8 AP
  • Damage ratio decreased from 0.5 to 0.4

 

Wild_GrowthWild Growth ( R )

  • Bonus health increased from 250/375/500 to 300/450/600

 

 

NunuSquare

       Nunu

 

ConsumeConsume ( Q )

  • Damage lowered from 500/625/750/875/1000 to 400/550/700/850/1000

 

 

Items


 

 

Eleisa's_MiracleEleisa’s Miracle

  • Removed

 

 

Hunter's_MacheteHunter’s Machete

  • Now returns 3 health on hit

 

 

Mana_Manipulator_itemMana Manipulator
  • Removed

 

 

Martyr's CallMartyr’s Call

  • Renamed to Brace of the Mountain

 

 

Reaper's EmblemReaper’s Emblem

  • Renamed to Shield of the Rakkor

 

 

Shard_of_True_Ice_item  Shard of True Ice

  • Active now deals 50 magic damage (still applies a slow)

 

 

Spirit_of_the_Elder_LizardSpirit of the Elder Lizard
  • Attack damage increased from 25 to 30

 

 

Spirit_Stone_itemSpirit Stone
  • Now returns 3 health on hit

 

 

Masteries in Season 4


 

FeralPonyButton Rioter FeralPony: Hey folks! This is FeralPony wanting to give you guys a quick heads up on the Mastery Changes coming to PBE so there aren’t any surprises when it happens! It’s very possible that changes will come to these masteries as we move forward with the Pre-Pre Season as it chills on PBE for a bit. So everything is of course subject to change! Though as usual feedback is welcome and appreciated. Also apologies in advance if I messed up the format I’m getting used to this new forum just like you guys 🙂

So without further delay!

Offense

Tier 1

  • Feast (1 Rank) – Each time you kill a unit restore 2 health and 1 mana
  • Fury (4 Ranks) – Gain 1.25/2.5/3.75/5% increased Attack Speed
  • Sorcery (4 Ranks) – Gain 1.25/2.5/3.75/5% Cooldown Reduction
  • Butcher (1 Rank) – Deal 2 additional damage versus minions with basic attacks and single target spells (does not included Damage over time effects or Area of Effect spells)

Tier 2

  • Doubled Edge Sword (1 Rank) – Melee: Deal an additional 2% damage and receive 1% additional damage. Ranged: Deal and recieve an additional 1.5% damage
  • Brute Force (3 Ranks) – +4/8/12 Attack Damage at level 18 (+0.22/0.44/0.66 per level)
  • Mental Force (3 Ranks) – +6/12/18 Ability Power at level 18 (+.33/.66/.99 per level)

Tier 3

  • Spell Weaving (1 Rank) – Damaging an enemy champion with an auto attack increases your spell damage by 1% stacking up to 3 times. (Max 3% damage increase)
  • Martial Mastery (1 Rank) (Req Brute Force) – +5 Attack Damage
  • Arcane Mastery (1 Rank) (Req Mental Force)- +8 Ability Power
  • Executioner (3 Ranks) – Increases damage dealt to champions below 20/35/50% health by 5%

Tier 4

  • Blade Weaving (1 Rank)(Req Spell Weaving) – Damaging an enemy champion with a spell increases your basic attack damage by 1% stacking up to 3 times. (Max 3% damage increase) This cannot be trigger more than once per second
  • Warlord (3 Ranks) -Increases Bonus Attack Damage by 2/3.5/5%
  • Archmage (3 Ranks) – Increases Ability Power by 2/3.5/5%
  • Dangerous Game (1 Rank) (Req Executioner)- Killing a champion restores 5% of your missing health and mana

Tier 5

  • Frenzy (1 Rank) – Critical hits increases your attack speed by 5% for 3 seconds (stacks up to 3 times)
  • Devastating Strikes (3 Ranks) – +2/4/6% Armor and Magic penetration
  • Arcane Blade (1 Rank) – Your basic attacks also deal bonus magic damage equal to 5% of your Ability Power

Tier 6

  • Havoc (1 Rank) – 3% Increased Damage

Defense

Tier 1

  • Block (2 Ranks) – Reduce incoming damage from champion basic attacks by 1/2
  • Recovery (2 Ranks) – +1 health per 5 seconds
  • Enchanted Armor (2 Ranks) – Increase your bonus Armor and Magic Resistance by 2.5/5%
  • Tough Skin (2 Ranks) – Reduce damage taken from neutral monsters by 1/2, This does not effect lane minions

Tier 2

  • Unyielding (1 Rank)(Req Block) – Melee – Reduce all incoming damage from champions by 2 Ranged – Reduce all incoming damage from champions by 1
  • Veteran Scars (3 Ranks) – +12/24/36 Health
  • Bladed Armor (1 Rank) – Enemy monsters that attack you bleed dealing damage equal to 1% of their current health each second.\nThis does not work against lane minions.

Tier 3

  • Oppression (1 Rank) – Reduces damage taken by 3% from enemies that have impaired movement (Slows, snares, taunts, stuns, etc)
  • Juggernaut (1 Rank)(Req Veteran Scars) – +3% Maximum Health
  • Hardiness (3 Ranks) – +2/3.5/5 Armor
  • Resistance (3 Ranks) – +2/3.5/5 Magic Resistance

Tier 4

  • Perseverance (3 Ranks) – +1/2/3% of your missing health every 5 seconds
  • Swiftness (1 Rank) – Reduce the effectiveness of slows by 10%
  • Reinforced Armor (1 Rank)(Req Hardiness) – Reduces damage taken by critical strikes by 10%
  • Evasive (1 Rank)(Req Resistance) – Reduces damage taken by 4% from Area of Effect magic damage

Tier 5

  • Second Wind (1 Rank)(Req Perseverance) – Increase all sources of incoming healing by 10% when below 25% health
  • Legendary Guardian (4 Ranks) – +1/2/3/4 Armor and 0.5/1/1.5/2 Magic Resistance for each nearby enemy champion
  • Runic Shield (1 Rank) – Start the game with a 50 health shield. This shield regenerates each time you respawn

Tier 6

  • Tenacious (1 Rank) – Reduces the duration of crowd control effects by 15%

Utility

Tier 1

  • Phasewalker (1 Rank) – Reduces the casting time of Recall by 1 second
  • Fleet of Foot (3 Ranks) – +0.5/1/1.5% movement speed
  • Meditation (3 Ranks) – +1/2/3 mana regen per 5
  • Scout (1 Rank) – Increases the cast range of wards and trinket items by 10%

Tier 2

  • Conjuror (1 Rank) – Summoned units, traps, and clones have 10% increased duration. This does not work on wards
  • Summoner’s Insight (3 Ranks) – Reduces the cooldown of Summoner Spells by 4/7/10%
  • Strength of Spirit (1 Rank)(Req Meditation) – Gain Health Regeneration equal to 10% of your Mana Regeneration
  • Alchemist (1 Rank) – Increases the duration of your potions and elixirs by 10%

Tier 3

  • Greed (3 Ranks) – +.5/1/1.5 gold every 10 seconds
  • Runic Affinity (1 Rank) – Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
  • Vampirism (3 Ranks) – +1/2/3% lifesteal and spellvamp
  • Culinary Master (1 Rank)(Req Alchemist) – Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption

Tier 4

  • Wealth (1 Rank) (Req Greed)- +40 Starting Gold
  • Bandit (1 Rank) – Melee: Grants an additional 15 Gold on Champion kill or assist Ranged: You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds
  • Expanded Mind (3 Ranks) – +2/3.5/5% increased maximum mana
  • Inspiration (2 Ranks) – +5 experience every 10 seconds while near a higher level allied champion

Tier 5

  • Scavenger (1 Rank) (Req Bandit)- +1 Gold each time an ally kills a nearby lane minion
  • Intelligence (3 Rank) – +2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 4/7/10%

Tier 6

  • Wanderer (1 Rank) – Gain 5% increased movement speed out of combat

 

 

Preview of Season 4’s Masteries

 

Click here to interact with the Mastery Page!

Masteries Season 4

 

 

Preseason League Improvements


 

SocratesButton Rioter Socrates: Hey all,

We’re making some changes to the League system. While we received a lot of positive feedback regarding leagues, there are a few key areas we felt could use improvement.

  • Clarity surrounding LP gains (why am I getting so little LP per win?)
  • Players having less motivation to win games when they hit division V and becoming more toxic (due to immunity from ever falling from a tier)
  • Challenger currently represents too small of a group of players in solo duo.

These changes are hitting the PBE now and will be live next week after the end of Season 3:

  • Clarity of progression is a major point of feedback we wanted to act on, so we’re removing clamping completely for anyone below Diamond I

Players should no longer see tiny LP gains except in extreme edge cases or at the top of Diamond I. The small LP gains are necessary in Diamond I to ensure Challenger represents only the very best players and is highly accurate.

  • Tier demotion & shielding have been added

When we investigated player performance over the season we found that a small but not insubstantial group of players would reach division V of a tier and then consistently become more toxic and start to lose more frequently. Though tier immunity was originally intended to combat ladder anxiety we feel that complete immunity creates poor incentives and leads to abuse of the system. This makes ranked play a worse experience for everyone and isn’t what a division V placement should represent. When you enter division V you’ll have a set number of games where you are invulnerable to dropping a tier, currently this is 10 but it is subject to change. After this if you fall more than a full tier below your placement in terms of MMR, a warning will appear in your profile. So for example, a Gold V player playing at a Silver V skill level would see this warning. Continuing to lose games at 0 LP would result in their demotion to division I of the next lowest tier, or Silver I in this case.

  • Challenger tier size increased to 200 in solo / duo

The skill gap between players at 0 LP and 100 LP in Diamond I is simply too wide and there is a logjam of extremely skilled players vying for Challenger at the top of Diamond 1. We want to ease some of that pressure recognize more players by increasing the number of spots in that tier.

Let us know what you think!

 

 

Caitlyn VU


 

caitlyn decorationUpcoming visual rework for the sniper of the League!

 

 

What would be the focus of her VU?

 

IronStylus Button Rioter IronStylus: She’s not slated anytime soon, but my personal wishlist goes something as follows:

– Jayce-ify her just a bit, so that she feels somewhere in line between Vi and Jayce himself. Example, higher fashion. Cait is classy, I think she can fill the high-fashion niche a little better.

– Make her look the part of “Sherlock” to Vi’s “Watson”. I’d like her to feel juxtaposed, not just accidentally different. Meaning that Caitlyn should be put together, snazzy, fashionable, precise, while Vi is obviously punky and more eclectic.

– Not necesarilly tone down the hat, but give it some flair or maybe a bit of function. Piltover high-fashion rather than Willy Wonka.

Again, personally, this is just me, but I’d like to see a bit of this injected into her:

https://www.google.com/search?q=lady…=1920&bih=1069

So yeah. Again, not any time soon, and just personal feels, but I think she could use some tightening. Plus.. her walk cycle is a bit goofy and she has noodle arms 😛

 

 

Does that mean you’ll incorporate Hextech in her appearance?

 

IronStylus Button Rioter IronStylus: We sorta need to solidify what hextech is actually. Right now it’s.. somethingsomethingbluemagicsomethingsomething. I think we need to find away to make it actually make sense mechanically. Piltover and Zaun obviously use it in different ways. It’d be fun to see how it manifests in each and powers their respective technology.

 

 

Will she keep the miniskirt outfit?

 

IronStylus Button Rioter IronStylus: Legit question.. keep miniskirt or change into possibly sexy pants? Maybe some of both..

 

 

 

IronStylusButton Rioter IronStylus: How about transitioning it into sort of a half-coat type thing? I like to think Piltover is more clever than just a miniskirt. Hence me curious about how to fashion her up in potentially unconventional ways.

 

 

Why not release several concepts and let the community decide?

 

IronStylus Button Rioter IronStylus: It’s something I can float, though we do have to be careful about setting expectations. Maybe it’s something we could try with a champion. I’ll have to find a good candidate.

 

 

Button RioterIronStylus IronStylus: One big problem however is how to logistically get this rolled out in all territories. We’re talking about forums from NA, to EU to Brazil.. Garena, Korea and Australia.. that’s not even counting China. That’s a lot of infrastructure, monitoring and localization to get rolling. I’m not sure how feasible it’d be. I feel it’d be a mistake to just create a simple poll on NA GD and call that it. That’s ignoring a huge pile of players from other territories.

 

 

Won’t too much armor and clothing ruin her image?

 

IronStylus Button Rioter IronStylus: I’m fine with skin showing. I like that piece of fan art with the reverse open V at the bust line. I think that’s very high fashion and something that Caitlyn would choose to wear. Sort of like how Motoko from Ghost in the Shell has weird outfit combinations but.. ya know.. reasons..

 

 

What do you think of her rifle?

 

IronStylus Button Rioter IronStylus: Great question. What comes to mind for me is actually a very, very fancy rifle version of a Graves type shotgun. I actually designed Graves’ gun waaaay back in the day and I’d probably apply similar principles. A magical component as some sort of accelerator, with some clockwork-type movement, rather than powder based shells.

 

 

Suggestion: Make Cait’s rifle change shape when firing her different spells

 

IronStylus Button Rioter IronStylus: We’ve talked about that idea a bit, and I’m 100% for it. That’s honestly not as difficult to do as.. let’s say.. cloth.

 

 

 

 

What about a Reverse Caitlyn skin where she’s an outlaw?

 

RiotOpti Button Rioter RiotOpti: Yeah, something like a Vigilante Cait meets Young Indiana Jones. Cait when she was too young to be sheriff, but too old to tolerate injustice, forcing her to take matters into her own hands. Yeah… *strokes non-existant beard*

 

 

Heimerdinger’s Rework


 

heimerdinger banner

Has the Donger become the ELO-farming machine for Season 4? And why are his turrets still killed by a sudden wind blow?

 

 

Do you think players using the R+W combo the most is a sign of imbalance?

 

20thCenturyFaux Button Rioter 20thCenturyFaux: People gravitate toward the RW both for playing as and playing against Heimer, it’s just really sexy and overt about what it does. I think over time turret centric strategy will become more common as people get used to the rest of the kit.

 

Balance is about more than winrate, but that said I’m also pretty happy about where his winrate is right now. It’ll take time for strategies to emerge for how to play and counter Heimer, and it remains to be seen which side will win that arms race. So far I haven’t seen a good reason to change his power level, I’m just having fun watching the live server and seeing youtubes ^^

 

 

Why are Heimer’s turrets so fragile?

 

20thCenturyFaux Button Rioter 20thCenturyFaux: Turret tankiness is definitely balanced on a razor’s edge, but I feel good about where they are now.

Specifically for AE in teamfights, the main thing to watch is if they can hit turrets + other stuff in an AE. If they have to choose between hitting the turrets or hitting your team, you’ve done a good job. If multiple turrets are dying to the same AE, they’ve successfully outplayed the turrets. As a general rule, the turrets come out and hit hard; they sort of “become CC” if they get attacked, since spells and bullets spent on turrets (ideally) aren’t hitting champions.

As an aside, by the teamfight phase Heimer is able to deploy 3 turrets ahead of time; he’s at his strongest when he’s fighting in a full turret nest and he has 3 kits still on his person. That’s not easy to do, but in those fights he’s terrifying because he’ll just replace the turrets as they die and turrets spawn with 2/3 of a beam charge.

 

 

State of Olaf


 

olafloredecorations

How does the League’s Viking perform after Patch 3.13?

 

 

SmashGizmo Button Rioter SmashGizmo: It seems he’s seeing some picks and bans in the NACL and ALCS, mostly centered around using him as a counter to Jax, and his pick rate and win rate in all queues both seem to have gotten markedly better with this last patch. It’s early to say anything definitive about his current balance state, but all the early data from this patch is leaving me optimistic that he’s somewhat close to a good spot.

From my personal experiences in solo queue, I’m finding that I have trouble being effective vs. Jarvan, Nidalee and Vayne and that’s frustrating me due to their popularity in my games, but I feel very powerful when those characters aren’t present.

I think his jungle is hurting a little bit right now, but I do think it’s playable and I think the upcoming pre-season changes will help him out in the jungle considerably. Right now he’s just having trouble hitting the level of farm he needs out of the jungle.

 

 

Are you happy with Olaf’s itemization currently?

 

SmashGizmo Button Rioter SmashGizmo: Yea, I’m fairly happy with how he’s able to build in practice. I think Hydra’s the optimal first offensive item on him in terms of potential, but I find myself building BotRK because it gives you reliable sticking power and a very potent turn around heal when used when low HP with W (and it still syngergizes well with high AS).

I do think he does enough damage on 1 offensive item right now and it largely feels like a toss up between the reliability of BotRK vs. the crazy high-end potential on Hydra. I also think Maw of Malmortius is pretty crazy on the guy, but I rarely feel like I can build it except vs. double AP teams since Spirit Visage is usually enough MR to keep you covered and he benefits so greatly from everything on visage.

 

 

How is his win ratio post-patch?

 

SmashGizmo Button Rioter SmashGizmo: Now that the buffs have been out for a week, he’s moved up to ~46-47% (13th lowest right now, but that data is constantly fluctuating) and that’s still likely to move around some more as people get used to playing as/against Olaf again. It’s also worth noting that we don’t balance strictly around winrate because winrate doesn’t tell the whole story of a champion’s power, i.e. Olaf was sub 50% overall and still a giant problem in competitive when he was originally nerfed.

 

 

Meta Breaking


 

Some fun on PBE: can players break the meta before Team Builder arrives?

 

 

Xelnath Button Rioter Xelnath: If you happen to have a PBE account (sorry, I can’t give any away), hop on and join the channel “Meta Breakers”

And let’s put together some meta-breaking team comps to see if we can break the game in PBE.

 

Xelnath Button Rioter Xelnath: Last night we tried Gankplank + Jarvan bot vs Nidalee Ezreal. It worked pretty well with a Quinn toplane.

 

 

 

 

Game 1

 

Xelnath Button Rioter Xelnath: Team Comp:

Tristana Top
Kat Mid
Morgana Jungle
Darius + Leona Bot

—–

Result: Ended game with a win at 15 minutes. Discuss.

 

Xelnath Button Rioter Xelnath: I was Leona in the Darius / Leona bot lane. Could have been harder, but it was Jinx w/ Ahri support opposing us. Ahri conveniently facechecked at level 1 and didn’t harass properly.

Coordination between darius and me was bad at the start, so we wasted some gold when he expected me to last hit. Still felt good overall, but snowball seemed more related to bad support play on Ahri.

 

 

Game 2

 

Xelnath Button Rioter Xelnath: Brand + Annie bot lane vs Quinn + Blitzcrank

—-

Annie opted into Emblem of Zeonia. Brand got Dorans -> HP Crystal.

Both went oom pretty frequently, losing a lot of lane dominance. Blitz was brutal since they didn’t get enough wards to keep vision on him in the brush.

—-

Sivir mid vs Ryze – this matchup went every evenly. Sivir had great spellshield timing tho.

 

 

Game 3

 

Xelnath Button Rioter Xelnath: Morgana Top
Miss Fortune Mid
Karma Jungle
Rengar + Leona Bot

—-

We lost bot lane pretty hard early vs Quinn + Leona, but they made a mistake and Rango got fed midgame. Karma jungle was a beast. Rango managed to catch up after laning phase.

We had great dragon control because Miss fortune being mid meant she jsut ran down to meet rango and i for killing jungle.

Rengar + Leona + MF = fast dead dragons.

 

 

Awesome Art you might have missed


 

Here’s a collection of some amazing concepts I saw circling around Reddit and the forums. Enjoy and don’t forget to check the artists’ pages if you like their work!

 

Artist: Xelandra

 

CaitlynRedesign

Caitlyn concept

 

CaitlynRedesignhatflat

With hat

 

Artist: Gevurah-Studios

 

Leona Del Rey

Leona Del Rey – Brilliant Skin idea!

 

 

IronStylus’ Album of Awesome

 

Link to album.

 

Ahri

Ahri

 

Diana

Diana

 

Draven

Draven

 

Galio

Galio

 

Leona

Leona

 

Sivir

Sivir

 

Soraka

Soraka

 

Thresh

Thresh

 

Twisted Fate

Twisted Fate

 

Zed

Zed

 

Ziggs

Ziggs

 

 

 Halloween Art


 

So many incredible artists, check them all out here!

 

Zed

Zed, by Alexis Collao Clavero

 

Xerath

Xerath, by Walter Quinar

 

Wukong

Wukong, by David Solis

 

Volibear

Volibear, by Sebastián Rodriguez

 

Vampire Fiora

Fiora, by Haz D. Mújica

 

Thresh

Thresh, by Simon Araneda Fossa

 

Riven

Riven, by Emi Gauna

 

Ahri

Ahri, by Kali Alcorta

 

Nami

Nami, by Less Leston

 

Nami 2

Nami, by Luka Crosszeria

 

Miss Fortune

Miss Fortune, by Vanessa Trotta

 

Malzahar

Malzahar, by Camila Figueroa Gago

 

Lux

Lux, by Eliana Bastidas Puentes

 

Lulu

Lulu, by Luciana Sabrina Galera

 

Lulu 2

Lulu, by Suki Daisuki

 

Katarina

Katarina, by Claudio Fernando Alvarez Soto

 

Jinx

Jinx, by Jimmy Araya Cortés

 

Jinx 3

Jinx, by Danny Coneja

 

Jinx 2

Jinx, by Blaze Malefica

 

Garen

Garen, by Julio Del Rio

 

Gangplank

Gangplank, by Andrea A. León

 

Fizz

Fizz, by Ziet Exmind

 

Fizz 4

Fizz, by Emiliano Burruso Iglesias

 

Fizz 3

Fizz, by Dee Artemisatto

 

Fizz 2

Fizz, by Martin McGil

 

ChoGath

Cho’Gath, by Pamela Menendez

 

Caitlyn

Caitlyn, by Martín Levy

 

Annie

Annie, by Nadya Alcaraz

 

Annie 2

Annie, by Ricardo Sánchez

 

Akali

Akali, by Victor Jara

 

Ahri

Ahri, by Mel Crazydips

 

Ahri 3

Ahri, by Edgar Cerecer

 

Ahri 2

Ahri, by Lorena Pérez

 

 

Free Champion Rotation – Week 40


 

Rotation 40

 

 

  • Blitzcrank – 3150 IP / 790 RP
  • Caitlyn – 4800 IP / 880 RP
  • Darius – 6300 IP / 975 RP
  • Garen – 450 IP / 260 RP
  • Leona – 4800 IP / 880 RP
  • Orianna – 4800 IP / 880 RP
  • Skarner – 4800 IP / 880 RP
  • Tryndamere – 1350 IP / 585 RP
  • Twitch – 3150 IP / 790 RP
  • Veigar – 1350 IP / 585 RP

 

 

Champion/Skin Sale – Expires November 8th


 

November 8 S3

 

 

Champions:

 

  • Kog’Maw - 440 RP
  • Lulu - 487 RP
  • Zilean - 292 RP

 

Amethyst Ashe - 487 RP

 

Amethyst Ashe

 

Hextech Anivia - 375 RP

 

Hextech Anivia

 

Jurassic Cho’Gath - 487 RP

 

Jurassic ChoGath

 

 

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

IronStylus

 

Morgana EUW Banner

 

Red Post Collection

TidbitsSivir’s PBE buffs and more

Community Art: Bloodmoon Kennen

Champion/Skin Sale – Expires October 18th

Champion Rotation – Week 37

 

 

Balancing Ahri and Akali


 

Ahri banner


 Catch up on the discussion here!

 

 

[Nofacekill3r] How is this a damage increase when the AoE on her ult was nerfed?

 

PhreakButton Rioter Phreak: Sure. Yes, her AoE damage of her R went down. That’s just straight up true. However, I’m arguing that Ahri rarely if ever gets full value of her extra R hits. An extremely high number of times, they simply hit nothing (she’s chasing a single target) or minions (she’s chasing a single target in lane). This is extremely common.

Additionally, her total damage on W actually goes up. The base damage on the ability has stayed the same, yet still gets the Charm benefit. So if you only land one tick of W, you get the amplified version, while the other two full-power versions hit something else. On top of that, I know we were toying with having Charm forcibly suck up all the W charges, even if they would have been out of range. This helps actually guarantee single target damage increases (contingent on landing charm).

 

 

[quezala] Doesn’t Akali share the same issues you’re trying to resolve with Ahri?

 

PhreakButton Rioter Phreak: And we aren’t particularly pleased with Akali either. If you are within 700 range and she has enough stats, you just die.

 

 

 

 

[Criomhthann] Follow-up: Does that mean you’ll be nerfing Akali?

 

Phreak Button Rioter Phreak: I don’t know exactly.

But just think back to her past. When she was a dominant pick, she was very quick to get nerfed. Even Gunblade is targeted. I don’t know the balance state of Akali right now, but I know we’ve been trying for a while to add some extra gameplay to that champion. Our tweaks to Twilight Shroud, for example.

 

 

Morgana – another victim of the %HP meta


 

Morgana decoration

Following the recent changes to Morgana’s W on the PBE, Rioters hop on the forums to discuss how these have affected her playstyle.

 

MorganaSquare

   Morgana

Tormented_SoilTormented Soil ( W )  

  • Enemies on the cursed ground take magic damage equal to 20/32.5/45/57.5/70 (+0.2) plus 3/3/3/3/3% of their missing Health (capped at 80/80/80/80/80 versus minions and monsters) every second
  • Damage lowered from 25/40/55/70/85 to 20/32.5/45/57.5/70
  • No longer grants MR reduction
  • Now does 3% missing HP every second.

 

 

Are you trying to nerf Morgana?

 

PhreakButton Rioter Phreak: I know the goal with Morgana changes are not nerf. They are a shift in abilities.

Auto-farming basically for free (get two Doran’s Rings or something) is really non-interactive and just not great gameplay. Our goal is to give her extra kill potential (get hit with a Q, get dunked by missing health W) and late-game scaling (health scales with the game, so does W).

If the changes are not enough to compensate for the loss in farm power, then that’s something we’re happy to change.

But to your point, Lux’s E does much less damage than Tormented Soil. Tormented Soil deals some ridic damage.

Edit: And to be perfectly clear, to my knowledge Morgana is the only champion who can kill the back minion line with one ability at champion level 5. Max Force Pulse has a base damage of 280. Rake deals 260. Tormented Soil deals 425. At rank 3 it deals 275 wither a higher AP ratio than Force Pulse. Bit of a difference there 

 

 

Countering Phreak

 

Morgageddon Button Rioter Morgageddon: pokes his head in.

The issue with just comparing full damage is context though. How often will you get a W on any champion in lane to do the full duration of damage? 2-3 ticks is about all you can get usually, coupled on top of a snare. Most all other mages and ad assassins mid can do that damage instantly with a single spell. In terms of risk, they’re far safer to do damage. Morg has to rely on that mechanic in order to somewhat safely farm.

Morg walks into auto range to farm, Talon can rake then to farm and apply damage. If Morg waits to drop her W to counter, Talon might take 1-2 ticks and walk out, or even blink on top. Kass can just use his targeted silence and walk out. The point isn’t that her damage at full time is high. It’s that it needs to be in order to farm, because of the fact it’s damage over time. If it was a blunt 425 instantly, that’d be brokenly OP. But it’s a slow burn, which is why she suffered from mid/late game farming issues and why the change seemed to be good, but appears to be numerically weak for the purpose of remaining relevant to farm both early and late game.

 

 

Feedback on the changes

 

MorgageddonButton Rioter Morgageddon: Morgageddon pops in.

OPINION STARTING

I’ve done a few tests on the PBE.

 

Standard runes for consistency:

Greater Mark of Magic Penetration x9 (7.8 Magic Pen)
Greater Seal of Scaling Mana Regeneration x9 (10.53 Mana Regen @ level 18)
Greater Glyph of Scaling Cooldown Reduction x9 (10.00% CDR @ level 18)
Greater Quintessence of Scaling Mana Regeneration x3 (12.96 Mana Regen @ level 18)

Totals are 7.8 Magic Pen, 24/5 Mana Regen @ 18 and 10% CDR @ 18

Masteries are standard 21-0-9 for AP casters.

Starting items are boots and 4 pots. As old Morgana, at level 5, I can just clear out the caster minions with a rank 3 W, which if dropped properly, leaves the melee minions at roughly 1 auto each.

On New Morgana, rank 3 W doesn’t even come close to the same. It takes 2 autos, or one timed properly, in order to farm the caster minions. The fourth level in W allowed her to grab caster minions.

On old Morgana, at rank 4 W (which is usually 7 and where I then divert points into Q), I easily farm the caster minions, and with waiting a moment for the melee to take damage before I cast W, I also get all the melee minions.

On New Morgana, I can’t even get melee minions with rank 4, and 5 is barely.

When fighting enemy mages in mid who had no MR, my W felt more like a double damage type scenario. I could drop a W on them, and watch as the base damage did 32, then see the added damage start at 30 and move up slowly to match. This is most likely due to the base scaling, AP ratios and 3% missing hp. However, my WQ combos felt…lackluster.

I used to drop a W just before my Q hit, for the magic shred and to make the Q hit just a little harder. Now, it doesn’t really feel like I’m hitting with any noticeable gain. Granted, late game troll pools (dropping a W on someone running away with ~100 hp) meant instant death, as it used to, but I actually had less gold per game on average than before.

The reason for that is I had to rely on Morgana’s slow AA animation and horrendous range in order to farm. Walk into range to farm minions I used to be able to farm safely from range, get poked by targetable or far less mana intensive spells. Decide not to go into AA range, and I lose farm. Not a very good feeling, to have the one aspect of Morgana you expect to fall through.

Without other changes to her spells/champion, I feel that while this may help her late game damage output (Didn’t really notice any particular power spikes yet), I feel that this is more harmful than helpful due to the increased difficulty for farming.

OPINION ENDING

TL:DR – These changes make it much more difficult for Morgana to farm as the % bonus damage vs minions is minimal and so she has to rely on short-range auto attacks to get the gold.

 

 

[Nuclear Dragon] What are your plans for Morgana?

 

ricklessabandon Button Rioter ricklessabandon: Regarding rework-level changes to one or more abilities: there are a lot of cool/fun things we could do with her kit, and in all honesty we probably should do a deep dive at some point to see what that would look like, but it’s hard to me to comment offhand since i’m super biased when it comes to morgana—i started playing her like, 3 years ago and played her hundreds of times getting to level 30 and beyond—so unless i spend a lot of time thinking about it i’ll likely be overly conservative. >_<

 

 

 Update on Morgana

 

ricklessabandon Button Rioter ricklessabandon: Real quick:

  • I increased the base damage on tormented soil to 23/36/49/62/75 (which is still less than live)
  • I already know the above definitely isn’t the last iteration, but wanted to nudge these closer while i finish doing a bunch of math/implementation
  • Speaking of math, i have a spreadsheet i want to share somehow (probably google docs or something?) that will help you guys know numbers versus champions ahead of time
  • The goal of these changes is to be a net buff for morgana (specifics later), so they won’t leave the PBE until i’m confident of them being such
  • Thanks again to everyone that ran her in games to get feedback for me—it makes doing this much easier ♥

So yeah. Going to go nap for a couple of hours, then i’ll swing by here again to do a proper ‘goals’ post. Also, we’ve got someone looking into the masteries bug, so hopefully that’ll be addressed in the next PBE update (which might be today?), but i have no idea since it’s not related to the stuff I’ve been working on.

 

 

 Battlecast Skins – the Tech


 

battlecast banner

Catch up on the initial announcement here!

 

 

The Bravo Ray Button Rioter The Bravo Ray: Let’s talk about the key components of the BC line visuals; it’s Tech level. When we say “Tech Level,” we mean how technologically advanced the design theme.

Tech Level guild line

For all intents and purposes, the Battle Cast is a robot themed skin line. While being robotic in nature, this does not mean it needs to present a futuristic feel. That is why you can see complex mechanical parts underneath the thick plating(wires, actuators, bolts, and exhaust).

This design angle helps the in game visuals reduce the tech level from a futurist feel and brings it into the steam punk, or apocalyptic realm. Another thing to note on the tech level, is the source of the BC power operation or engine. For Urgot, we created a combustion style engine as his power source. Two large exhaust pipes exit out his back; shaking, and emitting smoke. Keeping true to the theme of the crude power delivery. There is nothing complex or refined, just a huge motor to do the job. Remember “Function over Form”.

Some guidelines do not have to be carried over to all the BC when it comes to the tech level. Cho’Gath Prime, is an example.

For Cho, we wanted to elude that he was the prime example of Viktor’s designs. He runs a furnace style power system, like a coal powered locomotive. The more he consumes, the hotter and larger he gets. So, in his full stacked form, his plates would fan out to let the piping, hot gas escape.

These are some of the ways we take a robotic theme and keep the tech level down.

Armor Plating

The biggest defining thing about the line, is the armor plating. It is very thick, hard, and rough around the edges. Matte painted, dented, worn, and distressed. This helps keep it from looking like a futuristic robot; which would be slick, stream lined, and polished. BC plates are slightly curved or bent to cover sensitive systems components. Usually, the armor plating is designed to be forward facing to block incoming damage. It needed to appear heavy and awkward, like a tank would. This is why some of the BC seem bigger than their bases(but we try to make sure they fit their hit boxes).

Feel free to continue to post and ask questions. We really love a lot of the creative ideas posted so far.

 

 

EU West issues continue


 

EUW banner

System administrators over at EU: West address the community’s concerns over the ridiculously long login queues.

 

 

Riot TerabloButton Rioter Riot Terablo: Hello Summoners,

We’re just raising a new daily thread for today. Once again we have our strike team assembled and we have been watching things closely and are ready to strike at any minute should we see chat issues again.

Right now while we are at our limit again we are working on raising this safely in order to ensure queue times are as low as possible. But we do not want to risk the stability of the service.

The actual average login queue wait time right now is 8 minutes. The numbers displayed in the client are inaccurate if we are at our limit. You might even be at position one for a few minutes before being let in.

Terablo

 

 

Why is there a queue to log in?

 

Riot TerabloButton Rioter Riot Terablo: The platform is at its limit so there is a short wait period before you can login. Its less than 10 minutes at this moment. The estimated time displayed can be inaccurate at this time. Please hang in there and wait.

 

 

 

[Jay of Fail] Will I be forced to wait this long if I disconnect while in-game?

 

Riot TerabloButton Rioter Riot Terablo: No. If you are in an active game and reconnect you will get priority. You still have to wait for a short period of time while you are at position 1 until a space free’s up. I would expect this to be less 1-3 minutes tops.

 

 

 

Today’s status

 

Riot TerabloButton Rioter Riot Terablo: There has been no chat cluster failure today or related incidents with matchmaking.

The service has been online all day.

The platform was at its player limit for a decent amount of time. The limit was increased several times to allow for more players and we have remained stable. Unfortunately because it was at capacity there was a wait time you will have experienced logging in. Which sucks.

The average wait time right now is < 5 minutes, estimation displayed in the client is still inaccurate.

 

 

Solution to “Reconnecting to Chat” issue

 

Riot TerabloButton Rioter Riot Terablo: If you right now have a chat issue please see this:

Hey Summoners,We see a few of you guys are reporting chat is stuck with ‘connecting to chat servers’ for seemingly long durations. From what we can tell, the chat systems appear to be running properly. Please submit your air client logs here so we can further investigate the issue. Air client logs can be pulled from the following directory:C:\Riot Games\League of Legends\RADS\projects\lol_air_client\releases\[VERSION NUMBER]\deploy\logs\

Thanks.

 

 

How to judge if your game will run stable


Windows: Open your command prompt and insert “ping www.google.com -t”.
Mac : Open your Terminal and insert “ping www.google.com”.

If the result there is stable, you can expect (unless firewall/antivirus/Riotproblems) a stable ping during your game.

 

Riot Eglorian Button Rioter Riot Eglorian: I actually do exactly this before playing, it’s just a good measure of how your own connection is doing.

It’s quick and easy.

 

 

 

[Xyltin] Can we get the IPs and Network Names of EUW servers for pinging?

 

RiotSundiataButton Rioter RiotSundiata: You can find a list of addresses for the game servers here. The list is a little dated ( from 2011 ) but the ranges for the EU shards are still accurate.

 

 

 

 

[Xyltin] Why can’t we track latency from local servers?

 

RiotSundiataButton Rioter RiotSundiata: You can see ping in the in-game client by typing Ctrl-F.

I tend to favor MTR over using ping and traceroute individually. Keep in mind however that certain network segments may still block icmp type 30, which is necessary for traceroute to operate.

As for using Google as a touchstone for gauging general internet connectivity and performance, you might also consider using one of the root nameservers. You’ll want to pick one that uses anycast, as this will direct you somewhere that is geographically close, and far enough away from you to be a good measurement. You can find a list of the root nameservers here.

 

 

 Tidbits


 

 

Does Morello only take NA players into consideration when balancing the game?

 

RiotSundiata Button Rioter RiotSundiata: FYI, we have a pretty massive data collection and analysis operation here. I assure you, NA is not the only region considered.

 

 

 

 

Does W still reset Sivir’s AA timer?

 

Statikk Button Rioter Statikk: Yes, activating W still resets her basic attack.

 

 

 

 

 

Buffs to Sivir

 

Statikk Button Rioter Statikk: Another update after testing some more iterations, here are the changes:

– Base Attack Speed back to 0.658 from 0.625 (this is back to her Live values)
– Made her basic attack more responsive
– Attack Speed per level increased to 1.6% from 1%
– Ricochet cooldown reduced to 9/8/7/6/5 (going to keep inching this down until it feels appropriately powerful to her kit)

This is in addition to the last changes (Ricochet bounce damage scaling per rank and her ult duration going back to Live values).

Not sure if all the changes will make it into the next PBE build, but hopefully you guys get a chance to test it out.

 

 

Will there be any new CDR items for AD carries?

 

Statikk Button Rioter Statikk: I wish there were more AD + CDR items in the game. I’ve talked a bunch with Xypherous about the current lack of AD + CDR itemization. Unfortunately, it’s not something we can prioritize over our current goals as it is actually a decent-sized project. Injecting new items can cause huge side effects and we’re already working on a ton of stuff that you guys haven’t gotten a chance to see yet. Hopefully, you guys will get to hear about it soon.

 

 

Community Art


 

This incredible artwork was made by Akiman. If you like his style, please visit his deviant art page!

blood_moon_kennen_by_akiman-d6qcw0j

Bloodmoon Kennen

 

 

Champion/Skin Sale – October 15th to 18th


 

October 17 S3

 

 

Champions:

 

  • Akali - 395 RP
  • Nautilus - 487 RP
  • Vayne 440 RP

 

 

Frostblade Irelia - 675 RP

 

Frostblade Irelia

 

Mafia Graves – 487 RP

 

Mafia Graves

 

Shadow Evelynn - 260 RP

 

Shadow Evelynn

 

 

Champion Rotation – Week 37


 

 The following champions will be free-to-play until October 22nd!

 

 

  • Annie – 450 IP / 260 RP
  • Amumu - 1350 IP / 585 RP
  • Diana – 6300 IP / 975 RP
  • Draven – 6300 IP / 975 RP
  • Gangplank – 3150 IP / 790 RP
  • Graves – 6300 IP / 975 RP
  • Leona – 4800 IP / 880 RP
  • Nautilus  – 6300 IP / 975 RP
  • Shen – 3150 IP / 790 RP
  • Thresh – 6300 IP / 975 RP

 

 

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

 

 

 

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

 

Skype: chefoslr

IGN: NoL Chefo, EUW

Concept Sivir Banner

(Testing a new way of formatting so I cut the introduction for fear of the Universe imploding.)

 

PBE Update

News

Red Post Collection

Champion Rotation – Week 32

Champion/Skin Sale – Expires September 13th
 

PBE Update

 

experimental changes

 



Champion Balance


 

 

CassiopeiaSquare

 Cassiopeia

Petrifying_GazePetrifying Gaze ( R )

  • Damage decreased from 200/325/450 to 150/275/400

 

 

GarenSquare 

     Garen

JudgmentJudgement ( E )

  • Damage increased from 20/40/60/80/100 to 20/45/70/95/120 ( reverted to live values )

 

 

KatarinaSquare

  Katarina

Death_LotusDeath Lotus ( R )

  • Damage increased from 400/500/600 ( +3.0 AD ) (+2.0 AP) over 2 seconds to 400/550/700 ( +3.75 AD ) ( +2.5 AP ) over 2.5 seconds
  • Cooldown reduced from 60/55/50 to 60/52.5/45 seconds

 

 

OlafSquare

       Olaf

  • Base damage decreased from 57.6 to 57.2
  • Base damage decreased from +3.5 to +3.1 per level
  • Base mana decreased from 270 to 235
  • Mana decreased from +45 to +35 per level

 

UndertowUndertow ( Q )

  • Damage reduced from 80/125/170/215/260 to 65/110/155/200/245
  • Slow increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration decreased from 2.5 to 2 seconds

 

Vicious_StrikesVicious Strikes ( W )

  • No longer grants bonus Attack Damage
  • Now grants 30/45/60/75/90% bonus Attack Speed
  • Bonus Lifesteal reduced from 9/12/15/18/21% to 8/10.5/13/15.5/18%

 

Reckless_SwingReckless Swing ( E ) 

  • Damage reduced from 100/160/220/280/340 to 100/145/190/235/280
  • Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds

 

RagnarokRagnarok ( R )

  • Now grants 10/25/40 Bonus Armor and Magic Resist passively
  • Activation no longer grants bonus Resists and Armor Penetration
  • Activation now grants 40/60/80 bonus Attack Damage 
  • Cooldown changed from 100 seconds 120/100/80 seconds

 

 

RyzeSquare

      Ryze

  • Base Health increased from 360 to 400
  • Base Movement speed increased from 335 to 340
  • Base armor increased from 11 to 15

Desperate_PowerDesperate Power ( R )

  • Bonus movement speed increased from 60/70/80 to 80 at all ranks

 

 

ShyvanaSquare

  Shyvana

BurnoutBurnout ( W )

  • Damage reduced from 25/40/55/75/85 to 20/32/44/56/68
  • Bonus movement speed decreased from 30/35/40/45/50% to 25/31.3/37.5/43.8/50%

 

 

CLARIFICATION ON SHYVANA CHANGES

 

CertainlyT Button Rioter CertainlyT: We aren’t making imminent changes to Shyvana’s Burnout. This datamine was another piece of Season 4 fighter testing bits of which I incorrectly promoted to the PBE (as seen with Garen). The plan was to pair it with some sexy changes to her dragon form.

FWIW our internal testing on all the changes currently shows the W you saw to be a bit too weak.

As to our overall view of Shyvana, I think she’s balanced but her Dragon Form doeesn’t feel sufficienly epic. I want Shyvana to be a bully, but a more moderate one early, in exchange for a lvl 16 dragon form where she becomes a literal raid boss, turning the enemy backline into a pile of charred corpses. Rez and run back.

 

 

Any news on Shyvana’s update?

 

CertainlyT Button Rioter CertainlyT: Testing a bunch of stuff. Nothing has proven perfect just yet. Shyvana will stay damage focused, but I think that she needs a) greater reach and b) a better best cast scenario in post-35 minute team fights.

 

 

 

ThreshSquare

    Thresh

DeathSentenceDeath Setence ( Q )

  • Cooldown is reduced by 3 seconds if Death Sentence strikes an enemy
  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds

 



New Ward Skins


 

RiotWenceslaus Button Rioter RiotWenceslaus: You’ve seen them during the holidays, but many of you have been asking to spruce up your ward supply on non-seasonal occasions. We’ve heard you and we’re pleased to officially unveil the League’s first permanent ward skins for 640 RP, now on PBE.

This first run of wards is themed after some of your favorite League champions, so even if you get edged out in the draft, you can still show your champion pride wherever you’re laning. The next time you want to scout an inconveniently-placed patch of brush in style (or if you just can’t wait for another chance to check out Draven’s majestic moustache), now you can.

 

New Wards

 



New Trade Tech


 

RiotBrokenSword Button Rioter RiotBrokenSword: Hey PBE Community,

We’re rolling out a revamped Trades system that I’d like you all to hammer on. It’s a more robust system that we believe will serve your trade requests better.

The pain points we addressed were largely around the system’s reliability.

We addressed issues caused by several players attempting to trade simultaneously. Our new system will handle multiple users’ actions, both with a new Trades structure, and more clear messaging where there wasn’t any before.

While we were fixing some of the pain, we included some new features to make the experience a bit better.

-Greyed out and unclickable Trade buttons when the requester or the recipient doesn’t own either champion.

-New Error Messaging to communicate what is happening. [Not yet in]
1. is busy trading. Try again when their trade is complete.
2. has declined your trade request.
3. canceled the trade.
4. no longer has the champion you wanted. Try again.

-Accurate display of who your friend is playing on the Friends List after they make a trade.

-A trade is canceled when someone rerolls during their trading process, so people aren’t stuck with something they don’t expect.

All these changes aside, what we fundamentally wanted to accomplish was a reinstatement of player trust in making a Trade. Our engineers took the old system, cleaned it up, smoothed it out, gave it a mani-pedi, and got it in shape by way of 1980’s work-out montage. No player should ever fear trading champions again.

Please test the hell out of this thing, and send us your feedback on the forums. We’ll be watching and fixing based on your findings.

Thanks for your help, everyone!

RiotBrokenSword

 

 

Suggestion: Trading switches players’ select position rather than their Champions

 

RiotBrokenSword Button Rioter RiotBrokenSword:

That’s a really interesting idea. Though, that wouldn’t solve the issues of Trades not working well for ARAMs, and our intention was to make an already known system more reliable.

 

 

 

Will this new system allows us to trade again after an unsuccessful attempt?

 

ZydionButton Rioter Zydion:

With the new trade system, you WILL be able to request trades again to someone who declined you if you or that person’s champion has changed. So even if your champion didn’t change, if the person who declined you rerolled, you’d be able to trade him again.

 

 

 

If I own the Champion I wish to receive but the other person does not own mine, is the button grayed out for me as well?

 

RiotBrokenSword Button Rioter RiotBrokenSword: Yes, it is. In order to trade, both players must own each champion. Works the same as before, but now we just save you the step of finding out you can’t trade before you make the request.

 

 

 

 News

 

Official Announcements

 

Pool Party Skins Available

50% off Boosts

Handmade Leona Blade

 



Pool Party Skins Available


 

Pool Party Skins Banner

( Click on each skin’s name for a video preview. )

 

Pool Party Graves – 1350 RP ( 975 until September 22nd )

Graves finally found a squirt gun worthy of an outlaw: all new particle effects look like water, but sting worse than Singed’s “homemade” chlorine. His recall shows off one of four impressive dives on his way back to base. Apparently Smoke Screen also obscures hidden talents!

 

Pool Party Lee Sin – 1350 RP ( 975 until September 22nd )

Lee Sin’s got a breezy new summer style and strange knack for conjuring fruity coconut drinks out of nowhere. Just don’t challenge him to a game of Marco Polo—he doesn’t realize casting Sonic Wave is cheating.

 

Pool Party Leona – 1350 RP ( 975 until September 22nd )

Grab some shade under sunbathing Leona’s Shield of Daybreak if things get too hot in lane. Nothing quite like a little stun in the sun!

 

Pool Party Renekton – 1350 RP ( 975 until September 22nd )

Cull the Meek swimmers?! Renekton takes his lifeguard duties way too seriously. Hey gator, that’s not what the rescue buoy is for!

 

Flexible Bundle – Get all Four Skins + Pool Party Ziggs for 4200 RP ( 20% discount )

+ 30% discount on Champions missing ( 7413 RP for all 5 Champions + all Pool Party Skins )

 



50% off Boosts


 

IP_Boost_IconAll IP and XP boosts will be at half-price until September 16th!

 

 

 



Handmade Leona Blade


 

Watch as Leona’s Solar blade comes to life in the forge of master swordsmith Tony Swatton!

 

 

 

Red Post Collection

 

Riot logo decoration

Morello – Season 4 Changes
Xelnath –
Let’s talk Support
Brackhar –
Explaining the recent XP/IP reward changes for Custom Games
Morello - 
Why was Zac nerfed so lightly in Patch 3.11?
Lyte -  
Riot’s new philosophy on Player Behavior
IronStylus - Sivir’s New Concept Previewed
IronStylus - 
Pictures of Leona’s Sword

 



Season 4 Changes


 

 

Powercreep, Jungling, Wards & Support play

morello Button Rioter Morello: Mobility Creep has occurred, but I think this is spoken about as the problem as opposed to a symptom. The problem, in this case, is where we had champions not giving up anything when they contained mobility. This was especially rampant in 2011, but the problem is rarely the mobility itself and more the underlying design problems that lead to problematic mobility.

One example is how Vi’s ultimate was talked about a lot as “mobility creep.” I think the real problems occur there when there’s no meaningful recourse to that move, her being able to move far is fine – provided than when she does, you have actions that make sense to deal with her. Some of this is the CC immunity, some of this is her raw brawling power when she gets there. If some cost is paid, actually or strategically, then the skill can avoid this pitfall.

So, I think Mobility Creep isn’t a major issue – mobility tends to create interesting and dynamic fights and is fun to use – but the issue, like true damage, % HP damage and other mechanics we’ve done this with, is in how and where it is used.

I edited my post, but in the initial barrage of “there’s Morello – get him!” from me returning to the forums, I read yours too quickly. I did say melee ADC would be -better- this season, and they are, but I also claimed I didn’t think Season 3 would fully solve the problem. I think that’s been pretty accurate overall.

Now, let’s put this thread on a good note; let me tell you two must-haves for Season 4 to ship successfully in my mind;

We’re going to significantly improve, and ultimately fix, jungle and support gold flow. I feel this is one of the most painful areas of League, and one that can be fixed. A lot of the satisfaction in League is growing in power over time, getting items, and transitioning from early to late game with items. It’s definitely a problem that 2/5 of players don’t get to do this.

Season 4 changes will address this problem, and very likely throw balance into a tailspin for preseason. Eggs, omelettes, etc. We’ll work hard to get that fleshed out and tuned before S4 starts properly.

Wards and the map vision system need to be overhauled. This is part-and-parcel with the above as Support gold largely suffers due to ward gold burden, but there are a multitude of other problems like snowballing, few real interesting ward decision-making opportunities, and few people involved with the vision game. Details have to wait, but the new system will address these issues.

 

 

What are your plans for the Fighter class in Season 4?

 

morello Button Rioter Morello: Not ready to share details on this since things are really in flux, but to solve some of the meta-golemy nature of some fighters, and give them distinct places in a teamfight (ie; a team role if one is not present other than “be strong”).

 

 

 

Follow-up: So every Fighter will have a distinct purpose, i.e soak, DPS and so on?

 

morello Button Rioter Morello: Some of that, yes, but also like “Vi should be tuned around a dive fighter” where “Udyr is a powerful mid-line fighter.”

 

 

 

 

Opinion on Kassadin, Zed, Ahri, Galio, Taric and Ziggs

 

morello Button Rioter Morello: Kassadin: Too strong, but because he’s so feast/famine. Needs some big work, but I’m at a loss on this one.

Zed: A bit too strong, but want to see longer term effects of previous nerfs. Not against more.

Ahri: Solid – pretty close, but popular right now.

Galio: Tough to make room for in a team, but doesn’t have enough levers to balance. Needs light rework.

Taric: Same as above.

Ziggs: I think great in lane, does ??? late game in teamfights.

 

 

Why are some champions nerfed to the point where they’re no longer picked?

 

morello Button Rioter Morello: It is when we can’t simply buff them to be good or make small changes. Fighters (and why CertainlyT is focused on them!) are the biggest culprits of this, and tend to make this list more than others. Much of this is based around the schizophrenic goals and role fulfillment on fighters (which typically comes with low counter-play) and them deriving value from nothing but raw power. Not only aware, but one of our biggest open sores that’s very hard to solve without a LOT of disruption.

 

 

Do you feel DoT (Damage-over-time) Champions are in a good spot?

 

morello Button Rioter Morello: I’m not sure, actually – it’s something I should talk more with the team about. I’m a bit surprised with how far this type of champion has fallen out of flavor and want to get word from guys with boots on the ground here.

 

 

 

What’s your opinion on Miss Fortune?

 

morello Button Rioter Morello: MF falls in and out of flavor as different champions and comps trend up and down. I like this pattern overall and think MF is OK as-is.

 

 

 

 

Why isn’t Ahri as mobile as the currently dominant picks? ( Zac, Kha’Zix, Zed )

 

morello Button Rioter Morello: I think it’s a cost-benefit thing. If Ahri does what they do, and is mobile, then there’s no contest. If Ahri is highly mobile but has some cost associated it that allow Annie and Brand to compete, then that’s great. Udyr is the Fighter example of where this works.

Annie’s actually in a good spot, but agreed Brand is in a bit of a lull due to this.

 



Let’s talk Support


 

Xerath iterates on Morello‘s promises to fix support gold income.

 

 

Xelnath Button Rioter Xelnath: *sharpens his claws a bit*

For those of you who missed it, I want to draw attention to this post.

Click here to jump to Morello‘s post.

These two systems have been the major project that Xypherous and I have been working on for the last 3-4 months. This has been a huge effort, in terms of collecting data, experimenting and generally playing mad scientist while attempting to preserve the core of what makes Summoner’s Rift fun.

There’s four huge topics here:

  • Jungle gold income
  • Support gold income
  • Support expenditures on warding
  • The effects of using wards to gain vision

Trying to hit all 4 cohesively in one point is madness, however, they are all HIGHLY interconnected. So while this thread is about the overlap between all four, expect to see breakout threads from myself or other designers discussing each topic individually to gather focused feedback.

For this post, I want to talk about the relationship between support income, warding and the problems these two systems are causing with each other:

What are the issues?

Supports

  • Supports are expected to not last hit, thus gaining no income
  • Supports are expected to shoulder most of the gold burden for purchasing wards
  • Supports are expected to roam the map and ward
  • Supports are expected to buy expensive activated items
  • Supports are expected to be effective without gold revenue
  • Supports are often tied to the Marksman carry
  • Supports never get to achieve an endgame fantasy due to losing all of their income to vision expenditures

Vision

  • Wards are necessary to protect the sanctity of laneing from persistent Jungler aggression
  • Wards are necessary to observe important locations and objective
  • Wards cost gold, from the character least equipped to afford them
  • Wards are the only option for revealing a specific area to move forward safely
  • Wards used in the previously mentioned way linger for a long time (3 minutes!!)
  • Wards are so important, players feel entitled to having the map warded without contributing

Wow! This is a lot!!

No kidding. This is not a small set of problems. So to kick off this discussion, help me out:

  • What do you think are the problems with support income?
  • How much gold do you think supports need over the course of a 50 minute game (hint: I know the answer, but tell me what you think…)
  • If we were to give more gold to supports, in what kind of situations would you expect to be getting more gold?
  • How do we get other players to recognize the power of wards and the vision they provide?
  • Are all wards too powerful? Are just pink wards too powerful?
  • Should the lowest income character shoulder the highest consumable expenditures in the game?
  • Are the expectations on a support player too high?

 

 

Summary on Community Feedback

 

XelnathButton Rioter Xelnath: So to summarize:

  • You guys generally agree its unfair that supports both earn less and spend more
  • Think it might be fair if they earned equal amounts as laners but spent more on wards (relative to laners)
  • Are concerned that even if income was fixed, supports would still spend 100% of gold on wards
  • Feel that there’s not enough interactions in the warding system right now
  • Believe we should look into ways to let non-supports get some vision in a way that doesn’t restrict their item builds

X-Posted on EUW.

 



Explaining the recent XP/IP reward changes for Custom Games


 

Why do Custom games no longer grant IP? Read below to find out!

 

 

Brackhar Button Rioter Brackhar: Hey All,

I wanted to provide a bit of context for these changes. Before I begin though, let me reiterate the current restriction:

  • IP/XP for Custom Games are no longer rewarded unless there are half as many human players as the map was designed for (5 for SR, CS, and HA; 3 for TT)
  • It’s still possible to play custom games any number of players (as long as it’s not been restricted for load reasons)

The reason we did this was, as some of you had suspected, a reaction to players using bots to farm games for IP/XP. While in an ideal world we’d just ban the accounts and move on, the problem wasn’t that people were using these bots on their main accounts to accrue ip/xp. Instead they were exploiting the refer a friend program by creating new bot accounts, leveling them up as referrals, and then giving another account the IP/RP rewards (which in turn they’d launder via other means). This made targeted bans not an effective solution, so instead we had to tackle the problem at its source. This wasn’t a limited issue either; check out this report showing the distribution of game end times in NA for the month of July: http://imgur.com/wLFwRBq

Note that we were seeing over 40% of our games end at 6 minutes, and those games were almost completely one player bot games. Those bot accounts would immediately queue up after completing a game and repeat the cycle, which in addition to the rewards issues was also putting a good bit of load on our system.

It’s unfortunate that this change ended up hitting players who were playing legitimate games, but our hope was that the affected player size would be very small and primarily only impact people doing things like testing out new champions. This thread and others have brought some light to a legitimate play pattern that we didn’t anticipate would be a main form of engagement, and that’ll cause some conversations on our end about what the next step forward here should be. It was our intention to evaluate the success of the changes later this week anyway, so once we have that data we’ll be able to make an informed decision on if we can be more lax on the restriction.

 

 

Isn’t the main issue the Refer-a-Friend system?

 

Brackhar Button Rioter Brackhar:  Yeah, RAF needs to be reviewed and possibly reworked, I agree.

 

 

 

 

 



Why was Zac nerfed so lightly in Patch 3.11?


 

Click here for a preview of Patch 3.11.

 

 

ZacSquare

        Zac

CellDivisionCell Division ( Passive )

    • Adjusted passive chunk drops to be more contestable by enemies
  • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
  • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
  • Slightly increased the distance contestable chunks travel from Zac
  • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
  • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
  • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
  • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’s Bounce

 

 

morello Button Rioter Morello: These nerfs are conservative as to not obliterate Zac in what will be the final patch for World Finals. We did want to nerf his power, not overdo it and remove a big staple in a number of team lineups (instead, we want to allow more variety in options).

We likely could have gone a little harder on Zac nerfs, but for the worlds patch, we didn’t want to risk of overdoing it. If, after worlds, Zac’s still pushing out other options, then we’ll hit him again.

 

 



Riot’s new philosophy on Player Behavior


 

Here are a couple relating articles regarding Lyte‘s quotes on Player Behavior in-game:

 

 

Helping Players improve rather than punishing them

 

Lyte Button Rioter Lyte: We’re currently working on a new solution for Champion Select problems, but are doing research on Honor and where we want to take it in the future. We agree that usage has gone down, although there’s still a very healthy amount of Honors handed out in Normal Blind Pick, Co-op vs Bots and Howling Abyss; however, there’s less Honor being handed out in Ranked Teams and Ranked (partially because premade teams don’t often give each other Honor). We’re not ready to talk about the future of Honor yet, but we’ll start once we finish working on Champion Select.

I don’t agree that discussing the origin of toxic behavior is an excuse. I agree that damage has been done whether a player is having a bad day or whether they are consistently toxic; however, understanding the origin of the toxic behavior allows us to better address the behavior. For example, does a player who is the most awesome, positive player in the community for 9999 games and happens to have 1 bad game, should they be permabanned? This is an extreme example, but illustrates why understanding the origin of the toxic behavior can help us address it in an appropriate way.

We have considered different types of ‘punishments’ for players such as limiting queues or limiting IP, but right now we’re focusing on Champion Select. We’ve also taken a pretty drastic shift in our approach to player behavior over the last year, and we’d prefer rewards and incentives rather than punishments. As an example, let’s say we had a game where players could share cookies, or be selfish and eat all the cookies themselves. We’d prefer players to share cookies, but instead of punishing players for being selfish and eating all the cookies, we could reward players with an additional half cookie if they shared the cookie with others. We truly believe that if you make it easy for players to be good and do the right thing, they do.

We’re not resistant to simply implementing solutions, especially with Leaver/AFK. There’s just a lot of data and experience from other games that solutions like a Vote-Kick are extremely abused and often considered grave mistakes when the studios tried them. I generally prefer to go with the data, and not make the same mistakes over and over again 

 

 

Don’t you already ban people who abuse the report function?

 

LyteButton Rioter Lyte: You’re right, there are bans for report-abusers; however, how many negative behaviors have we created in players? After this feature goes live, some percentage of players will now abuse the report system to try to get some returns and end up being banned. Is this a new demographic that wouldn’t have been banned otherwise, or were they toxic in some other way to begin with? If it’s a brand new demographic that is now being banned, that’s a significant cost to the feature.

 

 

Suggestion: Receive notification when you’re being “muted” in-game

 

LyteButton Rioter Lyte: A player recently mentioned this idea to me, and I thought it was pretty interesting; however, what is the intended goal of such a feature? Theoretically, the hope is that if a toxic player is verbally abusive or harassing someone that the pop-up or feedback that others in the game have muted them would curb or stem the behavior; however, is there a chance that the pop-up or feedback itself would frustrate and piss the player off even more? Maybe the player will vent even harder at other players that haven’t muted him yet.

Consider the current alternative: Right now, players can mute someone without sending them a pop-up or notification. A toxic player might continue venting or ranting and realize that they aren’t getting a response, so they stop and move on–there’s a chance they may learn that venting or ranting really doesn’t do anything valuable for the team. But if you give them feedback and notification that they are getting through and annoying someone, maybe the pop-up or feedback even encourages them to keep acting this way and treat the pop-up as a “victory” of sorts that they irritated someone so much they actually muted them.

Now consider an alternative scenario: What if you’re a positive player, trying to hold your team together with some sportsmanlike chat. Then this player gets a pop-up from a toxic player saying that they muted him–what does that player experience feel like?

Interesting idea, but lots to consider.

 



Sivir’s New Concept Previewed


 

Following the not-so-recent discussion on Sivir’s visual rework, we now have an actual concept art to admit love to… in a completely Platonic way, of course.

 

 

IronStylus Button Rioter IronStylus: Yup. Here ya go. This is the final concept we worked from when building her model. This is also what people saw when we did the Relaunch panel, with a little bit of cleanup and a better background added in.

I know a lot of people saw a picture of an image on screen. Hopefully this gives you something a little bit easier to read! Pretty messy in a lot of places however. A couple things have changed since we did this concept though, and more might when we get additional feedback. But since this image is out there publicly, I thought it’d be nice for others to see.

 

Sivir Concept - PAX - final

Sivir Concept Final

 



Pictures of Leona’s Sword


 

Above you’ll find a video of the actual weapon.

 

 

That sword looks dangerous!

 

IronStylusButton Rioter IronStylus: Indeed it was. I was warned many times that it was razor sharp and shouldn’t dare touch the blade itself. Also, the spikes coming from the circle were deadly.

Tony was telling me that this was the most complicated design they ever made. It was also extremely dangerous due to all the points! I apologized profusely for being a pain in the ass for designing it with a giant hold in the middle of it.

 

 

Pics or it didn’t happen!

 

IronStylusButton Rioter IronStylus: Here, some additional fun stuff!

Some shots of the sword:

 

 

Polishing

Back Look

Front Look

Front Look

Minimalist Armor

Typical Eastern MMO Set

Sword being held

Sword in Action

 



Champion Rotation – Week 32


 

Week 32 S3

The following champions are free-to-play until September 17th!

 

  • Janna – 1350 IP / 585 RP
  • Twisted Fate - 1350 IP / 585 RP
  • Twitch – 3150 IP / 790 RP
  • Xin Zhao – 3150 IP / 790 RP
  • Cassiopeia – 4800 IP / 880 RP
  • Leona - 4800 IP / 880 RP
  • Riven - 4800 IP / 880 RP
  • Elise – 6300 IP / 975 RP
  • Lucian - 6300 IP / 975 RP
  • Rengar - 6300 IP / 975 RP

 



Champion/Skin Sale – Expires September 13


 

Champion Sale September 13

Enjoy the following champions and skins at a discount until September 13th!

 

 

Champions:

 

  • Hecarim – 487 RP
  • Orianna – 440 RP
  • Sion – 292 RP

 

 

Grim Reaper Karthus - 487 RP

 

Grim Reaper Karthus

 

Lord Mordekaiser – 487 RP

 

Lord Mordekaiser

 

Pharaoh Nasus – 260 RP

 

Pharaoh Nasus

 

 

Missed any recent updates? Check here!

 

Riot teases New Champion, an Elemental Dragon! PBE Update: Visual &amp; Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace

Visual update for Garen || Patch 3.11 Notes – Changes to Draven, Galio and Zac, 3v3 and Dominion Balance & New Spectator Mode Features || New Minion Effects, News on Rengar, Nika leaves Riot, Cosplay Pictures from PAX, tweaks to Season 3′s Rewards and the latest Sale!

Double AMA for Lucian: get all your questions answered! Rengar returns to stealthing, rollback on W and the latest Sale!

Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

 

 

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

 

 

Pool Party Leona Banner

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

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

Credit for Spotlights goes to SkinSpotlights. 

 

Summer Party at Ziggs’ Place

The Story of Bik… Pool Party Leona

Lucian Champion Spotlight

Forging a Templar: How Lucian was made

On the Hunt for Rengar Buffs

State of Taric

Update on Skarner

Champion Rotation – Week 29

Champion/Skin Sale – Expires August 23rd!




Summer Party at Ziggs’ place


 

Ziggs Pool Party Banner

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

 

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

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

 

Pool Party Comic

Pool Party Graves, Lee Sin, Leona and Renekton shown

 

 

Pool Party Graves

 

Pool Party Graves Splash

Pool Party Graves Splash

 

 

 

Pool Party Lee Sin

 

Pool Party Lee Sin Splash

Pool Party Lee Sin Splash

 

 

 

Pool Party Leona

 

Pool Party Leona Splash

 

 

 

Pool Party Renekton

 

Pool Party Renekton Splash

Pool Party Renekton Splash

 




The Story of Bik… Pool Party Leona


 

Leona Splash Banner

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

 

 

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

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

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

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

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

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

 

 

Why were the summer skins delayed so much?

 

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

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

 

 

Offtopic: Where is Scorched Earth Renekton?

 

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

 

 

What’s your skin release schedule?

 

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

 

 

 

 

How many champions were considered for the Pool Party event?

 

IronStylus Riotlink Button IronStylus: A TON.

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

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

 

 

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

 

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

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

 



Lucian Champion Spotlight


 

 

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

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

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




Forging a Templar: How Lucian was made

 

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

 

 


On the Hunt for Rengar Buffs


 

rengar decoration

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

 

Community Questions – Ultimate & Skillshot E

Xelnath examines Rengar

Savagery Stacking mechanic

Original Changelist – Why is Rengar getting reworked?

 

 

Scarizard Riotlink Button Scarizard: Update time!

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

 

Bonetooth_Necklace_itemBonetooth Necklace

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

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

6 Stacks: Leap range increased

9 Stacks: Thrill of the Hunt lasts X seconds longer

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

 

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

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

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

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

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

 

Battle_RoarBattle Roar ( W )

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

 

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

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

 

Bola_StrikeBola Strike ( E )

  • Is now a skillshot
  • Increased Range

 

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

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

And for the big one:

 

Thrill_of_the_HuntThrill of the Hunt ( R )

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

 

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

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

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

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

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

 

 

Does the ultimate no longer generate Ferocity?

 

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

 

 

Will we still have Predator Vision and the VO?

 

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

 

 

 

 Is the Passive on Bonetooth Necklace unique?

 

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

 

 

 

 

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

 

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

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

 

 

 Won’t these changes hinder Rengar in a teamfight?

 

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

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

 

 

Suggestion: Bola Shot revealing the target hit

 

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

 

 

Suggestion: Rengar generating Ferocity after he has leaped during ult

 

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

 

 

Have you tested these changes on Dominion?

 

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

 

 

 

Xelnath’s opinion on the rework

 

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

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

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

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

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




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


 

bloodstone taric banner

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

 

 

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

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

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

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

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

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

Until then, stay outrageous y’all.




Update on Skarner

 

Skarner decoration

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

 

Initial discussion – why is Skarner being changed?

Follow-up: Tweaks to Fracture ( E )

 

 

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

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

Full changelist:

 

SkarnerSquare
   Skarner

  • Base Attack speed lowered by 1%

 

Crystal_SlashCrystal Slash ( Q )

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

 

Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

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

 

FractureFracture ( E )

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

 

ImpaleImpale ( R )

  • Impale now roots targeted champion during the windup animation

 

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

 

 

 How does the MS bonus from W ramp up?

 

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

 

 

 

 

How will Skarner hold up in lane?

 

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

 

 

 

Why was the slow removed from his Q?

 

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

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

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

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

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




Champion Rotation – Week 29


 

Rotation Week 29

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

 

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




Champion/Skin Sale – Expires August 23rd!


 

Sale August 23

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

 

 

Champions:

 

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

 

 

Atlantean Fizz – 260 RP

 

Atlantean Fizz

 

Glacial Malphite – 675 RP

 

Glacial Malphite

 

Headhunter Master Yi – 487 RP

 

Headhunter Yi

 

 

Missed any recent updates? Check here!

 

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

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

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

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

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

 

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

 

tribunal banner

 

RiotRadioBlur shares the process of creating the new item icons and the story behind each one, Lyte goes into a deep discussion about dealing with toxic players without banning them, rewarding positivity, resolving issues with AFK-ers in Ranked and the report system as a whole, word from GrumpyMonkey on Champion redesigns, WCC ticket pre-order announced and the latest Sale and Rotation!


Designing New Icons

World Championship tickets available on August 15th!

Lyte on Shaping a Community

The magic behind Visual Updates

Champion Rotation – Week 27

Champion/Skin Sale: August 6th – 9th

 

Gamasutra (Shaping the Community): GDC: Riot Experimentally Investigates Online Toxicity

 

Designing New Icons

 

RiotRadioBlur shares the story of how the new item icons came to be, the design and time-frame aspect, as well as future projects.

 

 

RiotRadioblur Button Rioter RiotRadioblur: Hey there!

I’m sure you’ve noticed some of the items have had their art updated and replaced. As the aesthetic of League becomes more cohesive and solidifies in quality, we’re working hard to update all of our old art. In particular, the Visual Design team is working hard to innovate and improve on our user interface and visual identity. We have already been raising the icon quality bar on our champions and summoner icons, and it’s about time items got some love. Because these icons are so important to our players, I thought I’d walk through some of the decision-making process involved in developing the new aesthetic.

The primary goal of the reworks was to improve clarity, and then to build thematic connections between the item visuals and the other aspects of their design. Familiarity was a big concern as we began working on these—how far can we push the designs until they become too hard to adapt to?—but a few icons had very little in their visuals that could be held onto. When we were looking into which icons to re-design first, we wanted to seek out the ones that presented some of the biggest challenges to redesign, the ones whose themes seemed seriously out of line with their visuals, or whose current art didn’t localize well. From there, we wanted to find ways to build them into the rest of our game’s world in a way that felt consistent and logical.

Let’s look at how each one was chosen and how we developed them:

 

 

Abyssal Scepter

 

Old_AbyssalScepter

Old Icon

 

Abyssal’s older art was a bone on a stick. It was pretty lacking in terms of design, and nobody really felt that the whole “abyss” theme was captured by it. The first explorations toyed with keeping the skull, but it just wasn’t exciting enough. Somebody on the team suggested pushing more in the direction of something extremely warped, exaggerated, and unusual, but retaining the feeling that this was the skull of some terrifying creature. The more we pushed, the more we realized a hybridization of the two would provide the most unsettling result. A vaguely human skull at the end of a staff made out of its own spinal column, wrapped in worn strips of leather. The bone went from bleached white to dark, decayed brown, which also brought out the silhouette and distanced the design even further from appearing too human. The final touch came from one of our splash artists, Alex Flores, who really pushed the S shape in the staff to where it is now. In the end, we had this:

 

abyssal scepter

New Icon

 

 

Catalyst

 

Old_CatalysttheProtector

Old Icon

 

Catalyst’s upgrade had a few very specific goals going in. The first was to change the rune to match the kind of shape language we would see in our game today. The shape we used was designed by one of our other Visual Designers, Zach Roberson, and it definitely feels like it belongs with the world we’re building. The second consideration we had was to make it purple to match the idea of blue and red crystals combining into one new item. The result was something with a really unique color palette and silhouette, brought up to the quality we want to see out of every new icon:

 

catalyst

New Icon

 

 

Deathfire Grasp

 

Old_DeathfireGrasp

Old Icon

 

More than any other icon so far, Deathfire Grasp’s redesign pushed the limits of what we could do with changes. The original icon felt like such a missed opportunity, and had too much overlap with Abyssal Scepter’s visuals. We wanted to separate the two, and make each feel more unique. And then there was this great theme, right there in the name “Death Fire Grasp.” It sort of stuck out in our earliest discussions as the obvious thematic tie, but being obvious isn’t always the best way to design. So we tried a few iterations and different ideas, but in the end we kept coming back to a staff with some sort of hand or claw shape on the end of it holding a spirit flame. Once we decided where we were taking it, we felt like the next step was to bring it into the world. Where would you find a staff holding a captured soul? The Shadow Isles. Looking at champs like Hecarim and Thresh, we tried to give the staff some of the same flair, all the way down to the color pallette, blue-green effects and lighting, with warm iron for the metals. The new design was a huge departure from the original, and we had a lot of internal discussions about whether we were pushing too far. In the end we agreed the added clarity and visual theming made the icon more distinct and easier to associate with its thematic. And here we have all of that process in its final form:

 

deathfire grasp

New Icon

 

 

Glacial Shroud

 

Old_GlacialShroud

Old Icon

 

Glacial shroud also really missed its thematic. We started looking at this around the time we were developing the Freljord event, and with all this lovely new art for our wintery domain, it made sense to make Glacial Shroud more “glacial.” The first step was to remove the lion. After abstracting the details of the face, we saw some shapes that reminded us of the knot shapes on Howling Abyss, so we adjusted them all to fit in. The blue ring matched the True Ice of Freljord, so we inlaid a ring of it onto the medallion. Next was taking the gold and toning it down to the kind of muted color palettes we see on Trundle, Sejuani, and the other Freljord champs. Finally we took those wispy shapes and hinted at a frost-magic fabric the pendant holds together as a brooch, giving us a very literal shroud to play with. The new icon went from being something a bit out of place, to something that could really fit in to our world:

 

glacial shroud

New Icon

 

 

Haunting Guise

 

Old_HauntingGuise

Old Icon

 

For Haunting Guise we set out to actually make something a bit spooky. A clown face was a specific nightmare, but we wanted something that would feel appropriately haunting to anybody. The shape of the mask we ended up with had a lifeless, cold feel. The red and white hinted at something Ionian, and the green magic matched some of what we were seeing out of champs like Karma and Master Yi. We drew on lots of our Ionian champs for reference, but the biggest help on this icon came from the Visual Development department, where they really helped us nail down that Ionian style. The result:

 

Haunting Guise New Icon

New Icon

 

 

Hextech Revolver

 

Old_HextechRevolver

Old Icon

 

Hextech isn’t extremely well-defined to our players right now, but there’s plenty in the various champions to suggest at what it could be. Again, Visual Development played a big role in helping us achieve a look the felt appropriately “hextech,” and helped steer the direction to something more specifically Piltovian, which felt like a natural fit for the item’s origins. The gun replicates a lot of the aesthetics seen in Jayce, Vi, and Graves, where magic and technology play off one another to form unique implements with an unusual design principal. The gun doesn’t function without the magic, and the magic is useless without the gun to harness it. It’s a symbiotic relationship:

 

hextech revolver

New Icon

 

 

Thornmail

 

thornmail

Old Icon

 

Right out the gate, Thornmail felt like Noxus. Bearhug your enemies with spiked mail? Totally Noxus. Again Visual Development helped us find that perfect mix of utilitarian design and aggressive, militaristic aesthetics that makes it fit so well into our world. Darius, Draven, and other Noxian champs heavily influenced the design, right down to the spiked shoulders, dark grey metals, and the red background (shying away from the pinker hue we were seeing before). The process on Thornmail really seemed to flow as soon as we knew it was Noxian, and I think the result really shows for it:

 

thornmail

New Icon

 

 

Vampiric Scepter

 

Old_VampiricScepter

Old Icon

 

Vampiric Scepter is another Noxian artifact, this time drawing from Vlad’s aesthetics to really drive home the vampire aspect inherent to the item. It took a few tries to get here—some of the early iterations involved a bat with scythe even—but the result is something a lot more mature than the older, goofier icon. We managed to preserve and abstract the face and scythe shapes, and give the metal a really unique gold treatment to match the rendering we see in Vlad’s splash. The final touch was making the magic feel like is was reaching out and sucking in energy from the space around it, drawing on the strength of others. The final icon is a lot more menacing than before:

 

vampiric scepter

New Icon

 

And that’s them! The Visual Designers here at Riot worked really hard to bring out the best in these icons, and I think it shows. Lots of thought, time, and energy were poured into these to make them the best icons we can make, and all the other teams who dog-piled them really helped us go that extra mile. A huge shout out to everybody involved!

I’ll be in this thread to address any comments or questions, so if you have anything to say just let me know and I’ll do my best to respond. It’s great to have these out, and we hope you all enjoy!

 

 

Isn’t the new Abyssal Scepter icon just a skull on a spine?

 

RiotRadioblurButton Rioter RiotRadioblur: Fair point. I guess it’s mostly that the old one lacked any real design and wasn’t super interesting. The base was there, it just needed to be pushed. 😛

 

 

 

 

Why is the new Vampiric Scepter lacking the skull face?

 

RiotRadioblurButton Rioter RiotRadioblur: I tried to keep the implied face in there with the fangs and eyes, but keeping the skull ended up making the whole item feel super clunky. Kind of a shame, because in theory it’s pretty cool, I just found it really difficult to execute on and still make look like the Vampiric stuff we see with Vlad. Thanks very much for the feedback though!

 

 

Will you be updating other item icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I assure you, no icon will go untouched (unless it released more recently–Orb of Winter, Spectral Cowl, and Seeker’s Armguard are already in-style, as are all the newer champs since Annie’s rework). Look forward to them soon!

 

 

 

How much time does it take to design an icon?

 

RiotRadioblurButton Rioter RiotRadioblur: It varies from icon to icon. Ability icons usually take about two days to bring to final polish, since we paint them at a much higher resolution than seen in game. Item icons can take a bit longer, because a big part of the icon is doing actual redesigns and running the concept by people to make sure the shape language and colors are working. The average time for these item icons was about 4 days apiece, though they were staggered a bit. The overall work time on these was about a month in between other icon projects, and lots of testing and reviews were done before we decided to put them in.

Also, keep your eyes peeled for more coming up in the future!

 

 

Follow-up: Isn’t a whole month too much time for a single icon?

 

RiotRadioblurButton Rioter RiotRadioblur: As I said, “The overall work time on these was about a month in between other icon projects,” which means we had a lot of things going on simultaneously. Keep in mind we’re trying to hit all the new content too, guys. 😛

 

 

 

Why is the new DFG icon so drastically different from the old one?

 

RiotRadioblurButton Rioter RiotRadioblur: This was one of the icons we were most worried about changing, but the old one had very little to work with. I tried a few variations keeping the pink and grey, and even had several iterations with the skull, but they were all mostly as confusing as the original was (which isn’t terribly clear, though I know it’s been around a while so it has become hugely familiar). In the end this one provided the clearest read, and we wanted to introduce the more dramatic changes slowly so that the overall transition would be less jarring. We have a few others planned to be reworked to about this level, but the number isn’t very high and we hope to slot them in gradually over time. 

 

 

Are you in charge of the team making these icons?

 

RiotRadioblurButton Rioter RiotRadioblur: I’m doing most of our icons internally right now, but the whole Visual Design department shares a lot of that responsibility so it doesn’t really fall to any one of us in particular.

 

 

 

 

Will you be updating champion icons as well?

 

RiotRadioblurButton Rioter RiotRadioblur: I can say that updating relaunched champion ability icons was a movement I started when I got here, which was just before Annie was relaunched. We’re looking at ways to get back and update all the old stuff, but there’s a lot of new content rolling out all the time that eats up a significant amount of bandwidth. I don’t want to promise anything, but I assure you it’s not off our radar.

 

 

Are these icons designed by Vigil Rioters? (makers of Darksiders)

 

RiotRadioblurButton Rioter RiotRadioblur: Actually all of these items were primarily spearheaded by me with some seriously huge assists from all the other departments. There are quite a few Vigil folks around the office, but none of them had much of a hand in this rework pass to my knowledge. That said, we might be seeing some down the road with some of them jumping in for support, just as long as the end result continues to feel distinctly “Riot.”

 

 

Will you change the oddity that is Moonflair spellBLADE being a ranged-only item?

 

RiotRadioblurButton Rioter RiotRadioblur: That’s actually a great point. Definitely something to think about going forward. Thanks for the feedback!

 

 

 

World Championship tickets available on August 15th!

 


world championship tickets

Anxious to see the finals live? Reserve your ticket a full month before they start!

 

 

Following our recent announcement about the Season 3 World Championship, which included unveiling the Staples Center as the venue for the finals, we now have more to share on how you can watch all of the action live.

The World Championship will consist of 14 teams from North America, Europe, Korea, Southeast Asia, China, and a qualifying International Wildcard, competing to forever etch their name onto the coveted Summoner’s Cup. The entire Championship tournament takes place over three weeks from September 15 to October 4. Individual tickets will be available for all Championship game days and every match is played in front of a live audience at a Los Angeles studio. The semifinals move to the Galen Center and then the final best of five match plays out at Staples.

Tickets go on sale on August 15 at 12PM PDT / 21:00 CEST. When tickets become available, use the purchase links in the schedule below to directly buy the days you want to attend.

 

CHAMPIONSHIP SCHEDULE

Date Stage # of Games Location Purchase Link
Sun, Sep 15 Group Stage 7 Games Studio Not yet available
Mon, Sep 16 Group Stage 6 Games Studio Not yet available
Tue, Sep 17 Group Stage 7 Games Studio Not yet available
Thu, Sep 19 Group Stage 7 Games Studio Not yet available
Fri, Sep 20 Group Stage 6 Games Studio Not yet available
Sat, Sep 21 Group Stage 7 Games Studio Not yet available
Mon, Sep 23 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Tue, Sep 24 Quarterfinal 2 Matches (Bo3) Studio Not yet available
Fri, Sep 27 Semifinal 1 Match (Bo5) Galen Not yet available
Sat, Sep 28 Semifinal 1 Match (Bo5) Galen Not yet available
Fri, Oct 4 Final 1 Match (Bo5) Staples Not yet available

Look for more details shortly, appearing here first on lolesports.com. And make sure to follow us on Twitter at @lolesports as another way to get info the instant it’s available.

 

Lyte on Shaping a Community

 


player behavior banner

Lyte continues his discussion on dealing with negative players, awarding positive ones and how beneficial the recently-implemented Behavioral Alert and Restricted Chat Mode systems are.


Studying Player Behavior
Positive Players
Honor System
Reports & Bans
Dealing with Toxic Players
Resolving issues in Ranked

 

Studying Player Behavior

 


 

Does/did your team ever disagree on the direction of player behavior?

 

LyteButton Rioter Lyte: There was a time we made Player Behavior face off in a Normal Summoner’s Rift match, and my team won in a landslide. 

Even though the above did happen, we have a smart team that knows it’s about give and take. We generally have long discussions and meetings where we pour over the research and determine the best course of action for the team–surprisingly, we haven’t had many disagreements on what the team should do.

 

 

What’s your stance on smurfing?

 

LyteButton Rioter Lyte: Smurfing isn’t officially endorsed by Rioters.

It’s something we are actively doing research on and trying to address. We agree with some reasons to smurf–such as to make a new account to play with a brand new friend; however, we’d like to make it easier to do that instead of encourage players to smurf.

 

 

Is the Optimus experiment still on-going? 

“Optimus” refers to Lyte’s continuing study on Online toxicity.

 

LyteButton Rioter Lyte: The Optimus experiment was to identify the most effective tips to shape player behavior positively; however, there’s still room for ‘flavor’ in a video game, especially if the effects of the flavor are neutral in the behavioral space.

However, we’re working on sharing more research from Optimus in the future and do have some interesting insights about the ‘flavor’ tips.

 

 

Are long-time players less likely to encounter toxic behavior than newcomers?

 

LyteButton Rioter Lyte: This is a really cool insight, and is partially true. Very, very veteran players should see fewer extremely toxic players, which is the demographic that the Tribunal targets; however, our research suggests that the majority of toxicity comes from the neutral and sportsmanlike population potentially having outbursts due to bad days or other RL incidents. Veteran players will probably still see the same amount of toxicity from these ‘types’ of incidences.

 

Positive Players

 


 

Are any other systems (apart from Honor) in the works for positive reinforcement?

 

LyteButton Rioter Lyte: To us, positive reinforcement is more of a philosophy that guides our system design. You’ll definitely see more systems use concepts of positive reinforcement in the future.

 

 

 

 

Do positive players win more games?

 

LyteButton Rioter Lyte: Because the stats average across the entire playerbase, usually factors like # of games played are normalized. So in the stat I mentioned, the positive players win more games (but play about the same number of games as the other two populations).

 

 

 

Follow-up: Does sportsmanship lead to a higher win-to-loss ratio?

 

LyteButton Rioter Lyte: The first few times we ran these stats, they were just correlations. So you are right, we couldn’t decipher the causal direction of the relationship and it could just be that players become toxic when they are in losing situations.

However, in the more recent versions of the analyses, we’ve attempted to control for these factors. For example, how does a positive player respond in a losing situation? How many reports do they receive on average? We then compare these baselines to the toxic players and see if we can figure out the exact direction of the relationship between winning and sportsmanlike behavior. With some of our more recent work, we’re getting confident that being more sportsmanlike does win games. Teamwork OP right? 

 

 

Isn’t focusing on positive reinforcement more beneficial than focusing on negative such?

 

LyteButton Rioter Lyte: We definitely would like to focus on positive reinforcement of sportsmanlike behavior; after all, if you make it easy for players to be sportsmanlike, they tend to be sportsmanlike.

However, negative reinforcement hasn’t been shown to always be ineffective or detrimental. We’ve seen success with negative reinforcement in many areas–we just prefer to shift to positive reinforcement instead.

 

Honor System

 


 

Are different game modes affecting the rate at which Honor votes are sent?

 

LyteButton Rioter Lyte: We’ve definitely noticed that Honor distributions vary greatly across different game modes and skill levels. We have a few ideas in mind that we want to research and try for Honor, after we’re done with Champion Select.

 

 

 

Do you feel like Honor is accurate enough to use as the basis for other incentives?

 

LyteButton Rioter Lyte: Depending on which Crest you observe, there’s a correlation between Crest holders and games that have 0 reports–that was interesting to us.

 

 

 

 

Is Honor accomplishing what it was originally set out to?

 

LyteButton Rioter Lyte: Honor needs some work, and we’ve already done some research into the space and how we want to polish and upgrade the system. However, it’s currently being used a healthy amount on all servers and had a very positive effect on player behavior in League (while also allowing us more resolution to analyze player behavior because we only had the ‘negative’ spectrum with reports before). We’d like to improve the correlation between Crest holders and sportsmanlike personalities, and also implement a few features into Honor to encourage players to aspire and strive for Crests.

 

 

Suggestion: Give free runes to players who earn an Honor ribbon

 

LyteButton Rioter Lyte: It’s an interesting idea, and I do want to hear more about what sportsmanlike players would find valuable to their game experiences or their accounts (beyond the obvious like “just give us free skins everyday!”)

 

 

 

Why is there so little information on the forums about the Honor system?

 

LyteButton Rioter Lyte: We’ve been trying to put more FAQs on the forums such as the Tribunal FAQ and “Understanding Tribunal” thread, and we’re trying to do the same for Matchmaking and Honor. If only I invented a machine that gave me infinite time…

 

 

Reports & Bans

 


 

Are multiple reports over a single game more punishing than spread reports over several games?

 

LyteButton Rioter Lyte: Behavioral Alerts do take into account both the # of reports per game, and the # of reports across games. We might not have optimized the tuning of the numbers yet though.

 

 

 

 

Do certain champions cause more reports in a game?

 

LyteButton Rioter Lyte: It depends how you normalize the data. In fact, champions like Ashe get the most reports and the most honors but it’s mainly because Ashe is one of the most-played champions in the game.

A long, long time ago, pre-stealth rework Eve received the most reports in the game; however, the interesting twist was that Eve champions were not punished more often in the Tribunal than any other champion. It was interesting to us because players were acknowledging the context of Eve, and pardoning players a bit more frequently to off-set the increased number of reports that Eve got back then.

 

 

Who decides what type of punishment a player on the Tribunal receives?

 

LyteButton Rioter Lyte: Punishments are usually based on frequency of toxic behavior; for example, someone who is toxic in a majority of their games and has visited the Tribunal multiple times is more likely to be up for a longer timeban.

However, because there is a review process with Riot Player Support, sometimes cases get escalated to higher punishments based on the severity of the toxic behavior as well.

 

 

Any chance of perma-banned accounts receiving a permanent chat instead?

 

LyteButton Rioter Lyte: Our policy is that permanent bans are permanent. We will not go back retroactively and apply different punishments or unban accounts.

 

 

 

 

Follow-up: What’s your reason for leaving players perma-banned?

 

LyteButton Rioter Lyte: When we permanently ban players, we don’t want their time or their money. We want them to spend their time elsewhere. I can’t be more clear than that.

 

 

 

 

Why aren’t IP bans being issued?

 

LyteButton Rioter Lyte: IP Bans aren’t effective for a variety of reasons. For example, there was a story a few years back of an IP Ban that was handed out and it turns out it was at a college dorm–we received something like 200 tickets from players that were affected but didn’t deserve it.

 

 

 

Will perma-banned accounts be unbanned if your policy on the subject changes?

 

LyteButton Rioter Lyte:  No, we will not retroactively unban permanently banned accounts, even if new features or account restrictions are launched.

 

 

 

Dealing with Toxic Players

 


 

Isn’t it wrong to claim that pre/post-game chat logs affect only the most toxic players?

 

LyteButton Rioter Lyte: There’s a slight nuance in our thinking.

The Tribunal is a harsh punishment system, aimed to reform (and if that fails, remove) players from the game. To us, this is a last resort system. Because the system was designed as a last resort, we only want to utilize it against the worst of the worst players because it really sucks to tell players they can’t play a game they love. If at all possible, we’d like to reform these players, or shield their behaviors from other players while still allowing them to play the game.

A lot of players might not report pre- and post-game chat because they know it isn’t included in the Tribunal; so, it’s true that if we included pre- and post-game chat that reports would increase. However, reports increasing doesn’t necessarily mean that we would tune the Tribunal to punish more players. We’ve been recording pre- and post-game chat logs for awhile and have run numerous analyses on them. In many cases, players that are toxic in pre- and post-game chat are also toxic in-game and are always punished by the Tribunal–it just takes a bit longer than the average toxic player. We’ve also observed that the number of players who are solely toxic in pre- and post-game chat is so low, that the incremental value of adding the chat logs just isn’t worth it for now.

The key here is asking how many players are getting away with toxic behavior, by just being toxic in pre- and post-game chat? For now, the answer is too low for us to justify resources. To get back to your original question, we do consider “effort to solve” though. Effort to solve Champion Select is much greater, but the eventual value is much greater as well.

 

 

Is Restricted Chat Mode helping toxic players reform their behavior?

 

LyteButton Rioter Lyte: We’ve heard a lot of feedback that with Restricted Chat Mode on, players are winning more games simply because they are focused on the game and not on negative chat.

 

 

 

 

Will we be able to see which players are put on Restricted Chat Mode?

 

LyteButton Rioter Lyte: We were very careful not to give indicators or badges that a player is in Restricted Chat Mode; this is because we don’t want to brand players as ‘toxic’ and set them up for failure before the match has even started.

Some players still choose to use their messages to inform their teammates that they are in Restricted Chat Mode; however, many players simply choose to hide their status and be sportsmanlike members of the team and we’re OK with that. If we labeled these players or otherwise branded them, they might be harassed even if they were going to be sportsmanlike in that particular game.

 

 

Will anything be done to stop AFK-ing in-game?

 

LyteButton Rioter Lyte: LeaverBuster is the system that handles Leavers/AFKs, and yes, reporting them is effective even if only 1-2 players do it.

The player behavior team hasn’t done a pass on the LeaverBuster system in awhile, it’s something I’ll look into after Champion Select.

 

 

What is Riot’s current alternative to perma-banning toxic players?

 

LyteButton Rioter Lyte: We’ve always said that we prefer reforming toxic players first, and will only remove them on a last resort basis.

We are currently handing out massive chat bans before permanent bans these days though, and are trying to research new ways to reduce the motivation for toxic players to simply make new accounts. One way would be to add more ‘account restrictions’ and just let these players stay on their main accounts.

 

Resolving issues in Ranked

 


 

Suggestion for Ranked: Reduce LP loss for the team with leaver/AFK || Increase LP loss for the Leaver/AFK

 

LyteButton Rioter Lyte: These are interesting ideas that we’ve discussed in the past. The problem with reduced LP loss for the team is that it encourages the team to bully or harass someone to leave the game if they believe there’s no longer a chance to win. In many ways, a feature like this would encourage some number of neutral players to ‘go toxic’ in frustrating games and vent on a player, hoping that they would leave.

Increased LP loss for Leavers/AFKs is less of a problem; however, in Ranked Modes, we don’t see many intentional leavers or AFKs–most of the leavers in Ranked Modes are likely due to legitimate reasons such as emergencies or outages. Everyone in League of Legends has disconnected at least one game in their career–should we really be punishing these players even harsher?

It might be worthwhile to punish these players harsher if we reduce intentional leavers/AFKs by a certain percentage; but, it’s something we’d have to model and calculate out and see if the change is worth it.

 

 

Follow-up: Why are you hesitant to implement a reduced LP loss system?

 

LyteButton Rioter Lyte: What was the original goal of reduced LP loss for teammates? Was it to reduce Leavers/AFKs in games, or reduce the impact on teammates when there was a leaver or AFK player?

In both cases, reducing LP losses for teammates doesn’t actually solve the problem. It creates more. Regardless of whether the Tribunal will handle the new abuse that the feature would introduce, the feature doesn’t actually reduce Leavers/AFKs (and you could argue it would increase the number of them if teams start harassing each other to get someone to leave) and the feature doesn’t actually reduce the impact on teammates because now teammates are not dealing with Leavers/AFKs–they are creating them through toxic behavior.

 

 

How does Matchmaking Rating work?

 

LyteButton Rioter Lyte: The system is pretty sophisticated because it’s continuously evolving as we collect new data. Over time, we’ve added custom features to the algorithm based on unique situations in League of Legends such as how do we handle duo queues? Premade 5s? How do we handle situations where players are queued with a friend who has a large skill differential?

In many of these cases we are taking into account a lot more variables than simply Wins/Losses.

 

The magic behind Visual Updates

 


Sivir Decoration

GrumpyMonkey details in on future visual updates of champions, the time it takes to rework one and how the team prioritize their projects.

 

 

Any news on Sivir’s VU?

 

grumpy monkeyButton Rioter GrumpyMonkey: She looks cool. She will be out soon. The skins are still being worked on but Sivr Pax is looking legit not much changed, just streamlined the design a bit for readability.

 

 

 

 

Follow-up

 

grumpy monkeyButton Rioter GrumpyMonkey: But I will say this much, She’s not the next VU.

 

 

 

 

 

What makes some visual reworks harder than others?

 

grumpy monkeyButton Rioter GrumpyMonkey: So a while back one of the Relaunch guys (can’t remember who, might have been Qqroon or Ironstylus) explained about high risk reworks vs low risk reworks. Master yi is an example of a low risk rework. We knew what he was going to be, is original look and concept was cool, the execution just needed a bit of polish to get to the current standard. It was mostly just visual work.

Reworks get more risky as more aspects like gameplay design and lore have to be involved. So we wanted to do a few low risk characters before we hit the really work intensive Relaunches (like Sion). Sivir was mostly visual work, but there are some story elements that the writing team have been working on to make her tie into the world a bit better, and make her a major player in the Leagueaverse. That being said, the reason she’s not the next one out is simply because we started another one before her.

 

 

Is Twitch the next champion to get a visual rework?

 

grumpy monkeyButton Rioter GrumpyMonkey: It’s not twitch, but Twitch is coming along nicely. I am really digging him. I have the sculpt done and the team has approved moving him forward.

 

 

 

 

Follow-up: What is a champion model’s sculpt?

 

grumpy monkeyButton Rioter GrumpyMonkey: The sculpting phase is when I translate the 2d drawing into a 3d sculpture like I did for master yi and trundle.https://vimeo.com/68653110
It’s a phase where the design is getting locked down and streamlined for the actual game.
After sculpting it gets dropped down in resolution and we take the shadow info from the high res sculpture and use it as the starting point for the low res game model’s texture.

 

 

Will the next VU be teased early?

 

grumpy monkeyButton Rioter GrumpyMonkey: The team likes to announce these types of things very formally with lots of great support from all the different facets of Riot, from the web team, community,events, and marketing teams. If I were to leak images or teasers, that would be a waste of a lot of hard working peoples time.

 

 

 

What’s the timeline for releasing VUs?

 

grumpy monkeyButton Rioter GrumpyMonkey: Our goal is to have one rework done a month. Now having one done and having one released are two different things. Yi had been done for a few weeks, but SGU had priority, we didn’t want to steal any even a little bit of it’s thunder, also there were lots of platform techy stuff things that would have made the patch too big. So we held off until SGU was home free. So what I’m saying is, we try to be flexible.Just because a rework is done, doesn’t mean it’s time to release it. We try to time it with other stuff that can boost overall player engagement.

 

Champion Rotation – Week 27

 

Champion Rotation - Week 27

The following champions will be free-to-play until August 13th!

 

  • Anivia – 3150 IP / 790 RP
  • Caitlyn – 4800 IP / 880 RP
  • Cho’Gath – 1350 IP / 585 RP
  • Garen – 450 IP / 260 RP
  • Jax – 1350 IP / 585 RP
  • Lissandra – 6300 IP / 975 RP
  • Lulu – 6300 IP / 975 RP
  • Mordekaiser – 3150 IP / 790 RP
  • Taric – 1350 IP / 585 RP
  • Urgot – 3150 IP / 790 RP

 

Champion/Skin Sale: August 6th – 9th

 


Sale- Expires August 9th

Enjoy the following champions and skins at a discount until August 9th!

 

 

 Champions:

  • Graves - 487 RP
  • Kog’Maw - 440 RP
  • Morgana - 292 RP

 

 

 Battlecast Urgot - 675 RP

 

Battlecast Urgot

 

Bloodfury Renekton - 487 RP

 

Bloodfury Renekton
 

Lil’ Slugger Trundle - 260 RP

 

Lil' Slugger Trundle

 

 

Twitter is up!

twitter-icon-png-13 A lot of you like to express your opinion in-depth on the news posted here and while I do try to answer most of you, I think the comment section is rather lackluster for this sort of thing. So, as of today, you can find me on Twitter! I encourage anyone who wants to ask a question, tweet me and I’ll answer you in my own free time. Please remember that I’m not working for Riot, I’m a university student so base your expectations with that knowledge in mind. I do appreciate your interest in my articles and I hope this helps you get your answers quicker!

 

 

Missed any recent updates? Check here!

 

GrumpyMonkey on Evelynn and Poppy’s Visual Updates, IronStylus shares stunning Leona/Diana art, Soraka’s Jelly Time dance on Youtube and more!

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

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

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!