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Posts Tagged ‘ryze rework’

PBE Round-up: Patch 5.8

April 25th, 2015

 

PBE Roundup Patch 5 8 Banner

Patch 5.8 should hit live in the early hours of Wednesday, April 29th. Here are all its contents:

 

Store Content

Visual Updates

Gameplay

Miscellaneous

  • Quickshot Ranged Indicator Hotkeys
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    Blood Moon Zilean

    Blood Moon Zilean will be available for 975 RP.

     

    Zilean_Splash_5

    Blood Moon Zilean Updated 1 Blood Moon Zilean Updated 2

    Blood Moon Zilean Recall

    For his recall, Blood Moon Zilean sounds his gong.

     

    Blood Zilean Basic Attack

    Basic Attack

     

    Blood Moon Zilean New Q 1

    Blood Moon Zilean New Q 2

    Blood Zilean Q 2

    Time Bomb [ Q ]

     

    Blood Zilean W 1

    Rewind [ W ]

     

    Blood Zilean E 1

    Time Warp [ E ]

     

    Blood Zilean R 1

    Blood Zilean R 2

    Chronoshift [ R ]

     

     

    Forsaken Jayce

    Forsaken Jayce is priced at 1350 RP.

     

    Jayce_Splash_3

    Jayce Skin Model 1

    Jayce Skin Model 2

    Jayce Skin Model 3

    Jayce Skin Model 4

    Jayce Skin Recall

    For his recall, Forsaken Jayce spins his hammer around, slams it on the ground and then lifts it with the Force.

     

    Jayce Skin Melee Q 2

    Jayce Skin Melee Q 1

    To The Skies! [ Melee Q ]

     

    Forsaken Jayce Q Updated 1

    Jayce Skin Ranged Q 2

    Shock Blast [ Ranged Q ]

     

    Jayce Skin Melee W 1

    Lightning Field [ Melee W ]

     

    Jayce Skin Ranged W 1

    Hyper Charge [ Ranged W ]

     

    Jayce Skin Melee E 1

    Thundering Blow [ Melee E ]

     

    Forsaken Jayce Q Updated 2 Forsaken Jayce Q Updated 3  

    Acceleration Gate [ Ranged E ]

     

    Jayce Skin R 1

    Jayce Skin R 2

    Jayce Skin Passive 1

    Transform [ R ]

     

    Master Arcanist Ziggs

    Master Arcanist Ziggs will be sold for 1350 RP.

     

    Ziggs_Splash_5

    Ziggs Skin Model 1

    Ziggs Skin Model 2

    Ziggs Skin Model 3

    Ziggs Skin Recall

    For his recall, Master Arcanist Ziggs disassembles one of his bombs and its parts float around him.

     

    Bouncing Bomb [ Q ]

     

    Ziggs Skin W 1

    Ziggs Skin W 2

    Satchel Charge [ W ]

     

    Ziggs Skin E 1

    Ziggs Skin E 2

    Ziggs Skin E 3

    Hexplosive Minefield [ E ]

     

    Ziggs Skin R 1

    Ziggs Skin R 2

    Ziggs Skin R 3

    Mega Inferno Bomb [ R ]

     

    Risen Fiddlesticks

    Risen Fiddlesticks will be available in store for 1350 RP.

     

    FiddleSticks_Splash_8

    Risen Fiddlesticks Updated 1 Risen Fiddlesticks Updated 2

    Risen Fiddlesticks Recall

    For his recall, Risen Fiddlesticks becomes hideous nightmare fuel.

     

    Risen Fiddlesticks Q

    Terrify [ Q ]

     

    Risen Fiddlesticks W

    Drain [ W ]

     

    Risen Fiddlesticks E

    Dark Wind [ E ]

     

    Risen Fiddlesticks R 2

    Risen Fiddlesticks R 1

    Crowstorm [ R ]

     

     

    New Summoner Icons

    Feast your eyes on this Baron icon or it shall feast on you:

    profileIcon839

     

    Here are new icons for all the upcoming regional Leagues. You can find their pricing and when they’ll be available HERE.

    profileIcon841 profileIcon842 profileIcon843 profileIcon844

    profileIcon845 profileIcon846 profileIcon840

     

     

    New Chroma Packs

    The recently-announced chroma packs are coming with Patch 5.8. The first batch contains recolors for Blitzcrank, Garen, Fizz, Lucian, Dragonfist Lee Sin, Pool Party Leona and Nemesis Jax.

     

    Classic Blitzcrank

    Blitzcrank_8 Blitzcrank_9 Blitzcrank_10

    Blitz Chroma 3

    Blitz Chroma 1

     

    Classic Garen

    Garen_7 Garen_8 Garen_9

    Garen Chroma 2

    Garen Chroma 1

    Garen Chroma 3

     

    Classic Fizz

    Fizz_5 Fizz_6 Fizz_7

    Fizz Chroma 1 Fizz Chroma 2 Fizz Chroma 3

     

    Classic Lucian

    Lucian_3 Lucian_4 Lucian_5

    Classic Lucian Yellow

    Classic Lucian Red

    Classic Lucian Blue

     

    Dragonfist Lee Sin

    LeeSin_7 LeeSin_8 LeeSin_9

    Dragonfist Lee Blue

    Dragonfist Lee Yellow

    Dragonfist Lee Black

     

    Nemesis Jax

    Jax_9 Jax_10 Jax_11

    Nemesis Jax Chroma 1 Nemesis Jax Chroma 2 Nemesis Jax Chroma 3

     

    Pool Party Leona

    Leona_5 Leona_6 Leona_7

    Leona Chroma 3

    Leona Chroma 2

    Leona Chroma 1

     

     

    Texture Rebalances

    Lux, Poppy, Shyvana, Teemo and Shaco have all received texture updates. [ Note ] All champions with outdated textures have now received their updates.

     

    Classic Lux

    Classix Lux Model 1

    Classix Lux Model 2

     

    Sorceress Lux

    Sorceress Lux

     

    Spellthief Lux

    Spellthief Lux

     

    Commando Lux

    Commando Lux

     

    Imperial Lux

    Imperial Lux Model

     

    Steel Legion Lux

    Steel Legion Lux Model

     

    Classic Poppy 

    Classic Poppy Model 1

    Classic Poppy Model 2

     

    Lollipoppy

    Lolipoppy Model 1


    Ragdoll Poppy

    Ragdoll Poppy

     

    Battle Regalia Poppy

    Battle Regalia Poppy

     

    Scarlet Hammer Poppy

    Scarlet Poppy

    [ Note ] Blacksmith Poppy and Noxus Poppy have also been updated, but I don’t have access to them on the PBE.

     

    Classic Shyvana

    Classic Shyvana 1

    Classic Shyvana 2

    Classic Shyvana 3

     

    Ironscale Shyvana

    Ironscale Shyvana Model 1

    Ironscale Shyvana Dragon

     

    Boneclaw Shyvana

    Boneclaw Shyvana Model 1

    Boneclaw Shyvana Model 2

     

    Darkflame Shyvana

    Darkflame Shyvana 1

    Darkflame Shyvana 2

     

    Classic Teemo 

    Classic Teemo 1

    Classic Teemo 2

    Classic Teemo 3

    Also, Teemo’s psychedelics have received new models and textures.

     

    Happy Elf Teemo

    Elf Teemo

     

    Recon Teemo

     

    Astronaut Teemo

    Astronaut Teemo

     

    Cottontail Teemo

    Cottontail Teemo Model 1

     

    Super Teemo

    Super Teemo

     

    Panda Teemo

    Panda Teemo

     

    Classic Shaco

    Classic Shaco Model 1

    Classic Shaco Model 2

     

    Mad Hatter Shaco

    Mad Hatter Shaco

     

    Royal Shaco

    Royal Shaco Model

     

    Nutcracko

    Nutcracko Model

     

    Asylum Shaco

    Asylum Shaco Model

     

    Also, Ravager Nocturne no longer looks like a haunted pile of noodles:

    Ravager Nocturne Updated

     

     

    Improvements to ARAM mode

    Riot JxE Final Portrait Hey all!

    As we continue to polish and update Summoner’s Rift, we found a cool opportunity to make some improvements to Howling Abyss and ARAM. Without any further ado, let’s break the ice and get things rolling – here is the list of changes coming to the PBE today:

     

    Gameplay Changes; My Mind is Telling Me No:

    New Summoner Spell on ARAM: Mark/Dash

    After analyzing the results of Legend of the Poro King, we realized that Poro Toss gave an across-the-board bump in viability to some historically unpopular picks and helped balance the playing field. After careful consideration and some tweaks we’re bringing this back to ARAM as an optional new summoner spell called Mark/Dash.

    Mark allows you toss a projectile at an enemy unit, you can then follow up on a Marked unit with Dash to quickly travel to the Marked target.

    Go forth and tower dive, but remember, it’s only worth it if you say so in chat.

     

    Item Changes; Out With the New, In With the Old:

    Bloodthirster added

    With the recent rework of Bloodthirster, it made sense to re-introduce the SR favorite to ARAM to help out champions that rely on high AD to be more successful on the map. The passive doesn’t hurt either – shields up!

    Sanguine Blade removed

    10 out of 10 ADCs agree that Bloodthirster is bigger, better and bloodier than Sanguine Blade. We can’t argue with that, so we’ll be retiring it from ARAM.

    Warmogs added

    Ever shed a tear after purchasing Giant’s Belt on ARAM only to remember you can’t build Warmogs? We’re bringing the HP behemoth to ARAM to give tanks a little love and to help them survive poke long enough to initiate at the right time. Note that we’ll be keeping a close eye on this one to make sure tanks don’t become too overpowering.

    Skin Boosts; Turning the Random Dial to 11:

    After flicking some switches and fiddling with a couple of dials, we’ve successfully added Skin Boosts to our ARAM update! Throw down 95RP and you’ll give everyone on your team a one-time random skin for the champ they’re using that game. You’ll also earn yourself 200IP while giving your teammates 100IP.

    Map & Art Changes; No More Nexus Gnomes:

    We’ve skinned some of the art from Summoner’s Rift to match the Howling Abyss theme and bring some consistency between the maps. We also took this opportunity to do some general art polish, make some performance improvements and fix an issue that caused champion spells to sometimes be clipped when drawing on the ground. Check out these screenshots for more details.

     

    Reskinned Minions

     

    New Loading Screen

     

    Here’s the new summoner spell for ARAM (identical to the one from the Poro King featured mode):

     


    Mark Final IconMark

    Throw a snowball a long distance, dealing true damage to the first enemy unit hit. If it hits an enemy, this ability can be recast for 3 seconds to Dash to the tagged unit. Dashing to the target will reduce the cooldown of Mark by 25%.

    Mark projectiles are not stopped by spell shields or projectile mitigation.

     


    Dash Final IconDash [ Re-cast Mark ]

    Dash to the unit hit by Mark. Casting Dash will reduce the cooldown of Mark by 25%.

     

     

    Ryze Rework

     

    Ryze Final Portrait

    • Base Mana-per-5 decreased from 6 to 5
    • Mana-per-5 per level increased from 0.8 to 1
    • Armor-per-level decreased from 3.9 to 3.0

     

    Ryze Rework Basic Attack

    Basic Attack

     

    Arcane Mastery Final IconArcane Mastery  [ Passive ]

    Casting spells grants a stack of Arcane Mastery. At 5 stacks, Ryze becomes supercharged, gaining a Mana shield that blocks 25 [+ 5 per level + 8% of Maximum Mana] damage and causing his spell casts to reduce the cooldown of his other spells by the value of Overload [ Q ]’s cooldown.

     

    Ryze Rework Passive 2

    Ryze Rework passive

     

    Overload Final IconOverload [ Q ]

    Cost: 30/35/40/45/50 Mana || Cooldown: 4 seconds at all ranks

    Skillshot: fires an orb, dealing 65/90/115/140/165 [ +0.55 AP ] [ + 2/2.5/3/3.5/4% of Maximum Mana ] magic damage to the first target hit.

     

    Changelog:

    • No longer grants 2/4/6/8/10% cooldown reduction passively
    • Base damage increased from 55/75/95/115/135 to 65/90/115/140/165
    • AP ratio increased from 0.4 to 0.55
    • Maximum mana ratio decreased from 6.5% to 2/2.5/3/3.5/4%
    • Cooldown increased from 3.5 seconds to 4
    • Mana cost decreased from 60 at all ranks to 30/35/40/45/50
    • Is now a skillshot

     

    Ryze Rework Q 1

    Ryze Rework Q 2

     

    Rune Prison Final IconRune Prison [ W ]

    Cost: 60/70/80/90/100 Mana || Range: 600 || Cooldown: 14 seconds at all ranks

    Instantly roots a target for 0.75/1/1.25/1.5/1.75 second(s), dealing 65/95/125/155/185 [ +0.4 AP ] [ + 2.5% of Maximum Mana ] magic damage

     

    Changelog:

    • Base damage changed from 60/95/130/165/200 to 65/95/125/155/185
    • Maximum mana ratio decreased from 4.5% to 2.5%
    • AP ratio decreased from 0.6 to 0.4

     

    Ryze Rework W 2

    Ryze Rework W 3

     

    Spell Flux Final IconSpell Flux [ E ]

    Cost: 60/70/80/90/100 Mana || Cooldown: 7 seconds || Missile Speed: 1400

    Unleashes an orb that deals 50/66/82/98/114 [ +0.3 AP ] [ + 2% of Maximum Mana ] magic damage and reduces the Magic Resist of its target by 8/9/10/11/12% for 5 seconds, stacking up to 3 times.

    After hitting, Spell Flux bounces to up to 6 nearby enemies and Ryze, before returning to the original target. Instances of damage on the primary target after the first deal halved damage (25/33/41/49/57 [ +0.15 AP ] [ + 1% of Maximum Mana ]

     

    Changelog:

    • Base damage decreased from 50/70/90/110/130 to 50/66/82/98/114
    • AP Ratio decreased from 0.35 to 0.3
    • Maximum mana ratio increased from 1% to 2%
    • Cooldown decreased from 14 seconds at all ranks to 7
    • Magic Resist changed from 12/15/18/21/24 flat to 8/9/10/11/12%
    • Maximum stacks on magic resist shred decreased from 5 to 3
    • Missile speed decreased from 1800 to 1400

     

    Ryze Rework E 1

    Ryze Rework E 2

     

    Desperate Power Final IconDesperate Power [ R ]

    Cooldown: 80/60/40 seconds

    Passively grants Ryze 10/20/30% cooldown reduction.

    On active, Ryze gains 80 flat Movement Speed and 15/20/25% Spell Vamp for 4/5/6 seconds. During this time, Ryze’s spells deal 50% of their damage to enemies in a 200 units radius near his targets

     

    Changelog:

    • Now passively grants 10/20/30% cooldown reduction
    • Buff duration decreased from 5/6/7 seconds to 4/5/6
    • Cooldown changed from 70/60/50 seconds to 80/60/40

     

    Ryze Rework R 1

    Ryze Rework R 2

     

    Also, he got new spell icons to complement the rework. From left to right: Passive, Q, W, E and R:

    Ryze_P Ryze_Q Ryze_W Ryze_E Ryze_R

     

     

    Champion Changes

     

    Bard Final Portrait

    • [ TOOLTIP UPDATE ] Bard’s Caretaker Shrine [ W ] now has an added tooltip that shows how many shrines are currently placed on the map.

     

    Bard W

     

     

    Dr Mundo Final Portrait

    • [ TOOLTIP UPDATES ] Mundo’s Adrenaline Rush [ Passive ] and Sadism [ R ] now list the exact values of health regenerated, rather than just a percentage.

     

    Mundo 1

    Mundo 2

     

    Infected Cleaver Final IconInfected Cleaver [ Q ]

    • If Infected Cleaver kills the target it hits, Mundo gains back the entire health cost of the spell

     

     

    Graves Final Portrait

     

    Buckshot Final Icon Buckshot [ Q ]

    • Base damage decreased from 60/95/130/165/200 to 60/90/120/150/180
    • Bonus damage from extra bullets increased from 40% of base damage to 50% (maximum damage increased from 108/171/234/297/360 [+ 1.44 bonus AD] to 120/180/240/300/360 [+ 1.6 bonus AD] )

     

     

    Jinx Final Portrait

     

    Super Mega Death Rocket Final IconSuper Mega Death Rocket [ R ]

    • Minimum damage (from point-blank range) decreased from 125/175/225 [ + 0.5 bonus AD ]  to 25/35/45 [ + 0.1 bonus AD ]

    [ Note ] For context on this Jinx nerf, check here.

     

     

    Kha'Zix Final Portrait

     

    Void Spikes Final IconVoid Spike [ W ]

    • Heal from explosion increased from 40/70/100/130/160 to 60/85/110/135/160

     

     

    Mordekaiser Final Portrait

     

    Creeping Death Final IconCreeping Death [ W ]

    • When Mordekaiser casts the spell on himself, Creeping Death will try to target the nearest ally champion.
    • No longer has a cast time when cast on allies

     

     

    Nunu Final Portrait

    • Health-per-level decreased from 96 to 90
    • Base health pool decreased from 694 to 688

     

    Blood Boil Final IconBlood Boil [ W ]

    • When Nunu casts the spell on himself, Blood Boil will try to target the nearest ally champion.

     

     

    Sion Final Portrait

     

    Soul Furnace Final IconSoul Furnace [W]

    • Shield strength decreased from 10% of maximum Health to  6/7/8/9/10%
    • Shield can now be reactivated to explode after 3 seconds, increased from 2

     

     

    Twitch Final Portrait

     

    Spray n Pray Final IconSpray ‘N Pray [ R ]

    • Twitch can now auto-attack buildings while his auto attacks are buffed by his ult

     

     

    Yasuo Final Portrait

     

    Way of the Wanderer Final IconWay of the Wanderer [ Passive ]

    • Flow bar (and shield value) increased by 40 at all levels (up from 60 to 100 at level 1 and from 470 to 510 at level 18)

    [ Note ] Yasuo gains a percentage of his flow bar when moving. Effectively, this change is just a buff to his passive shield.

     

     

    Item Changes

    The rework of Hunter’s Machete and the new Mandrake Ward have both been reverted and will NOT come with Patch 5.8.

     

     Recurve Bow Final IconRecurve Bow

    • NEW RECIPE: Now builds out of two Daggers [ 450 Gold ] + 200 Gold Recipe
    • Now has a new UNIQUE passive: Basic attacks deal an additional 10 physical damage on-hit.

     

    Recurve Bow

     

    The changes to Recurve Bow have affected several build paths, which I’ve listed below.

     

    Blade of the Ruined King Final IconBlade of the Ruined King

    • NEW RECIPE: Now builds out of a Recurve Bow [ 900 Gold ] + Bilgewater Cutlass [ 1400 Gold ] + 700 Gold Recipe
    • Recipe cost decreased from 900 Gold to 700

     

    Blade of the Ruined King

     

    Devourer Enchantment Final IconEnchantment: Devourer

    • Recipe cost decreased from 500 Gold to 300

     

    Devourer

     

    Runaans Hurricane Final IconRunaan’s Hurricane

    • Item cost increased from 2400 Gold to 2500
    • Recipe cost decreased from 600 Gold to 500
    • Now has a new UNIQUE passive: Basic attacks deal an additional 10 physical damage on-hit. (old passive is still there)
    • Damage on old passive is now 0.5 of Total AD, decreased from 10 + 0.5 Total AD (10 on-hit damage was moved from the old passive to the new)

     

    Runaan Hurricane

     

    Wits End Final IconWit’s End

    • Recipe Cost decreased from 750 to 550

     

    Wits End

     


    Black Cleaver Final IconBlack Cleaver [ Reworked ]

    • Build Path changed: now builds out of Phage [ 1325 Gold ] and Kindlegem [ 850 Gold ].
    • Health increased from 200 to 400
    • Attack Damage decreased from 50 to 40
    • Cooldown Reduction increased from 10% to 20%
    • Recipe cost decreased from 1263 Gold to 825 (total cost unchanged)
    • UNIQUE Passive: Can now be stacked 6 times, up from 5, for a total of 30% armor reduction. Also, duration of stack now lasts 6 seconds, increased from 4
    • New UNIQUE Passive – Rage: Dealing physical damage grants 20 Movement Speed for 2 seconds. Assists on Cleaved enemy Champions or kills on any unit grant 60 Movement Speed for 2 seconds instead. This Movement Speed is halved (30) for Ranged Champions.

     

    Black Cleaver Tooltip

     

    Fairsight Orb Final IconFarsight Orb [ Trinket ]

    • Ward left by the trinket’s cast can no longer be targeted by allies

     

    Odyns Veil Final IconOdyn’s Veil [ Crystal Scar ]

    • Recipe cost decreased from 800 Gold to 450

     

    Righteous Glory Final IconRighteous Glory

    • Health decreased from 650 to 600

     

    Twin Shadows Final IconTwin Shadows [Dominion and Twisted Treeline-only change]

    • Recipe cost increased from 630 Gold to 730 [ total cost up from 2300 Gold to 2400 ]

     

     

    Miscellaneous

    A new tooltip has been added in the client that shows you what rewards you’ll get for playing matches.

     

    Tooltip for prelobby

     

    A new option has been added to the ‘Hotkeys’ section. Quick cast with Indicator allows you to hold down a button and, when you release it, the spell is fired.

     

    Quickshot Indicator

     

    To complement this feature, you can bind different hotkeys for using spells with a quicksast indicator and using them regularly (or with standard quickcast). You can do the same for your Summoner Spells.

    Quickcast Menu

     

     

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

     

    News 10 04 Banner

     

    Summary

    Following Ryze’s recent rework on the PBE, Q&A analyst Repertoir jumped on the forums to explain the rationale behind his new kit. Also, Scruffy posted a list of all champions currently being worked on and answered questions regarding the announced reworks to Gangplank and Warwick.

     Red Post Topics

     

    Recent News

    Worlds-Venues-Banner

    PBE-10-04-Banner

    Ryze-Update-Banner-Official

     

     

    Ryze Rework QA Banner

     

     

    Why does the CDR of his passive scale with the CD on Overload Q

    Repertoir New PortraitIt’s not so much that his passive becomes less effective as it just stays equally powerful throughout the game regardless of CDR levels. This contrasts with his Live passive which scales incredibly well with CDR.

    [ Link to Post ]

     

     

    Follow Up

    Does this mean that his passive will become less effective later in the game

    Repertoir New PortraitTry not to think of it as the passive becoming less effective with CDR, and try to think of it this way…

    During your passive regardless of your current CDR value:
    Q’s cooldown gets reduced by 100% when it gets reduced by other spellcasts
    W’s cooldown gets reduced by ~20% when it gets reduced by other spellcasts
    E’s cooldown gets reduced by ~50% when it gets reduced by other spellcasts
    R’s cooldown gets reduced by ~5/7/10% (based on spell rank, since its cooldown goes down with rank) when it gets reduced by other spellcasts

    If the amount the cooldowns got reduced was unaffected by CDR, W’s base cooldown would have to be something like 25 seconds so that W’s weren’t overlapping, Q’s cooldown would have to be closer to 6 seconds, etc.

    [ Link to Post ]

     

     

    So Ryzes Q will never go on cooldown during his passive

    Repertoir New PortraitIt means that while he is supercharged from his passive, casting a spell will basically reset his Q, so you can perfectly Q every other spell.

    [ Link to Post ]

     

     

    Follow Up

    Does this mean that casting a spell will reduce the CD of every other spell

    Repertoir New PortraitCorrect. It’s like the old passive, but an amped up version.

    Q reduces W/E/R
    W reduces Q/E/R
    E reduces Q/W/R
    R reduces Q/W/E

    [ Link to Post ]

     

     

    Youre removing a lot of the consistency the old Ryze had

    Repertoir New PortraitOne thing we’ve done already to accompany Ryze’s reduced reliability and reliance on charging his passive is to reduce the cost of his Q and increased his Mana Regen per level. These changes should actually be a net buff to Ryze overall, so if it seems like they just make him worse, we will have to adjust upward. With a long duration on his passive stacks (12 seconds currently), he can roam to mid from top, or bot from mid, spamming a few Qs along the way, and have his passive ready to go when he gets there. Until very recently, these stacks were infinite duration (Annie/Malz style), and he would just sit on them forever and people could never approach him. I still want him to be able to threaten opponents by sitting on high stacks for awhile, just not forever.

    [ Link to Post ]

     

     

    Why does the new Ryze get so much Cooldown Reduction from his ult

    Repertoir New PortraitIt will only negatively impact his itemization insofar as Frozen Heart will be a little less attractive and other AP items will be a little more attractive. He’s also had some AP ratios boosted to further make AP items a bit more attractive.

    [ Link to Post ]

     

     

    Follow Up

    Repertoir New PortraitRyze’s old passive worked extremely favorably with CDR (flat 1 second off cooldowns on cast), but the new one doesn’t to the same extent (because the reduction scales with Overload’s cooldown). Because of this, the CDR is now built in and you can choose a different item in the place of Frozen Heart without feeling like you’re missing a core item, or you can just go over the cap a bit and build the FH.

    [ Link to Post ]

     

     

    Is the 30 CDR bonus meant to make Frozen Heart less optimal on Ryze

    Repertoir New PortraitWe are trying to make Frozen Heart somewhat less attractive, yes. We like Tear+RoA as core items on Ryze, but with having a third core item in Frozen Heart, he really had very little build flexibility whatsoever. This gives him a bit more build flexibility to build things like Zhonya’s, Abyssal, Luden’s Echo, GA, etc. without just spamming the same three items for his first ~9k gold.

    [ Link to Post ]

     

     

    Would maxing E over Q be an effective strategy

    Repertoir New PortraitMaxing E is probably a bit of a gamble because of the 60/70/80/90/100 Mana cost on it, as well as the fact that Q’s base damage and Mana ratio both increase with rank in it. That said, if the opponent wants to stand in the middle of the minions and eat multi-hit E’s, it’s probably an effective strategy.

    [ Link to Post ]

     

     

    Are the lowered base stats meant to make Ryze squishy without the shield

    Repertoir New PortraitYep, he’s intended to be a bit tankier with passive up, and a bit squishier without it up. If he gets on you during his passive, prepare to feel bullied. If not, try to push him around.

    [ Link to Post ]

     

     

     

    Why was the cooldown on Rune Prison

    Repertoir New PortraitW cooldown was a change made so that he could keep the spell with his new passive. Earlier this week in playtests, Ryze could hit you with Rune Prison while you were already in Rune Prison if his passive was up.

    [ Link to Post ]

     

     

     

    Will Ryze also receive a visual update

    Repertoir New PortraitWe hope to hit model and animations at a later time, but due to some unforeseen issues, we couldn’t yet do them, and we didn’t want to hold the VFX/SFX/Gameplay until whenever that might be.

    [ Link to Post ]

     

     

     

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    Champion Update Schedule

    Scruffy Final PortraitThings that we are currently working on:

    -Ryze (duh)
    -Ashe (small scope)
    -Gangplank
    -Poppy
    -Taric
    -Urgot
    -Fiora
    -Shen
    -Yorick (just started, so a ways off)

    This doesn’t mean 100% expect to see these in the next year, sometimes things get modified or put on hold. Not every one of these projects is like Sion in size and scope as well, the update is meant to fit the needs of the champ. Also, don’t have a lot of details to share on the specifics of these, but info will come in time.

    Hope that answers your question.

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    Whats the scope of Gangplanks rework

    Scruffy Final PortraitIt’s somewhere between Ryze and Sion I’d say. There are some iconic abilities that we wanted to preserve on GP’s kit so it’s not quite as big of a change as Sion. Not much concrete info to give out right now but look forward to it, it’s gonna be really fun.

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    Its okay to have simple champions in the game

    Scruffy Final PortraitI totally agree. Some of the best designs are the simplest. A lot of rich decision making and very complex play can come from something as simple as Singed Q. I hope that rather than try to add more mechanics we can improve our designs in the future by getting more value from less (“elegance” in a nutshell).

    This will be especially key on some of our historically simple mechanic champions (Taric for example). We are making it a goal to add more depth and interest to his play without over complicating the kit or increasing the mechanical floor.

    [ Link to Post ]

     

     

    Sions rework was the best rework in a while

    Scruffy Final PortraitI’m really glad you’re enjoying the new Sion as much as we are. We definitely hope to try and build on the learnings from what we did with him for future large champion updates (see poppy, urgot, taric, yorick etc).

    The goal is to take the core of what was really resonant and good about the old champion and try to enhance and deliver on it rather than discard. This often doesn’t mean that you keep the exact abilities and art details, but everything we make for the updated champion should feed back into that core theme. A coherent and consistent champion leads to the most fun and compelling character.

    All of the feedback we get from the community (positive and negative) helps us improve and find inspiration for how to keep elevating LoL to be a more fun and competitive experience.

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    Recent changes to Quick Cast with Range Indicators

    RickVanPrim: [Quick visibility thing – we’re posting this in English first but getting it localized for all regions as soon as possible.]

    Hey folks,

    Due to internal miscommunication, two important changes to Quick Cast shipped in patch 5.7 but never made it into the patch notes.

    So what did we change and why?

    The first change is a bug and affects normal and quick cast with range indicators only. Using the right mouse click to cancel abilities should cancel on mouse down, not mouse up (as in releasing the button), as you may have noticed. This has made cancelling abilities using the right mouse click difficult and unresponsive.

    The second change was intentional for quick cast when used with range indicators. In order to make chucking out a quick series of abilities more responsive and predictable (think Brand, Annie, or Ryze unleashing their combos), we changed this behavior to fire the first ability held down when the second ability is pressed. Basically we assumed that if you pressed a button, you were committed to using that ability (a la quick cast) and if you decided to press another button, that was because you were trying to cast something else.

    What we didn’t account for was that some players were using quick cast with range indicators in a different way, where they would hold down each button to get the range of the ability before releasing it to pull off a combo. In other words, they were basically ‘queueing’ up abilities by holding down buttons – releasing a button was their version of “quick cast.”

    That said, from a lot of discussion it’s clear we’ve introduced tons of disruption without much context for players who used it to test ranges. Sorry!

    So here’s what we’re going to do.

    We are fixing the right mouse cancel bug and re-implementing the old quick cast with range indicator behavior. In other words, abilities will continue to fire on button release, rather than on button press.

    In the meantime, we’re going to be re-examining the problem space for players who want to better understand their champion’s ranges while maintaining the responsiveness of true quick cast (that is, on button press). Any future solutions here will not disrupt existing play and most likely live on their own as an option.

    One last thing, to alleviate some of the existing pain of using quick cast with range indicators, we’ll be adding individual ability and item binds for this input type in an upcoming patch.

    Thanks for your patience and feedback here! We’ll be trying to get this in as soon as possible (it could potentially take as long as patch 5.8 due to the scope and stability of the changes, sorry!).

    I will be around throughout the day to answer questions or try to give more context into what has changed. I hope this helps clarify things.

    — James

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    Can we have an update on Warwicks rework

    Scruffy Final PortraitWarwick is not currently getting worked on. Zenonthestoic had some good ideas in the work he did about a year ago and we will definitely pick it back up some day but he’s not currently in flight.

    [ Link to Post ]

     

     

    DanielZKlein is making a new champion

     

     

     

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

     

    Champion Update: Ryze

    April 9th, 2015

     

    Ryze Update Banner Official

    Ryze’s rework is up on the PBE! You can check out the complete changelist and in-game preview HERE.

     

    Champion Update: Ryze heads to PBE

    BY FIZZNCHIPS

    One of League’s original 40 champions, Ryze’s gameplay has been largely left alone over the last five and a bit years. Welp, time to change “has” to “had”, because the champion update crew just finished creating a Rogue Mage fit for 2015’s champion aficionados. Alongside his new ability and sound effects, a couple of Ryze’s abilities have undergone some pretty hefty changes. But before we get into how new Ryze plays, here’s a quick look at his shiny new kit:

     

    Arcane Mastery Final IconArcane Mastery  [ Passive ]

    Casting spells grants a stack of Arcane Mastery. At 5 stacks, Ryze becomes supercharged, gaining a Mana shield that blocks damage and causing his spell casts to reduce the cooldown of his other spells significantly.

     

     

    Overload Final IconOverload [ Q ]

    Cost: 30/35/40/45/50 Mana || Cooldown: 4 seconds at all ranks

    Skillshot: fires an orb, dealing 55/80/105/130/155 [ +0.55 AP ] [ + 2/2.5/3/3.5/4% of Maximum Mana ] magic damage to the first target hit.

     

     

    Rune Prison Final IconRune Prison [ W ]

    Cost: 60/70/80/90/100 Mana || Range: 600 || Cooldown: 17.5 seconds at all ranks

    Instantly roots a target for 1.1/1.2/1.3/1.4/1.5 second(s), dealing 65/95/125/155/185 [ +0.4 AP ] [ + 2.5% of Maximum Mana ] magic damage

     

     

    Spell Flux Final IconSpell Flux [ E ]

    Cost: 60/70/80/90/100 Mana || Cooldown: 7 seconds

    Unleashes an orb that deals 50/68/86/94/112 [ +0.3 AP ] [ + 2% of Maximum Mana ] magic damage and reduces the Magic Resist of its target by 8/9/10/11/12% for 5 seconds, stacking up to 3 times.

    After hitting, Spell Flux bounces to up to 4 nearby enemies and Ryze, before returning to the original target. Instances of damage on the primary target after the first deal halved damage (25/34/43/47/56 [ +0.15 AP ] [ + 1% of Maximum Mana ]

     

     

    Desperate Power Final IconDesperate Power [ R ]

    Cooldown: 80/60/40 seconds

    Passively grants Ryze 10/20/30% cooldown reduction.

    On active, Ryze gains 80 flat Movement Speed and 15/20/25% Spell Vamp for 4/5/6 seconds. During this time, Ryze’s spells deal 50% of their damage to enemies near his targets

     

     

     

    Passive Arcane Mastery

    Ryze builds up stacks of Arcane Mastery as he casts his abilities. After reaching max stacks, Ryze becomes temporarily supercharged and gains a couple of powerful buffs: casting an ability significantlyreduces the cooldown of his other abilities. Ryze also gains a shield based on his max mana.

    Ryze’s damage dealing abilities scale in part with his maximum mana.

    While Ryze’s general role has stayed consistent (he still absolutely has the potential to be a late game powerhouse), our update brings both the blue man and his opponents sizeable windows of power to play around. It’s a term we introduced with Gnar, and basically means that, where old Ryze was largely consistent with his damage output, new Ryze alternates between moments of relative weakness andpower. For both Ryze and his opponents, learning to play around Arcane Mastery is crucial: Ryze’s power spike is colossal as soon as it’s triggered, so he’ll likely start to move in to engage as his passive stacks near completion. Once Arcane Mastery kicks in, Ryze can quickly cycle through abilities which, in turn, help reset the cooldown of the spells he’s already slung. Provided he has the mana – and this is important – Ryze will at least win the trade, and at best, utterly destroy his target.

    Aside from his passive, some of the biggest changes have hit Overload and Spell Flux. Overload is no longer targeted, so while there are benefits to his new Q (its new range is much longer, for example), it’s much harder to land against targets who sit within or behind their minion wave. On the other hand, Spell Flux now works best on targets who’ve buried themselves amongst friends. Essentially, Ryze’s opponents now have to decide if they’re best off hiding behind their minions and dealing with Spell Flux’s potentially brutal damage, or moving off to the side and hoping they can dance around multiple Overloads.

     

    Champion Insights

    Ryze, gameplay by RiotRepertoir

    Old Ryze had a number of problems, but first and foremost, he just wasn’t all that interesting. His damage output was predictable and his damage windows were pretty much always open. He’d build a tear and catalyst as early as he could, then pretty much sit back and hope to reach his final late game hypercarry form. This turned him into an all or nothing champion in competitive play – he was either 100% pick/ban or never seen at all depending on where his numbers were – and while consistency isn’t usually a bad thing, Ryze just ended up flat and predictable. Changes were needed.

    Which brings us to the update. As we mentioned earlier, the update revolves around the notion ofwindows of power. When his passive is down, Ryze will actually be notably weaker than old Ryze, but by giving him that period of weakness, we’re able to really amp up his power when his passive triggers. These windows give both Ryze and his lane opponent(s) a bunch more to think about, and can even dictate the outcome of entire late game teamfights. We still want Ryze to get into the thick of things and melt faces from his limited range, but now he has to judge his timing and make sure his team fights when he’s good and ready to ramp up.


    Ryze will hit PBE soon, so give the new blue man a spin and let us know your thoughts!

     

     

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

     

     

    PBE 09 04 Banner 2

     

    PBE 09/04

     

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

     

    Check out Blood Moon Zilean, Forsaken Jayce, Master Arcanist Ziggs, Risen Fiddlesticks, the updates to ARAM mode, the changes to Black Cleaver and Randuin’s Omen and more here:

    PBE 08 04 Reference Banner

     

     

    Ryze Rework

     

    Ryze Final Portrait

    • Base Health pool decreased from 558.48 to 506
    • Bonus Health-per-level decreased from 86 to 75
    • Base Mana-per-5 decreased from 6 to 5
    • Mana-per-5 per level increased from 0.8 to 1
    • Armor-per-level decreased from 3.9 to 3.0

     

    Ryze Rework Basic Attack

    Basic Attack

     

    Arcane Mastery Final IconArcane Mastery  [ Passive ]

    Casting spells grants a stack of Arcane Mastery. At 5 stacks, Ryze becomes supercharged, gaining a Mana shield that blocks 25 [+ 5 per level + 8% of Maximum Mana] damage and causing his spell casts to reduce the cooldown of his other spells by the value of Overload [ Q ]’s cooldown.

     

    Ryze Rework Passive 2

    Ryze Rework passive

     

    Overload Final IconOverload [ Q ]

    Cost: 30/35/40/45/50 Mana || Cooldown: 4 seconds at all ranks

    Skillshot: fires an orb, dealing 55/80/105/130/155 [ +0.55 AP ] [ + 2/2.5/3/3.5/4% of Maximum Mana ] magic damage to the first target hit.

     

    Changelog:

    • No longer grants 2/4/6/8/10% cooldown reduction passively
    • Base damage increased from 55/75/95/115/135 to 55/80/105/130/155
    • AP ratio increased from 0.4 to 0.55
    • Maximum mana ratio decreased from 6.5% to 2/2.5/3/3.5/4%
    • Cooldown increased from 3.5 seconds to 4
    • Mana cost decreased from 60 at all ranks to 30/35/40/45/50
    • Is now a skillshot

     

    Ryze Rework Q 1

    Ryze Rework Q 2

     

    Rune Prison Final IconRune Prison [ W ]

    Cost: 60/70/80/90/100 Mana || Range: 600 || Cooldown: 17.5 seconds at all ranks

    Instantly roots a target for 1.1/1.2/1.3/1.4/1.5 second(s), dealing 65/95/125/155/185 [ +0.4 AP ] [ + 2.5% of Maximum Mana ] magic damage

     

    Changelog:

    • Base damage changed from 60/95/130/165/200 to 65/95/125/155/185
    • Maximum mana ratio decreased from 4.5% to 2.5%
    • AP ratio decreased from 0.6 to 0.4
    • Root duration changed from 0.75/1/1.25/1.5/1.75 seconds to 1.1/1.2/1.3/1.4/1.5
    • Cooldown increased from 14 seconds at all ranks to 17.5

     

    Ryze Rework W 2

    Ryze Rework W 3

     

    Spell Flux Final IconSpell Flux [ E ]

    Cost: 60/70/80/90/100 Mana || Cooldown: 7 seconds

    Unleashes an orb that deals 50/68/86/94/112 [ +0.3 AP ] [ + 2% of Maximum Mana ] magic damage and reduces the Magic Resist of its target by 8/9/10/11/12% for 5 seconds, stacking up to 3 times.

    After hitting, Spell Flux bounces to up to 4 nearby enemies and Ryze, before returning to the original target. Instances of damage on the primary target after the first deal halved damage (25/34/43/47/56 [ +0.15 AP ] [ + 1% of Maximum Mana ]

     

    Changelog:

    • Base damage decreased from 50/70/90/110/130 to 50/68/86/94/112
    • AP Ratio decreased from 0.35 to 0.3
    • Maximum mana ratio increased from 1% to 2%
    • Cooldown decreased from 14 seconds at all ranks to 7
    • Magic Resist changed from 12/15/18/21/24 flat to 8/9/10/11/12%
    • Maximum stacks on magic resist shred decreased from 5 to 3

     

    Ryze Rework E 1

    Ryze Rework E 2

     

    Desperate Power Final IconDesperate Power [ R ]

    Cooldown: 80/60/40 seconds

    Passively grants Ryze 10/20/30% cooldown reduction.

    On active, Ryze gains 80 flat Movement Speed and 15/20/25% Spell Vamp for 4/5/6 seconds. During this time, Ryze’s spells deal 50% of their damage to enemies in a 200 units radius near his targets

     

    Changelog:

    • Now passively grants 10/20/30% cooldown reduction
    • Buff duration decreased from 5/6/7 seconds to 4/5/6
    • Cooldown changed from 70/60/50 seconds to 80/60/40

     

    Ryze Rework R 1

    Ryze Rework R 2

     

    Also, he got new spell icons to complement the rework. From left to right: Passive, Q, W, E and R:

    Ryze_P Ryze_Q Ryze_W Ryze_E Ryze_R

     

     

    Dragonfist Lee Sin Chroma Pack

    The recolor pack for Lee Sin’s skin has been made available for testing. Here are some in-game screenshots:

     

    LeeSin_7 LeeSin_8 LeeSin_9

    Dragonfist Lee Blue

    Dragonfist Lee Yellow

    Dragonfist Lee Black

     

     

    Item Changes

     

    Black Cleaver Final IconBlack Cleaver [ Reworked ]

    • Movement speed from the Rage passive now lasts 2 seconds, decreased from 4

    [ Note ] You can check out Black Cleaver’s rework HERE.

     

     

    Here’s the list of PBE updates from the Patch 5.8 cycle:

     

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

     

     

    News 14 11 Banner

     

    Summary

    Ryze will be receiving a rework, LeaverBuster will punish leavers harder and will be especially severe in ranked games, the new Summoner’s Rift caught some critique regarding its dull color pallette, more on rewarding positive players and the BotRK exploit has been solved.

     

    Recent News

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    Ryze Update Banner

     


    Ryze Gameplay update in the works

    Scruffy Final PortraitWe’re in the early stages of working on some gameplay changes that will both:

    -Increase his counterplay

    -Increase his skillcap and allow him to win or fail more based on skill

    -Emphasize the cool things that make Ryze unique (rapid fire spells, mana babyyyyy)

    That said, we still want him to feel like Ryze and we want these changes to directly appeal to current Ryze players.

    No dates yet for when we can release this, but we are committed to improving Ryze.

    [ Link to Post ]



    Ryze bullies top laners and scales harder than them

    Scruffy Final PortraitThis is good analysis, and I think we agree on all of these problems. The tricky part is that if you just remove stuff from a champ it will become unviable all together, so we are working out ways to keep Ryze’s strengths without these negative impacts on the other players.

    [ Link to Post ]

     


    What are your ideas about changing Ryze

    Scruffy Final PortraitRiotRepertoir is working on the changes in detail. He will have a bunch of details to share once we get a more solid direction.

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    Ryze lacks counterplay and his kit is too simple to use

    Scruffy Final PortraitFor us, the fact that Ryze players don’t get to feel like they are making optimal use of a nuanced kit is also as bad as the counterplay issues. The goal is that for all champions (someday) whenever you lose a fight or a game, you could say to yourself “oh if I had just done that one thing better” instead of feeling like you pressed all of your buttons and that’s it.

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    New Leaverbuster Banner

     

     

    Introducing the new LeaverBuster

    Lyte Final PortraitTL;DR We’re rolling out a new LeaverBuster system to help reduce the frequency of AFKS and leavers that is also significantly more severe in ranked games.

    LeaverBuster is our system for detecting players who frequently leave games or AFK. In the past, we’ve generally erred on the side of caution, and for that reason, many of you have given us the feedback that LeaverBuster hasn’t always seemed effective and some players seemed to just switch to a smurf to dodge the leaving penalties.

    With this new update, we’ve implemented a significantly more strict design while providing a clear feedback loop. Our goals are to better educate players that AFKing or leaving a game is not acceptable in League, and punish leavers faster and more severely.

    The first time a player leaves a game, they’ll see a pop-up explaining that leaving is not okay and then have to manually agree to not leave future games. If they continue to ruin other players’ experiences, they’ll enter lower-priority matchmaking for a number of games. While in low priority queue, players will experience queue times that are 5, 10, even 20 minutes longer than a player who hasn’t left games.

    Players will know how many games they have in lower-priority, and if they join a premade group, that group will be notified they are playing with a chronic AFK/leaver and they’ll face the same lower-priority time penalty.

    While we hope it doesn’t ever happen, but if a player fails to stop AFKing or leaving while in lower-priority matchmaking, continued offenses will result in permanent bans.

    I’m happy to answer any questions about the system, as it is now live on the PBE.

    [ Link to Post ]

     


    Will this affect people who DC due to Internet issues

    Lyte Final PortraitUnfortunately, players with internet connections DCing are still ruining the entire match for 4-9 other players in the game.

    Think about your own experiences with a leaver and being forced to play 4v5: do you feel better or is the game enjoyable because you know the player left due to a DC?

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    Follow Up

    Lyte Final PortraitIf you reconnect to the game and finish the game, it shouldn’t affect you. However, if it takes you 20 minutes to reconnect to the game and you basically were “AFK,” then you’ll still receive a penalty.

    [ Link to Post ]




    How will this system work more aggressively in Ranked

    Lyte Final PortraitBasically, leaving in Ranked is considered “more severe” by the system and leaving even once in Ranked can result in penalties.

    [ Link to Post ]

     

     

     

    New Rift Feedback

     

     

    The new map looks rather dull

    Tiki New PortraitHey all,

    Appreciate the feedback and wanted to add a little bit of context on the feel of the map compared to current Summoner’s Rift.

    Through player labs and surveys one of things that surfaced early on was the relative feel of the map compared to the current one. Feedback was largely on issues of darkness, but also the colors (dull/muted) to a degree. However another thing that came up really strongly was how important the gameplay of the map was. Consistently we heard from players all over the world that gameplay was the most important thing for them.

    With all that in mind, we worked hard to try and find a balance between pushing the limits of clarity (to improve gameplay) AND matching the feel of the current Summoner’s Rift. Ultimately I think we got to a place that we were ready to release in beta and release out to the players to give us their feelings on what we created.

    Personally I think there are still a lot of things we can improve, some of that definitely related to how far we can push some of the colors and effects to better match the feel of the current map. Any and all of your feedback is welcome and appreciated as we work to make this better for you all. Please keep it coming 🙂

    [ Link to Post ]

     


    Why not increase saturation

    RiotForScience New PortraitThere is a lot of feedback on this point and I am listening. This has been my response on a couple other threads and I wanted to repost it here.

    Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience.

    I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it’s own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.

    [ Link to Post ]



    Positive Player Rewards Banner

    Catch the original discussion on rewards for positive players here.

    Cat

     

    Update on rewards for positive players

    Lyte Final PortraitI’m happy to answer questions about this initiative.

    Some brief ones I know people are interested about: 1) Players that have not received a tangible punishment are eligible for these promotions. This means you have not received a chat restriction, ranked restriction, game ban, or permanent ban.

    2) This is just the first step in a series of promotions. There should be at least 1 more before the end of 2014.

    3) Because these promotions are giving out rewards on a massive scale, rewards will be sent over a window of time initially until we figure out how to make it more efficient. For example, in 2014, 95% of players will get all the positive behavior rewards.

    [ Link to Post ]

     


    Rewards affecting behavior, Honor System and Future Goals

    Lyte Final PortraitPositive reinforcement doesn’t work on the entire playerbase; there’s a significant number of “neutral” players that will show positive behaviors or improved behaviors because of the rewards.

    Honor was always a foundation system, we have plans to expand on it further, especially in 2015 after we launch some of the current systems we’re working on. In fact, later this week players will see a brand new LeaverBuster system that will aggressively tackle AFKs/leavers in the game, with harsh penalties for leaving/afking in Ranked.

    We’re hoping to do at least 1 more incentive for positive players this year, and are focusing on the new Tribunal, Honor, Team Builder, and more in 2015.

    [ Link to Post ]

     


    Valuable rewards and consequences of reporting

    Lyte Final Portrait1) This is just a first gesture, and not every reward is going to mean something to all players. The next reward we give might mean more to you, but less to a brand new player.

    2) If trolls/toxic players want to threaten you or ask for reports without fear of any consequences, let them. Report them, mute them and move on. You’ve seen lots of players complain about their bans online–we’re pretty aggressive with that stuff now compared to 3-4 years ago.

    Not every reward has to be SUPER EPIC VALUABLE to every player to mean something. Every player responds differently to different rewards, and different things matter to different people. We’ll explore a wide range of stuff over time.

    [ Link to Post ]


    Will players in Co-op vs AI receive rewards

    Lyte Final PortraitCo-op vs AI players are definitely eligible for prizes.

    However, EUW will have their own Rioters running this exercise, so I’m only pulling NA chat logs for now.

    [ Link to Post ]

     

     

     

    Single Posts 15 11 Banner

     


    What is Riots take on Global Ults

    Meddler Final PortraitWe don’t currently have any plans to remove any of the global ults in the game and in fact have a couple more in testing that are showing a lot of promise right now (at least one of which I expect you’ll see in game at some point).

    When global ults have been problematic in the past (Panth/TF years ago for example) it’s been because they’ve been free targeted movement abilities. Shen’s ult by contrast shifts him to an ally’s location, not any spot of his choosing, and that restriction avoids a lot of problems (forcing uneven fights at positioning of your choosing without risk of interuption, telegraph moving to get in range etc). GP’s ult is free targeted, but doesn’t move him, so doesn’t create the same problem cases.

    [ Link to Post ]



    How do you catalog a Champions strengths and cons

    Meddler Final PortraitInternally we work with a combination of documented strengths/weaknesses, both in terms of intention and observed, that are kept in a shared file on a per champion basis, and a bunch of discussion/consensus building. Generally we’re focused on the conceptual level (e.g. Braum should be strong against ranged threats and work well with auto attacking allies, weaker against divers etc).


    That’s all very much a perpetual work in progress, not a rigid locked down set of laws though of course. As new information comes in, from player discovery, changes to game systems/meta etc it’s often necessary to revisit existing assumptions and then sometimes adjust the approach you’d been taking.

    Fall back patterns are something we generally want to offer to champions. Being behind should put you at a significant disadvantage, but shouldn’t effectively remove you from the game. There are some champions where that’s not really the case and that’s something that’s occasionally worth tolerating if it lets you do enough other valuable things with the character (game design’s a series of trade offs basically).

    Adding counterplay’s all about giving other players ways to interact with a skill, champion or whatever. Some of the most common approaches we’ll look at include range limits or changing abilities to skillshots (positional counterplay), requiring buildup or expenditure to use abilities (resource costs, whether mana, buff building, ammo etc), substantial CDs (windows of strength and vulnerability), dependency on other elements like extra enemies/other allied champs etc.

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    BotRK exploit fixed, permabans for exploiters



    Exploit uses modified files

    Meddler Final PortraitThe exploit in question requires file modifications, it’s not just people taking advantage of a bug.

    [ Link to Post ]

     

     


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