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Posts Tagged ‘ryze update’

Champion Update: Ryze

April 28th, 2015

 

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Champion Update: Ryze update live!

BY FIZZNCHIPS

We’ve just wrapped up Ryze’s stint on PBE, meaning he’s now ready to wade onto live with his tweaked kit and new effects! Check out his PBE article for the full story, or scroll down for the some in-game shots of the man with the runic tattoos.

Blast your enemies away with Ryze’s Rogue Bundle! This flexible cost bundle clocks in at 3899 RP (25% off), lasts until 23:59 PDT on May 4, and includes the following:

  • Ryze
  • Tribal Ryze (Legacy)
  • Uncle Ryze
  • Professor Ryze (Legacy)
  • Zombie Ryze (Legacy)
  • Dark Crystal Ryze
  • Pirate Ryze (Legacy)

That’s all from us for now! We’ll be back with more update news soon – in the meantime, leave us your thoughts and feedback in the comments below.

 

Below you can find a complete preview of Ryze’s 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

 

 

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


 

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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.

 

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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.

[ Link to Post ]

 

 

 

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.

[ Link to Post ]

 

 

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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?

[ Link to Post ]

 
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 ]



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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 ]

 

 

 

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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.

[ Link to Post ]

 


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]