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Posts Tagged ‘scarizard’

 

Balance Team AMA Part 2 Banner

The balance team made another pass of community questions, which you can find answered below:


[ Note ] Part 1 of the AMA can be found HERE.

BALANCE TEAM AMA Banner

 

 

Balance Team QA 2 Ask Us Anything Again

Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/030!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’re back again for our 2nd AMA this month – another week of worlds has gone by and a new patch is on the horizon, and we still have tons of your questions to get to! Got something to say about balance, your favorite champions, or how free SmashGizmo’s sheik is? We’ve got you covered.

If you want to check out our Q+A last week, here’s a link to that one too! M O R E C O N T E X T

http://boards.na.leagueoflegends.com/en/c/miscellaneous/vWEoZ6X0-balance-team-qa-ask-us-anything

On deck, we’ve got:

RiotTimeWizard (thousand-year-dragon in training)

ricklessabandon (all lowercase, all the time)

SmashGizmo (plays 5 colors in EDH like a scumbag)

ManWolfAxeBoss (fire and blood)

RiotGmang (keeps talking so nobody explodes)

RiotJag (has a cool motorcycle)

FeralPony (photoshop artiste)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away and we’ll start answering in an hour! (1:30 PDT)!

If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

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Which Champions do players ask you guys to nerf the most

Riot Jag Final PortraitEarlier this year: Akali, Fizz, Kassadin, Leblanc

Lately: Vayne, Fiora, Darius, Morde, GP, Garen, Skarner

Always: Lee Sin, Riven

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How do you guys deal with the stress involved with the game

Scarizard Final PortraitYou get thick skin doing this kind of work, but it’d be unfair to say that it doesn’t get to you.

I think the key thing to understand is that even the most angry, vile and vitriolic statements come out of passion for the game we all love and work on. Those people telling us we should be fired, and that we don’t know what we’re doing? They just want to have fun playing a balanced game, same as we do. In many ways, these can be viewed as motivators – when people are upset, we have a job to do.

It’s often thankless, but I think the nature of the constant, ever-evolving puzzle of a Live environment is a big draw for some. I’d also say we have a big emphasis on communication and teamwork within our group, and I’ve never felt like I’ve worked somewhere where I was both valued as an individual contributor and as a friend. It’s that ‘band-of-brothers’ (and sisters) feeling that means no matter how deep in the trenches we are, there’s always someone else with you ready to help out and make that next change the best it can be.

In the end, everyone’s got their own ways (many folks play other games in their off-time, many of us keep up with the gym, pursue art or personal projects, rick plays ffxiv, etc) but having a team of homies to back you up makes it all easier.

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Current CDR AP items are underwhelming for mid laners Will you add new ones

SmashGizmo Final PortraitI mostly just disagree with this statement. Morellonomnomnomicon and Athene’s are both reasonably powerful in my estimation and we still usually see mages rush one of these two. I do think there’s a small gap here in terms of AP/CDR itemization for non-mana mages, but I also think this is a very niche market that we’re hesitant to provide easy CDR for due to how overbearing a, let’s say, Vlad can be when he can easily rush both AP and CDR in lane.

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Have you had balance ideas that sounded good on paper but were broken ingame

SmashGizmo Final PortraitLiterally tons. A lot of our early iterations on Rengar’s Q in the rework come to mind, where we did stuff like using ferocity on Q would give you 3 stacks to make it the sustain damage option on him, but really basically just made him murder you even faster.

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Why are Azir Ryze and Kassidan so hard to balance

SmashGizmo Final PortraitDifferent reasons on all of these. Kassadin’s the most straightforward, where it’s just about how his mobility profile gives him perfect control over when fights are happening, so the second he crosses a certain power threshold, he just consistently runs away with games. Ryze is currently mostly about the mechanical needs of the character and just how much power a player gains from properly executing his passive combos, which means that he looks very weak for our average player, but is secretly one of the highest winrate characters for experienced players. I could probably write a book on why Azir is a balance nightmare at this point, but in the interest of being able to respond to more posts today, I’ll just say that it’s very difficult to balance a hypercarry who has reliable means of ensuring their own safety and that Azir pushes the limits of both being a hypercarry and reliably ensuring his own safety.

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How closely does the balance team work with the design and reworking teams

SmashGizmo Final PortraitVery closely. We try our best to give them good counsel on how to balance their characters pre-release and they try to give us advice on how to balance their characters while retaining their intended identities.

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Any chance of Ranked ever getting more bans

SmashGizmo Final PortraitThere’s a chance, but I think we’re really hesitant about taking this route, as it does really limit players ability to pick the character they want to play in any given game. I know there are some folks looking at pick/ban structure and I wouldn’t be surprised if over the next few years the pick/ban system changed significantly, but it’s not something we’re directly looking at in the short term.

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People like to bring up crit removal is it a thing that might happen

SmashGizmo Final PortraitNot in the short term. There will be some crit shifting around in the pre-season, but we’re not going to do anything so drastic as fully removing it in the near future. I think long term, trying to shift random crits to conditional crits (like, say, every 3rd attack crits, or all your attacks from brushes crit, etc), might have some promise, but we’ve never really gotten a good enough model of this working to ship.

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Are there plans to tone down Tahm Kench without taking him out of the meta

Tahm Kench Single banner

Riot Time Wizard Final PortraitTahm Kench has definitely got some strength packed in that big ‘ol belly. If we do try to tone him down, we definitely won’t be trying to push him out of the meta or out of viability. After all, he’s only started picking up steam over the last couple of patches, so we wanna give him some more soak time before we just bop him!

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Will Janna be receiving buffs in the future

Janna Single Banner

Riot Time Wizard Final PortraitJanna is still in a pretty good place right now. Her disengage ultimate is one of the most reliable ways to counteract the menace of run-at-you tanky guys. She doesn’t seem to be in need of any boosts at the moment, but we won’t forget about her. We’ll need to re-evaluate a lot of champs when pre-season hits. 🙂

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How do you feel about Kindreds current state

Kindred Small Banner 2

Riot Time Wizard Final PortraitKindred is experiencing what almost every new champion does. Extremely high ban rate in games, and players are still picking them up and figuring them out. They’ve proven to be powerful (not ABSURDLY so, mind you) in the hands of players with many Kindred games under their belt. We tend to follow-up within a couple patches on new champions, and we will likely do something to adjust Kindred’s power. Again though, pre-season will be throwing everyone for a loop!

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ManWolf New PortraitThey’re still pretty new to the Rift and have a fairly steep learning curve, so a slightly lower than average win rate right now is appropriate.

I personally feel that they’ll be strong once people figure out all their tricks. Just give it some time.

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How will the Marksman update impact Supports

Riot Time Wizard Final PortraitRegarding the ADC rework: since it won’t be much longer, I think I’ll have to go with a “wait and see” here. We don’t expect that supports are going to be adversely affected by the Marskman changes, though.

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Are there plans to updated boring outdated Champion passives

Riot Gmang Final PortraitGood question, and I agree that there are plenty of passives that leave something to be desired.

Regarding your examples:

Some of the champs you mentioned have also been singled out internally and gotten some experimentation (like Heimer, Shyv, and Syndra), though I can’t speak to how they are prioritized among other projects in terms of urgency and which ones are planning to move forward (within our team specifically, the only one that springs to mind is Syndra, though no promises on exact ship date atm hah).

Regarding passive quantity:

This is a controversial topic, but I wanna just share a bit of context here. It’s important to keep in mind that we don’t design passives in a vacuum and then decide how many each champion gets. Passives are designed to serve the needs of a particular champion.

Say I’m a champion designer making a new kit, and I start with a particular gameplay loop that fits nicely on Q W and E slots. The kit is somewhat functional and unique, but there are still things to figure out (let’s say the W and E have some usability issues, certain lane matchups are very one-sided, my abilities late-game are confusing team mates, my spell rotation feels too unreliable, wave clearing is too easy, and my build paths don’t scale right). What I do with the Passive and R slots–indeed, what I do with all slots–are going to be about problems like these or addressing other higher levels goals (like delivering the fantasy better or more unique or something).

The answer to those problems might involve any number of changes, possibly demanding 0, 1, or 2+ passives. If I do add 2+ passives, it’s not because I just want the champ to be cooler or have more stuff than others. And it is going to come at the cost of power budget and complexity budget, not just added on top of an otherwise finished, balanced champion. A solution might even involve removing/nerfing passives so that we have more complexity and power budget to put on actives!

In the end, individual slots are not supposed to be balanced between each other, nor are “my champ passive(s)” vs “your champ passive(s).” Entire kits are supposed to be balanced between each other. “2 passives > 1 passive” doesn’t always follow. It’s very possible to design a kit with high agency, complexity, and fun with just actives, and it’s also very possible to design a super lame kit that has several passives! And it’s those kinds of properties (agency, fun, complexity, clarity, etc.) that we care most about: if a champion’s multiple passives leaves them with too much control over the game, or too much complexity, or something like that, that is a big concern for us (and we definitely aren’t perfect about these things!). But the actual quantity is usually not inherently good or bad.

Regarding passive quality:

Lemme give a different example: say we have a high-complexity champion who has everything BUT the passive slot locked down (you might have even had an awesome passive during development but it ended up being extraneous as other slots developed further). As in, “if our game hadn’t already set the precedent, I might actually give this champ 0 passives.” This can be a tricky spot: players expect each of their slots to feel fun and distinct, including the passive slot, but you don’t want to disrupt the balance and fun of your existing pattern/slots.

A lot of these passives end up being lower-budget passives: we could have made Jayce get multiple intricate passives, but he’s already so complicated and multi-faceted that it would probably detract from the kit to do so. Sometimes you make the call, “this champ is about these cool actives, and we should avoid detracting from that here.”

This isn’t to say that “lame passives” are a good thing, but sometimes the cost-benefit of trying to discover a perfect passive is outweighed by the value of delivering the champion to players with a not-stellar passive. The opposite is also true: sometimes we have a champion that’s bloated in complexity/abilities by the time we’re reading to ship, but we’re willing to make the trade-off for the sake of delivering what we feel is a good product to players.

All that said, improving lame slots is definitely on our radar; I just wanted to give context. I hope that provides a little clarity for why passives compare/contrast in the way they do!

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Did you plan on doing balancing when training to work in the industry

SmashGizmo Final Portrait100% yes for me. I came from a background of clinging onto competitive games for the long haul (been playing MtG for almost 20 years now, Smash Melee for 10, League for 6), so balancing and preserving the fairness of a game was always something super important and interesting to me.

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Whats an average day like for you guys

SmashGizmo Final PortraitWe work in 2 week sprints on each patch. Once during each sprint we plan out our work on what we want to ship in the upcoming patch, which is a combination of the things we see as off as players and the outliers in terms of metrics like pick rate/ban rate/win rate. Once we take on projects, we rapidly iterate and test changes until we get to changelists we’re happy with. We’re also constantly re-evaluating our work so that if something super broken emerges we can hop on it ASAP (for instance, runeglaive Ezreal).

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How do you feel about the current meta

SmashGizmo Final PortraitThis question is waaaaaaay too big to adequately answer. I guess the tl;dr for me is that I’m happy we’ve hit the sort of diversity numbers in Professional play that we’re seeing in Worlds this year, but that I still feel like some things are really off in terms of feeling like a fair and enjoyable experience for most players. I won’t dive too deep into this, but basically, Professional diversity is great and certainly one valid measure of how the game’s balance is doing, but I don’t think it captures the full picture by any stretch of the imagination.

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What are balance teams looking for on an applicants portfolio

SmashGizmo Final PortraitMake yourself visible as an expert on the game you’re trying to work on. This is pretty broad, but encompasses both getting to a relatively high rank and demonstrating your knowledge on the state of the game. Stuff like blogging, writing articles, and streaming can all be good means of getting exposure and demonstrating that you get the game on a very deep level. Also, perpetually seek the feedback of people who are already working on balance, as they can give great feedback about how you might be limiting your thoughts.

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Any plans to make upgrading the warding trinkets less awkward

Scarizard Final PortraitI’d be looking for something along these lines with the upcoming preseason. I agree that it’s a major frustration to have people put off trinket upgrades for so long, and the entire trinket system has been a hot topic for the Systems team for 2016.

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Is there a particular direction you want to push Elise in eg mage or tank

Ricklessabandon New Portraithi, hi~

a lot of what you’ve been picking up on has been intentional—elise should have a path open to her that allows for gold to be spent on increasing her kill potential, and for less of that threat to be available ‘for free’ in the form of base stats/damages. since elise is a six-ability form swapper it’s more important for her overall fairness to ask elise players to use their early-game power spike to earn a gold advantage and then invest it wisely in order to keep that strength going later into the game. i personally think it helps her feel more like a mage/assassin pairing (which seems more aligned with who she wants to be), whereas the elise of old felt more like a support/tank pairing.

if i had to guess as to what areas we’d look at next, it would be ones that would let us stay on course with the last few changes—base damage past level 7 should be monitored closely, and scaling with gold should feel appropriately rewarding (and tied to success). if we ever needed to go harder on her, i’d imagine it would be thinking of cool ways to replace her w spells that would give us more ‘balance levers’ while keeping her feeling great to play.

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Will you make Mordekaiser less reliant on duo laning to be viable

Mordekaiser Single Banner

FeralPony Final PortraitPower-wise we feel Mordekaiser’s too strong currently in the duo lane and too weak in the solo lane case. We’re generally okay if duo is his main role, but the disparity between those roles is currently too high. His solo lane is too weak and his duo lane is too strong.

Mordekaiser W is totally worth revisiting in regards to the solo vs duo cast, it can feel pretty lackluster and is a good spot to target to help bridge the gap between the Solo lane/ Duo Lane case. Not sure on specific changes we’d make, but we’ll be looking into Morde specifically more after the first big preseason patch (PBE Soon(tm)!)

I’m unsure specifically on % of shield conversion values. He’s pretty damn durable atm, and I feel the minimum shield threshhold helped him a lot more in lane than is getting generally credited, but adjusting the W sustain could grant us the option of increasing his shield growth since that skill in particular is currently double dipping in generating shield and restoring health.

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Are you considering any changes to Lissandra

Lissandra Single Banner

ManWolf New PortraitWe very recently put in the change to her ult where she heals on self cast. Spell costs were something we looked at, but didn’t feel like she really needed anything there. The passive definitely has the biggest room for improvement. I messed around with some changes where she would spawn black ice around her and gain bonuses if she cast on top of them, but ultimately didn’t have time for that patch. Definitely something I’d like to continue work on later though.

That being said, we’ve seen her in a few games at worlds so far and think she’s in a decent place in terms of power.

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Any plans for Katarina

Katarina Single Banner

Ricklessabandon New Portraithello!

so, we’ll probably need to take a look at her sometime after the new season starts up (if nothing else, just as part of a follow-up pass on the different roles) but we don’t have any kat-specific changes already in mind. part of the issue with katarina is that, at present, she is intended to be more about ‘chasing a high moment’ and as such will rarely feel as fair as a lot of the roster (the players playing as, with, or against are kind of playing a zero-sum game over happiness/fairness).

we came around to that intention pretty explicitly around the time i put some very experimental changes out on the pbe, which i believe was about a year ago. essentially, we took a stab at what a more ‘healthy and sustainable’ katarina would look like. what came of that is that while we might have ended up with a katarina that more people could have been more happy with if she was commonly in their games, league of legends as a whole would have lost a type of character/playstyle that was one of the more unique offerings in the game. we likened it to the experience that draven provides—to make the ‘draven experience’ feel as fair as someone like lucian would almost certainly make our adc pool feel less diverse/rich, if not the game as a whole.

that’s kind of the long and short of it. for the time being, katarina represents a play experience larger than herself. if we ever reevaluate and decide that that experience doesn’t align with katarina, then we’ll certainly give her the time needed to give her the appropriate changes. outside of that though, she’ll likely remain in the ‘chasing a high moment’ camp. that said, i think more than a couple assassins could use some love right now, so she might be suffering from compounding issues—we’ll be sure to look into that once the next season gets rolling.

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Thoughts on Nami

Nami Single Banner

Riot Time Wizard Final PortraitShe definitely wasn’t weak prior to her buffs, but she does get harder and harder to succeed with as the game goes on. While people start to move faster with boots and items, her Bubble becomes trickier and trickier to hit. Would definitely be interested in doing even more cool things for her 🙂

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If Nasus were made today what would he be like

ManWolf New PortraitIf he were made today, I assume he’d be classified as a juggernaut and not have an infinite scaling mechanic. If he does ever get reworked, the late game raid boss fantasy is a must and I’d be sad if stacks got removed, but could live with that I suppose.

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How about locking Flash for everyone and adding a third Summoner spell slot

ManWolf New PortraitCurrently, we have no plans to implement a third summoner spell slot, nor do we have plans to lock Flash in for everyone.

We are looking into ways to diversify Summoner Spell choices, and that includes considering how Flash relates to other Summoner Spell.

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Will you guys revisit options for Syndra after Preseason

Syndra Banner

Ricklessabandon New Portraitthat is the current plan, i believe. we had some work in progress we really wanted to wrap up before starting on our preseason work, but we ran out of time. nothing is set in stone though, so that work is just ‘on hold’ until we have an opportunity to pick it back up which could technically be a while (or forever), but with luck it’s just around the corner.

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Do you guys feel you know what’s healthy for the game before you release it

FeralPony Final PortraitNot an easy question to answer. Sometimes yes, sometimes no. Generally, we go with the approach that we can be wrong but we tend to have a higher than average hit rate, and we can iterate and update when we make mistakes and get additional eyes and player feedback.

Scuttlecrab was an example of a design that got a ton of initial pushback both internally and externally and we got a lot of pressure to remove but was probably the best single addition we made in the previous preseason. It offered a lot of additional jungle routes, caused tons of tension and skirmishes – something the early game desperately needed, provided additional control and objective control gameplay, and was freaking cute as hell.

On the flip side we aired way too high on the power level of Juggernauts in combination of PBE feedback and with the our expectation that the additional playstyle changes would take a lot longer for players to pick up and adapt to.

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You shouldnt have to use bans for Champions with high winrate

FeralPony Final PortraitI pretty strongly disagree with this statement. The banning phase is exactly used for champions people feel are stronger than average. No champion currently has anything resembling a 64% winrate.

The top 10 bans currently in the game are Darius, Garen, Yasuo, Fiora, Kindred, Mordekaiser, Zed, Riven, Katarina, and Blitzcrank who have ~50%,52%,51%,51%,47%,50%,48%,51%,49%,52% win rates respectively. These numbers are not the end-all-be all statistic or the only thing we care about but the reality of the data is crazy far off from 64% you mention. These will of course fluctuate a little based off ELO, role/lane, and experience rate etc, but not substantially.

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Will Teemo be a part of your Marksman update

Teemo Single Banner

Riot Time Wizard Final PortraitTeemo isn’t currently a part of any marksman updates, so I think someone was trolling you. There’s discussion about doing some changes of VARYING scopes on the others that you’ve mentioned. Distinguishing play patterns is part of the aim for updating marksmen, so there’s definitely some work being done to enhance that. You’ll have to wait for more exact details, but not very long!

 

Yes, we have tempered our approach to the marksman update with our learnings from the juggernauts. As you say, pre-season will definitely shake things up, but that doesn’t mean we want to repeat any of the frustrations that we introduced with the juggernauts. We’re still being ambitious and creative while trying not to aim for raw power as a means of attaining viability. The marksman update in conjunction with all of the pre-season changes will likely cause a significant shift in a way that we’re working hard to make fun and refreshing.

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How often do you request a rework when balancing is too hard to do

Riot Time Wizard Final PortraitHmm. Lucian is a good example for me. That dude was just in every pro game for the better part of a year, so we actually sat down and did a mini-rework of him (Attack Range, E changes being pretty major here). There’s definitely some kits that you’ve seen us struggle with balancing in the past year or so that may be solved with some small tweaks, or may need some broader updates (Ryze, Azir, Kalista being decent examples).

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Do you playtest minor stat changes or do you just rely on spreadsheets

Riot Jag Final PortraitFor something like that we rely more on past experience, since we’ve seen what kind of power change a nerf like that has had on ADCs before (for example, Twitch got -3 AD last year and we could use that as a reference point for the Vayne nerf).

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Do you recall making small changes that ended up breaking Champions

Riot Jag Final PortraitI definitely didn’t see mid Ezreal coming when I was doing Runeglaive. 😛

I did the Nautilus changes at the beginning of this year, and I knew that he would feel more versatile as a champion, but I didn’t anticipate him being so powerful in the support role.

Most of these surprises were pretty cool though.

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Do youve any plans for Aatrox

Riot Time Wizard Final PortraitA-atrox is a pretty cool guy. We were actually just talking about him this morning. We don’t have any specific plans, though he will definitely be affected along with everyone else with the pre-season. What sort of things do you like about him? Also, have you considered his synergy with Kindred?? ;0

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

 

BALANCE TEAM AMA Banner

The balance team’s AMA has now concluded; here all the questions answered in the thread:


Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/23!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’ve gathered together the team behind the balance and tuning of League to talk shop about the state of the game, balance, and whatever else you might have on your mind!

On deck, we’ve got:

RiotTimeWizard (amazing Morgana player, holds the record for the highest win streak in ranked of 19 games among teammates)

ricklessabandon (obsessed with ffxiv, lowercases, and playing bloodthirsty supports)

SmashGizmo (prolific melee player and toplane scumbag, known for his top Vi, Pantehon, Olaf, and even Nunu)

ManWolfAxeBoss (actually a wolf)

RiotGmang (slayer of playtests)

RiotJag (top 10 on the vaynespotting leaderboard of busters and marksman enthusiast)

FeralPony (bard lover and a literal pony)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away: Ask Us Anything!


If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

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Lots of Feedback on Zyras current state

[ Note ] You can find the user’s post that SmashGizmo addresses below HERE.

Zyra Single Banner

SmashGizmo Final PortraitThanks for sharing such in depth thoughts here, really appreciate the effort you put into your post. I’ll try to go through and touch on some of the important parts where we seem to see things differently and hopefully give you some insight as to what we think of Zyra:


  • “she is still considered in your point of view as an OP Champion with no rooms to buff”: This just isn’t true. We buffed her plant AI in 5.20 and have been considering additional buffs from there. It is true that we feel pretty limited in what we can actually do because her winrate is actually quite high, which suggests that she’s probably not as weak as people think, but it’s just not true that we don’t consider that we have room to buff her.
  • You talk a lot about how we view Zyra as a long ranged mage, but I’d say that we view her as a ‘zone-controller’, more akin to Anivia and Heimerdinger than say Lux and Ziggs. A large part of what defines a zone control mage is their slow movement and set-up time, but extreme power once they have established a position, which is a large part of why they tend to have low defenses and movement and slow casts. What this means for us is that many of the weaknesses you point out on the character are actually intended weaknesses. Her E is supposed to represent a window where she spends set up time to CC opponents and establish plant control and I at least feel it’s important for it to have a longer than usual cast time.
  • You also talk a lot about Zyra’s matchups as a Mid laner in the context of professional play. While I think we do want to support Zyra as a Mid Laner for Solo Queue play, it’s felt out of reach to get her into Pro Play as a midlaner (similar to Annie). I don’t want to say that this is completely off the table long term, but as our team mostly works in 2 week spurts, making Zyra a desirable Professional Mid Lane pick without straight breaking her for the overall game is just out of scope.
  • With all that being said though, I will say that Zyra probably isn’t getting enough payoff from her kit at the moment. Personally, I have my eye on the Ult knockup duration and Plant scaling throughout the game as potential areas that we could buff on the character in the near future.

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Are there going to be changes to Riven to make her feel less oppressive

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Riot Time Wizard Final PortraitYes, we are looking into nerfs for Riven, and fairly soon! We don’t wanna ‘gut’ her, though. Riven players love their brokesword.

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Are you guys holding off on balance patches in preparation for Preseason

Scarizard Final PortraitMostly prepping for Preseason. 5.19 and 5.20 were relatively small, and 5.21 will follow suit as we’re putting the finishing touches on our preseason work.

Then, we will open wide each of our 10 mouths and sing the song that consumes the earth.

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

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Ricklessabandon New Portraithi, hi~
reading over your post, it sounds like your analysis of syndra is pretty aligned with our current understanding of where she’s at, how she functions, etc. to recap (and make sure we really are on the same page), here are some key notes about syndra:


  • role/function – if we were to ‘zoom out’ and pick just one threat that syndra’s opponents should be mindful of, it’d be her ability to make picks. opponents should need to be more mindful of the space around them when fighting syndra, and mistakes in positioning shouldn’t be forgiven very often. we’d want syndra to be functional in this regard above most other threats she could provide.
  • power timing – syndra’s ‘thing’ is about her ascension to more powerful states, so we’d much rather have larger amounts of her power come from things like her upgraded abilities than her first few levels in lane. currently, this is an area where we have a lot of room to improve. changes to address her power/impact/satisfaction in the later phases of a game (e.g., levels 16-18) are likely the next project we’d want to take on for her.
  • cadence – i personally feel like syndra is in a really good position to have one of the more satisfying and clearly represented ‘ramping threat’ profiles in league, especially since it directly ties in with her threat relating strongly to a need for spatial control and cashing in on good play there by making picks. i’m not sure if we’d have a strong reason to make further improvements here in the near future, but i can imagine a world in which we get to play this up even more and that makes me excited! practically speaking though, making refinements in this area would likely be a larger undertaking since it’s tied so strongly to the feel of playing the character (which i personally find quite enjoyable) so prioritizing it over other projects can be a tricky proposition.

so, getting back to your original question, i think the future of syndra includes a lot of focus on getting her timings right regarding power curves. we’ll most certainly look at her passive (a lot to be gained there, i feel) and anything else that lines up with a project in that vein. when making those adjustments, we’ll be looking at preserving her baseline function as a control/pick mage and playing up the good feels around her cadence if possible.

hopefully that covers your question!

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Any plans on reworking Leona into sololane or jungle viability

Riot Jag Final PortraitDon’t see a way we could do that without compromising on her duo lane power. One of the reasons we make Leona so incredibly powerful and tanky without many items is because her base values are calibrated around her not having a gold source.

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Why hasnt Sejuani received compensatory buffs after the Cinderhulk nerfs

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Riot Time Wizard Final PortraitWe tend to let champions like Sejuani (who thrived close to a 60% win rate for a while) level off after we nerf them in some way. We’re not intending to leave them to die and be forgotten, but in the interest of keeping the live environment fresh, we don’t want to rebound and throw more buffs at her, since she only just stopped being picked so much. She’ll be back — we’re just trying to let other champions have some time in the spotlight!

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Didnt a Rioter previously say you werent rotating between viable picks

Riot Time Wizard Final PortraitI think I miscommunicated! We don’t want to rotate the META, but we want to make sure that champions all have time to shine at one point or another. The meta shifts itself!

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Feral Pony New PortraitFor clarity, a rotational meta to me has some pretty explicit goals where you aim to make a totally new set of characters the dominant choices, often with the subgoal of focusing on selling more content. This is NOT our goal.

Our goal on the team is consistently bring up champions below the balance bar and bring down champions above the bar so we get progressively towards a better state (which will get shuffled around during preseason most likely).

This can have a rotational style effect where the “top tier” of champions is often changes but it’s a very different approach. Sejuani in this case is pretty middle of the pack right now by most metrics (data) and perception, which is a good spot to be for any champion but generally means we won’t revisit her for a little while, as our primary targets are the outliers at the top and bottom.

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Whats your current view on Rengar Do you think hes balanced

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Riot Time Wizard Final PortraitRengar, balanced?! IMPOSSIBLE.

Joking aside, Rengar’s win rate and pick rate for the average player are actually reasonable, but as with any other feast or famine type of champion, when he gets strong he feels awful to play against. He’s been a tricky one to keep balanced, because there’s a fine line between removing his cool stealthy burst combo and making him feel ‘fair’. As an assassin, he also is strongly affected by meta shifts. We are still considering ways to make him less faceroll-one-shot feeling without alienating players that really love to play as him.

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If Rengars fed the ! sign doesn’t help at all before he unstealthes

Riot Time Wizard Final PortraitI’m an ADC/squishy support main, so I definitely empathize with how awful it is to play against people that delete you from the game.

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How much math goes into the balancing of Champion abilities power

Riot Time Wizard Final PortraitPretty open-ended question there, and not as many obvious troll responses. Well, let’s say that we do a lot of different types of analysis for what a champion’s numbers should look like. Sometimes we look at pretty basic comparables (i.e. this is Lucian’s full combo at 9 with a BF Sword vs Graves) to get a first sense that something may be off. Then we can look into much more detail. For Ekko before release, Gypsylord and I looked at multiple different burst profiles (poke damage, full damage besides ult, full damage including ult) and measured them against other champions in his class that either had similar burst styles (maybe Diana) or had really spikey high-ends with huge AP Ratios (Leblanc, maybe Annie).

We also have a pretty decent read on knowing what small base stat changes will do to a champ because we’ve seen the effects of them so often.

That said, a lot of what we do is pretty well tied into both the objective aspects of playing a champion (i.e. this guy has X base damage at 13), as well as the subjective aspects (i.e. we have a huge amount of expertise on this topic, and we can confidently say that Darius is overtuned…that one may be a gimme).

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Did FeralPony buff Veigar so that he could play him in Ranked

Feral Pony New PortraitTotally bro, gotta climb that ladder.

Kidding aside, I stay far away from pushing for buffs for any champions I’m playing to avoid conflicts of interest. Additionally, I’ve never pushed for any buffs on any champions I’ve designed for similar reasons. The champions I’m currently playing are,

  • Bard
  • Tahm Kench
  • Udyr
  • Heimerdinger
  • Miss Fortune
  • Cassio (just starting to pick her up)

I generally steer away from Mid Lane, but I find Veigar’s Q double-tap farming pattern really fun. I’m more of a Support/Jungler.

As for do members of the balance team use their secret insider knowledge of the state of the game? Generally no, but it depends on the person. I play Bard and Udyr as my two main guys in Ranked. Neither is exactly topping the win rate charts, but I enjoy playing them and can carry a game with either.

It doesn’t give you much of an edge anyways, most of the data we have available is essentially public knowledge. It’s not really a secret for example that Wukong is reeeeeeeeaaaallllly strong, just not seen professionally. The best advice in League generally is play the champions you know, and you’ll do better then just grabbing the “OPs”

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What numbers do you look at to judge the balance state of Supports

Scarizard Final PortraitNumbers actually don’t discriminate when it comes to things like pick rate, win-rate etc for supports like you might imagine – though they’re often banned far less than other champions unless they’re wayyyy out of line (A little while ago, Janna sported a higher win-rate than maybe all but ~6 champions in our game, but was banned in less than 1% of games). TL;DR – We evaluate supports on similar metrics to the rest of our champions, though we’ve seen large swings from small changes in this category specifically due to the smaller pool of supports (so even a small nudge could make someone played a ton or played a little, because the next one replaces it).

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Do you take Champion countermatchups into account when balancing

Scarizard Final PortraitHeavily, actually. Our changes to all of the Juggernauts in 5.18 (where all 4 + GP/Fiora were nerfed) were actually done with champions like Gnar in mind, who we consider to be a popular and effective counterpick to these champions. Worlds has proven this to be mostly true, though obviously GP and Mordekaiser need further work.

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Which Champions need buffs at the moment

Scarizard Final PortraitOften times if some champion or strategy is domineering, we’ll think a lot about why that is – and in some cases, endeavor to buff a champion or item that’s part of that champion’s counter-matchup (such as making Spectre’s Cowl more efficient/better when mages are everywhere top, etc).

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Do you have any changes planned for unit collision

Feral Pony New PortraitWe have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.

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Is the balance team still working on fixing Quinn

Riot Jag Final PortraitI’m not sure how much I can get into with Quinn. All I can say is, we have been testing some changes to her that I am super excited for, as something of a Quinn enthusiast. You may be able to ask RiotRepertoir for more, he’s been doing some really cool work there.

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What stats do you use to decide which Champions to rebalance

ManWolf New PortraitWe have a ton of different metrics that feed into our balance decisions. For example, we look at base win rate across all elo, Plat+ win rates, pro win rates, and experienced player (more than 30 games on a given champion) win rates. Aside from win rate, we look at picks and bans, popularity, player perception, etc. We monitor this stuff from patch to patch, so it’s pretty easy to pick up on trends as well as predict them.

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How are assignments spread across the balance team

ManWolf New PortraitWe get together for each sprint (basically our tasks per patch) to both pick tasks and assign them. We use a healthy mix of data and intuition to select our projects and then assign them pretty organically (whoever wants it, takes it – though we tend to have people who “own” various champions because they have more experience with them than anyone else)

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What are the backgrounds of the people working in the balance team

ManWolf New PortraitLike most of Riot, and really game development in general, we’re pretty diverse. We have people with no college education up through PhD’s. It creates a really unique design atmosphere because everyone sees things in a different way. Some people are very good about thinking in systems, others better in numbers or thematics. It’s a lot of fun.

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Who does the balance team collaborate with when working on Champ design

ManWolf New PortraitWe work with pretty much everyone in “core” LoL, Champion, Champion Update, Game Systems, and so forth. It’s super important to understand not only what everyone is working on, but also why. Cross-team alignment can be tricky, but it’s a must for game health and balance.

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What are your thoughts on Veigar Is he too strong at the moment Veigar Minibanner

SmashGizmo Final PortraitDefinitely a bit on the strong side. I still believe that the changes made in 5.18 were important to make his W feel like a reasonable skill on it’s own (not just a slave to his E), and take away the weirdness around missing champion last hits on his Q, but it does appear to have put the character a bit overboard. We’re currently investigating some nerfs to the guy and I think are leaning towards easing back on his base damages a bit to soften up his lane and play up his role as a hyper-scaling evil mastermind.

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

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ManWolf New PortraitSomeone’s secret weapon and they don’t want to show their hand yet…

Alternatively, popular team compositions right now aren’t terribly favorable for Lux, but I wouldn’t be surprised if she showed up.

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Scarizard Final PortraitI’d agree with MWAB here – Lux’s performance in normal play (especially since 5.17) has actually improved a lot, but professional teams just don’t seem to be valuing their pick-potential from the midlane, opting for Kalista, Kench, Thresh, Elise etc to do that for them.

She’s got the waveclear though. She’s one of my few picks (like caitlyn, thx flash wolves :D) to still see play before the tournament’s end!

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What are your thoughts on the current state of Ahri

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Riot Jag Final PortraitWith you on the jack of all trades aspect atm, but I don’t think she’s missing in high moments (her ult + Charm is still a premiere pick combo). I think Ahri is probably on the strong side a bit, may need to keep an eye here.

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How much will the current ADC meta be affected by the Marksman update

Riot Jag Final PortraitChanges are more focused on making each Marksman feel unique and different, highlighting what they’re really good at, and making sure they’re supported by our current itemization. The changes are less about changing relative power levels and altering the meta.

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How will the new ADCoriented items be implemented

Riot Jag Final PortraitI think some of the changes might make Teemo/Urgot feel a bit better about being Marksmen, but we don’t have a true “Urgot ADC dream item” in the works. The changes aren’t huge, but personally speaking, when testing them I think people do feel like they had a bit more choices and build flexibility than on Live.

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How do you decide which role in the game is allowed to have what power

Scarizard Final PortraitPerhaps not an exciting answer, but these are really case-by-case. For instance ‘no hard-cc on an assassin’ is thrown out the window by Ekko, but we specifically designed all of his damage output and abilities around that fact. I’d say it’s generally less that there are ‘hard rules’ and more that there are some mechanics or abilities that are handled with extreme care. For instance, sustain and hard CC tend to be some of the ones that make people the most nervous – having the highest ‘potential’ to get out of control if not handled carefully.

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Do you think Yasuo and Tahm Kench are too strong currently

Tahm Kench Single banner

Ricklessabandon New Portraitregarding the other questions, yasuo has an easier time in mid lane right now than we’d historically be content with given the current balance state of the game overall (items, balance of other champions, etc). this in some part points us into looking at other champions (like zed, for example) and doing a deeper dive on them. tahm kench is someone we’ll almost certainly need to look at again next season, but there’s still quite a bit to assess here in terms of which strengths are the healthiest/best to keep strong and which ones could potentially cause problems—same goes for his weaknesses. we’re not currently in a rush to jump on tahmmy boy though, so we have a bit of time to digest all the data we have coming in for him and that should lead to a more complete analysis soon.

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

 

News Update July 28 Banner

 

Summary

Lead Champion Designer Meddler elaborates on some of what will come in Patch 4.13, including changes to around 30 Champions, WizardCrab shares his opinion on who shouldn’t get a Victorious Skin, the long-announced lifetime RP reward system and why the newly released Mecha Summoner Icon isn’t available for IP. Lastly, some clarity on the direction for Viktor’s passive and an upcoming feature to report hackers/scripters.

 

Recent News

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Will Nocturne receive any changes in Patch 4

Meddler New PortraitNoc was on the list of champs we assessed for this patch, conclusion we came to was that he was in a reasonable spot. He’s getting the occasional bit of competitive play at the moment, via his ult has a distinct reason to be picked as a jungler, performs appropriately in solo queue and will probably benefit a little from nerfs to the current top tier junglers. As a result we decided to leave him alone.

Also, for anyone curious, just had a look to see how many champions we’re changing in said patch. Not quite 40, but close ish – 30, with (as I read it) 14 champs nerfed, 15 buffed and one with significant gameplay changes focused on playstyle, not power (Sona).

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Follow Up

Source on updates in Patch 4

Meddler New PortraitPatch notes will have all the details. Lot of these are relatively small changes, aimed at either trimming a champ’s power without making them unseen or making them a bit more competitive without making them really dominant picks.

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Do you have any news about Urgot's rework

Meddler New PortraitFull rework – not this year.

Smaller set of changes potentially in patch 4.15 (4.13’s just about to come out for context). Current details on those changes can be found in these two posts:

http://forums.na.leagueoflegends.com…89293#48289293
http://forums.na.leagueoflegends.com…42702#48442702

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If Lulu top is nerfed, will Lulu support be compensated for

Meddler New PortraitIf we nerf solo lane Lulu we would like to give support Lulu some power in a way that doesn’t create problems in other lanes. No firm plans for what/when etc yet though, still under discussion.

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Why is Lux’s burst being buffed


[ Context ] Lux’s passive was given an AP ratio in a recent PBE update.

Meddler New Portrait The goal there is to buff Lux’s power a bit mid/late game (once she’s got AP) in a way that doesn’t primarily offer safe power. Keeps her passive more relevant and gives her more damage if she’s prepared to auto attack a bit more.

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Which Champion do you think will get this year’s Victorious Skin
Wizardcrab New PortraitI will say I will fight my hardest to make sure that the Victorious skin isn’t for a champion that only has 1 other skin (release skin). Will I win that fight? I dunno. But I didn’t like that Elise got the last one with only one other skin, leaving players that love Elise but didn’t make gold high and dry when it comes to further customization options. We’ll see what happens though.


Anyone else have thoughts on that last point?

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What happened to the lifetime RP purchase rewards

Wizardcrab New PortraitThere were a lot of versions, but until we have a finalized, released version I think it would be unwise to talk about the details. It’s really about making sure we’re rewarding the right people for the right reasons with compelling rewards, which is actually more difficult than it sounds.

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Why was there no Mecha Skin Bundle

Wizardcrab New PortraitThere wasn’t a bundle because we wanted to see how people interacted with skin sets without a bundle. They’re prolly be one if/when we release new mecha skins.

Neither the icon nor the ward are limited time only.

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Why the Mecha Summoner Icon isn’t available for IP

Wizardcrab New PortraitHey guys, I just want to clear up a couple of things.

Like a lot of people in this thread are saying, the IP price for summoner icons is a thing that has so far only been tied to specific events. We’ve done it for Lunar Revel, Pentakill, and the soccer (football) stuff. The strategy is still slightly malleable but it is likely going to be as follows:

For event-based purchasable icons, there will be an RP price and an IP price that will remain for the duration of the event. The reason event-based icons have an IP price is to help generate enthusiasm for the event. When you logged in and half of your friends list was sporting the Pentakill icon, it was super cool and got you excited for what was happening (at least it was like that for me). But, if the icon is to remain in the store permanently, the IP price will be removed after the event. Purchasable icons that are not event-based (like the Mecha icon) will generally not have IP prices. The Mecha icon is here to let players further signify their love of the skin line rather than to get people pumped for the release of these skins. Only having an RP price is our general strategy regarding non gameplay-affecting cosmetic content, and these fall into that category. I added to this confusion by forgetting to remove the IP price from the Hat Trick Icon after July 13th in some regions, and for that I apologize.

I know that the definition of an event is a little confusing here, and I’ll admit I don’t have an incredibly clear answer for that. Specifically for just this context, an event involves more than just a themed skin release/promotion site (often with some time-sensitive component). I know that’s super vague but we’re always trying new things and to be honest they’ll probably be determined on a case-by-case basis.

As far as the IP sink argument goes, summoner icons is not the place where we’re trying to solve that issue. I don’t want to get in a huge debate about IP sinks in this particular thread, but I’m happy to discuss that in other places (like my thread in the forums or another reddit thread or something).

I hope this makes sense.

-WC

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Why can’t we report players for hacking

WookieeCookie New PortraitWe’re working on a place to report potential hackers/exploiters etc etc. In the meantime, if you think someone is legitimately exploiting you should leave a note in the report you make at the end of the match.

We don’t really have an in-game report function for this because it would be easy for false positives. Sometimes a player is just good and not cheating. :X

You can also report them to us on our support site too.

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Why don’t you make Viktor’s Hex Core similar to Rengar’s BTN

Scarizard New PortraitAs one of the original implementors of the ‘Bonetooth Trinket’ experiment, none of us ever promised that Viktor would follow the same if it worked. IMO, Viktor’s item is best left as an item (but one with greater flexibility/upgrades), where Rengar’s trinket was low-scope enough to ditch the stats and become a trinket.

It’s just my opinion though, and totally within the discretion of the designer/team working on Viktor to make those decisions.

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

 

 

News Update June 14 Banner

 

Karthus Champion Spotlight

Preview of New Summoner’s Rift

Red Post Collection: Update on Yordles

Single Posts

 

Recent News

 
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Karthus Champion Spotlight


Following his recent visual update, Karthus got his Champion Spotlight. Warning, video contains a lot of Phreak puns about death.




Samsung vs NaJin Shields on New Summoner’s Rift


Here’s a preview of how the new map will look like in action, courtesy of Korea’s top teams.



Related Collection


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Update on Yordles

We’re getting at least one more new yordle this year!



[ Question ] Will we be getting any new Yordles this year or VUs of existing Yordles?


IronStylusButton Rioter IronStylus: Howdy.

So as you know, Heimer was sort of our new flagship for yordles, male yordles at least. He was built off of the framework of such characters as Ziggs and Lulu.

Now that he’s out, we’re ideating on several different yordle designs, revisiting a lot of our furry/semi-furry friends which need love. What’s ended up happening is not so much a grand exploration or style guide creation, though some artists have chosen to take on entire swaths of general yordle anatomy/shape/character exploration. Most of what we on ChampUp have been doing is adhering generally to what we’ve set forth in Heimer, what we’ve seen other internal collaborators make, and then let the individual concept artist working on a design execute with their own discretion with heavy feedback from the team. The results have yielded really good concepts for a number of characters. Currently we have two yordles in the concept phase which are candidate for production. These concepts still represent the very beginning of our production pipeline, and any such concepts won’t be contributing to a VU or otherwise for some time. However, my hope is that by the end of the year we’ll see at least one more yordle make it out. My hope is that it’ll be a female yordle 😉

With that said, no promises, no certainties, but that’s what preference is.

My current priority is the building of a concept “front-log” which will supply our production pipeline with approved character concepts in the form of a bucket which characters can be easily plugged into the production pipeline without a problem. All of the above characters in the OP qualify for a VU, some higher priority than others.

Hope that helps! Sorry for a certain amount of ambiguity.



[ Question ] Why do you think Lulu needs her model updated?


IronStylusButton Rioter IronStylus: She’s in generally good shape, but she’s going to start to look like she has problems the further we go with other yordle VU’s. She has more anatomy than most, but right now she’s pretty much all head. Though Heimer’s head is gigantic, I’d attribute that to him being a brainiac.

That said, she’s not nearly anywhere near the top of the priority list.


 

Bonus! Awesome Yordle Concept Arts


Art is done by Knockwurst, who’s done a lot of splash arts for League and even draws comics! 


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Yordle Exploration by Knockwurst



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[ Question ] Is there any chance you release a list of champions scheduled for an update? 


IronStylus Button Rioter IronStylus: I wish I could share such a list, but most likely not. Our priorities can sometimes change, or something could explode, get re-slotted, etc. 

There’s a lot of factors in how we consider candidates for VU’s or even more overhaul. If it’s mainly art, each discipline will go in and grade at what level they feel the current execution is. So in someone like, let’s say, Morgana’s situation, concept, 3D, animation, etc, will give her low marks. That will decide how much in need she is from an artistic standpoint. Now this need could be really high, but cross reference that with how much of the champion we see in the game, is that champion in need of a gameplay overhaul, etc. That will slide up or down the likely hook of us devoting resources to a character and in what order in front of or behind other characters. 

Other things to consider are opportunities, or “low hanging fruit” (I hate that term). Which means, is the bang for the buck substantial? Will the proposed changes really enhance how much love this character gets from players? Is this character thematically a home-run and doesn’t need much ideation? Those factors can dictate whether or not we take on something which is merely fidelity, like Karthus, versus something that’s akin to making an entirely new champion, like Sion. 

Further variables arise when the team itself is taken into consideration. How much work will this character need? Is it excessively animation or VFX heavy? How many skins does the character have? These factors can be mitigated by bandwidth, resources on the team, team excitement, etc. Right now, I think the team is more interested in tackling Eve than Morgana honestly despite them needing about the same amount of work. 

All of these factors fluctuate. As we dig into our roster and analyize them by plugging in these data points, we sorta get this order of priority spat out. However, we don’t just stick with what an excel spreadsheet tells us. We’re going to weigh costs and benefits. 

So, while we currently have our “fantasy slotting” of champions on our hit list for the rest of this year and the next, we’re going to go back in and analyze our decisions and see what’s actually possible to make and at what cadence. I’d love to be able to post that up, but I have a feeling my producers wouldn’t really be cool with that. Heh.

I think when we have it more or less locked down, we can start talking about characters we really want to tackle without spelling out specifically what we’re doing in what order. I’m very wary of raising expectations.. I also don’t like ruining surprises when we have some potentially in store 



[ Question ] Why don’t you increase the amount of Bans in Ranked?


Riot Moonleaf Button Rioter Riot Moonleaf: There are many different philosophies of banning
– What has the highest win ratio ATM
– What is perceived to be OP
– What is the FotM
– What is difficult to play against
– What popular streamers ban/play well with
– Banning out a player by removing 3 common picks for a role and firstpicking the fourth

Some philosophies even contradict each other, eg banning Akali due to perception would make no sense for someone who looks at her 50% win ratio.

For some of those mentalities a fourth ban could be useful, for others it would be abusable (eg the last one) while others won’t benefit even though they might think they do (eg FotM). For that reason it’s impossible to please everyone.

Also, adding a 4th ban would hurt the players with smaller champion pools (eg Bronze, Silver).

In general I think that the number of bans at the moment is a good middle ground.



[ Follow-up ] Are you refusing to add more bans just because of LCS?


Riot Moonleaf Button Rioter Riot Moonleaf: We want a healthy LCS, but we also want a healthy ranked play in all tiers. These two are not mutually exclusive.

I’m not disagreeing with the 4th ban, there might be a 4th ban for each team in the future. But I’d like that change to happen in order to promote gameplay instead of hampering it.



[ Question ] What’s your opinion on Ichors on Twisted Treeline?


Ichor of Rage Ichor of Illumination


Scarizard Button Rioter Scarizard: My general thinking is that Ichors, while kind of imba atm, are important distinctions from Summoner’s Rift. (opinion: i think by definition, all ‘alternate maps’ items should be treated as a cool lever that can be used to help identify the map they’re on – feel me?)

We could easily ‘nerf’ them by just removing them and replacing them with Elixirs, but it’s a clear thread through my lurking that TT players like their map being ‘SR Kinda’ and not just SR Lite.

I’ll be pretty up-front and say i’m interested in removing the Resource Regen from Blue Ichor altogether. Structure DMG (while probably OP) is at least interesting to me in that it calls for a specific action once you take it – Resource Regen is like ‘I wanna fight…maybe? Maybe i just want to stall forever.’ When the map already has a global chalice aura, it gets difficult for me to justify Ziggs Potion as an item.

tl;dr 
-gauging if TT players enjoy the secondary ‘map-only’ effects ichors give or if they just want reg. elixirs
-looking to replace blue ichor’s effect with something more defining/actionable, and hopefully more balanceable than stallfest ZiggsPot
-bonus round: if players feel RagePot is too unsatisfying, Structure DMG could become something else

that’s kind of where my head’s at atm – this is purely ideation phase, so don’t worry – not the end of the world! would like to get Ichor changes relatively soon into an upcoming patch tho, so speak up if y’all got thoughts!



[ Question ] Has the Exterminator skin for Twitch been canceled?


IronStylusButton Rioter IronStylus: Story time. When we were doing the twitch VU, I was actually entering into 3D for the first time. So, part of what I did was to take Grumpy Monkey’s sculpt of Twitch and make a costume. I decided to revisit exterminator twitch and did a high-rez sculpt of him.

We used some of those assets to prime our demo for PAX East. So, currently he has a zbrush model hanging around. Right now I don’t know plans or timelines for the skin, but we think it’s a great idea. It won’t end up being my call, but my hope is that the skin sees the light of day, but I doubt it’ll be any time in the immediate future.

Here’s hoping!



[ Question ] Why am I being endlessly chat restricted?


Keyru Button Rioter Keyru: The reason for chat restrictions is to help players notice the negative behavior they are displaying and work towards reforming in a more positive manner. Most toxicity comes from chat. We don’t expect this to be a quick change but a work in progress. Acknowledging is the first step into reforming. We understand that the game can be frustrating and make people rage, especially ranked. I’ve been there. This should not happen on a consistent basis though.

Looking into your account, it seems that you don’t want to focus on becoming a cooperative team member but rather use your restricted chat to consistently abuse and harass your teammates with derogatory terms. It’s actually not surprising that you are continually getting hit by chat restrictions after your last set ends. 

Restrict chat to only specify objectives or give positive reinforcements. If you have nothing good to say, it is better to not say anything at all. Chatting is not obligated and is why we created the smart ping system to help with communication.

https://support.leagueoflegends.com/…803-Smart-Ping

Work towards reducing negative behavior displayed and the chat restrictions will decrease overtime.



[ Question ] Why do Ahri’s tails all come out of different places on her body?


Riot Whist Button Rioter Riot Whist: Back in the day we outsourced rigs, animation, and models for just about everything.


It could be worse. Ahri VU would not have this. (Ahri VU is not anytime soon though)

It bugs us too.

 

 

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


 

Patch 315 Banner

 

Patch 3.15

Single Posts

Champion/Skin Sale: 13.12 – 16.12

 

 

Patch 3.15

 

 

Matchmaking

 

Back in Patch 3.13, we made some changes to let us more dynamically turn on “Loss Prevented” mode for servers with hardware/connection issues. Unfortunately, there was a bug where “prevented” games showed up as losses. Turning on Loss Prevented mode is a manual process that we’re improving on (including the potential to automate) in the future. Sorry for the inconvenience!”

  • Fixed a bug where Loss Prevented was showing up as Defeat in the post-game lobby and in Match History. Games in your Match History that were listed as Defeat but actually Loss Prevented, will be changed to Loss Prevented.

“As a new player, it’s no fun going through unbalanced games while the system tries to figure out your appropriate skill level. We’ve done some work here to speed up our ability to identify new players while quickly improving their matchmaking experience.”

  • New players will now have their appropriate skill level identified faster in the matchmaking system

“Explanation here: if you’ve been waiting in the queue for a while, the matchmaker will become less picky about making a perfectly balanced match. That said, there was a rare bug where players who were in the queue for long periods of time would become matchmaking vacuums, where they would instantly suck in all of the more “picky” players who had just queued in the nearby matchmaking vicinity. To the vacuumed player, if a match gets found quickly, that means in our system that the match is guaranteed to be high quality. Occasionally, however, this wasn’t the case (due to wider ranges in matchmaking confidence), and can lead to a bad experience – we’ve since fixed that bug.”

  • Fixed a rare bug where the matchmaker would create imbalanced matches when a player had been in the queue for very long periods of time

 

 

General

 

“Long story short, champions with attack speed buffs will now feel the effects quicker.”

  • Temporary attack speed buffs now update champion’s attack speed immediately, rather than after the first attack
  • Damage amplification abilities no longer work on true damage
    • Abilities affected:
      • Poppy (Diplomatic Immunity)
      • Swain (Torment)
      • Talon (Cutthroat)

 

 

Champions

 

YasuoSquare

    Yasuo

 

 

Yasuo Champion Spotlight:

 

 

 

AhriSquare

       Ahri

 

General

  • Base mana increased from 230 to 250
  • Base mana regeneration increased from 6.25 per 5 to 7 per 5 seconds

 

Summary: Ahri’s very early laning experience can be unforgiving if she falls behind. These changes are to give her more breathing room before her first shopping trip or blue buff.

 

 

FiddlesticksSquare

Fiddlesticks

 

TerrifyTerrify ( Q )

  • Duration reduced from 1.00/1.50/2.00/2.50/3.00 to 1.25/1.50/1.75/2.00/2.25 seconds
  • Mana cost reduced from 65/75/85/95/105 to 65 at all ranks

 

CrowstormCrowstorm ( R )

  • Mana cost reduced from 150/200/250 to 100 at all ranks

 

Summary: We’ve reduced the duration of Terrify at later ranks and lowered the mana cost of both Terrify and Crowstorm.

Terrify is rather… terrifying at later levels, especially with the current pace of the game. That said, we didn’t want to straight nerf Fiddle’s power without any compensation. Cutting down his mana costs means that Fiddle can stay out in the field a little longer (especially after team fights), while the slight buff to Terrify’s rank 1 duration helps his unstable early game.

 

 

JannaSquare

      Janna

 

MonsoonMonsoon ( R )

  • Mana cost reduced from 100/150/200 to 100 at all ranks

 

Summary: Given our recent support changes, Janna could use a mana cost decrease like the other ult cost reductions we’ve made. We’re still keeping an eye on this weather lady, so stay tuned for more change.

 

 

LeeSinSquare

    Lee Sin

 

SafeguardSafeguard ( W )

  • Now only shields the target if the ally is a champion

 

Summary: Safeguard no longer shields minions or makes wards invulnerable when Lee Sin dashes to them.

We like that Lee Sin could make cool plays without relying on teammates to Safeguard to, but felt we could trim some of his extraneous power without removing the real ‘fun’ of it.

 

 

LucianSquare

     Lucian

 

LightslingerPiercing Light ( Q )

  • Base damage reduced from 80/120/160/200/240 to 80/110/140/170/200
  • Reduced cast range to match Lucian’s basic attack range from 570 to 550

 

Summary: We’ve lowered the base damage of Piercing Light and shortened its cast range.

We’re culling some of Lucian’s lane dominance – especially when he gets early AD purchases (given Piercing Light’s high AD ratios). Rather than relentlessly pursuing a reduction on Lucian’s damage, we also shaved some range off Piercing Light, as Lucian was able to poke from just outside of auto-attack range before going in for a strong trade with his passive. I’m sure there’s another ability pun to be had in here, but I got nothing.

 

 

LuluSquare

      Lulu

 

Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

  • Base damage increased from 9/18/27/36/45/54/63/72/81 to 9/21/33/45/57/69/81/93/105

 

Help,_Pix!Help, Pix! ( E )

  • Base shield strength increased from 60/105/150/195/240 to 80/120/160/200/240

 

Wild_GrowthWild Growth ( R )

  • Mana Cost reduced from 150 to 100 at all ranks

 

Summary: Pix, Faerie Companion had its base damage increased, Help, Pix!’s base shield strength was increased and Wild Growth’s mana cost was lowered.

Lulu’s defensive capabilities were a little low for a traditional support, so we sent her to the gym to get buff. Like most supports, we’re keeping an eye on Lulu as the preseason progresses.

 

 

RammusSquare

  Rammus

 

Defensive_Ball_CurlDefensive Ball Curl ( W )

  • Can no longer be deactivated. Instead goes on cooldown when used (total cooldown of Defensive Ball Curl remains unchanged, as deactivating the ability previously did not reduce its cooldown)

 

Puncturing_TauntPuncturing Taunt ( E )

  • Duration reduced from 1.00/1.50/2.00/2.50/3.00 at later ranks to 1.25/1.50/1.75/2.00/2.25 seconds
  • Mana cost reduced from 50/60/70/80/90 to 50 at all ranks

 

TremorsTremors ( R )

  • Mana Cost reduced from 120 at all ranks to 100

 

Summary: We’ve reduced the duration of Puncturing Taunt at later levels and reduced the mana cost of both Puncturing Taunt and Tremors.

Similar to Fiddlesticks’ Terrify, Puncturing Taunt scales to a frustratingly long duration (according to some, it went on forever, so some subjectivity is expected), especially when Rammus has a strong early game. We didn’t want to just lower Taunt’s durations, so we’ve made some mana cost reductions to help Rammus recover in games when he has a rough start.

 

 

New Sivir

      Sivir

 

Fleet_of_Foot2Fleet of Foot ( Passive )

  • Movement speed bonus reduced, now scales to 30/35/40/45/50 (at levels 1/6/11/16/18) (from 50 at all ranks)

 

Spell_Shield2Spell Shield ( E )

  • Duration reduced from 3 to 1.5 seconds

 

On_The_Hunt2On The Hunt ( R )

  • Total duration reduced from 10 to 8 seconds
  • Enhanced movement speed duration reduced from 4 seconds at all ranks to 2/3/4 seconds
  • Cooldown increased from 120/90/60 to 120/100/80 seconds

 

Summary: Fleet of Foot’s movement speed bonus now scales up to 50 and Spell Shield has had its duration cut in half. On The Hunt also had its duration reduced and its cooldown increased while the enhanced movement speed boost scales up to 4 seconds with each rank.

We like the general direction of Sivir and are now in the process of tuning her power. Currently Sivir has access to a lot of raw mobility (especially in the early game), so we’re hitting that to reduce some of her early game snowball potential. We also wanted to give Sivir’s opponents more windows of opportunity against her.

 

 

SorakaSquare

     Soraka

 

General

  • Base armor increased from 9.5 to 13
  • Base movement speed increased from 335 to 340

 

Summary: We’ve got larger plans for Soraka in the long-term but for now, we’re giving her some extra survivability and mobility in the laning phase to keep her healthy for the preseason.

 

 

TaricSquare

      Taric

 

GemcraftGemcraft ( Passive )

  • Armor scaling reduced from 30% to 20%

 

ShatterShatter ( W )

  • Aura amount bug fixed, will now give correct amount of 12% (from roughly 15%)
  • Armor damage scaling reduced from 30% to 20%
  • Shred base values lowered from 10/15/20/25/30 to 5/10/15/20/25
  • Shred armor scaling lowered from 10% to 5%

 

Summary: The armor scaling of Gemcraft has been reduced and Shatter had several changes made to it. Shatter’s aura now increases allied champion armor by the correct amount and the armor damage scaling has been reduced. The shred of Shatter has also had its base value and armor scaling reduced.

We’re happy with Taric’s kit in the preseason, but his burst damage was just too fabulous, especially when he picks up additional armor items to scale off of. Like other supports, we’ll be keeping an eye on Taric as the preseason progresses.

 

 

Minor Changes & Bug Fixes

 

 

BrandSquare

    Brand

 

Conflagration

Conflagration ( E )

  • Fixed a bug where the cast range was longer than intended (625 from 650)

 

 

CaitlynSquare

     Caitlyn

  • We’ve improved Caitlyn’s running animation!

 

 

ChoGathSquare

   Cho’Gath

 

RuptureRupture ( Q )

  • Fixed a line within the tooltip to correctly reflect the duration of the slow (the actual value is 1.5 seconds, where the tooltip previously stated 3 seconds)

 

Summary: Rupture’s slow after the knockup has always been 1.5 seconds – the tooltip was just incorrect.

 

 

FioraSquare

      Fiora

 

Blade_WaltzBlade Waltz ( R )

  • Fixed a bug where Blade Waltz was not dealing damage to “revealed” stealth targets

 

Summary: If Fiora uses Blade Waltz on a stealth target that’s been revealed (through true sight or abilities), she’ll now properly deal damage.

 

 

GarenSquare

     Garen

 

JudgmentJudgment ( E )

  • No longer deals reduced damage to monsters (still reduced vs. minions)
  • Fixed a bug where Judgment was dealing less damage than intended

 

 

LissandraSquare

Lissandra

 

Frozen_TombFrozen Tomb ( R )

  • Fixed a bug where the slow would sometimes not reapply properly

 

 

MaokaiSquare

    Maokai

 

Vengeful_MaelstromVengeful Maelstrom ( R )

  • Added a counter showing how much bonus damage Vengeful Maelstrom is storing

 

 

PantheonSquare

   Pantheon

 

Aegis_of_ZeoniaAegis of Zeonia ( W )

  • Now can be cast on enemy minions and jungle monsters

 

 

RivenSquare

      Riven

  • We’ve improved Riven’s running animation!

 

 

ShyvanaSquare

   Shyvana

 

Flame_BreathFlame Breath ( E )

  • Fixed a bug where Flame Breath was shredding armor in Dragon Form

 

 

VayneSquare

     Vayne

 

CondemnCondemn ( E )

  • Fixed a bug where, if the target was being moved by a spell when Condemn’s projectile hit (dash, knockup, knockback, pull, etc.) Condemn would sometimes not stun on collision with terrain.

 

 

Items

 

 

Vision Items

 

  • Vision items no longer display their current ward count to your enemies on their tooltip display

 

 

Jungle Items

 

“Bounty Hunter as a passive was a risky purchase for some junglers, as it either amped up the gold gains from successful team fights or punished junglers who couldn’t get assists / kills. Rather than being seen as a niche purchase, we want the “Spirit” line of jungle items to be a core build on most junglers, so Conservation as a passive is a stronger fit.”

 

Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

  • Now has Conservation passive (instead of Bounty Hunter passive)

 

Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Now has Conservation passive (instead of Bounty Hunter passive)

 

 

Trinkets

 

“We’re looking to enrich the interactions between the three trinkets by highlighting the core strengths of each (yellow’s in a good place at the moment). The changes to the blue trinket solidify its role as a scouting tool and in-combat vision trinket. Even if you reveal a champion before they go into stealth, they won’t be revealed once stealth takes effect.”

 

 

Sweeping_Lens_itemSweeping Lens

  • Cooldown reduced from 180 seconds to 120

 

Greater_Lens_itemGreater Lens

  • Cooldown reduced from 90 seconds to 60

 

Oracle's_Lens_itemOracle’s Lens

  • Cooldown reduced from 90 seconds to 60 seconds
  • True sight duration reduced from 10 seconds to 8

 

Scrying_Orb_itemScrying Orb

  • NEW: Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions.
  • Cast range increased from 1100 to 1500

 

Greater_Orb_item Greater Orb

  • NEW: Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions.
  • Cast range increased from 1500 to 2500

 

Farsight_Orb_itemFarsight Orb

  • NEW: Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions.
  • Cast range increased from 2500 to 3000

 

 

Single Posts

 

 

New Rengar Thread soon!

 

Scarizard Button Rioter Scarizard: Just a heads up – gonna be focused on making tweaks that jive with preseason (especially on BTN) and likely making a new thread cause this one’s suuuuper long already. You can expect a more updated/centralized discussion next week, along with our thoughts on where he’s headed and what we can do to get things closer.

I’ll be the first to admit that some of you are right in what you’ve identified feels kind of ‘meh’ on the kit posted – R mechanic has been testing well, but has a lot of feedback/satisfaction issues to players unfamiliar with it. Increasing clarity here and really pushing it to be the most awesome Rengar ult it can be is top priority for me.

Be on the lookout for the upcoming thread, where we’ll have everything up to date. I appreciate all of the voices here – supportive or dissenting – you’re all helping us accomplish a better Knifecat for everyone.

 

 

How to climb the Ranked Ladder

 

MsPudding Button Rioter MsPudding: A huge part of climbing in ranked is changing your mindset and focus. Instead of getting caught up in win/loss streaks and what your teammates are doing which cost you some games, try instead to make your games a test of your individual skill.

 

Here are just a few of the things I’m thinking about and checking myself on when I play a ranked game. I main adc and support, so these are specific to my experiences, but maybe you can find some value in them. (Note, that none of these involve focusing on what my teammates have done, or whether I won the game). More importantly, there are so many things on my mind that something trivial like my top laner going 0-3 doesn’t even matter to me because I can’t teach him to win his lane during the course of the game, BUT I can improve on my own play.
In champion select
– Did I pick my champion with my allies and opponents in mind?
In lane:
– Have I played vs this champion before? What are the strengths and weaknesses I should expect in this lane?
– Am I dodging cc and harass spells effectively? How often do I get hooked/stunned or hit by a skillshot?
– Am I harassing and zoning my opponent away from the minion wave? Can I be even more aggressive?
– Who is the enemy jungler? Where can I expect him to gank from?
– Is dragon up? When’s a good opportunity to go for it? Have my enemies retreated from a fight or returned to base?
– Am I keeping track of buff/dragon timers? How consistent am I about it?
– Am I communicating with my team around clearing objectives like dragon or pushing down early turrets?
– How early into the game have I completed my first core item? Can I beat my previous time when I played this lane matchup?
– Where did my enemy ward? When did they ward? Did I note the timestamp and tell my jungler when the ward would expire to gank?
– Am I letting my jungler know where lane/river wards are? How consistent am I about it?
– Do I use “on my way” and “missing” pings consistently with fair warning to my teammates?
– How well do I handle losing my lane? If I’m behind, can I still farm carefully? How consistent am I about playing safe when my enemies are a threat?

Mid/late game
– Dragon timers! Baron timers! Do I know them? Am I keeping track and proactive about communicating with my team to secure them?
– Are there open lanes with minions that nobody is taking? (this is a huge one!)
– Who on the enemy team is my biggest threat? How can I position myself in teamfights to avoid dying early to him/her? Should I save my ultimate or escape spells for that person?
– Who is my primary target in a fight? Who will be easiest for me to kill quickly?
– Are my team’s lanes shoved out?
– Do we have offensive/defensive wards around X objective?
– Are we ahead? Should we force a fight or split up and pressure the map?
– Win or lose, did I play my best? Was I mindful of all the things above? Which ones did I forget about so I can remember next time?

After a kill
– Did I kill this person as fast as possible? Did I waste spells or cast them in the wrong order?
– Now that this person is dead, what objectives or extra farm can I take?

After dying
– What could I have done better in this fight? Did I get caught out?
– Was I watching my minimap? Did I expect this enemy to kill me and did I retreat when I should have?
– Did I miss crucial spells which could’ve turned the fight?
– How was my positioning? Could I have kept moving when I was doing (x)?

I cannot stress enough how much of a learning experience it is to play strategically and play your best even when behind, or losing a game. It takes a decent player to continue pressuring an advantage they got early, but it takes a great player to turn a game around and play strategically after a bad start.

I know how it is to have a bad streak of luck–it happens to all of us. It sucks, but when you focus on improving your own play, you can at least get something out of it. The things you can’t control shouldn’t matter to you.

 

MsPudding Button Rioter MsPudding: I’m seeing too many responses about “but this one time I couldn’t carry a game even though I played well!” Yeah, it happens. I’ve lost 16 ranked games in a row with some bad luck. But in the process, I learned to be a better player and I climbed back up. If all you get from a loss is “he did this, and this other person d/c’d”, you’re too focused on the things that won’t help you.

 

 

Champion/Skin Sale – Expires December 16th

 

Preseason December 16

 

 

Champions:

 

  • Caitlyn – 440 RP
  • Kassadin – 395 RP
  • Zyra – 487 RP

 

 

Divine Soraka – 487 RP

 

Divine Soraka

 

Loch Ness Cho’Gath – 260 RP

 

Loch Ness ChoGath

 

Temple Jax – 375 RP

 

Temple Jax



Missed any recent articles? Check below!

 

 

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Ao Shin Banner

The PBE has been updated with visual and balance changes to Garen, an Improved Options Menu for Keybindings and Graphics, a brand new skin for Viktor and new, less sparkly minion effects! CertainlyT iterates on above changes to Garen, IronStylus and GrumpyMonkey discuss his Visual Upgrade in detail, we get a sneak peek into what is probably the coolest-looking Champion in development, Ao Shin and to top off this news batch, we have Scarizard sharing his vision of Rengar as well as a couple neat ideas for Bonetooth Necklace!

 

PBE Update

CertainlyT on Garen’s PBE notes

For the glory of Demacia – Garen’s Visual Upgrade

Champion Sneak Peek: Ao Shin

Scarizard on Rengar and Bonetooth Necklace

 

 

 

PBE Update

 

Champions


 

 

GarenSquare

     Garen

 

PerseverancePerseverance ( Passive )

  • Now takes 9/6.5/4 seconds to activate again after taking damage, improved each 6 levels, increased from flat 9 seconds

 

JudgmentJudgment ( E )

  • Spin can no longer be deactivated by using the skill again
  • Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11 seconds
  • Damage decreased from 20/45/70/95/120 to 20/40/60/80/100
  • Chance to crit changed from half of Garen’s own crit chance to an independent 10/15/20/25/30% chance

 

 

 LucianSquare

      Lucian

 

Piercing_LightPiercing Light ( Q )

  • Bonus AD Ratio reduced from 60/75/90/105/120% to 55/70/85/100/115%

 

The_CullingThe Culling ( R )

  • Bullet damage increased from 40/50/60 to 50/55/60
  • AD ratio reduced from 25% to 20%

 

 

Tooltips


 

 

ShyvanaSquare

  Shyvana

Dragon's_DescentDragon’s Descent ( R )

  • Active now states: Shyvana transforms into a dragon and takes flight to a target location, breathing a long trail of fire in front of her as she flies, dealing magic damage and leaving a trail that deals the same amount of damage over 4 seconds. Enemies along her path are knocked toward her target location. While in Dragon Form, Shyvana’s attacks and abilities have extra range.

 

 

Items


 

Kage's_Lucky_Pick_itemKage’s Lucky Pick

  • GP/10 increased from 4 to 5

 

Shard_of_True_Ice_itemShard of True Ice

  • GP/10 increased from 4 to 5

 

 

Improved Options Menu


 

Rayven Button Rioter Rayven: Need to quickly set all your hotkeys to Smart Cast? Things just got easier with improvements we’ve made to the options menu. We’ve sped up common tasks and made things more intuitive and easier to find, meaning you’re back in the game with your options fixed up faster than Hecarim with homeguard boots. This is the first step towards improving options in LoL – we’ll continue iterating and improving the experience going forward.

 

OptionsMenu2_KeyBinds

Updated Key Bindings

 

Here are the highlights from the new menu:

Usability Improvements
• Reorganized and clearer navigation that lets you easily switch through different pages
• Changes are preserved across pages until you hit OK
• Restore now defaults to a per-screen basis so you don’t clobber all of your settings at once
• Scrolling. Yes, scrolling with your actual mouse wheel

Hotkeys
• Dedicated buttons so you can quickly enable and disable Smart Cast
• New ways to quickly change your main hotkeys or find that seldom used one lower down in the list

Video
• A new slider that adjust all video/graphic settings to an overall quality level
• Switching resolutions should be noticeably faster for many players

Interface
• Key interface options now update in real-time as you adjust the slider (this includes the HUD, minimap and chat scaling, as well as a test sound to indicate volume levels)

More Options
• Just kidding, we removed this section and re-organized its contents into other, more appropriate sections

As players ourselves, we understood there was an opportunity to make the options menu experience better so players can spend less time navigating and more time playing League. As with anything on the PBE, we need your feedback to improve this feature. Hotkeys and options differ widely from player to player and we’re interested in how these changes impact you.

 

 

Update on ETA

 

Reinbloom Button Rioter Reinbloom: To note, the new options menu is not slated for 3.12 as we would first like to ensure it’s as fit for your scrumptious consumption as possible. 

I’ve attached what it looks like for those who can’t currently login to the PBE with my [Foxfire] Ahri setup.

 

OptionsMenu2_KeysRebound

Example Setup

 

 

Can we adjust the settings without being in-game?

 

Rayven Button Rioter Rayven: Not with this release, but we know that players want to set their options outside of the game. With this set of improvements, we wanted to focus on speeding up the in-game options experience.

Please test the menu out for yourself and let us know if we’ve improved it for you!

 

 

Will this allow for both normal cast and smart cast to be used at the same time?

 

Reinbloom Button Rioter Reinbloom: Yes, there is still a keybind grid below the primary hotkeys that you can make individual (and separate) setups with.

 

 

 

 

Can you clarify on what the graphics slider does?

 

Reinbloom Button Rioter Reinbloom: The graphics slider is a tool only to quickly get to specific groups of settings quickly. It also helps to inform what parts of our system is actually costly (like shadows and effects).

You can change the individual settings instead of using the graphics slider. The graphics slider just goes in to “Custom” mode.

 

 

Creator Viktor Skin


 

 

 

Minion VFX Available for testing


Click here for more information.

 

 

CertainlyT on Garen’s PBE notes


 

Why were the Garen changes made?

 

CertainlyT Button Rioter CertainlyT: Three general points:

First, these changes to Garen are very nascent. To be honest, they went to the PBE because I accidentally placed them in the wrong folder. They are currently closer to the “Stuff a designer prototypes on his machine” level of completion than “Stuff we ship to Live.” Feedback is always welcome, but hyperbolic statements like “they’re ruining him” are not necessary and needlessly breed panic over changes that, when the dust settles, are almost certain to leave him stronger overall.

Second, since this was an accidental promotion, it also did not include all of the changes to Garen – in the version we are about to begin playtesting, his passive is dramatically improved during the later phases of the game (healing values up/cooldown down) and his base stats and stats per level are slightly different.

Third, you have misapprehended the direct effect of some of these changes. For example, Garen’s Judgment (Spin to Win) is not on a longer cooldown. Rather, the cooldown begins when you press the button rather than when you end your spin. This means that Garen scales better with cooldown reduction. For example, at 34% CDR (say, Black Cleaver + Spirit Visage + masteries) Garen would have 25% less downtime on Judgment compared to Live. At 0% CDR, the spell is unchanged from Live in max uptme.

What are these changes really about? Let’s consider the Garen on Live: As you’ve identified, he’s a lane bully who lacks a purpose in the lategame. You seem to believe this is all Garen can ever be. I disagree. Every champion should have a purpose, a clear and potent contribution they can offer their team, in the late game when the game’s focus is on team fights and objectives. The goal of these changes is to trade a small amount of lane strength for a fundamental re-think of Garen’s late game.

My vision for Garen is that he is a relatively low mobility fighter (unchanged) with low combat ranges (unchanged) who a) is more or less immune to poke damage, b) inflicts immense damage to anyone within his reach, and c) if forced out of a fight but not killed, will rapidly regenerate health to return to the fray for cleanup duty. Think of him as an inverted Mundo/Singed – lower in-combat sustain but dramatically higher out of combat sustain. Pre-fight, Garen should walk in front of Nidalee spears and /laugh. Within fights, Garen should cleave a path through the mid-line, force the enemy ADC so far out of the fight that they cannot participate, turn and shut down the enemy mage or tank, execute the other while at 5% life himself, then solo dragon while his team takes an inhibitor.

As a final note, this isn’t just about Garen. We’re looking closely at our fighters as a class for season 4, individually and as a class with the goal of making the top lane experience more enjoyable – (while being in it and after emerging from it).

 

 

Why can’t Judgement be canceled anymore?

 

CertainlyT Button Rioter CertainlyT: I don’t want to dwell on specifics because, again, these are first draft changes that have not even been playtested once outside of the lane. The reasoning for the change though was to make casting E a major commitment. Again, not every change will make Garen stronger. Every change should open space for us to make Garen stronger in the right hands.

 

 

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

 

CertainlyT Button Rioter CertainlyT: We’ll hopefully start talking publicly about that in 2-6 weeks! Then the plan is to iterate on thoughtful feedback/playtesting from the community and have a more enjoyable fighter class, and top lane/jungle experience (the three are inextriacbly linked) ready for season 4.

 

 

 

For the glory of Demacia – Garen’s Visual Upgrade


 

New Garen Banner

Rioters discuss the recently previewed VU for Garen and why he has taken priority over other Champions in dire need of better looks.

 

 

Why did Garen’s VU take precedence over Sion’s, Morgana’s, etc?

 

IronStylus Button Rioter IronStylus: Going to x-post this because I know it’s going to come up a lot, about our priorities and basically, Garen, why?

_____________________

We have to space out our champions from High-Risk to Low-Risk. If you’ve seen what we did at PAX, we’ve revealed Sivir, but we were honest in saying she wasn’t next. All the champions you’ve mentioned are high-risk, with maybe the exception of Nasus.

Garen is Low-Risk and high reward. Not our worst executed champion, but of tremendous player value in how common/approachable/archetypal he is.

He was relatively “low cost” for how much value he’ll bring to players.

Sion, Eve, etc, are all on the List. Sivir is coming up soon, but she also, was high-risk, requiring a lot of ideation.

I can non-hyperboilicly say that he’s really epic in his execution and it’s a well deserved VU.

 

 

Follow-up: High-Risk vs Low-Risk VUs

 

IronStylusButton Rioter IronStylus: A large thread did pop up asking if Garen could get a VU.

We’ve held a high-risk vs. low-risk ever since we did a number of high-risk champions in general proximity. Karma, Trundle, Sejuani, etc.

The fact that “no one” complained about him doesn’t mean he didn’t need to be updated to fit quality and stylistic standards now in place.

We always run the risk when we change something players are used to, but we do our best to make sure we’re fulfilling and enhancing the fantasy of that character. Making them all around more fun and appealing to play by those who love them, and those who are new to the character.

 

 

Who is behind Garen’s rework?

 

IronStylusButton Rioter IronStylus: Grumpy Monkey did the base and I did all the skins 

We wanted to push the skins just a bit more. They all equated basically to recolors/geometry swaps. Not a ton of thematic shift. So, for example, we pushed Sanguin more towards almost a vampire warrior. Pushed Desert Trooper towards a Demacian Laurence of Arabia thing, made Rugged a bit more… Rugged, and so on.

We did the same with Master Yi wherever he had simple recolors. Tried to add a bit more thematic flavor.

 

 

Update: Garen’s face

 

grumpy monkeyButton Rioter GrumpyMonkey: Hey Guys! I am looking at these screenshots and I think some tweaks to the faces on the Skins are in order! So expect that to hit on the PBE, also to everyone asking “Sivir Where?” The Relaunch team did a panel at Pax Prime where we revealed some stuff you might be interested in. http://www.youtube.com/watch?v=3s38TE4Zmog Thanks for the kind comments and for the objective criticism! We are still working on tiny things while he is on PBE. Thanks for the feedback. 

 

 

Why wasn’t Morgana updated first?

 

IronStylusButton Rioter IronStylus: Morgana has some issues with rigging and other things. She’s a higher risk thematically right now also because she’s literally a fallen angel. We have to figure out how that broadly fits into the IP if at all.

 

 

 

Off-topic: Will there be any changes to Sion’s kit?

 

IronStylusButton Rioter IronStylus: Sorry, Morello has already spoken to the most-likely demise of AP Sion.

 

 

 

 

Why did you downgrade Rugged Garen’s signature looks?

 

IronStylusButton Rioter IronStylus: We;re looking into doing a texture update for Rugged Garen based on feedback.

 

 

 

 

Follow-up: Why is Rugged Garen wearing two shoulder-pads in the VU instead of one?

 

IronStylusButton Rioter IronStylus: Right next to me, Grumpy Monkey is making adjustments to his shoulder pad. There needs to be a “shoulder pad” of some sort due to weighting issues and some model deformation during certain movements. But the current pad is being downsized and recolored to match the jacket. Like a leather pad.

 

 

 

Suggestion: Give Garen a bear and add damage to his clothing so it doesn’t appear so immaculate

 

grumpy monkeyButton Rioter GrumpyMonkey: Great Suggestions. I agree.

 

 

 

 

Suggestion: Make Dreadknight Garen’s armor darker

 

IronStylusButton Rioter IronStylus: When I left work the texture artists were working on some adjustments.

 

 

 

 

Conclusion: Justifying Garen’s VU and its quality

 

IronStylusButton Rioter IronStylus: I will maintain that this VU has been executed masterfully, and when you get your hands on him, you’ll feel how much more substantial he is, and how better he feels in terms of being integrated into the game’s evolving style.

Big choices were made. Stylistic changes happened, but we feel this is in-line. Why? Not because we’re building it and plugging it in, it’s because teams of people have developed these characters and experienced them full hand as we’re creating them. They’ve been a part of this evolution. Everyone at Riot has a hand in creation. We’re players, we have the minds of players, we act upon what we, as players, would want to see.

When we create, teams at large have access to the playtests, the assets, art, etc. Visibility is key at Riot. We would not feel confident about these choices if those around us felt otherwise.

 

 

Champion Sneak Peek: Ao Shin


 

Ao Shin Concept

Ao Shin Concept

 

As the League of Legends community expands and grows around the world, so too do our influences and inspirations for the game. We thought it would be fun to give you guys a very early peek at one of the champions we’re working on while he’s still in the early stages. Meet Ao Shin, a powerful storm dragon and guardian of the natural world. Legend holds that when Ionia faces its greatest crisis, Ao Shin will descend from the sky.

Let’s start with the inspiration for his name: Ao is the family name of the mythological dragon kings, who rule water and weather. This tells us right away that this is a powerful, elegant being, above the concerns and rules of men. Shincan mean many things, one of which is prosperity. It also means a rising storm. Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.

 

Ao Shin Sketches

Ao Shin Sketches

 

 

Will this Champion take away from Shyvana’s unique lore?

 

Meddler Button Rioter Meddler: Fair concern, quite agree we should avoid disempowering existing champions with new ones. One of the things that appealed to us about Ao Shin in the first place though was that we saw an opportunity to do something pretty different dragon wise that wouldn’t step on Shyvana’s talons. Another western fire breathing dragon on the other hand would have created those sort of problems.

 

 

How will you differentiate Ao Shin’s abilities from Janna’s?

 

MeddlerButton Rioter Meddler: Differentiation from Janna’s definitely important, thankfully there’s a huge number of different things you can do with this sort of theme so that’s something we’ve borne in mind, rather than a significant problem. And yes, size is also something that’s got a decent amount of discussion, as is how to capture the sort of power associated with dragons in a way that’s both satisfying and balanced. We’re not ready to talk details yet, great topics for discussion once we are though.

 

 

How long have you been working on Ao Shin?

 

MeddlerButton Rioter Meddler: Ao Shin’s one of those champion concepts that we’ve been considering for quite a while (initial art concepts for example started last year). Until recently though there were still some big outstanding questions, story and gameplay in particular, that we hadn’t answered, so we weren’t ready to go ahead with him as a champion. We’re not ready to talk about a lot of his details yet, we definitely will once we can of course though.

 

 

 Scarizard on Rengar and Bonetooth Necklace


 

rengar decoration

Stabb-Stabby Rengar is getting some sweet updates to his signature item!


All discussion on Rengar thus far:

 

 

Will we see some numbers on his updated skills soon?

 

Scarizard Button Rioter Scarizard: Yeah, i’ll do that soon. I just wrote up a big changelist with items and everything internally and am editing it based on changes (Today i buffed Q’s cooldown back to 6 at all ranks and gave his bola a 1.0 bonus ad ratio  )

Still unlikely to show numbers until he’s in a PBE state – while i can always post anecdotes, it’s more that i don’t want to get people hyped about OH MAN LOOK AT THE COOLDOWNS AND DAMAGES! and then have to take them away at a moment’s notice due to some imbalance – in the past, this has led some people to be like ‘wtf why didn’t you ship -that- version?’

This is also why we don’t talk about numbers in our PBE context threads, since a lot of that stuff can and will change up to the night before a patch locks.

I know it’s difficult, but i appreciate you guys sticking with it. I sat down with Classick today and talked over the changelist and he thinks it’s an overall buff (with obvious nerfs to what we’ve talked about/deemed abusive) and that the general playerbase should see better results with Rengar across the board.

tl;dr – i’m at home now, but when i get in to the office tomorrow i can update the main post with a skeleton of the one i wrote up earlier today.

Stay bloodthirsty, my friends.

 

 

Will you make Rengar a better assassin?

 

Scarizard Button Rioter Scarizard: I actually main assassins and fighters, so Rengar has always been a really attractive champion to me – i just appreciate that assassins are a class that requires finesse and nuance, as well as a good sense of game knowledge, situational awareness, and the ability to be opportunistic. Things like this draw me to the Class as a whole, and things like Rengar’s 500% AD triple-q-in-less-than-a-second doesn’t make me feel clever, or like i’m outplaying anyone – it just makes me feel like i’m subverting gameplay in a way that makes our game more dry as a whole.

Naturally i’m giga-biased, but this version of Rengar makes me feel like i have options and real choices, and that when i pull off stealth ganks in a lane or shrouding mid-fight and surprising people i’ve gotten a high degree of satisfaction and feel really accomplished. Even the Q-Train (Q2 giving 3 Ferocity) makes me feel like i have a planned ‘combo’ similar to Ryze (Which spell do i begin with and then end with to get the most Ferocity Spells?) that i think is fun and lets me press a bunch of buttons. 

tl;dr Assassin Rengar being ‘unviable’ was never a goal, just the way that he was executing his play felt unfair and unfulfilling.

 

 

Update on Bonetooth Necklace

 

Scarizard Button Rioter Scarizard: So, i’m redoing the numbers on Bonetooth atm. Thinking of adding a secondary passive to make it more attractive to Rengar players in lane, while also having synergy with Jungle.

How does this sound?


Bonetooth_Necklace_itemBonetooth Necklace

  • Heals X amount on kill. On champion or significant minion/monster, the Heal is multiplied (by maybe 3 or 5, whichever makes sense and is significant.)


So i don’t know what the number would be, but the idea is that it gives him a minor level of sustain that synergizes with last-hitting (minion kills could give you a small amount of sustain, with Siege Minions giving you the Significant bonus, ala Thresh/Nasus/Veigar collection games) while also being a useful mitigation in the jungle – esp on camps like Wraiths where you’d likely outheal the little guys.

Thoughts?

 

 

Suggestion: Bonetooth grants 5x health for killing Baron, Dragon or Vilemaw

 

Scarizard
Button Rioter Scarizard: Unlikely that the heal will ever be -that- big, my target strength to have this be similar to a Doran’s passive (Like 5 on kill, 50 on Significant) may be a possibility. While it’s something that -could- make him more snowbally, it seems less snowbally to me than say Vampiric Scepter on dudes with AA steroids or Doran’s Blades. However, getting a toplaner interested in something at an 800g cost when you could just get Doran’s + Boots or Vamp scepter makes it a hard sell @_@

Possible we could do +100 HP on champions, but my gut says that’s unlikely. I wouldn’t want to give out +100 on significant monsters/minions, and i also wouldn’t want to create more than two points of healing (like Small, Medium and Large heal).

Haven’t put it in yet, but i’m thinking somewhere around 5-8 per kill and somewhere between 50-65 on big kill.

 

 

What does Empowered Bola ( 5 Ferocity + E ) do in this iteration?

 

Scarizard Button Rioter Scarizard: Deals damage that scales with Champion Level (as do all 5-points now) and the root duration is extended.

Preeeeeeeety extended.

 

 

 

Won’t a Bonetooth Necklace be lackluster for sustain when compared to a Doran’s Blade?


Scarizard Button Rioter Scarizard: It’s not as good, but you also would sometime get ~50+ for killing golems, or siege minions. Or you could just build both 😛

Like i said, throwing a number out. I don’t suspect i’ll put 5 in for testing, but something around the numbers Doran’s items have is what i’m looking for.

 

 

The purpose of BTN

 

Scarizard Button Rioter Scarizard: Not going to put anything crazy like Stealth on it. This is an 800g item that is giving you Attack Damage, Butcher Passive and upgrades into champion-specific bonuses. For what it’s doing, it’s pretty cheap…which is why i’ll reiterate again that whatever the passive comes out to be will be a minor, yet useful passive that:

  • Appeals to laning Rengar in the early phases of the game
  • Has a secondary synergy with jungle Rengar.

So yeah, expect whatever 2nd passive makes it onto his BTN to be tiny, but useful. (The reason i keep bringing up Doran’s Items is their passives far outlive their statistical usefulness, and don’t feel poor as item choices regardless of their lack of buildpath.)

 

 

Missed any recent updates? Check here!

 

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!

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!

 

 

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

 

Lucian decoration

 

Rioters answer all your questions about Lucian below! Additionally, Scarizard brings a massive update to Rengar’s state, including the return of stealth and the Armor/MR from Battle Roar! Last (and kinda least) – the new Champion/Skin Sale!

Apologies for the article drought this week. I’ll be back on schedule as early as Monday! Also, there may be formatting issues with this particular article on widescreen resolution, so if you see any, you’ll need to resize your aspect ratio through your browser’s tool options.

 

Lucian’s Double AMA

Stalking returns: Rengar’s new Build

Champion/Skin Sale – Expires August 2nd


 
 

 Lucian’s AMA

 

reddit

Rioters gather to answer all questions regarding the latest addition to the League’s roster!

 

 

Feel & Design

 


 

[Valaran] Why does he carry two different guns?

 

RunaanRiotlink Button RiotRunaan: The fact that they’re different is very important from a story perspective, though, and something we focused on quite heavily during art iteration. One of the weapons belonged to his wife, and one of them was his all along. It was a tough challenge to make sure the guns were similar enough to avoid the implication of a different power source or different gameplay between the two, but still preserve such an important aspect of his story.

 

 

[Agracho] How did you get the idea for the Ultimate ”The Culling”?

 

RunaanRiotlink Button RiotRunaan: Couple more details – thematically, we wanted a moment in which Lucian could “let loose.” All of his other abilities are very focused, precise, and deliberate. In his ultimate, raw emotion breaks through his normally cool and collected personality.

 

 

 

 

[Jocko6418] When designing a champion, does the idea originate from a character concept, or an in-game mechanic concept? Which was Lucian created from?

 

nickstravaganzaRiotlink Button nickstravaganza: It can come from either, depending on the champion. Lucian was inspired first by the concept art. His gameplay went through many iterations, but he’s always stayed quite close to the first image.

 

 

 

 

[Velediron] I’ve noticed that when Lucian’s passive is used, if he begins moving, he continues the animation by shooting to his side/over his shoulder and I absolutely adore it. How difficult was this to implement and can we expect such smooth animations for future abilities?

 

nickstravaganzaRiotlink Button nickstravaganza: Hey, as Lucian’s animator, I can answer #5. That passive animation uses something called parametric blending, which allows us to blend between different animations based on how he turns. We’ve used it in the past on Thresh (his long chain) and on Zac (Stretching Strike). We’re using it more going forward and even on Lucian, it’s used on his W and his Ult in addition to the passive.

 

 

[Arcviral] How much has “The Culling” ( R ) changed during development?

 

ScarizardRiotlink Button Scarizard: The Culling has basically been on the kit since Day 1 – but it was initially tuned as a ‘blow this guy up and do every bit of damage’ spell. The base Damage/Ratio are still very high, but we found that with that model Lucian’s Ult took up almost all of the power budget of the champion, such that his Q/W/E/P felt really useless, but then the Culling would just instagib people out of nowhere. We decided to make the Culling still a good portion of his kill/damage potential, but inject more agency into his other spells.

 

 

[Tnomad] What was it like working with Daniel ‘Zenon’ Klein on Lucian?

 

Scarizard Riotlink Button Scarizard: The day Daniel started, i thought to myself ‘I wonder if i’ll tear my hair out working with him.’ Many months later and after our first project – i can safely say i’m still asking myself the same question 😛 Truthfully though, Daniel’s personality i feel is what helped keep Lucian core through a lot of feedback and iteration. Champion Designers are usually the guardians of their Champion’s feel, and he was no exception in this regard. Quite sure i’m speaking for the team when i say it’s awesome working Daniel and would do so again.

 

 

[nothingxs] What was the focus of Lucian’s design?

 

morellovatar Riotlink Button Morello: Lucian was a weird process – it actually broke a couple backs on the way because of lack of direction on this front. In the end, we did something in-between; the thematics called for something that felt pretty “action-packed” (using references of material like the Matrix or Equilibrium), but we wanted to explore a space that was both more auto-attack focused to fit the role of a Marksman. Additionally, we wanted to try something a bit different than missile-based skillshots to get there, which leads to skills like Lucian’s Q and R being “aimed,” but not shooting normal skillshots.

 

 

[slinkyvagabond] Why was Senna abandoned in the story?

 

RunaanRiotlink Button RiotRunaan: In writing Lucian’s story (and being a woman myself), I struggled with this quite a bit. I admit that it does feel like a bit of a cop-out in the way it’s been presented so far, but the conclusion I came to was that the story we’re focusing on, at least for Lucian’s champion release, is Lucian’s. We did our best to hint at Senna’s deeper character – for example, it’s lightly touched upon that when they were together, she was the more no-nonsense and “tougher” of the two (with Lucian being the more light-hearted and humored). It was important to communicate, at least in a small sense, that she was more than just a cardboard cutout “damsel,” even if we were going to present very limited information about her.

There’s also the mystery of how exactly Thresh managed to manipulate and trap her – this is something we left intentionally vague, as it’s something we eventually want to reveal as very deep to Senna’s character. The most I can say is that it was not at all a simple trap. We’ve left a lot open for further development on Senna’s character, too – for example, I hope people speculate as to what her interaction with Thresh is like from within the lantern. Senna’s a fighter; she’s not going to take his torment easily. tl;dr – I admit Senna’s presentation in current lore is very limited. That said, we have discussed her very heavily and there is more to her than what’s been presented thus far. I very much want to develop her further and use her in ways that aren’t typical to the “damsel in distress” trope in the future. : )

 

 

[Sour_Jam] Why was Thresh picked as Lucian’s rival over other established villains?

 

morellovatar Riotlink Button Morello: Originally, we wanted them to be released near each other, but some release complexities changed that. We thought the lantern hook was good too – it’s easier to understand the relationship when a character already has “this thing holds souls.” 🙂

 

 

 

Follow-up:

 

RunaanRiotlink Button RiotRunaan: To add to Morello’s post, we also wanted a character who stood in contrast to the Shadow Isles specifically. As Thresh was in development, it was an ideal opportunity to bring the two together.

 

 

 

 

[TxtsMinez]Was the replay button for Lucian’s load screen theme hard to implement?

 

Riotlink Button Verdugren: We have some awesome tech/art wizards who weave the black magic that makes the login screen work… They definitely picked up their game for this one and are always looking to level up what we do with the login.

 

 

[vakabiel] How did you end up working with Crystal Method on the login music?

 

Riotlink Button Verdugren: A bunch of us on the music team with Praeco are big fans (myself included) too of Crystal Method. We reached out and had an awesome vibe with them, and they loved Lucian. The rest is history!

 

 

[godplusplus] Is Hired Gun Lucian based on The Twins from Matrix: Reloaded?

 

morellovatar Riotlink Button Morello: There’s some influence from that there, for sure.

 

 

 

 

 

[suchareq3] His autoattack and ultimate particles are really unique -where did you get the inspiration for them?

 

riotsilverRiotlink Button RiotSilver: Lucian is all about light. Originally his particles in development looked very prismatic with many more colors than their current state. At that point they were pretty noisy and treaded a little too close to Lux’s particle design space so we ended up limiting the palette to a blue/yellow sceme that we feel still communicated the same thing, in a more unique and readable way.

 

 

 

Mechanics (from Zenon’s solo AMA)

 

 

[Cxarol10] What was the previous ult that he had? I heard it was some kind of missile.

 

Riotlink Button DanielZKlein: Yup. It was called Seeking Shot or something like that. Here’s how it worked:

  1. You marked an enemy champion in ~1500 range. For the next 6s they received a Caitlyn ult icon over their head (placeholder art).
  2. Within the next 6s you could shoot a missile in any direction. The missile would travel in that direction for about 0.5s and then start turning toward the marked target.
  3. The missile would bank SLOWLY and overshoot and correct. I was madly proud of the fake physics I’d written for that simple spell. It gave the missile a feeling of heft and real world physics.
  4. Once the missile was locked onto the target for 0.2s in a row, it would go into dumbfire mode, accelerating and gaining most of its damage. The target line would change colour to communicate this changed state. This was when the enemy could sidestep the missile. It could be body blocked at all times.

There were a whole bunch of reasons why we canned that ultimate, not least of all that it’s an AP carry skill: it’s a skill for a character who relies on skill execution rather than positioning. It also required you to look in too many places and potentially stand still for too long while lining up the shot. Finally, the counterplay I imagined wasn’t there. Before I added the dumbfire mode people just shot the missile point blank at the enemy and all the banking was totally lost. After I added the dumbfire mode I never found the right set of values for missile speed/acceleration before/after dumb fire that made it challenging but possible to dodge.

I admit I still have the lua scripting shelved. Just in case I need it for another character at some point. It was my first complex skill ever, and I was really happy with it from a playing-as perspective.

 

 

[tzu3] What was the reason to not make Lucians Q a Skillshot since that would somehow make more sense?

 

Riotlink Button DanielZKlein: Morello answered this in great detail in the original AMA. Here’s my TL;DR:

  1. Our Q feels like a trick shot: lined up through a moving target, great range but dodgeable. If you hit it, you feel accomplished.
  2. Gating allows us to put greater power into the skill. It scales with bonus AD like mad once you get it to rank 5.

 

 

[DarkPercy] How does The Culling’s AS Ratio round up/down ?

 

Riotlink Button DanielZKlein: The actual formula, from memory, is (AS * 2.5/3/3.5) + 2.5, and it rounds down.

 

 

[Herpes_Vendor] Did you have an obvious lane combo in mind when making Lucian?

 

Riotlink Button DanielZKlein: I don’t think Lucian was specifically “made” to shake up the bot lane meta, but this is very much an intended side effect. Let’s see how it turns out! As for supports, we found that he generally works with most supports that are strong now (which is a good thing), but particularly supports that can hold the enemy in place for 3s.

 

 

[Magnissimus] Are you satisfied with Lucian’s current state?

 

Riotlink Button DanielZKlein: I personally am very satisfied with them, yes. Give it a few weeks, you’ll see.

 

 

[EonOmega] Is it intentional that multiple “Light” champions have Proc-based mechanics? (Leona-Passive, Lux-Passive/Ulti, Lucian Passive/W)

 

Riotlink Button DanielZKlein: This is a tough one to answer. I feel there’s an underlying trope here of light marking enemies, but I can’t quite put my finger on it. It feels right, you know?

 

 

[Zemnozz] What do you think is the priority for Lucian’s ult? Attack speed or AD?

 

Riotlink Button DanielZKlein: AD

 

 

[Vulkanus8] Do you expect to see Lucian on the competitive play? Why/why not?

 

Riotlink Button DanielZKlein: Too early to tell, but I’m hopeful!

 

 

Do you agree that Lucian’s reset mechanic is too hard to pull off?

 

Riotlink Button DanielZKlein: We’re okay with a useful E reset being a one in ten games thing. Thanks for your kind words!

 

 

[Zacheris] Isn’t there a disconnect between Lucian’s AS scaling on R and his natural AD scaling?

 

Riotlink Button DanielZKlein: Yeah, there’s a few things here. You correctly identified that AS “feels” good and we want to support that. At a very low / beginner level, you want to be able to build things that feel good and not completely screw yourself. Secondly, The Culling feels like an extension of Lucian’s auto attack. It just feels right to have it scale with AS also. Finally, at the top level it’s about build diversity. Once you have a bunch of AD and armor pen, building AS becomes very cost effective.

 

 

[NurokToukai] Is there any talk on the team to buff his ult?

 

Riotlink Button DanielZKlein: Early data suggests close to a 49% winrate. This is while we’re still in the steepest climb of his learning curve.

 

 

[grbee] Isn’t his W bad for his kit and why is it star-shaped?

 

Riotlink Button DanielZKlein: The star was there first. Casey made a badass looking star explosion and I made the skill to fit. And why would you say that? He’s all about mobility and the skill gives him more mobility.

 

 

[rafalemos] Have you seen the Q bug where it costs double the mana?

 

Riotlink Button DanielZKlein: Yup. Our QA vendors are on it.

 

 

[DemonDZ] Why doesn’t his ultimate scale with SotD’s AS active?

 

Riotlink Button DanielZKlein: It would have made the item too much of a must buy for Lucian.

 

 

[elguepo] Was the effectiveness of Lucian and Thresh laning together done on purpose?

 

Riotlink Button DanielZKlein: It’s partly an accident and partly me being a huge fan of CertainlyT.

 

 

[Bugslider] How does Lucian’s E fit his kit?

 

Riotlink Button DanielZKlein: So the thought toward kit synergy in his E is that all his other skills require precise positioning. E allows you to get that positioning, even when a Nasus withered you.

 

Lore

 


 

[juffery] Are Lucian and Vayne similar in their beliefs?

 

RunaanRiotlink Button RiotRunaan: You’re right, they are very similar on a base thematic level (“hunters of evil”), but they’re essentially two sides of the coin – think of it in terms of darkness and light. Lucian and Senna hunted evil with its natural opposite, righteous magic intended to destroy corruption. They were also protectors; their motivation hinged on saving innocents in need as much as it did purging corruption. They were beloved heroes.

Vayne, on the other hand, is more of the Batman of Runeterra – she’s hell-bent on destroying the supernatural, but she is not afraid of using underhanded methods and turning the darkness against itself. Her methods are not always smiled upon by greater society. Personally, the similarities between them alongside the subtle differences are a really interesting opportunity for future interaction. They wouldn’t get along, but they’d share incredibly similar goals – perhaps they’ll end up reluctantly fighting a common threat one day. Who knows?

 

 

[ringadu] Was the Lucian / Thresh relationship planned around when Thresh was being made?

 

RunaanRiotlink Button RiotRunaan: We definitely wanted to leave a lot open-ended between Lucian and Thresh. Usually, when we develop relationships between champions, we like to leave some elements of the story to be explored in the future. As I mentioned in another response, Lucian and Thresh were actually developed around the same time late last year – Lucian’s gameplay just required a lot of iteration that led to his much later release date.

 

 

[Glyceroll] Is Senna stuck forever or is there hope for her escape?

 

RunaanRiotlink Button RiotRunaan: Senna’s pretty dang trapped for the moment. There’s nothing to say that she couldn’t be set loose – Thresh’s goal in taking her to the Shadow Isles was essentially to set her free there, where her powerful soul would be transformed into some kind of monstrosity. However, he hasn’t let her go… is he keeping her trapped as a tool to torment Lucian, or is there a deeper motivation behind his keeping her locked away? Food for thought!

 

 

 

[vakabiel] What powers the guns that Lucian uses?

 

RunaanRiotlink Button RiotRunaan: His guns essentially fire purifying light magic. They also cannot be fired by just anyone – you have to have certain qualities to be able to fire them.

 

 

 

 

[Velediron] What gave the inspiration to Lucian’s and Senna’s backstory and lore?

 

RunaanRiotlink Button RiotRunaan: The inspiration for Lucian and Senna’s story was actually pretty spur of the moment. Lucian and Thresh were actually developed around the same time (late last year) during the time we were focusing heavily on The Shadow Isles. We came up with the connection between them pretty organically – someone threw out the idea in a meeting. “Wouldn’t it be crazy if Thresh had the soul of Lucian’s wife in his lantern?” Everything else sprung up from there.

 

 

[Velediron] What’s the story behind the interactions with Hecarim and Mordekaiser?

 

RunaanRiotlink Button RiotRunaan: Lucian’s hatred of the Shadow Isles is centered on Thresh, but his mission to purge the undead definitely doesn’t stop there. He’s definitely encountered other denizens of the Shadow Isles along the way – thus the custom taunts. 🙂

 

 

 

[Velediron] Do you flesh out the stories more than just the lore that is revealed to the players? Is there a more intricate story about how Thresh actually tricked Senna and escaped from Lucian?

 

RunaanRiotlink Button RiotRunaan: Yes, there’s definitely more to the story than we’ve given away. We had a ton of discussion on how Thresh manipulated Senna and managed to capture her, but the things we talked about couldn’t be told in a way we thought would be satisfying or impactful to players. We chose to focus on the core of the characters involved and leave some revelations and story for the future.

 

 

[EinAardvark] From where in Runeterra is Lucian?

 

Runaan Riotlink Button RiotRunaan: He’s from Demacia!

 

 

 

 

 

[Epik-EUW] So, just to clarify because the Batman analogy made me slightly confused…. Vayne is more of an anti-hero sometimes adored, sometimes vilified (like Deadstroke), when Lucian is more of a traditional hero (like Superman)?

 

RunaanRiotlink Button RiotRunaan: Yes, that’s roughly it (though Lucian’s in a place where he’s “fallen” in a way after the death of his wife – he’s lost sight of the righteousness of his mission in favor of obsessive revenge against the undead of the Shadow Isles).

 

 

Gameplay

 


 

[Clavikus] How does Lucian’s ultimate interact with Lulu’s Help, Pix!, and how does his passive interact with the aforementioned ability?

 

ScarizardRiotlink Button Scarizard: As Lulu’s Pix buff is a modifier to your basic attack, it would not have any interaction with The Culling (As the Culling is a spell) – but would double-shoot pixbolts with Lightslinger, as it’s two basic attacks.

 

 

 

 

[zachy55] Why does Lucian’s ultimate feel so lackluster late-game?

 

ScarizardRiotlink Button Scarizard: I think it all comes down to your build – Varus and Miss Fortune are two champions with really powerful AD Ratios, but these will tend to fall-off if your build doesn’t support ability usage and instead favors sustained basic attack damage. Besides, doing damage while kiting or backing off as an AD carry isn’t something i would turn down!

 

 

Follow-up:

 

ScarizardRiotlink Button Scarizard: I think a lot of the power of the Culling is tucked away in the simple fact that you can move + cast Relentless Pursuit while using it. You’re totally right that the Low Cooldown is to incentivize using it whenever you feel the need without having to feel like you’ve wasted it – I can see us (do not misinterpret – VERY SLIGHTLY) upping the AD ratio on it, but the situations you’re outlining are the situations the ability is designed to handle.

Doing DPS in a fight when a bruiser decides to jump you? Hit Ardent Blaze + The Culling on them and move backward and enjoy repositioning while dealing damage. Balance on this spell due to a number of factors has always been on a knife-edge – a simple ratio increase can take it into ‘Lucian just uses his short cooldown Culling and everything dies’ or ‘Lightshow tickle-fight’. If it’s more the latter, as always, we’ll make changes if he needs it. Just not convinced he needs it at the moment.

 

 

[sublimeo12] Any explanation for why BOTRK is listed as his “essential” item, when items like BT and Triforce seem to be stronger on him in general? Is AS really that strong on Lucian early game?

 

ScarizardRiotlink Button Scarizard: Lucian scales with so many different stats that it really allows you to customize your playstyle. Builds like IE/PD give you a ton of spike damage with your basic attacks, but leave The Culling taking a backseat in terms of your overall damage output – while BT/LW make your Culling a god-mode R,  your basic attacks will be weaker than a crit investment. BOTRK fits his dueling nature and allows him to outplay his opponent easily, as well a synergizing with Lightslinger. It’s not my preferred way to play him, but i think it comes down to there being so many ways to utilize him that none were ever really going to feel like they were the best pick.

 

 

[lcarlos5] What kind of team comps do you see Lucian fitting in?

 

ScarizardRiotlink Button Scarizard: We generally have seen him work really well in kite/disengage teams, or pick-based compositions. Things like Elise, Ahri, Thresh (funnily enough) – anyone that makes the opponent stop moving, Lucian can just turn on the Giga-Culling-Prismatic-Gatling-Death-Attack and blow through them with ease. Have to say I’m also hopeful of his viability in a double-AD composition that we’ve seen worldwide. Lucian Mid is quite good, due to wave clear, escapability and the aforementioned burst-damage. Played some tests internally with Lucian Mid and a Vayne Bot and between the two of us we cleaned house.

 

 

[DLEric] Why doesn’t Lucian’s Ultimate apply on-hit effects?

 

ScarizardRiotlink Button Scarizard: Pretty much echoing what people have said before, we didn’t want to apply on-hits unless there was a strong reason to do so. We’ve had periods of Lucian’s balance where his ult is 80% of the damage he deals to a person he kills and as such was kind of insane – Imagine getting hit with Frozen Fist or other types of onhits at the same time D: !

 

It just came down to a judgement call on our parts – the Culling is kind of a numbers-intensive ability when it comes to balance – adding On-hits into that equation lowers the amount of strength the ability itself is allowed to have due to needing to balance around the ‘best-cast (Ex. if Bork+Shiv+Iceborn Gauntlet+SOTEL Culling is insane, Culling without these items needs to be at 20% Capacity just because he -could- build them).

 

 

[alchemist87] Why isn’t his Q a skill shot? Any particular reason as to why it is the way it is right now?

 

ScarizardRiotlink Button Scarizard: There were really two reasons driving this – one was that Lucian earlier on was missing a reliable damage ability which playtests showed that he really needed. We also felt that he needed a ‘trickshot’ type ability, or something that had him lining up shots or feeling clever about using well situationally.

 

This led to the Double Up + Ricochet style ability we have – in lane and in skirmishes, it allows Lucian to line up some nice shots (I’ve personally gotten kills -through- an enemy champion to their allied support or jungler a few times), but in the latergame you can still just put your mouse on them and fire away for the damages. Once we really embraced it as ‘Lucian uses a target to aim the laser, then fires it no matter what’ we also found interesting interactions (for instance, Vayne can tumble away from it, quicker movement speeds can run away from it) that actually made it feel much cooler from a playing against perspective.

 

 

[Deathzwergi] Will you buff Lucian next patch?

 

ScarizardRiotlink Button Scarizard: Likely not. If we need to buff him we will, but waiting and not overreacting to first-impression feedback and letting people get accustomed to the champion/letting people explore different builds generally yields better results. Personally, none of us are convinced that he’s weak, and data is trending to suggest it either. Daniel Klein and i already prepared Buffs in the event that he’s weak, or nerfs in the event that he’s OP and can change him if he requires either.

 

 

Isn’t Lucian a weak AD carry because he’s dependent on skillshots?

 

morellovatar Riotlink Button Morello: To be fair, we got this feedback about Caitlyn when she launched. I’m not convinced people have solved Lucian yet (Draven was similar too). I’d rather make it so more counterplay exists than less. We haven’t always done a good job of this, but no excuse to not do better 🙂

 

 

Fun bits

 


 

[vakabiel] When Senna was taken from Lucian did he sit on a park bench and stare at a cupcake with tears in his eyes?

 

RunaanRiotlink Button RiotRunaan: “She was everything to me. But they took her. And with her, they took my pastries and my cookies. That was their mistake – because now, all I’ve got left is a cold cupcake.”

 

 

 

 

[dida55] How does Lucian feel laning with Thresh?

 

RunaanRiotlink Button RiotRunaan: Awkward.

 

 

 

 

 

[Thomasedv] Anything crazy happen during development?

 

ScarizardRiotlink Button Scarizard: Nothing too gamebreaking, except when we implemented Ardent Blaze’s MS proc, ‘Blucian’ was the build we were testing. While that build still lives (No longer truly blue, just an AD + CDR build) – Spirit of the Elder Lizard’s True Damage (That was applied by the W spell itself) was proccing the Mark, allowing him to just get insane MS at long range without having to follow-up which was pretty OP D:

 

 

[Runningman4107] So how many John Woo movies did you guys watch in the process of designing Lucian?

 

ScarizardRiotlink Button Scarizard: Mandatory John Woo viewings. Daily.

 

 

 

 

 

[ravedave] How many man hours went into building Lucien across art, design, and coding?

 

ScarizardRiotlink Button Scarizard: Probably like half a day.

 

 

 

 

 

[Draki1903] NAME ALL THE ITEMS THAT HAVE AN EFFECT APPLIED BY HIS ULTI. CAPS LOCK IS MANDATORY.

 

Riotlink Button DanielZKlein: RYLAJS CRYSTAL SCEPTER. ALL SPELL VAMP ITEMS. ERR. ANYTHING THAT PROCS ON SPELL AOE.

 

 

 

Rengar bannerRengar’s new Build

 

Following the last, rather poorly received iteration of Rengar’s kit, Scarizard returns with promising changes!

 

 

 

 

 

ScarizardRiotlink Button Scarizard: Hey dudes, sorry for going mostly silent this week – had a lot to get done and i don’t like to post when i know i won’t have time to follow up with y’all (this is why last week’s post came on a Friday evening so i had all weekend to keep talking)

So i’m likely going to format this horrendously because i’m at home and don’t have a screencap of the tooltip, but here’s the new idea for Rengar’s ultimate:

Thrill of the Hunt

Hunt: Rengar activates his Predatory instincts, gaining % movement speed and vision of all nearby enemy champions. During this time, Rengar also generates up to 5 Ferocity and his first basic attack will cause him to leap. Lasts (Long Duration) or until Rengar uses an ability/leaps.

After a few seconds, Rengar may choose to reactivate Thrill of the Hunt to enter Stalk.

Stalk: Rengar loses all bonus movement speed from Thrill of the Hunt, but enters Stealth. Lasts (Shorter Duration) or until Rengar takes offensive action.

If i can clarify more, let me know. The basics are that Rengar players get to choose which is best for the situation – to Speedcat for a chase or cleanup? or Stealthcat for an ambush or otherwise awesome juke? I’m excited about this version because it has a lot of flexibility in what Rengar can do throughout the game (by retaining Higher % MS than is on live via Hunt, but retaining the Stealth Ambush in Stalk) but doesn’t let you just hit R and run without being smart about it.

Bonus Question!– Consuming Ferocity on cast is still something i want to do, but i’d want to find a better bonus you get for ‘Empowering’ your Ultimate rather than duration. Suggestions? I anticipate a lot of ‘+Damage and +Stealth’ time, but i’m open to hearing what you guys have to say.

Let me know what you guys think, and sorry for the delay!

 

 

Is the “few seconds” wait for stealth necessary?

 

ScarizardRiotlink Button Scarizard: This is something that can be toyed with, but the idea here is that the Stealth from Stalk activation has no delayed fade time like Live (where damage causes the fade time to increase). Basically if you catch a Rengar out and he ults, either A. He’s gonna book it the whole way, in which case you can see him the whole time or B. He has about seconds of running/juking he needs to do before he has access to his instant stealth.

 

Again, the intricacies of how/when he stealths is tunable, but i’d like very much for there to be a delay between the two.

 

 

 

Why didn’t you give him Eve-like stealth and can Rengar still Leap during Stalk?

 

ScarizardRiotlink Button Scarizard: I’ve posted in one of the main-page edits why it’s unlikely that we’d give him Evelynn Stealth – but yes, you can still Leap out of Stalk. From Rengar’s Passive: While in brush or in stealth, Rengar gains bonus attack range and his attacks cause him to leap at his target.

 

 

 

 

After the stealth ends will the movement speed turn back on or does triggering the stealth end the ultimate entirely?

 

ScarizardRiotlink Button Scarizard: Once you activate Stalk, that’s it. Any of the duration you had in Hunt is now gone – you can maximize this in a long-rage engagement (Use hunt to traverse great distance, Stalk at the end) but in cases where you’ll Hunt, run at them and have a good portion of Hunt left, your decision to Stalk must be weighed againt using the duration of that MS. You don’t lose Predator Vision though – it’s just the movement speed.

 

 

Suggestion: Empowered = Rengar gains extra range on his leap based on how many stacks of Ferocity he consumed

 

Scarizard Riotlink Button Scarizard: One of the reasons we don’t do things like different spell ranges that are non-ultimate (Zac’s E is a recent example of where we’ve intentionally broken this rule) is that your enemies have no idea how many Ferocity points, if at all you’ve burned. So if you’re in Hunt mode and just booking it, how do i know when to use my disengage spell? How will i know when you’re about to leap?

I’d like to make the bonus something that Rengar-only kind of cares about. Duration fit that bill and i’m happy to go back to it, i’m just opening it up to see if there’s anything we can do. Damage incentives make you feel like you never want to ult UNLESS you’re 5-stacked, so making it too much of the ult’s power makes the optimization point feel necessary. Ideally, this feels like a thematic/fun bonus but something you could live without.

 

 

Suggestion: Kills or assists during ult grant Rengar an additional necklace stack

 

Scarizard Riotlink Button Scarizard: Really cool that Rengar could ever double-up on Trophy Gain, but i wonder about the implications of when/how. I’m unsure if Rengar (A champ who on Live is already approaching mechanical overload) could stand the complexity, but in a perfect world where we could do whatever we wanted, i’d want to see a ‘revenge’ mechanic.

 

Basically you lose a stack when you die, but if you kill the person who last killed you, you’d take back the trophy that ‘dropped’ and a new one – this would reset each death you had and you’d probably only get it once – but it would definitely be interesting. Unlikely that it’d happen, but i’ll keep my eyes open for Big Game passive.

 

 

Will I get the same stealth duration if I activate Stalk later?

 

Scarizard Riotlink Button Scarizard: Currently, Yes.

 

 

 

 

 

Won’t split-pushing with Rengar still be too dominant?

 

Scarizard Riotlink Button Scarizard: Possible, but there are many ways to combat this. Q no longer damage towers – or, Q does hit towers but doesn’t gain the 3 Ferocity or Attack Speed from towers.

Also, Hunt’s MS can ramp. Stalk providing no MS and a shorter duration also means that if he stealths after you find him splitpushing, you can actually fan out and catch him when he reappears.

Not concerned about this. There are more levers than even these that can make things less terrible in a world of gigasplitpushrengar, and i’m willing to do any one of them since they don’t really hit his -actual- power.

 

 

Community Feedback: Why the ult change?

 

Scarizard Riotlink Button Scarizard: Brief post before i head out for the day – been reading a lot of your Ferocity bonuses for R and while i appreciate the creativity, unsure if i’m gonna take anything i see – everything so far is kind of above the powerbudget i’d like to give it – i’m heading towards ‘nice, small bonus’ – where things like Tenacity, a Fear, extra Damage are all things that just make me feel like an idiot for ever ulting without max ferocity.

As for Hunt -> Stalk, i’ve seen a lot of you mention you think it should be reverse. Aside from my poor naming (Maybe Sprint->Prowl would be more accurate?), the basic idea around this is

1. Adds a window of time where Rengar can get caught out and still be outplayed – stealthing, picking a direction you want to go, and then bursting into speed to run away is kind of @_@. Hunt->Stalk at least has a period of time where you know he cant’ stealth you, and if you don’t play it right may not even need to use it.

2. Taken as evidence from our tests where the ult had no stealth at all – in most cases, i think ‘Hunt’ is more universal. When ulting with Rengar, more often than not you want to run fast. Whether or not you’re getting into position for an Ambush or just running a guy down, if your ultimate button gave you nothing else, MS is more consistent and you can form an expectation around the button press. Seeing low-health dudes and pressing R, only to know your giant MS boost is ~5s away from activation feels like they’re escaping from you just because we let it happen – while giving it to you upfront and keeping the Stealth optional allows you to premeditate it for when it would be useful to you.

Maybe i didn’t explain it that well – only got like 4h or so of sleep (Damn you, gamescom !_!), but i hope it makes sense. I’m still considering all of these suggestions, this is just snapshot on where i’m feelin’.

 

 

Suggestion: Stalk costs Ferocity to enter

 

Scarizard Riotlink Button Scarizard: I’ve seen this a bunch in this thread so far, but i don’t see it as having the same problems due to

– Stalk having less Stealth Duration than on Live
– Stalk losing Thrill of the Hunt’s movement speed
– Rengar’s overall burst being lowered

In general, there’s a much lower window for Rengar to Sneak-Attack you. He can also just run and leap on you if his goal is to just get to you, but if taking your opponent by surprise is important (say, in a lane-gank) that option is still available and potent. Overall it takes a lot more planning and execution to pull off the stealth-attack, but you can forgo the planning and just bumrush them (at the cost of alerting them to your presence earlier)

 

 

Update: Rengar’s damage still stronk, rolling back on W’s DR changes

 

Scarizard Riotlink Button Scarizard: Xelnath played him in the jungle and got like 1 bajillion kills (I think the final end score was 15/7/8?) building BTN, BT, Trinity Force, Infinity Edge and Berserker’s Greaves. They ended up losing to a few misplays, but so far judging by his in-game performance (and the screams of ‘oh god’ from the other members of Live Design) it seems like he’s still 100% capable of dealing damage.

W Mechanic is back to Armor and MR from AD Reduction – this hurts his early clear, but we decided that it’s actually pretty necessary for him especially now that he takes slightly longer to kill.

Sprint/Stealth ult is working out pretty well, going to play him myself later today from a Toplane position and begin working on that since jungle seems like it’s working fine (insofar as a bruiser-utility guy with strong laneganks or as an assassin), so i want to make sure that Toplane Rengar is still pretty strong.

 

 

 

 Champion/Skin Sale – Expires August 2nd


 

Sale 2nd AugustEnjoy the following champions and skins at a discount until August 2nd!

 

 

Champions:

 

  • Fizz – 487 RP
  • Maokai – 440 RP
  • Mordekaiser – 395 RP

 

 

Commander Galio – 260 RP

 

Commando Galio

 

Rugged Garen – 375 RP

 

Rugged Garen

 

Pentakill Yorick – 487 RP

 

Pentakill Yorick

 

 

Missed any recent updates? Check here!

 

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!

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!

 

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!

 

 

janna banner

 

Riot releases Context notes on the recent PBE changes we’ve seen, explaining each of their decisions (links to each are at the bottom of the article), Xelnath shares his thoughts on Scarizard‘s proposed Rengar tweaks, Morello discusses the issues with Janna and Auras in Season 3, couple of pictures taken on PAX Australia show concepts for a futuristic Caitlyn skin and, as always, the newest Sale and Rotation!

 

Summary & Context of Recent PBE Changes

Champions

Items

New Icons

General

Summoner’s Rift

Twisted Treeline & Crystal Scar

 

Examining the Rengar Changes

Morello on Janna’s Global Power / Auras

Future Caitlyn @ PAX East

Champion/Skin Sale – Expires July 26th

Champion Rotation – Week 25



Summary & Context of Recent PBE Changes


Riot logo decoration

Pwyff explains the decision-making behind the latest PBE updates.



pwyff Button Rioter RiotPwyff: NUMERICAL VALUES ARE EXCLUDED FROM PBE PATCH NOTES DUE TO THE NATURE OF THE PBE (IT CHANGES).

Pwyff here – trying some things out with patch notes and patch communication. There will be a discussion down the line to further expand on the things we’re trying to do with patch notes, and I’ll link to the post when it arrives (some time today). For now enjoy some experimental PBE patch notes that are TENTATIVE.

Discussion on patch note format can be found here: http://na.leagueoflegends.com/board/….php?t=3691786

Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer some more context.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.




Balance Changes


AsheSquare
      Ashe

FocusFocus ( Passive )

  • Focus stacks per second increased
  • Fixed a bug where Focus was granting stacks in certain situations (balance-related)

Summary: Fixed a bug with Ashe’s passive where it would build up stacks while still on cooldown. To compensate, Ashe will gain more focus stacks per second.



EliseSquare
      Elise

Spider_SwarmSpider Swarm ( Passive )

  • Health reduced
  • Armor increased (based on Spider Form rank)
  • Magic Resist increased (based on Spider Form rank)
  • Multi-target damage reduction adjusted
  • Vision radius reduced
  • Spiderlings now instantly vanish upon shifting into Human Form
  • Spiderlings are now grouped closer together while moving


Summary: Spiderlings are now less tanky overall, particularly against champions who build penetration. Spiderlings will also descend from Rappel after Elise does, so if Elise Rappels with tower aggro and no minions around, she’ll be the first target to be hit after she lands (towers used to hit Spiderlings first). Rappel’s will no longer allow Elise to travel outside of her indicated range.


Volatile_SpiderlingVolatile Spiderling ( Human W )

  • Movement Speed of the spiderling has been reduced
  • Vision radius of the spiderling has been reduced


RappelRappel ( Spider E )

  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise, instead of descending at the same time


Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically Elise’s spiderlings were very tanky and had a high amount of utility in soaking up damage – with these changes we can add a little more counterplay for players to take them out and Elise will need to think carefully about replenishing them with her passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise’s Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this caused Rappel to be extremely frustrating to play against. In this patch, the circular visual indicator will now more accurately represent where and who Elise is allowed to descend upon.



KarthusSquare
 Karthus


DefileDefile ( E )

  • Ability power ratio reduced



RyzeSquare

      Ryze

  • Base Movement Speed increased


OverloadOverload ( Q )

  • Cast Range reduced


Rune_PrisonRune Prison ( W )

  • Cast Range reduced
  • Mana Cost reduced


Spell_FluxSpell Flux ( E )

  • Cast Range reduced


Desperate_PowerDesperate Power ( R )

  • Movement Speed increased


Summary: All of Ryze’s spell ranges are reduced, but his base movement speed and movement speed gained from Desperate Power have been increased.

Context: With his spell range and high damage at late game, Ryze could effectively melt squishy champions on the back line while still being tanky (when built in that way). We wanted to focus on Ryze’s core identity as a “mid-range” mage so that he needs to focus on movement to get to his priority targets.



ThreshSquare
    Thresh

  • Base Health reduced
  • Base Armor reduced


DamnationDamnation ( Passive )

  • Souls now always grant a flat amount of Armor and Ability Power per soul collected


Summary: Thresh will be more vulnerable at early levels but souls will now grant a flat bonus for each one collected, with no diminishing returns.

Context: We wanted to make trading in lanes a little riskier for Thresh as he already had a lot of crowd control in Death Sentence and Flay. Additionally, souls had the tendency to become negligible in the late game due to their diminishing returns, so letting them give a flat bonus means Thresh’s passive won’t feel worse for players who are diligent in picking up souls.



TwistedFateSquare
Twisted Fate


Loaded_DiceLoaded Dice (Passive)

  • Remade: Upon killing a unit Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.


Pick_A_CardPick a Card ( W )

  • No longer has a 10 second duration to both lock and throw the card
  • Now has a set amount of time to lock the card and a smaller window of time to throw it


Summary: Loaded Dice no longer grants global bonus gold – instead it gives Twisted Fate an overall higher amount of personal gold every time he kills a minion. Pick a Card now has a smaller window to throw the card after locking it instead of just a long window to both lock and throw the card.

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, and then sitting on the locked card for the rest of the duration to intimidate opponents. While there is more time overall to utilize Pick a Card, players will have a smaller window to act once they lock in.



ZacSquare
        Zac


ElasticSlingshotElastic Slingshot ( E )

  • Damage reduced




Quality of Life & Bug Fixes


FiddlesticksSquare
Fiddlesticks


CrowstormCrowstorm ( R )

  • Doesn’t briefly reduce Baron Nashor, Dragon or Vilemaw’s magic resist anymore



KarthusSquare
    Karthus


Lay_WasteLay Waste ( Q )

  • When Karthus’ passive is active Lay Waste casts targeted beyond max range will instead be cast at max range instead of doing nothing.


DefileDefile ( E )

  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly deactivated and reactivated to increase its damage output



MalzaharSquare

  Malzahar


Summon_VoidlingSummon Voidling ( Passive )

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions


Call_of_the_VoidCall of the Void ( Q )

  • Missile visibility from fog of war and brushes now consistent with other missiles



NamiSquare

     Nami


Aqua_PrisonAqua Prison ( Q )

  • Fixed a bug where sometimes the stun effect lasted longer than intended



WarwickSquare

   Warwick


Infinite_DuressInfinite Duress ( R )

  • Fixed a bug where damage would continue after being interrupted by enemy champions




Magic Resist Items


Summary: Two new magic resistance items have been added to the game, with one being an upgrade for Hexdrinker and the other being a mid-level MR item to build out to Spirit Visage and Banshee’s Veil.

Context: We wanted to reposition Magic Resistance to be more of a personal stat as opposed to being an aura-focused stat (see below for our Runic Bulwark changes). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more space for tanks versus late game poke teams. 


Spellbreaker_item New Item: Spellbreaker (Melee Only)

  • Recipe: Hexdrinker + Avarice Blade + Gold
  • + Attack Damage
  • + Magic Resistance
  • + Critical Strike Chance
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
  • UNIQUE Passive – Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown.)


Spectre's_CowlNew Item: Spectre’s Cowl

  • Recipe: Ruby Crystal + Negatron Cloak + Gold
  • + Health
  • + Magic Resistance
  • UNIQUE Passive: Grants bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.


Spirit_Visage Spirit Visage

  • Recipe Changed: Spectre’s Cowl + Kindlegem + Gold
  • Health increased
  • Magic Resistance increased
  • Now additionally grants bonus Health Regen per 5 seconds


Banshee's_VeilBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Ruby Crystal + Gold
  • Health increased
  • Magic Resistance increased
  • No longer gives mana
  • Additional UNIQUE Passive: Grants significant bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.


 Guardian_AngelGuardian Angel

  • Recipe Changed: Negatron Cloak + Chain Vest + Gold
  • Magic Resistance increased


Bulwark & Locket

Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.




Aura & Support Items


aegis of the legion Aegis of the Legion

  • Combine cost reduced
  • Health reduced
  • No longer grants self-only Magic Resist
  • UNIQUE Aura – Legion
  • No longer grants Armor
  • Magic Resist increased
  • No longer grants additional bonuses to minions


Runic_BulwarkRunic Bulwark

  • Removed from the game


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • New build path: Aegis of the Legion + Gold
  • + Health
  • + Armor
  • + Cooldown Reduction
  • UNIQUE Active retained
  • Now grants UNIQUE Aura – Legion


Context: We wanted to reduce the burden of buying an Aegis / Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction. 




Other Items



Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced


Blade_of_the_Ruined_KingBlade of the Ruined King

  • Active Haste/Slow duration reduced


Warden's_MailWarden’s Mail

  • Passive Slow Duration reduced
  • Cost reduced


Randuin's_OmenRanduin’s Omen

  • Passive Slow duration reduced
  • Cost reduced


Frozen_HeartFrozen Heart

  • Cost reduced




New Icons


 

The following items have received new icons

  • Vampiric Scepter
  • Catalyst the Protector
  • Deathfire Grasp
  • Glacial Shroud
  • Abyssal Scepter
  • Thornmail
  • Hextech Revolver
  • Haunting Guise

 You can check them all out here.




General


120px-Baron_NashorBaron Nashor

  • Baron Nashor’s ‘Voracious Corrosion’ effect now no longer reduces the target’s Attack Damage by 50%.
  • Baron Nashor’s ‘Voracious Corrosion’ effect now reduces the physical and magical damage the target would deal to Nashor.

Summary: Baron Nashor will now take less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he can apply to whoever is tanking him) as opposed to directly reducing Attack Damage. Overall this means that soloing Baron with a sustained magic source will be far more difficult.

Context: As mentioned above, soloing Baron with a single sustained magic source was too easy for a select few champions, so this will make things more consistent overall. A noted side effect is that teams who attempt Baron will be at less of a disadvantage when engaged upon, due to the fact that Voracious Corrosion doesn’t directly alter attack damage (it just reduces damage directed at Baron Nashor). We will monitor this and act if it seems to be a significant problem.


Turrets

Summary: Turrets will be harder to push down within the very early stages of the game. We’ve also corrected a minor bug where purple side inner turrets had slightly more armor than intended.

  • Outer turrets gain a flat armor bonus at the beginning of the game for 8 minutes
  • Outer turrets base Armor increased
  • Outer turrets no longer gain Armor over the first 8 minutes
  • Fixed a bug where purple side inner turrets had 10 more armor than intended

Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn’t want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.

For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.




Summoner’s Rift


Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns so now junglers will need to clear the full camp in order to hit level 2, as opposed to simply killing the buff monster.


120px-WolfSquare  Wolves

  • Spawn time increased to 2:05 from 1:55


120px-WraithSquareWraiths

  • Spawn time increased to 2:05 from 1:55


120px-GolemSquareGolems

  • Spawn time increased to 2:05 from 1:55


120px-GolemSquareAncient Golem

  • Base experience granted reduced to 260 from 340


120px-LizardSquareLizard Elder

  • Base experience granted reduced to 260 from 340


120px-LizardSquareYoung Lizard

  • Base experience granted increased to 50 from 10
  • Base Health increased to 400 from 300


Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we’re pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple an opposing jungler – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but we want to make sure there is an appropriate amount of risk involved.




Twisted Treeline and Crystal Scar


Summary: Needlessly Large Rod and Deathfire Grasp removed from these map modes, with more mid-level AP items added into the game, including Liandry’s Torment, Seeker’s Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the active ability of Deathfire Grasp.

Bug Fixes

  • Vilemaw now properly selects his melee attack for melee champions with more than 100 range
  • Vilemaw no longer twitches when players leave his lair
  • Lesser Wraith health now properly scales with time

General Changes

  • Needlessly Large Rod removed
  • Deathfire Grasp removed
  • Liandry’s Torment enabled
  • Seeker’s Armguard enabled


Moonflair_Spellblade_itemRETURNING ITEM: Moonflair Spellblade (Ranged Only)

  • Recipe: Seeker’s Armguard + Negatron Cloak + Gold
  • + Ability Power
  • + Armor
  • + Magic Resistance
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.


Blackfire_Torch_item Blackfire Torch

  • Reworked: Blasting Wand + Fiendish Codex + Gold
  • + Ability Power
  • + Cooldown Reduction
  • UNIQUE Active: Deals 20% of target champion’s maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown).


Wooglet's_Witchcap_itemWooglet’s Witchcap

  • New Build Path: Seeker’s Armguard + Blasting Wand + Amplifying Tome + Gold
  • Armor increased


Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) are removed because Needlessly Large Rod is unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker’s Armguard should also help with early-mid game survivability.




Examining the Rengar Changes


rengar decoration

 Following Scarizard‘s recent announcement on upcoming Rengar changes, Xelnath hops in to share his opinion on his gameplay tweaks. We also get a detailed explanation on the goals the team wants to achieve by reworking the Bonetooth Necklace.



What are your thoughts on these changes?


Xelnath Button Rioter Xelnath: I like the return of Jungle Rengar.

Not totally sold on the chain Q spamming until I play it in a playtest. I think in my head it will feel good, but it really locks down empowered Q chains for killing. This is probably a good thing, as it means W/E are your exit strategies and using them early is tenuous.

I’m particularly excited by the bonetooth changes. Perhaps it means I’ll finally be able to face my eternal rival someday soon on the ranked fields of justice.

I *really* like the cooldown reduction and move speed increases on R thanks to the new warning. It means I can use Radar Knifecat to find enemies without being concerned I’m totally wasting the ult. Frankly, 100% assassin cat always felt a little bull**** :0

The new E is like whoa levels of strong.



Why did you feel the need to tone down his burst?


XelnathButton Rioter Xelnath: There’s a difference between “if its not broke, don’t fix it” and “if its not broke for me, don’t fix it.”

Rengar Triple Q bursting an ADC without warning, then staying alive by aoeing the enemy team doesn’t sound broken to you?



What issues are your solving with these changes?


XelnathButton Rioter Xelnath: Rengar’s kit looks like a fighter kit to me – sustained damage, no mana costs, free healing, ranged snare. His ultimate is an assassin ultimate though. The point is to resolve that disparity. When you look at other characters with the ability to close onto a target from a long distance away:

TF, Shen, Fiddlesticks, Pantheon, Nocturne, etc. Even Kha’zix to an extent.

They *all* have a warning and telegraph that they are about to do it. Even Eve, the bonafide stealth champ, reveals herself before attacking you. Rengar is the only one who breaks the “warning” rule. Furthermore, he doesn’t just show up. He shows up and triple Qs you in the worst case. Rengar violates a core value of our design philosophy that exists everywhere else.

You guys are smart. You realize no-warning stealth is powerful. You also realize that triple Q burst is powerful. That combination is highly frustrating to deal with.

Yes, it’s fun to be the one who doesn’t follow the rules and frustrate other players. No, it’s not okay to say “its fine” and will never be OK to just ignore it.



Follow-up: Doesn’t this issue extend to Twitch as well?


XelnathButton Rioter Xelnath: Twitch causes problems for this reason too. However, he also dies when you turn and look at him. I believe he’s one of the most fragile characters in the game. Fighters are not.





So his Ultimate will now warn the entire enemy team when it’s cast?


XelnathButton Rioter Xelnath: This is pretty much how it works at rank 3. The radius is huge. It’s only the early, unexpected ganks where it will make a difference, but you’ll still be able to pull them off. Rengar is gaining combat power, not losing it.




Follow-up: Will this diminish its power?


XelnathButton Rioter Xelnath: It’s still a very powerful movement speed steroid + a gap closer + the enemy can’t see which direction you’re coming from. I quickly tried it out, stealthing around the wraith camp then going in to gank the enemy laner from behind. Unless he’s already playing conservatively, the warning doesn’t appear until you’re stealthed and the enemy is in your radius.

I’m sure we’re still tuning it, but when I went to gank mid, the midlaner didn’t see the “icon” until I was already in the lane entrance behind him.

This change is going to be fine.



Will these changes ruin Rengar’s Predator playstyle?


XelnathButton Rioter Xelnath: Well, Rengar’s feeling remains intact. You are welcome to continue disagreeing with me, so I’m posting this:

Huge Caveats: Balance not done, etc.

I am assuming here that you’re using Rengar’s ult to jump onto the target as quickly as possible from as close as possible.

Now, if you’re coming out of the jungle with 0 combo points and need to wait the full 5 seconds of stealth to charge-up your ferocity, or you want to stealth to avoid a ward, you’ll need to stand back a little bit further or be willing to chase them with the warning up. But that situation is preventable.

Here’s where you would mark the target from a fast bush gank (click stealth + run) or back lane gank. Keep in mind you also have 10-50% movement speed bonus at this point.



 When will we see buffs to Rengar?


XelnathButton Rioter Xelnath: I’ll leave it to Wav3break and Scarizard to take credit for the specific buffs. The big ones that jump out to me are the jungling survivability buffs, massive base HP regen increase, W and E damage are increased, the empowered W damage and E root duration are also just shy of double strength.

They’ve really made him a much better character in exchange for fixing a broken ultimate.

Like… I feel like this new Rengar is broken strong now.



Why can’t Rengar be an Assassin?


XelnathButton Rioter Xelnath: That’s a question I can’t answer as I’m not directing this rework. Like Wav3break said, he’s always going to be on the assassin side of the fence. Stealth ultimate + double cast just does that to a character. My guess would be that he doesn’t have a good escape to make the assassinate and leave pattern feel good. Similarly, Assassin Rengar he has no fallback pattern, unlike Kha’zix who can evolve poke.



Why not make Bonetooth Necklace a starting jungling item, unique to Rengar?


ScarizardButton Rioter Scarizard: An interesting suggestion, but one that brings up a core question on BTN from the get-go: Why is BTN optional at all? In the case of the first question, at least, is to not force Rengar at all to play this mini-game. Many Rengar’s on Live choose not to Bonetooth, simply because the upgrades are not appealing/attractive to their playstyles.


My goal with our BTN Exploration is to see if we can come of with a set of upgrades that aren’t as binary as ‘i don’t care about mini-brutalizer stats, so no please’ (which is very win-more in the case of snowballing knifecats) but instead emphasize and embrace his individual strengths as a skirmisher who is very dangerous near brush and stalking isolated engagements. Ex. ‘I like to force fights in the jungle and gank sidelanes and would like to become better equipped for that, so BTN is right for me’.

In theory, this ‘amplifier’ BTN would be a more welcome addition to a Rengar’s arsenal than the current ‘steroid’ BTN with regards to game health, but should still remain an option to respect and preserve the decision point that exists on Live – ‘Is this a BTN game? When do i get it? Am i a player that enjoys engaging with the BTN gameplay?’I think what you’re attempting to accomplish here is very similar to our suggested Hunter’s Machete + Long Sword + 100g = BTN Recipe, and that is increasing the flexibility for either Lane or Jungle Rengar to ‘Opt-in’ smoothly out of lower-cost items. While this version is certainly a boon to Jungle Rengar, (tho Lane Rengars might feel left out) the cost means that if this item is ever good to start with, you’re engaging in the minigame even if you don’t want to – and in the case of building/losing trophies that have no actual effect, subverting a lot of the decision of the purchase (Am i snowballing/doing well with some trophies banked? Proceed to upgrade for little cost and no risk vs Am i doing poorly? Sell item for little cost and proceed with standard jungler items) that in the end allow us to make the item unique and powerful. By keeping variance a factor, we ensure that BTN’s effects can be strong simply because they aren’t a common occurrence like hitting Rank 5 of a spell or Level 18 is.

As for your Offensive/Defensive/Utility suggestions, we then have to go back to the purpose of BTN and what, in the end, we want Rengar to look like as a champion. Fighter or Assassin, he’s a damage-dealer at heart and that will be his primary reason for finding a home on a team. Would a Defensive upgrade for BTN ever feel ‘fair’ on a champion who’s intended function is damage? Would it feel cool, or aspirational? In my personal opinion at the very least, i see Bonetooth as the utility belt – as he becomes more and more successful in his hunts, he hunts better. More efficiently. These are why ideas we’ve discussed such as ‘Rengar gains X% MS out of combat; doubled in brush’ and the Leap Range that’s on Live really excite me – they don’t give him more damage. They give him more options. He’s honing his craft. Now, this isn’t to say that BTN can’t provide Defensive or Offensive bonuses – but i’d argue that while ‘Taking Less Damage’, ‘Dealing More Damage’, and ‘Conditionally Moving Faster/Leaping More’ might all net you a kill, the last one of those three would really give you those strong feelings of ‘I really outplayed my opponent/contextually read and reacted to the situation’ that make you feel skilled. Big wins for playing against case too, imo – being outplayed can give you something to analyze and learn from, being out-statted just says ‘you’re dumb for having fought there’ and often leads to feeling helpless.

I’m getting pretty tired as this took quiiiiiiiiiiite a long time to write up, but i hope even a response to half of your 4 hour post is useful! I’ll be sure to muse a bit more on Rengar and give my thoughts as well as reports on his process as soon as i’m back stateside.

So to you, Darklarik and everyone that’s posted – thanks for your continued input. Every day i come to this thread i have more and more to think about. Gonna pass out and prepare myself for 20 hours of international travel, goodnight y’all




Morello on Janna’s Global Power / Auras


janna decoration

In a recent thread we had Morello elaborate on the changes to Twisted Fate’s Passive and how global team auras were negative for the game. The discussion continues, with the focus this time being on Janna and her Tailwind Passive, as well as Auras and Aura items.



Why do you want to rework Janna’s Passive?


morello Button Rioter Morello: If a character’s picked because they make the whole team faster, with no interactions to do it, then I’m glad we’d remove that strategic decision.

Janna has a number of powerful and satisfying qualities; her ultimate is still one of the best skills in the game, and her lane presence is undeniable. If 3% global MS is Janna’s identity, then we have way, way bigger problems.



Follow-up: Why nerf it?


morello Button Rioter Morello: Because I think Janna’s Passive (especially when talking to pro teams) is a major contributor to her overall power, but the wrong way for it to be there. Let’s pretend, for a moment, that Janna is OP sometime in the future. If, in fact, this passive is doing a lot to contribute to that, wouldn’t it be better to hit here first so that we could leave her abilities and other disengage (Janna’s real identity) intact and unmolested?

I think the downvotes are reactions, not reasons. Players all desire a balanced and healthy game. That desire can change rapidly when it’s at the cost of something someone personally enjoys.



Does this principle apply to all Global Passives?


morello Button Rioter Morello: You’re correct.





Will LoL become less aura-friendly overtime?


morello Button Rioter Morello: I’d like it to be, but I think until there are other ways to feel you can help your team out, I won’t remove that stuff. If we could make active items cleaner, more intuitive, and have better UI, we’d likely move to more that model.




Isn’t the point of Aura items to help the team?


morello Button Rioter Morello: Yes, and that’s the good portion. I wish it were done in ways that added some type of interaction. It’s hard to ever think “+125 MR for your team” is ever even a strategic decision – you just get it every game because, how could you not?

The reason we’re leaving this stuff alone, though, is because it’s a good way to help your team. Unless/until we create an alternative and clean method to do so, these will remain.



How are Global Passives different from other team-wide buffs?


morello Button Rioter Morello: Many buff skills can have a cooldown, uptime/downtime/cost/range. Global passives that provide free stats can’t influence the game past champion select other than “the other team has extra stats.” Something like “players near Janna move faster” would at least have a positional requirement.



Follow-up: Why are Global Passives an issue?


morello Button Rioter Morello: Janna’s passive gives her entire team +3% movement speed, regardless of any situation, condition or other factors. What this means is;

* If this skill is ever powerful, the players providing or receiving the benefit can’t see its effects in almost any case. This is the definition of power without gameplay – this isn’t a nuanced example.

* If this skill were strong and needed to be nerfed, the skill essentially easily becomes worthless and Janna has no passive. If it’s buffed, it becomes too strong and then warps the game in ways that don’t create gameplay or interactions at all.

* This passive can’t form interesting combos. A positive example of this would be where Taric’s Aura can create windows of strength/weakness for lanes to capitalize on. The lack of Taric’s Aura when he Shatters is gameplay with the aura.

Does this make sense? I’m really attempting to explain the differences in these types of issues and why global passives (of which Janna has one) are bad design.



Are you trying to replace Auras with more Active spells?


morello Button Rioter Morello: We’re not saying actives. Some auras are good because they provide some gameplay or strategy. A mana Manip could be good (if balanced etc) buying it in a lane with a hungry ADC. Absyssal Scepter requires specific synergies to use, or requires discomfort in a mage’s positioning (or changes your own positioning to use it). These are good examples.

+Defensive stats to everyone near by? There’s nothing to do, no strategy to rally around, no decisions in any term. I might not have clarified this in my off-the-cuff explanation earlier, but there’s no nuance to Aegis (and WotA, to an extent) outside of gold/efficiency ones.



Would it be better to create more aura items to combat that problem?


morello Button Rioter Morello: Not more, but “better and different” ones, yes. Same as post above.





Why have Auras suddenly become a problem?


morello Button Rioter Morello: As you guys get better at optimizing strategies, more minor earflicks can turn into problems, yes.





How about reducing the range on Aura effects?


morello Button Rioter Morello: This is why we lowered some of the aura ranges a bit ago – I agree range is a great lever.





Why did you nerf Bulwark?


morello Button Rioter Morello: Bulwark, originally, was supposed to be a specific team-comp counter to AOE spooge teams. Turned out it was just a strong item.

Xypherous will have to explain this one as he was closer to the items project.




Future Caitlyn at PAX Australia!



PAX AUS

Much like the surprising unveil of Sunbathing Leona at PAX East we have some intriguing concepts shown at this year’s Australian PAX, this time presenting Caitlyn in a futuristic outfit.


Pencil Sketch

Pencil Sketch

Shaded Sketch

Shaded Sketch

Colored Preview

Colored Preview

Final Art

Final Art



IronStylus even commented on Twitter, saying:

IronStylus tweet

 

Remember, this is just concept work, it doesn’t 100% mean we’ll have a Future Caitlyn skin.




 Skin Sale – Expires July 26th


Sale July 26th


Enjoy the following champions and skins at a discount from July 23rd to the 26th!


  • Anivia - 395 RP
  • Darius - 487 RP
  • Rumble - 440 RP



Commando Jarvan IV – 260 RP


Commando Jarvan IV


Headhunter Rengar – 487 RP


Headhunter Rengar


Wildlife Zyra – 675 RP


Wildlife Zyra




 Champion Rotation – Week 25


Champion Rotation Week 25

The following champions will be free-to-play until July 30th!


  • Ashe – 450 IP / 250 RP
  • Diana – 6300 IP / 975 RP
  • Fiddlesticks – 1350 IP / 585 RP
  • Fizz – 6300 IP / 975 RP
  • Kha’zix – 6300 IP / 975 RP
  • Nidalee – 3150 IP / 790 RP
  • Shen – 3150 IP / 790 RP
  • Thresh – 6300 IP / 975 RP
  • Twitch – 3150 IP / 790 RP
  • Udyr – 1350 IP / 585 RP



Missed any recent updates? Check here!


PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs

PBE: Karma changes/ New TF Passive, Rioters discuss Olaf, Rengar and Warwick reworks

Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

 


 

Pandannie banner

 

New PBE Update brings changes to Karma and Twisted Fate‘s Passive as well as a brand new feature – an Undo Last Purchase button! SmashGizmo discusses Olaf’s Combos and possible improvements, Morello reviews the state of Warwick and where Riot is taking his concept as well as revising the current Champion Roles and Scarizard drops a few suggestions regarding Rengar‘s Savagery and benefits from Bonetooth Necklace. All this plus the new Champion/Skin Sale!

 

PBE Update:

Overview of Warwick

Update on Champion Roles

Savage Gameplay – Rengar Improvements

Wild thoughts on Olaf

Champion/Skin Sale – Expires July 22nd

 

 

PBE Update

 


Champion changes


 

KarmaSquare

    Karma

 

Gathering_FireGathering Fire ( Passive )

  • Basic attacks reduce the cooldown of Mantra by 2 seconds, up from 1

 

Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%

 

Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks

 

SoulflareSoulflare ( R+Q )

  • Slow amount increased from 50% to 60%
  • No longer deals bonus damage on initial hit
  • Damage on detonation increased from 50/150/250/350 ( +0.6 AP ) to 80/230/380/530 ( +1.1 AP )

 

RenewalRenewal ( R+W )

  • Leash heal changed from 20% ( +0.01 AP ) of missing HP to 30/70/110/150 + ( 0.3 AP ) (heals for the same amount if the leash is not broken)
  • No longer deals bonus magical damage

 

DefianceDefiance ( R+E )

  • Ratio decreased from 0.6 to 0.25 AP
  • Ally shield now has a base amount 40/85/130/175 (+ .25 AP ) instead of half  the amount of Inspire – 40/60/80/100/120 (+ .25 AP).

 

 

LucianSquare

     Lucian

 

Ardent BlazeArdent Blaze ( W )

  • Range increased from 900 to 1000

 

 

MasterYiSquare

  Master Yi

 

Wuju StyleWuju Style ( E )

  • Passive bonus damage decreased from 15% at all ranks to 7/9/11/13/15%

 

 

OlafSquare

       Olaf

Vicious_StrikesVicious Strikes ( W )

  • Bonus attack damage changed from 1% of Max HP + 7/14/21/28/35 to 20/35/50/65/80
  • Lifesteal and Spellvamp decreased from 9/12/15/18/21% to 8/10.5/13/15.5/18%

 

 

TwistedFateSquare

Twisted Fate

 

Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold

 

 
NOTE: The changes to Jayce, Karma and Olaf have been reverted and will be available in the next patch.




Items


 

 

Boots_of_Speed_item Boots of Speed

  • Now states: “Limited to 1”. (for anti-trolling purposes)

 

 

Blackfire_Torch_itemBlackfire Torch (Twisted Treeline & Crystal Scar)

  • Cost decreased from 3770 to 2400 gold
  • Now builds out of a Blasting Wand + Fiendish Codex instead of a Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
  • No longer grants 250 HP
  • Bonus Cooldown reduction decreased from 20% to 10%
  • No longer grants Passive magic penetratio
  • Unique active changed – Now deals 20% of target’s maximum health over 6 seconds as magic damage. Also increases any additional magic damage taken by the target by 20% during this duration

 

deathfire grasp Deathfire Grasp
  • Can no longer be bought on Twisted Treeline and Crystal Scar

 

 

Liandry's_TormentLiandry’s Torment

  • Can now be bought on Twisted Treeline and Crystal Scar

 

Moonflair_Spellblade_itemMoonflair Spell Blade (Twisted Treeline & Crystal Scar)
  • Cannot be bought by Melee champions
  • Now builds out of Seeker’s Armguard + Negatron Cloak instead of a Blasting Wand
  • Cost increased from 1200 to 2000 gold
  • Now grants an additional 50 Armor and 50 Magic Resist

 

Needlessly_Large_Rod_itemNeedlessly Large Rod
  • Can no longer be bought on Twisted Treeline and Crystal Scar (nothing builds from it anymore there)

 

Wooglet's_Witchcap_itemWooglet’s Witchcap

  • Now builds out of Seeker’s Armguard instead of a Chain Vest + 2 Blasting Wands
  • Armor increased from 40 to 45

 

 


 Undo Last Purchase


 

Undo Last Purchase

Located next to the SELL button in the Shop is the option to sell back the last item you’ve purchased. This refunds 100% of the gold cost and does not expire over-time.

 

 

 

 

 


Overview of Warwick


 

warwick banner

Warwick’s getting some much-needed attention from Rioters. Morello covers the basis for future improvements.

 

 

morelloButton Rioter Morello: Alright – again, thanks for your patience. We’ve chatted a bit about Warwick, and I’ll try to lay out what we see the problems, concerns, and our direction we’d like to take while fixing things to bring him up to date.

Let’s start with what’s holding Warwick back, currently;

He has weak pre-6 game presence:

Because of the reliance on his ultimate, Warwick’s ability to make plays, gank, or finish a kill is really poor until he hits 6.

He has a very flat pacing that disallows skilled duels, which keeps him weak:

Most reasonable Warwick builds have enough cooldown reduction to keep W up almost all the time, spam Q quickly (and E, of course, is a passive). Over time, this has lead Warwick to having few levers for us to adjust and make him have both a satisfying and balanced place in League.

Blood Scent is only helpful if Warwick is ahead:

Since the skill is passive, and conditional on the enemy being low, this thematically-great skill doesn’t make a lot of opportunities for fallback patterns or make ways to outplay an opponent.

These are likely the first places we’d look to fix with him. Next, where do we envision Warwick living in the game, and what should he do?

Warwick should be a staple in the jungle:

Warwick has historically been a jungler (and for a lot of older players, THE jungler!), and we think this should be where he primarily lives. His lifesteal focus is easier to balance there, and could be used to make for strong counter-jungling safety with the right adjustments.

Warwick should be a consistent, sustained lifesteal fighter:

This is largely what he is now, and I don’t see any need to change that identity. I think details will need to change to bring him up-to-date, but the identity is a fine one.

I’ll give you some very initial thoughts on what direction we’ll take. I’m not going to comb details much in this thread (that’s going to likely be handled by someone on the team!), but just give you an idea what we’re thinking.

Improve Blood Scent and improve pre-6 ganks:

This is a pretty cool skill in the way it sells “hunter,” but mechanically, it needs some work. This skill is also the first place for us to look in ways to add new decisions (which will show more/less skilled play between players) and enable pre-6 ganks so he can actually perform his job as a jungler.

More wildly adjust numbers, especially cooldowns:

The lack of pacing spoken to earlier will need to change if we want to buff Warwick. Even other fighters like Jax or Irelia have windows of downtime that more knowledgable players can capitalize on to turn engagements. Without this, we can’t really up Warwick’s power much – this will be a part of it. It may also include mechanical tweaks on skills like W, E, or his passive.

This likely won’t happen for several patches:

While we agree something needs to occur here, we do have bigger fish to fry before we do this. I’d love to get this out after World Finals patches are stabilized and we can focus on more opportunistic work like WW.

I’m sure there are some unanswered questions, so I’ll try to get to what I can.

 

 

How do you plan on making Warwick a “sustain tank”?

 

morelloButton Rioter Morello: Part of this is by making him a primary jungler. Lifesteal tanks are much more problematic in lane (especially melee) because there’s not tons of options to deal with them, and the combat windows are long and support sustain. From the jungle, they can use it to get an edge during ganks, but not become sustainbots.

 

 

Will Warwick get a Visual update along with his Rework?

 

morelloButton Rioter Morello: Bigger offenders on the VU list, but I’m sure he’ll get one when it’s his turn

 

 

 

 


Updated Champion Roles


 

morello decoration

Morello discusses the upcoming distinctive name-changes of Champion Roles, complete with descriptions of each one.

 

 

morello Button Rioter Morello: Hey Summoners,

After much discussion, we’ve decided to update our champion role names to more accurately reflect how we think of roles in League of Legends. While most of these roles (maybe not one!) may sound familiar, we wanted to share our thoughts with you and to get everyone on the same page before the changes go live in-client on the champion info tab and leagueoflegends.com with Patch 3.10. I’m also going to take this as an opportunity to give some insight into the live design process and how we differentiate between role archetypes that exist in League of Legends and the positions they can play in a given game.

Let’s start with defining what role means.

A champion’s role roughly defines the type of value they contribute to a team, or else communicates the fundamentals of their playstyle. It sets expectations for what a player’s experience will be like and what they can do for their team. At Riot, we see a champion’s place in the game as some combination of primary and secondary roles from the following list.

  • Assassin

An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.

Assassin

  • Mage

Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.

mage

  • Tank

Tanks are durable, front-line champions that help lock down enemies and start fights. They’re usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.

Tanks

  • Support

Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.

Support

  • Fighter

Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don’t have as much utility as a tank or as much damage as an assassin, a fighter’s damage will add up over time to make them a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.

Fighter

  • Marksman

A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.

Marksman

By the way, using the term “marksman” over the colloquial “AD carry” is deliberate. Calling the role marksman defines it in a more clear and accurate way – plus AD carry is a bit of a holdover from when an AD player was always expected to carry a team. League is a game about teamwork and it’s inaccurate to say that marksman is the only role, or even the primary role, to carry teams to victory. A lot of people will still call it AD carry, and that’s fine, but for the places we use this officially, we’ll be using marksman. It’s a semantic change, but it’s important to note here just to let you know it’s coming.

Some of these roles are obvious fits for a champion, like Brand being a mage or Nautilus being a tank, but others are more nuanced or embody a combination of roles. This helps us define what the champion brings to the table and lets us get on the same page about the types of expectations you can have for a champion. For example, Mordekaiser is primarily a mage, but also a fighter. It’s also worth mentioning that we’re relatively stat agnostic when it comes to considering roles – Pantheon and Annie are both mages, for example, because they rely primarily on their abilities for damage, but the former is attack damage based while the latter is ability power based.


Since I’m here, I’d also like to address a common misconception about position and how it differs from role. Position refers to the places a champion can go, so a champion going mid could be a mage, assassin, or a fighter, but they’re still playing the mid position. This is the part of the game that players define and evolve, and we frequently like seeing surprising things here (as long as it supports good counterplay, of course)!

Let’s look do a thought exercise:

What is Teemo? Besides adorable, or pure evil, depending on who you ask, he tends to go top lane. But that doesn’t make him the same type of champion as Jax, Irelia or Jayce – champions that also go top lane. What it means, in terms of our discussion, is that Teemo is a marksman/mage. That’s his role from a design perspective. The fact that he is commonly played top is a matter of position. Lux is a mage (role) that is commonly played in mid (position). She is also played bot in more of a support role. Kha’Zix is an assassin who people like to play top, jungle or mid.

None of these position choices affect the DNA of the champion at all – they still bring the same ability kits and have the same core playstyle, but their position can affect what they do for that game. Naturally, some champions will be more suited for some positions, but there are also variables that affect even that. Team composition, for allies and enemies both, will influence a champion’s effectiveness, and item build synergy can enhance a champion’s ability to perform within a certain position. The different items players buy when playing Jarvan IV top lane as opposed to jungle Jarvan show us how items can enhance and define the two positions, even on the same champion. Ultimately these things can affect current game balance, but not the champion’s core role.

The long and short of it is that role and position are different concepts, and we approach them differently as designers. Players can use this information to better understand what to expect from a champion, and what their strengths and weaknesses can be. By all of us speaking the same language on these concepts, it’ll make for better discussions on more complex design issues.

 

 

 Will Melee Carries like Master Yi now be classified as Assassins?

 

morello Button Rioter Morello: Yes, his pattern is a bit carry-ish, a bit assassin. Melee carries were the hardest in here, and it was hard to justify a role name for a handful of characters. It won’t change how we treat them, really – we still know this design space is needing work.

 

 

 

Do AD Casters fall in the “Mages” category?

 

morello Button Rioter Morello: We debated this – maybe so. I think since they were colloquially “AD Casters,” anything that implied casting was OK. Mage and Caster was a hard word to pick, actually!

 

 

 

 

What categories will Urgot fall under?

 

morello Button Rioter Morello: Probably Fighter/Marskman or vice-versa.

 

 

 

 

 

Will Lux/Karma/Morg/Orianna be Mages or Supports?

 

morello Button Rioter Morello: Mages. They can be played in the Support position, but their role is mage.

 

 

 

 

 

Why is Mordekaiser labeled as “Fighter”?

 

pwyff Button Rioter Riot Pwyff: Each fighter has a unique blend of mobility, damage, disruption and durability.First it’s worth noting once again that Mordekaiser is primarily a mage (lots of area-effect damage and primarily dealing damage with spells), but he’s secondarily a fighter because he deals damage ramping up over time.

So his “unique” blend here is damage and a small amount of durability (in comparison to, say, a lot of mages thanks to his self replenishing shield).

In other words, primarily a mage and secondarily a fighter!

 

 

What constitutes a “Tank” Champion?

 

pwyff Button Rioter Riot Pwyff: Leona’s inherently tanky due to her W. Alistar is inherently tanky due to his ultimate. I think ultimately if we go by your argument that a champion must build a certain way in order to fulfill the role, then Marksmen might not achieve their definition as high-damage auto-attackers because they inherently need items to reach that potential.

If we were to take part of your definition of supports being an ideal label (in that a support has abilities that, when used correctly, accomplish supportive goals) then I think tank as a role also works. Leona is a tank because her damage isn’t high but she has built in tankiness (her W), lots of battlefield control, and huge initiation capabilities. Alistar can be seen in the same way. This is core to their abilities and can be augmented by how they’re built. You use Blitz as an ideal “support” category, but I’ve seen a coworker run AP Blitz for his huge AoE ult damage and displacement (he uses the hook to get himself kills).

Other tank champions who fall under the category role of tank might be able to go glass cannon for great effectiveness (AP AMUMU WHYYYYY), but their core skillset fundamentally encourages a tanky playstyle, and that’s an expectation that goes hand in hand with the role.

If I were to think of a perfect champion that fulfills the tank role, by the way, I’d think of Leona and Alistar – not Singed.

 

 

Will we be able to create our own Champion Role tags?

 

morello Button Rioter Morello: Totally different goals and tech required (and not a bad idea), but not really part of any of this stuff.

 

 

 

 

Why are Carry Mages (Cassiopeia/Karthus/Ryze) not listed under “Marksman”?

 

pwyff Button Rioter Riot Pwyff: For your first point, you’re misconstruing the concept of a Marksman as a “Carry” and this was the precise reason we wanted to move away from AD Carry as a term. Marksmen can carry. Mages can carry. Fighters can carry. So on and so forth. Nowhere do we indicate that one role cannot carry and one is a designated carry because, as you’ve noted, Ryze, Karthus and Cass can carry as Mages.

To argue the other point about Cass being a Marksman, I don’t quite understand what you’re going for aside from the fact that she can carry a team with her strong damage. Cass deals all of her damage through abilities and she has two high control spells in her ultimate and Miasma. You’ll notice this definition in Marksman:

“Typically focused on using their basic attacks more than their abilities”

But that’s not the case here.

On that note we did debate about adding a line “While Mages may not deal as much damage as Marksmen, they can still have a high impact in damage and control etc etc” that’s not the actual wording but the general gist is there. We just took it out because we realized we mentioned Marksmen before we even got to the definition.

As for your edit, champions can have secondary roles (see Mordekaiser as a Mage / Fighter), so consider that.

 

 

Follow-up:

 

pwyff Button Rioter Riot Pwyff: For the role referring to ranged constant DPS, I get that there are a few crossovers (Ashe as another example of straddling certain boundaries despite operating primarily as a Marksman), but these are foundational role titles that need to be broad in order to get that alignment. I’m thinking of roles as being almost a spectrum wherein champions fall in various spots on the rainbow of roles (the difference between Mage and Support feels a little hazy to me).

Anyway, I apologize if I misconstrued that initial point. I think I was focused a little too heavily on getting that “some roles can carry at different stages in the game” point out there. Cass does do continuous damage through ability use, but I still feel her highest impact point is in her ultimate which primarily classifies her as a Mage. That’s just my two cents though.

 

 

The problems with Support Champions: Season 4 improvements

 

morello Button Rioter Morello: I think the biggest issue here, abstractly, is supports miss out on the satisfying power curve portion of LoL. I think their duo laning is actually pretty good (they focus on PvP actions as opposed to farm – a different pace), but their inability to gain power meaningfully throughout the game is highly unsatisfying. Right now, their income isn’t terrible overall, but their expenditure due to ward burden is.

Unfortunately, that speaks to more systemic fixes – especially to wards and vision. And that’s all for Season Four.

 

 


 Savage Gameplay – Rengar Improvements


 

rengar decoration

Disappointed with the latest updates on Rengar? Don’t be! Scarizard and Wav3Break are dedicated to making the League’s predator rise to glory.

 

 

Regarding the recent Savagery suggestions

 

ScarizardButton Rioter Scarizard: Trying to balance catching up on posts and doing actual work – a few points:

1. Please remember that the changes to Q are in testing, and that the lack of an effect on Q is placeholder. It might be returned to %AS on Q and ??? on Q2. Previously we had ‘If Savagery strikes a champion below 50% life, gain an additional ferocity point’ which we had some pros and cons. When judging the changes understand that the goal is to lower the burst potential of these two spells and that shifting them into tools for sustained damage is a win for Rengar’s balance overall – but i don’t intend to leave either part of this skill bare.

2. Some people seem to like the counterplay we’re introducing to his ultimate, and some of you don’t. I’m open to suggestions here – but Rengar sorely needs more counterplay on this skill for it to retain the strength it has, let alone gain more. Give me your thoughts on how’d you like to see this done.

Gonna go grab some food, but i’m at least caught up on this threads’ posts.

 

 

 Possible improvements to Savagery

 

Scarizard Button Rioter Scarizard: So i’m finishing up packing and heading to bed before my flight in the morning (For those of you who missed the previous post, i’m heading the Spain for the EU Pro Player conference for a couple of days) but wanted to let you guys know about the iteration we just clocked – while i won’t be around for playtests on thursday or friday, Wav3break will be tuning numbers and driving it while i’m gone.

I’ll update the original post as well, but the changes look something like:

Savagery
– Attack Speed reinstated, -slight- buff to %AS, -slight- nerf to base damage.

Empowered Savagery
– In addition to dealing bonus damage, grants Rengar 3 Ferocity.

So what does this mean? Basically, Rengar’s Empowered Savagery sets him up for a potential Ryze-like spell chain. Feedback from this thread has been that (Triple Q or no), you guys really like stabbing. With this setup, you can Q2 -> Q, W, -> Q2, E. Q ->Q2 again, with a higher degree of Attack Speed than before. I’ve played around with the changes a bit with a few people and i have to say it looks pretty awesome tbh. You lie in wait, ready for the kill….and then you proceed to maul your target’s face off.

Another cool thing about the ‘Q-Train’ as Volty calls it, is that you can end the cycle at any point with Empowered Battle Roar or Emp. Bola strike and call it a day, winning trades or flatly disengaging. We still need to see what this does in laning situations, but from i can tell it drastically increases his engagement windows but highly rewards him for ‘keeping up’ his combos – all while hacking away like a madman.

I suspect it will be slightly OP with this version, but we can always tune. One idea we had is to slightly lower the damage further of Empowered Savagery, but instead have it apply a debuff making your next Emp. Savagery deal 50% more damage (probably only stacks 3 times?). This option feels unnecessary at -this- point, but can proceed to it if his laning is obnoxious but we like the pattern of Q2. Also drives home a lot of the ‘single-target mauling predator’ feel if you can single out your prey and make their lives hell.

Feeling more confident about this version, but everything is always subject to change. Could possibly see Bola’s slow% being increased to accomodate Rengar’s knifing around if he’s having too much trouble gettin’ to the folks he needs. Looking into using Battle Roar as a slot to provide a mechanic that helps him survive endgame without making his solo/dueling cases feel unbeatable – some of you guys have suggested a Wukong-like ‘Less defense, but stacking with nearby targets’ and i’d like to try it and see how it goes.

Even to those who think i’m not listening – your voices not going unheard. Thanks again for all of your posts, y’all.

 

 

Suggestion for Bonetooth Necklace bonus (bonus movement speed in brush/when unseen)

 

Originally Posted by Eleshakai View Post
I think a +movement speed when not visible to enemy team might be a cool perk for the necklace to offer. Kind of along the lines of boots of mobility, but just any time he isn’t able to be seen by enemy teams. It’d also open up some strategic counter-ward play.

 

ScarizardButton Rioter Scarizard: Catching this before i leave – i think something like this sounds really cool. I know i mentioned earlier that we were looking at +MS% in brush. What do people think about similar version?

‘Rengar gains X movement speed while not visible to the enemy team (or out of combat). This bonus is doubled while Rengar is in brush.’ ?

A lot of the bonetooth ideas specifically have been pretty interesting – Wav3break’s heavy lifting is going to be focused on BTN, but i’ll make sure to keep passing these along.

 

 

Q-mashing Awesomeness

 

Wav3Break Button Rioter Wav3Break: Just to buffer Scarizard’s post, I am currently tuning the new “Q-Train” destroyer knife cat damage window and I’m not gonna lie, this thing feels freaking awesome to pull off. You will knife more than you ever could and stab peoples faces like no tomorrow. Now time to balance and test it more :P. Again everything is subject to change.

I would also like to ask some questions:

How would you guys feel about Bola Strike being a skill shot?

How would you guys feel about Empowered Bola Strike bringing a little bit more team utility?

P.S. I think Bone Tooth is feeling pretty healthy building out of a Hunter’s machete for all of you jungle Rangos out there .

Continue to give us great ideas guys we will continue to iterate and try our best to make sure Rengar becomes an awesome and healthy character!

 

 

Rengar will still burst

 

Wav3BreakButton Rioter Wav3Break: Rengar will always have burst due to the nature of his ability mechanics, but we need to tune it to be healthier in early stages of the game and give him some extra stuff to make him flow into late game scenarios where he should be able to select his target of choice, possibly be in the middle of the enemy team and not necessarily only fulfill the role of “I kill your squishy and die right after/I can only kill your squishy and am useless to my team if I fail.”

We are not going to destroy his burst nor are we tuning him into a tanky bruiser. You will still be able to knife cat ambush people, but once again, the challenge for us is to make that pattern healthy, fun and balanced. This undoubtedly means we have to take some power away from his burst, whether its damage or execution speed. At the same time, we are also able to use the room created by this change to give him cooler effects that won’t force Rengar into his current “if I fail to kill someone squishy on my first Leap from Ult, I am useless” and “suicide dive bomb/kamikaze” play pattern.

As a final thought, I would just like to stress this point again: burst damage on a long duration true stealth character with no counter play, no warning, and no window to react is not okay. It is not fun to play against, it is not healthy for our game and it completely warps the game for enemy players. This pattern’s existence in its current form on Rengar’s kit limits our ability to make this character healthy and that is why it has to go. With it gone we have the room to make him into the true predator and hunter who doesn’t just jump in and die after taking down his prized prey.

 

 

How far can Rengar go with his new ultimate?

 

ScarizardButton Rioter Scarizard: Pretty far – Rengar’s vision range originates from his body, so it’s impossible for him to ever activate it and exceed his own vision range. Currently, people only hear VO if they are within his champion sight radius(around 1k or so) when he activates the ultimate. If he activates the ultimate while he’s ‘on his way’ the opponent won’t hear his VO play – but would see the particle above their head once he reached the appropriate range.

 

 

Will you remove triple Savagery?

 

ScarizardButton Rioter Scarizard: I’d like to address this. Triple Q with Rengar isn’t like Zed landing double Razor Shurikens or Lulu Glitterlancing multiple people, or even like Kha’Zix leaping perfectly for a multi-kill. Once you know how to do it, you know how to do it.

 

Triple Q’ing isn’t what makes Rengar rengar. Stalking prey, making decisions on which Ferocity Bonus to use for the right situation, leaping out of brush and killing someone, or flanking and jumping someone for an allied takedown? Those are things that make Rengar who he is. You’re all right that this was intended functionality when it was put in the game – but even Classick agrees that it was also a mistake. Frontloading 500% of your AD in less than a second on a target of your choosing when no one can see you coming is just not something that’s okay.

I want him to kill people – Rengar’s a damage dealer and that’s what he does. I would just like him to kill people over 5 or 6 seconds than 1 to 2.

I want him to inspire fear into his opponents. I don’t want him to inspire rage.

 

 


Wild thoughts on Olaf


 

olaf decoration

SmashGizmo posts an update on his previous changes to Olaf.

 

 

SmashGizmo Button Rioter SmashGizmo: Guess I should’ve made it clear that I would be gone all weekend when I mentioned I was going to Evo. Sorry for the delay on updates.

Just gonna rapid fire my thoughts to you guys so you know what’s going on, but I honestly don’t have enough time for a lot of back and forth until later in the week.

Undertow

  • Min Range
  • Overall confident in the change
  • Distance currently tuned at 400 (pickup radius is 250, cast ranges are measured for the center of a character so Olaf is currently walking under 100 units to retrieve min range axes)
  • Slow Decay
  • Confident in the change
  • Unlikely to change slow values until I’m confident in larger scale changes and am at the phase where it’s time to do balance tuning
  • Wall Sticking
  • Unconfident in the change
  • Testing feedback has been inconsistent
  • More experienced Olafs dislike it more than newer Olafs, laners dislike it more than junglers
  • Planning on trying an iteration where wall sticking only occurs if the axe would land inside impassible terrain, essentially trying to keep it as a solution for junglers who rely on the lower min range without disrupting its current use cases
  • Going to try lowering axe’s vision radius on impact to reduce the ability’s scouting power without fully removing the scouting aspects

Vicious Strikes and Ragnarok

  • AS feels pretty meaningless on Ult, probably getting removed
  • AD on Vicious Strikes muddles the use case considerably
  • Likely to iterate on Vicious Strikes by removing the spell vamp and AD and replacing with AS of some sort
  • Undertow scaling off the AD and spell vamp is making the usage of this skill overly confusing
  • Would like to make it clear that this is your berserking steroid, best used in conjunction with Berserker Rage, rather than providing a hodgepodge of stats that are difficult to optimize
  • Still trying to figure out what to do with Ragnarok
  • Passive Armor/MRes that is cast aside during Ragnarok is conceptually better in terms of defined counterplay and seems well liked by Designers
  • However, creates some weird feelings for players with less design context, where they are hesitant to trade off their defensive stats and then go in
  • Still trying to find the balance between offering sufficient counterplay to opponents and providing the Olaf player with what they want out of Ragnarok

So I guess the tl;dr is that I’m still not happy with the W/R mechanics and will be shifting those around until I’m happier with their defined use cases and will be trying to find a more intuitive way to accomplish my goals on Undertow.

 

 

Why do you want to remove the bonus AD from Vicious Strikes?

 

SmashGizmoButton Rioter SmashGizmo: I specifically don’t like that players have a strong natural urge to press W before Qing to get the bonus AD and spell vamp on their axe. This pattern encourages Olaf players to use their strongest auto-attacking steroid before they’ve closed the distance, which is a fairly large misuse of the ability’s power in most situations. I wonder if maybe just taking the spellvamp off is sufficient to make this use case less attractive.

 

I dunno, I’ll think on it. I agree that the AD provides better gains for Olaf by accessing the multiplicative scaling and conceptually feels better, but I just don’t like the W + Q interaction and how it frequently leads players into a poor skill usage cycle.

 

 


Champion/Skin Sale – Expires July 22nd


 

Sale 22nd July

Enjoy the following champions and skins at a discount from July 19th to the 22nd!

 

  • Janna - 292 RP
  • Varus - 487 RP
  • Yorick - 440 RP

 

 

Full Metal Pantheon – 487 RP

 

Full Metal Pantheon

 

Ravager Nocturne – 260 RP

 

Ravager Nocturne

 

Sun Goddess Karma – 375 RP

 

Sun Goddess Karma

 

 

Missed any recent updates? Check here!

 

 Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

Patch 3.9 Preview, Lucian revealed and Themed Bundles

Heimerdinger Rework, Lucian Revealed, RP Summer Sale & Art Thread