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Patch 6.2 Notes

January 27th, 2016

 

Patch 6 2 Banner

Patch 6.2 will be live in a few hours. Here are the official notes:

 

New Champion

Shen Rework

Balance

Store Content

Client

Miscellaneous

 

[ Note ] Radiant Wukong, Lunar Wraith Caitlyn & Morgana, the Rising Ward Dawn Skin and the four Lunar Revel Summoner Icons will be coming with this patch. You can find previews of them all HERE.

 

Don’t know when Patch 6.2 hits live? Here’s the maintenance schedule for all regions:

Patch 6 2 Maintenance banner

 

Pwyff Final PortraitGreetings, Summoners.

Scarizard is taking a break from the patch notes, so you get me.

Before we get to the meat of things, let’s have a moment of silence for the passing of the old Mordekaiser vs. Master Yi art we stole from somewhere I can’t remember.

And now check out that awesome new art we stole from the 2016 season update! You cangrab it as a wallpaper here, which is nice.

Getting into the mix, 6.1 and 6.2 are our ‘preseason followup’ patches, and we’ve been pretty happy with how things are trending. We’re seeing some cool diversity picks in competitive games (little suspicious of that Lissandra support), a lot of major outliers are calming down (although Graves and a few others may need to be checked), and the season’s start is upon us.

In light of the above, 6.2’s very straightforward. The most exciting things I’d want to highlight (aside from the release of Jhin, the Shen update, and the Nunu buffs) are very ‘under-the-hood’ with the ward debris and wall collision detection changes. The wall collision changes are pretty important but self-explanatory, so go read the note. On the point of ward debris: we still firmly believe that there needs to be some way to learn one of the most critical (and often game-winning) systems in League of Legends, so shiny little ghost-wards is where we’re at. Clarity.

And that’s 6.2 wrapped up! We wish you the best of luck in your placement matches. If you’re struggling, try finding some like-minded friends to rank up with – just make sure they don’t owe you money or anything because if you start fighting over who threw the game at the 55 minute mark, feelings get hurt and Tyler will never pay you that $20 he owes unless you call him out publicly in the patch notes. FOR SHAME.

But seriously, find some friends and have fun! Good luck out there!

[ Link to Post ]

 

JHIN THE VIRTUOSO

Jhin will be available for 7800 IP/975 RP on release. After a week his price will drop down to 6300 IP.  He’ll also be available for RP in a bundle with his release skin – High Noon Jhin.

 

jhin-reveal-redirect-banner Jhin_0 (2)

Jhin_Square_0 (1)

 

MODEL EMOTES

Jhin Model 1 Jhin Model 2

 

ALL SPELLS

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

Jhin Final Portrait

General

  • Health: 540 [ +85 per level ]
  • Mana: 300 [ +35 per level ]
  • Auto-Attack Range: 550
  • Attack Damage: 53 [ +4 per level ]
  • Base Movement Speed: 325
  • Armor: 20 [ +3.5 per level ]
  • Magic Resist: 30 [+0 per level ]
  • HP-per-second: 1.1 [ +0.1 per level ]
  • Mana-per-second: 1.2 [ +0.16 per level ]

 

WHISPER PASSIVE

Whisper Final IconDeath in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.

Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).

 

Jhin Passive 1 Jhin Passive 3

Jhin Passive 2 Jhin Passive 4

 

DANCING GRENADE Q

Cooldown: 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.

 

Jhin Q 1 Jhin Q 2

 

DEADLY FLOURISH W

Cooldown: 14 seconds at all ranks || Mana Cost: 50/60/70/80/90 || Range: 2500

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.

Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.

 

Jhin W 1 Jhin W 2

 

CAPTIVE AUDIENCE E

Cooldown: 2 seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge

Range: 260 || Recharge Cooldown: 28/27/26/25/24 seconds || Maximum Charges: 2

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.

Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] to enemy Champions (minions and neutral monsters are dealt 65% damage).

 

Jhin E 1 Jhin E 2

 

CURTAIN CALL R

Cooldown: 120/105/90 seconds || Mana Cost: 50/60/70/80/90 || Range: A lot

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.

If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.

 

Jhin R 1 Jhin R 2

 

Here’s Jhin’s Champion Select quote:

 

And his login animation by frostyNinja:

 

 

SHEN REWORK

Shen’s rework features a brand new passive, Q and W, tweaked values on E and R and a visual update, including new splash arts for all his skins:

 

Shen_Splash_0 Shen_0 (1)

Shen_Square_0

 

Shen Final Portrait

General

  • Health: 540 [ +73 per level ]
  • Energy: 400
  • Auto-Attack Range: 125
  • Attack Damage: 60 [ +3 per level ]
  • Base Movement Speed: 340
  • Armor: 25 [ +2.6 per level ]
  • Magic Resist: 32 [ +1.25 per level ]
  • HP-per-second: 2 [ +0.15 per level ]

 

MODEL Banner

Shen Model 1 Shen Model 2

 

AUTO ATTACKS Q AND W

 

KI BARRIER PASSIVE

Ki Barrier Final IconAfter casting a spell, Shen gains a shield that absorbs 52-120 [+14% of Bonus HP] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].

Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.

 

Shen Passive 1 Shen Passive 2

 

TWILIGHT ASSAULT Q

Energy Cost: 140/130/120/110/100 || Cooldown: 8/7.25/6.5/5.75/5 seconds

Twilight Assault Final Icon

Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [+0.015 AP] % of enemy’s Max HP as bonus magic damage.

Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [+0.02 AP] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.

Minions and monters take 30/50/70/90/110 additional damage per empowered attack.

 

Shen Q 1

 

SPIRITS REFUGE W

Energy Cost: 40 at all ranks || Cooldown: 18/16.5/15/13.5/11 seconds

Spirits Refuge Final Icon

Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.

 

 

Shen W 1 Shen W 2

 

SHADOW DASH E

Energy Cost: 180 at all ranks || Cooldown: 18/16/14/12/10 seconds

Shadow Dash Final IconPassive: Shen recovers 30-40 energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].

Active: Shen dashes in a direction, dealing 50 [+12% of Bonus HP] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.

 

STAND UNITED R

Energy Cost: 0 at all ranks || Cooldown: 180/150/120 seconds

Stand United Final IconShen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [+1.3 AP] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.

 

 

BLOOD MOON SHEN Banner

Shen_Splash_4 Shen_4

Blood Moon Shen Model 1 Blood Moon Shen Model 2

 

FROZEN SHEN Banner

Shen_Splash_1 Shen_1

 

SURGEON SHEN Banner

Shen_Splash_3 Shen_3

Surgeon Shen Model 1 Surgeon Shen Model 2

 

TPA SHEN Banner

TPA Shen Model 1 TPA Shen Model 2

 

WARLORD SHEN Banner

Shen_Splash_5 Shen_5

Warlord Shen Model 1 Warlord Shen Model 2

 

YELLOW JACKET SHEN

Shen_Splash_2 Shen_2

Yellow Jacket Shen Model 1 Yellow Jacket Shen Model 2

 

Shen’s also received updated in-client lore to complement his rework:

 

”The Eye is blind to fear, to hate, to love, to all things that would sway equilibrium.”

Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.

 

 

Champion Changes

 

Cassiopeia Final Portrait

 

Quality of Life Box FinalTwin Fang Final IconTwin Fang [ E ]

  • Casting the spell will no longer cancel Move or Attack orders.

 

 

 

Dr-Mundo-Final-Portrait (1)

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Bonus AD decreased from 40/55/70/85/100 [+0.4/0.55/0.7/0.85/1 per 1% Missing HP] to 20/40/60/80/100 [+0.2/0.4/0.6/0.8/1 per 1% Missing HP]

 

Nerf BoxSadism Final IconSadism [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/85/70.

 

 

 

Elise-Final-Portrait1 (1)

General

  • Base Movement Speed in Human Form decreased from 330 to 325;
  • Base Movement Speed in Spider Form decreased from 355 to 350 (same change for spiderlings).

 

Nerf BoxVolatile Spiderling Final IconVolatile Spiderling [ W ]

  • Base Damage decreased from 75/125/175/225/275 to 60/110/160/210/260.

 

 

 

Fiora Final Champion Portrait

 

Change BoxDuelists Dance Final IconDuelist’s Dance [ Passive ]

  • Vital spawning now alternates between top-right and bottom-left sides, changed from spawning randomly.

 

 

Gangplank-Final-Champion-Portrait1 (2) (1)

 

Nerf BoxCannon Barrage Final IconCannon Barrage [ R ]

  • Cooldown increased from 140/130/120 seconds to 160/150/140.

 

 

 

Karma-Final-Portrait (1)

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

  • Mana Cost decreased from 70/75/80/85/90 to 50/55/60/65/70.

 

 

 

Khazix Final Portrait

 

Quality of Life Box FinalVoid Spike Final Icon Void Spike [ W ]

  • Can now be ‘buffered’ mid-jump so that Kha’Zix can cast it slightly before landing;
  • If Kha’Zix attempts to cast both Void Spikes and Void Assault while mid-air, he’ll buffer only the last one he attempted to cast (not both, that would be too much).

 

Quality of Life Box FinalVoid_AssaultVoid Assault [ R ]

  • Same changes as with [ W ].

 

 

 

Kindred-Final-Portrait (1)

 

Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Mana Cost increased from 30 at all ranks to 35.

 

 

Nerf BoxMounting Dread Final IconMounting Dread [ E ]

  • Base damage decreased from 80/110/140/170/200 to 60/90/120/150/180.

 

 

 

Nunu-Final-Portrait1 (1)

 

Change BoxIce Blast Final IconIce Blast [ E ]

  • Damage decreased from 85/130/175/225/275 [+1.0 AP] to 80/120/160/200/240 [+0.9 AP];
  • Slow strength increased from 20/30/40/50/60% to 40/45/50/55/60%;
  • Attack Speed and Slow debuff duration decreased from 3 seconds to 2;
  • Mana cost decreased from 75/85/95/105/115 to 70/75/80/85/90;
  • Cooldown decreased from 6 seconds at all ranks to 6/5.5/5/4.5/4.

 

 

Rengar-Final-Portrait (1)

 

Unseen_PredatorUnseen Predator [ Passive ]

  • When Rengar dashes, he will now land a small distance away from his target.

 

[ Context ] This is to prevent the mid-air Bola cast when on top of an enemy Champion.

 

Change BoxEmpowered_SavageryEmpowered Savagery [ 5-Ferocity Q ]

  • Total AD ratio decreased from 1.5 to 1.3;
  • Bonus Attack Speed and Attack Damage increased from 10% to 20%.

 

Nerf BoxBola_StrikeBola Strike [ E ]

While Rengar is dashing, Bola Strike will have a small cast delay.

 

 

Change BoxThrill_of_the_HuntThrill of the Hunt [ R ]

  • Range for exclamation mark to appear increased from 1250 to 1450;
  • When stealthed, Rengar will gain the Movement Speed buff, regardless of whether he’s moving toward an enemy Champion.

 

 

Tahm-Kench-Final-Portrait2 (1)

 

Nerf BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ]

  • Stacks now remain on the target for 5 seconds, decreased from 7.

 

 

Nerf BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Ratio on passive decreased from 4/6/8% of Bonus HP to 2/4/6%.

 

 

 

Item Changes

 

Buff BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Cost decreased from 565 Gold to 465 (Total Cost down from 2800 Gold to 2700).

 

 

Buff BoxCull Final IconCull

  • Attack Damage increased from 5 to 7;
  • Gold received for reaching 100 stacks increased from 300 to 350.

 

Quality of Life Box FinalCinderhulk Final IconEnchantment: Cinderhulk

  • Tooltip fix: now mentions the burn aura will only trigger while in combat.

 

 

Quality of Life Box FinalFarsight Alteration Final IconFarsight Alteration

  • Mouse cursor now changes color depending on where you want to drop the trinket:

 

Red – impassable terrain, don’t put trinket there over penalty of playing Teemo;

Blue – regular terrain, trinket can be placed;

Green – trinket will be placed in brush.

 

Blue Trinket 1 Blue Trinket 2 Blue Trinket 3

 

Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Cooldown on active increased from 60 seconds to 90.

 

 

Buff BoxMorellonomicon Final IconMorellonomicon

  • Recipe cost decreased from 765 Gold to 615 (Total cost decreased from 2550 Gold to 2400).

 

 

MASTERY CHANGES Banner

 

Change BoxAssassin FInal IconAssassin [ Tier 2 Cunning ]

  • Bonus damage when alone increased from 1.5% to 2%;
  • Bonus damage now only applies to enemy Champions, not minions and monsters.

 

Nerf BoxThunderlords Decree Final IconThunderlord’s Decree

  • Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level);
  • Window to stack 3 attacks/spells to proc the damage decreased from 5 seconds to 3.

 

 

HIGH NOON JHIN Banner

High Noon Jhin will be available for 1350 RP as soon as Jhin is released.

 

Jhin_Splash_1 (1) Jhin_1

 

ALL SPELLS

 

MODEL Banner

High Noon Jhin Model 1 High Noon Jhin Model 2

 

Recall Banner

High Noon Jhin Recall 1 High Noon Jhin Recall 2

 

WHISPER PASSIVE

High Noon Jhin Passive 1 High Noon Jhin Passive 2

High Noon Jhin Passive 3 High Noon Jhin Passive 4

 

DANCING GRENADE Q

High Noon Jhin Q 1 High Noon Jhin Q 2

 

DEADLY FLOURISH W

High Noon Jhin W 2 High Noon Jhin W 1

 

CAPTIVE AUDIENCE E

High Noon Jhin E 1 High Noon Jhin E 2

 

CURTAIN CALL R

High Noon Jhin R 1 High Noon Jhin R 2

High Noon Jhin R 3 High Noon Jhin R 4

 

 

BEAST HUNTER DRAVEN Banner

Beast Hunter Draven will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Draven_5

 

MODEL Banner

Beast Hunter Draven Model 1 Beast Hunter Draven Model 2

 

 

BEAST HUNTER SEJUANI Banner

Beast Hunter Sejuani will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Sejuani_6

 

MODEL Banner

Beast Hunter Sejuani Model 1 Beast Hunter Sejuani Model 2

 

 

BEAST HUNTER TRYNDAMERE Banner

Beast Hunter Tryndamere will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Tryndamere_8

 

MODEL Banner

Beast Hunter Tryndamere Model 1 Beast Hunter Tryndamere Model 2

 

 

New Summoner Icons

A few eSports summoner icons have been updated for Patch 6.2:

 

profileIcon1028 profileIcon1030 profileIcon1031 profileIcon1101 profileIcon1102

profileIcon1096 profileIcon1097 profileIcon1098 profileIcon1099 profileIcon1100

 

We also have a new anchor icon, presumably for OCE’s Ocean week:

profileIcon1103

 

 

LUNAR REVEL LOGIN ANIMATION

[ Note ] You can find the official Lunar Revel teaser and all the new themed content HERE.

 

The Lunar Revel login animation will be coming with Patch 6.2, as well as a Snowdown-type store. Here’s the video by frostyNinja:

 

Here’s the still from the animation:

Lunar Revel Still

 

And the music from the login theme:

 

Also, a Lunar Revel store is now in place of the Snowdown shop in the client. It functions the same way. Try your luck when 6.2 hits live!

Lunar Revel Store 1

 

 

MISCELLANEOUS Banner

 

Keystone Masteries are now visible during the Loading Screen:

Champion Mastery Load Screen

 

 

NEW CHAMPION SELECT Banner

As promised when we launched New Champ Select, we’ve been working to improve the system based on our initial live data. Before we proceed, it’s worth noting that our downtime wasn’t caused by bugs in New Champ Select itself (hence the relatively low number of fixes listed here). Rather, the huge influx of traffic from both New Champ Select’s launch and the start of the 2016 ranked season caused New Champ Select’s underlying systems to fall over.

Now that we’ve reinforced these systems and New Champ Select is back online, here’s what’s new:

Interface Improvements

Adding a few tools back into New Champ Select which weren’t quite ready to go when we launched.

[ POOL PARTY COMP ] Skins are now purchasable in New Champ Select
[ LITERALLY B LUCIAN ] Chromas can now be selected in New Champ Select
[ YOU GOTTA WARD, THOUGH ] Ward skins can now be selected in New Champ Select

Matchmaking Improvements

These changes were made pretty quickly following the initial release of New Champ Select. We’re just making sure you know about them.

[ MATCHMAKING BALANCE ] Improved at all skill levels
[ QUEUE TIMES ] Reduced at the top end of the MMR spectrum
[ PREMADE EQUALITY ] 5-man premades are now matched up against other 5-man premades 98% of the time

 

 

WALL COLLISION DETECTION Banner

This is a change that has some implications (most good) in terms of how you flash over walls or place wards over walls, so we’re going to be transparent about what happened. Before this change: when someone tries to flash over or place a ward over a wall, the game tries to place you at the spot you want to go. If it can’t, it starts spiraling out (don’t ask why it was a spiral) before arriving at a concrete location. It then plops you at that location. Technically this is consistent, because the spiral is always the same so if you know the right spots you’ll always end up where you want – it’s just a matter of memorizing where. After this change: same thing, except if you can’t find a home in the wall, the system checks for the closest available spot and puts you there. Period.

What this means: flashing over and placing wards over walls should be far more intuitive as to what will ‘work’ or not work. If something used to work and it no longer works, that’s because it wasn’t supposed to in the first place (insufficient range) but the system was cheating it. For those situations, you’ll need to re-learn certain ‘ways’ of warding over walls to get consistency, but it should make a lot more sense.

[ YOU’RE WELCOME SCARRA ] Placing wards over walls or flashing over walls is now more logical and precisely calculated. Read the context, this patch note isn’t going to make sense.

 

WARD DEBRIS Banner

One major point of feedback we’ve gotten on ward debris is just how useless the information is. Basically, because these things stick around for so long, you end up with a lot of ‘junk’ data that doesn’t do much for learning habits.

This change is to streamline things. By showing clear, readable ‘phases’ in ward debris life, you should understand more about your enemy’s vision strategy and how it evolves over the course of time. This might not sound like a very exciting feature, but it totally is. We’re excited. Please be excited.

[ DEBRIS DURATION! ] 300 ⇒ 240 seconds
[ NEW DEBRIS VISUALS! ] Ward Debris now:
  • Brightly glows in the first 10% of its lifespan!
  • Stops emitting flames after 30% of its lifespan has passed!
  • Particle visibly changes and debris shrinks after 60% of its lifespan has passed!

 

BUGFIXES Banner

  • HUD font size now properly scales with HUD settings, rather than system DPI settings. Sorry, 4k users!
  • Fixed a bug where Sweeping Lens’s animation would play when walking into brush the enemy team swept earlier in the match
  • Fixed a bug where Warlord’s Bloodlust’s attack speed buff was lasting one second less than intended
  • Fixed a bug where Hecarim’s E – Devastating Charge R – Onslaught of Shadows combo wasn’t working properly. Hecarim can now cast E before R and will not lose the E buff
  • Similar to Ryze, Cassiopeia now retains her previous movement or attack command after E – Twin Fang‘s cast finishes
  • Vel’Koz’s R – Lifeform Disintegration Ray no longer does a variety of strange things if cast as Vel’Koz last-hits a target
  • Fixed a bug where Malphite’s R – Unstoppable Force would sometimes knock up and damage units at the start position instead of end position when interacting with displacement spells like Trundle’s E – Pillar of Ice
  • Fixed a bug where displacement effects would not displace Zac during E – Elastic Slingshot‘s travel time
  • Fixed a bug where leveling up caused Graves’s E – Quick Draw’s armor and magic resistance bonus to become inconsistent until refreshed
  • Fixed the vision-granting aspects of Malzahar’s Q – Call of the Void. Vision is now properly granted along the entire path and enemies hit on the edge of their hitboxes are now properly revealed.
  • Yasuo’s W – Wind Wall now properly continues to blocking projectiles if Yasuo dies
  • Fixed a bug where Yasuo’s third Q – Steel Tempest (and E > Q combo) could deal damage through spell shields in certain situations
  • Fixed a bug where Leona’s E – Zenith Blade still rooted a target mid-dash even if they spell shielded the ability
  • Pantheon’s Passive – Aegis Protection now blocks – and gets consumed by! – attacks by Annie’s Tibbers and Heimerdinger’s ultimate turret
  • Fixed many cases of on-hit effects applying even when blocked by Pantheon’s Passive – Aegis Protection
  • Fixed a bug that caused Zyra’s plant attacks to ignore a target’s dodge status
  • Rift Herald now drops a soul for Thresh

 


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

PBE Round-up: Patch 6.2

January 22nd, 2016

 

PBE Round up 62 Banner

Patch 6.2 will hit live in the early hours of January 27th, assuming there are no delays. Here are its contents:

 

New Champion

Shen Rework

Balance

Store Content

Client

Miscellaneous

 

[ Note ] Radiant Wukong, Lunar Wraith Caitlyn & Morgana, the Rising Ward Dawn Skin and the four Lunar Revel Summoner Icons will be coming with this patch. You can find previews of them all HERE.

 

 

JHIN THE VIRTUOSO

Jhin will be available for 7800 IP/975 RP on release. After a week his price will drop down to 6300 IP.  He’ll also be available for RP in a bundle with his release skin – High Noon Jhin.

 

jhin-reveal-redirect-banner Jhin_0 (2)

Jhin_Square_0 (1)

 

MODEL EMOTES

Jhin Model 1 Jhin Model 2


ALL SPELLS

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

Jhin Final Portrait

General

  • Health: 540 [ +85 per level ]
  • Mana: 300 [ +35 per level ]
  • Auto-Attack Range: 550
  • Attack Damage: 53 [ +4 per level ]
  • Base Movement Speed: 325
  • Armor: 20 [ +3.5 per level ]
  • Magic Resist: 30 [+0 per level ]
  • HP-per-second: 1.1 [ +0.1 per level ]
  • Mana-per-second: 1.2 [ +0.16 per level ]

 

WHISPER PASSIVE

Whisper Final IconDeath in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.

Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).

 

Jhin Passive 1 Jhin Passive 3

Jhin Passive 2 Jhin Passive 4

 

DANCING GRENADE Q

Cooldown: 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.

 

Jhin Q 1 Jhin Q 2

 

DEADLY FLOURISH W

Cooldown: 14 seconds at all ranks || Mana Cost: 50/60/70/80/90 || Range: 2500

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.

Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.

 

Jhin W 1 Jhin W 2

 

CAPTIVE AUDIENCE E

Cooldown: 2 seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge

Range: 260 || Recharge Cooldown: 28/27/26/25/24 seconds || Maximum Charges: 2

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.

Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] to enemy Champions (minions and neutral monsters are dealt 65% damage).

 

Jhin E 1 Jhin E 2

 

CURTAIN CALL R

Cooldown: 120/105/90 seconds || Mana Cost: 50/60/70/80/90 || Range: A lot

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.

If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.

 

Jhin R 1 Jhin R 2

 

Here’s Jhin’s Champion Select quote:

 

And his login animation by frostyNinja:

 

 

SHEN REWORK

Shen’s rework features a brand new passive, Q and W, tweaked values on E and R and a visual update, including new splash arts for all his skins:

 

Shen_Splash_0 Shen_0 (1)

Shen_Square_0

 

Shen Final Portrait

General

  • Health: 540 [ +73 per level ]
  • Energy: 400
  • Auto-Attack Range: 125
  • Attack Damage: 60 [ +3 per level ]
  • Base Movement Speed: 340
  • Armor: 25 [ +2.6 per level ]
  • Magic Resist: 32 [ +1.25 per level ]
  • HP-per-second: 2 [ +0.15 per level ]

 

MODEL Banner

Shen Model 1 Shen Model 2

 

AUTO ATTACKS Q AND W

 

KI BARRIER PASSIVE

Ki Barrier Final IconAfter casting a spell, Shen gains a shield that absorbs 52-120 [+14% of Bonus HP] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].

Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.

 

Shen Passive 1 Shen Passive 2

 

TWILIGHT ASSAULT Q

Energy Cost: 140/130/120/110/100 || Cooldown: 8/7.25/6.5/5.75/5 seconds

Twilight Assault Final Icon

Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [+0.015 AP] % of enemy’s Max HP as bonus magic damage.

Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [+0.02 AP] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.

Minions and monters take 30/50/70/90/110 additional damage per empowered attack.

 

Shen Q 1

 

SPIRITS REFUGE W

Energy Cost: 40 at all ranks || Cooldown: 18/16.5/15/13.5/11 seconds

Spirits Refuge Final Icon

Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.

 

 

Shen W 1 Shen W 2

 

SHADOW DASH E

Energy Cost: 180 at all ranks || Cooldown: 18/16/14/12/10 seconds

Shadow Dash Final IconPassive: Shen recovers 30-40 energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].

Active: Shen dashes in a direction, dealing 50 [+12% of Bonus HP] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.

 

STAND UNITED R

Energy Cost: 0 at all ranks || Cooldown: 180/150/120 seconds

Stand United Final IconShen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [+1.3 AP] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.

 

 

BLOOD MOON SHEN Banner

Shen_Splash_4 Shen_4

Blood Moon Shen Model 1 Blood Moon Shen Model 2

 

FROZEN SHEN Banner

Shen_Splash_1 Shen_1

 

SURGEON SHEN Banner

Shen_Splash_3 Shen_3

Surgeon Shen Model 1 Surgeon Shen Model 2

 

TPA SHEN Banner

TPA Shen Model 1 TPA Shen Model 2

 

WARLORD SHEN Banner

Shen_Splash_5 Shen_5

Warlord Shen Model 1 Warlord Shen Model 2

 

YELLOW JACKET SHEN

Shen_Splash_2 Shen_2

Yellow Jacket Shen Model 1 Yellow Jacket Shen Model 2

 

Shen’s also received updated in-client lore to complement his rework:

 

”The Eye is blind to fear, to hate, to love, to all things that would sway equilibrium.”

Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.

 

 

Champion Changes

Cassiopeia Final Portrait

 

Quality of Life Box FinalTwin Fang Final IconTwin Fang [ E ]

  • Casting the spell will no longer cancel Move or Attack orders.

 

 

 

Dr-Mundo-Final-Portrait (1)

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Bonus AD decreased from 40/55/70/85/100 [+0.4/0.55/0.7/0.85/1 per 1% Missing HP] to 20/40/60/80/100 [+0.2/0.4/0.6/0.8/1 per 1% Missing HP]

 

Nerf BoxSadism Final IconSadism [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/85/70.

 

 

 

Elise-Final-Portrait1 (1)

General

  • Base Movement Speed in Human Form decreased from 330 to 325;
  • Base Movement Speed in Spider Form decreased from 355 to 350 (same change for spiderlings).

 

Nerf BoxVolatile Spiderling Final IconVolatile Spiderling [ W ]

  • Base Damage decreased from 75/125/175/225/275 to 60/110/160/210/260.

 

 

 

Gangplank-Final-Champion-Portrait1 (2) (1)

 

Nerf BoxCannon Barrage Final IconCannon Barrage [ R ]

  • Cooldown increased from 140/130/120 seconds to 160/150/140.

 

 

 

Karma-Final-Portrait (1)

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

  • Mana Cost decreased from 70/75/80/85/90 to 50/55/60/65/70.

 

 

 

Kindred-Final-Portrait (1)

 

Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Mana Cost increased from 30 at all ranks to 35.

 

 

Nerf BoxMounting Dread Final IconMounting Dread [ E ]

  • Base damage decreased from 80/110/140/170/200 to 60/90/120/150/180.

 

 

 

Nunu-Final-Portrait1 (1)

 

Change BoxIce Blast Final IconIce Blast [ E ]

  • Damage decreased from 85/130/175/225/275 [+1.0 AP] to 80/120/160/200/240 [+0.9 AP];
  • Slow strength increased from 20/30/40/50/60% to 40/45/50/55/60%;
  • Attack Speed and Slow debuff duration decreased from 3 seconds to 2;
  • Mana cost decreased from 75/85/95/105/115 to 70/75/80/85/90;
  • Cooldown decreased from 6 seconds at all ranks to 6/5.5/5/4.5/4.

 

 

Rengar-Final-Portrait (1)

 

Unseen_PredatorUnseen Predator [ Passive ]

  • When Rengar dashes, he will now land a small distance away from his target.

 

[ Context ] This is to prevent the mid-air Bola cast when on top of an enemy Champion.

 

Change BoxEmpowered_SavageryEmpowered Savagery [ 5-Ferocity Q ]

  • Total AD ratio decreased from 1.5 to 1.3;
  • Bonus Attack Speed and Attack Damage increased from 10% to 20%.

 

Nerf BoxBola_StrikeBola Strike [ E ]

While Rengar is dashing, Bola Strike will have a small cast delay.

 

 

Change BoxThrill_of_the_HuntThrill of the Hunt [ R ]

  • Range for exclamation mark to appear increased from 1250 to 1450;
  • When stealthed, Rengar will gain the Movement Speed buff, regardless of whether he’s moving toward an enemy Champion.

 

 

Tahm-Kench-Final-Portrait2 (1)

 

Nerf BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ]

  • Stacks now remain on the target for 5 seconds, decreased from 7.

 

 

Nerf BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Ratio on passive decreased from 4/6/8% of Bonus HP to 2/4/6%.

 

 

 

Item Changes

 

Buff BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Cost decreased from 565 Gold to 465 (Total Cost down from 2800 Gold to 2700).

 

 

Buff BoxCull Final IconCull

  • Attack Damage increased from 5 to 7;
  • Gold received for reaching 100 stacks increased from 300 to 350.

 

Quality of Life Box FinalCinderhulk Final IconEnchantment: Cinderhulk

  • Tooltip fix: now mentions the burn aura will only trigger while in combat.

 

 

Quality of Life Box FinalFarsight Alteration Final IconFarsight Alteration

  • Mouse cursor now changes color depending on where you want to drop the trinket:

 

Red – impassable terrain, don’t put trinket there over penalty of playing Teemo;

Blue – regular terrain, trinket can be placed;

Green – trinket will be placed in brush.

 

Blue Trinket 1 Blue Trinket 2 Blue Trinket 3

 

Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Cooldown on active increased from 60 seconds to 90.

 

 

Buff BoxMorellonomicon Final IconMorellonomicon

  • Recipe cost decreased from 765 Gold to 615 (Total cost decreased from 2550 Gold to 2400).

 

 

MASTERY CHANGES Banner

 

Change BoxAssassin FInal IconAssassin [ Tier 2 Cunning ]

  • Bonus damage when alone increased from 1.5% to 2%;
  • Bonus damage now only applies to enemy Champions, not minions and monsters.

 

Nerf BoxThunderlords Decree Final IconThunderlord’s Decree

  • Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level);
  • Window to stack 3 attacks/spells to proc the damage decreased from 5 seconds to 3.

 

 

HIGH NOON JHIN Banner

High Noon Jhin will be available for 1350 RP as soon as Jhin is released.

 

Jhin_Splash_1 (1) Jhin_1

 

ALL SPELLS

 

MODEL Banner

High Noon Jhin Model 1 High Noon Jhin Model 2

 

Recall Banner

High Noon Jhin Recall 1 High Noon Jhin Recall 2

 

WHISPER PASSIVE

High Noon Jhin Passive 1 High Noon Jhin Passive 2

High Noon Jhin Passive 3 High Noon Jhin Passive 4

 

DANCING GRENADE Q

High Noon Jhin Q 1 High Noon Jhin Q 2

 

DEADLY FLOURISH W

High Noon Jhin W 2 High Noon Jhin W 1

 

CAPTIVE AUDIENCE E

High Noon Jhin E 1 High Noon Jhin E 2

 

CURTAIN CALL R

High Noon Jhin R 1 High Noon Jhin R 2

High Noon Jhin R 3 High Noon Jhin R 4

 

 

BEAST HUNTER DRAVEN Banner

Beast Hunter Draven will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Draven_5

 

MODEL Banner

Beast Hunter Draven Model 1 Beast Hunter Draven Model 2

 

 

BEAST HUNTER SEJUANI Banner

Beast Hunter Sejuani will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Sejuani_6

 

MODEL Banner

Beast Hunter Sejuani Model 1 Beast Hunter Sejuani Model 2

 

 

BEAST HUNTER TRYNDAMERE Banner

Beast Hunter Tryndamere will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Tryndamere_8

 

MODEL Banner

Beast Hunter Tryndamere Model 1 Beast Hunter Tryndamere Model 2

 

 

New Summoner Icons

A few eSports summoner icons have been updated for Patch 6.2:

 

profileIcon1028 profileIcon1030 profileIcon1031 profileIcon1101 profileIcon1102

profileIcon1096 profileIcon1097 profileIcon1098 profileIcon1099 profileIcon1100

 

We also have a new anchor icon, presumably for OCE’s Ocean week:

profileIcon1103

 

 

HEXTECH CRAFTING Banner

This is a new in-client system that nets you rewards like skins and Champions. Below I’ve written down all the ways you can earn content and craft:

 

You’ll need Hextech Keys and Hextech Chests. You’ll earn Hextech Keys for winning matchmade games (meaning any game type except Custom games).

Chests are trickier; they’re rewards for performing well on a particular Champion. You earn chests through the Mastery system, but keep in mind that you can only earn one chest per season with a given Champion. Every time you get an S rank, you’ll get a chest, up to a maximum of four chests per month.

Alternatively, you can buy both keys and chests for 125 RP each in the store.

Crafting 1 Crafting 2

 

Once you have a pair, you can open chests using keys through the interface found by clicking on the shard icon below your username. After the animation, you’ll receive either a Champion Shard, a Skin Shard, a Ward Skin Shard, Cosmic Essence, Champion Essence or a combination of all those. Note that a chest will never contain essence only.

 

Think of Champion and Skin Shards as tickets for temporary access to Champions. You can do four things with those.

Crafting 4

 

First, you can re-roll both types of Shards into permanent Champions or Skins, respectively. To do so, you’ll need three Shards. The catch? Your reward is random.

 

You can disenchant both Champion Shards and Skin Shards for Champion Essence and Skins Essence, respectively.

Crafting 11 Crafting 12

 

You’ll need this essence to upgrade Champion Shards and Skin Shards into specific permanent Champions and Skins:

 

Lastly, you can rent Champions and Skins for 7 days. This will use up their respective Shards.

Crafting 13

 

The rent period will be displayed on your Summoner Profile. It’s also the place where you can check how many chests you can unlock until the end of the month and what Champions you’ve already unlocked a chest with.

Crafting 15

Crafting 14

 

Sometimes you’ll find Rare Gems in your chests. These contain one chest and one key.

Crafting 9 Crafting 10

 

You can earn Ward Skin Shards through these chests. These work the same way as regular Skin Shards.

Crafting 7 Crafting 8

 

You can also earn Summoner Icons. These will instantly be added to your account.

Crafting 5 Crafting 6

 

 

LUNAR REVEL LOGIN ANIMATION

[ Note ] You can find the official Lunar Revel teaser and all the new themed content HERE.

 

The Lunar Revel login animation will be coming with Patch 6.2, as well as a Snowdown-type store. Here’s the video by frostyNinja:

 

Here’s the still from the animation:

Lunar Revel Still

 

And the music from the login theme:

 

Also, a Lunar Revel store is now in place of the Snowdown shop in the client. It functions the same way. Try your luck when 6.2 hits live!

Lunar Revel Store 1

 

 

MISCELLANEOUS Banner

 

Keystone Masteries are now visible during the Loading Screen:

Champion Mastery Load Screen

 

Content that didn’t make it to 6.2 but will return for testing:

Lunar Revel content that will be released after 6.2:

 


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

 

[ Note ] This is a work-in-progress article, meaning that I’ll be adding screenshots and videos to it as I move along the content. Patience makes you awesome.

 

PBE 13/01

New Champion

Balance

Store Content

Client

 

JHIN THE VIRTUOSO

 

MODEL EMOTES

Jhin Model 2 Jhin Model 1

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

jhin-reveal-redirect-banner image (4)

 

WHISPER PASSIVE

Whisper Final IconJhin’s gun – Whisper – chambers four shots, the last of which always crits and applies extra damage based on a portion of his target’s missing health. After firing all four shots, Jhin takes a moment to reload.

Jhin’s crits deal less damage than normal, and his attack speed doesn’t actually scale with attack speed. Instead, Jhin gains attack damage from any attack speed and crit chance he earns through itemization and runes, while crits give him a burst of movement based on his attack speed.

 

 

DANCING GRENADE Q

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal extra damage.

 

 

DEADLY FLOURISH W

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for a few seconds.

Active: Jhin fires a massively long range shot that damages all enemy minions and the first enemy champion in a target direction. If the enemy champion he strikes has already been marked, they’re briefly rooted, while Jhin himself gains a burst of movement speed.

 

 

CAPTIVE AUDIENCE E

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a blooming flower on the corpse that reveals and slows enemies nearby before detonating for damage.

Jhin places a trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing and marking them with Deadly Flourish and creating a large slowing zone. After a brief pause, the trap detonates, damaging all enemies inside its explosion.

 

 

CURTAIN CALL R

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing damage based on their missing health. Jhin’s fourth and final shot with Curtain Call deals massively increased damage and is guaranteed to crit.

 

 

 

SHEN REWORK

 

KI BARRIER PASSIVE

After casting a spell, Shen gains a shield that absorbs 52-120 [ +14% of Bonus HP ] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].

Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.

 

 

TWILIGHT ASSAULT Q

Energy Cost: 140/130/120/110/100 || Cooldown: 8/7.25/6.5/5.75/5 seconds

Twilight Assault Final Icon

Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [ +0.015 AP ] % of enemy’s Max HP as bonus magic damage.

Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [ +0.02 AP ] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.

Minions and monters take 30/50/70/90/110 additional damage per empowered attack.

 

 

SPIRITS REFUGE W

Energy Cost: 40 at all ranks || Cooldown: 18/16.5/15/13.5/11 seconds

Spirits Refuge Final Icon

Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.

 

 

SHADOW DASH E

Energy Cost: 180 at all ranks || Cooldown: 18/16/14/12/10 seconds

Shadow Dash Final IconPassive: Shen recovers 30-40 energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].

Active: Shen dashes in a direction, dealing 50 [ +12% of Bonus HP ] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.

 

 

STAND UNITED R

Energy Cost: 0 at all ranks || Cooldown: 180/150/120 seconds

Stand United Final IconShen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [ +1.3 AP ] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.

 

 

image (3)

Shen Rework Image

 

BLOOD MOON SHEN Banner

FROZEN SHEN Banner

SURGEON SHEN Banner

TPA SHEN Banner

WARLORD SHEN Banner

YELLOW JACKET SHEN

 

 

Champion Changes

 

Dr Mundo Final Portrait

General

  • Damage changed from 64.2 [+3 per level] to 60.8 [+3.3 per level]

 

Nerf BoxSadism Final IconSadism [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/85/70.

 

 

 

Tahm Kench Final Portrait

 

Nerf BoxThick Skin Final IconThick Skin [ E ]

  • Shield duration decreased from 6 seconds to 4 (shield decay scales accordingly).

 

 

Nerf BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Ratio on passive decreased from 4/6/8% of Max HP to 2/4/6%.

 

 

 

Item Changes

 

Buff BoxCull Final IconCull

  • Attack Damage increased from 5 to 7;
  • Gold received for reaching 100 stacks increased from 300 to 350.

 

Quality of Life Box FinalCinderhulk Final IconEnchantment: Cinderhulk

  • Tooltip fix: now mentions the burn aura will only trigger while in combat.

 
Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • The two ghosts will now only slow enemies who’re running away from the user.

 

 

Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Cooldown on active decreased from 60 to 40.

 

 

 

MASTERY CHANGES Banner

 

Change BoxAssassin FInal IconAssassin [ Tier 2 Cunning ]

  • Bonus damage when alone increased from 1.5% to 2%;
  • Bonus damage now only applies to enemy Champions, not minions and monsters.

 

Nerf BoxThunderlords Decree Final IconThunderlord’s Decree

  • Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level).

 

New Item BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Reworked ]

Every second, you gain a stack of Thirst. Critical Strikes grant 8 additional stacks over 2 seconds.

At 30 stacks, your next attack against a Champion consumes your Thirst stacks and buffs you with Bloodlust, giving you 10-30% Life Steal [scales with Champion Level] for the next 3 basic attacks (counting the attack that procced Bloodlust).

 

 

BEAST HUNTER DRAVEN Banner

Beast Hunter Draven Model

 

 

HEXTECH CRAFTING Banner

This is a new in-client system that nets you rewards like skins and Champions. Below I’ve written down all the ways you can earn content and craft:

 

You’ll need Hextech Keys and Hextech Chests. You’ll earn Hextech Keys for winning matchmade games (meaning any game type except Custom games).

Chests are trickier; they’re rewards for performing well on a particular Champion. You earn chests through the Mastery system, but keep in mind that you can only earn one chest per season with a given Champion. Every time you get an S rank, you’ll get a chest, up to a maximum of four chests per month.

Alternatively, you can buy both keys and chests for 125 RP each in the store.

Crafting 1 Crafting 2

 

Once you have a pair, you can open chests using keys through the interface found by clicking on the shard icon below your username. After the animation, you’ll receive either a Champion Shard, a Skin Shard, a Ward Skin Shard, Cosmic Essence, Champion Essence or a combination of all those. Note that a chest will never contain essence only.

 

Think of Champion and Skin Shards as tickets for temporary access to Champions. You can do four things with those.

Crafting 4

 

First, you can re-roll both types of Shards into permanent Champions or Skins, respectively. To do so, you’ll need three Shards. The catch? Your reward is random.

 

You can disenchant both Champion Shards and Skin Shards for Champion Essence and Skins Essence, respectively.

Crafting 11 Crafting 12

 

You’ll need this essence to upgrade Champion Shards and Skin Shards into specific permanent Champions and Skins:

 

Lastly, you can rent Champions and Skins for 7 days. This will use up their respective Shards.

Crafting 13

 

The rent period will be displayed on your Summoner Profile. It’s also the place where you can check how many chests you can unlock until the end of the month and what Champions you’ve already unlocked a chest with.

Crafting 15

Crafting 14

 

Sometimes you’ll find Rare Gems in your chests. These contain one chest and one key.

Crafting 9 Crafting 10

 

You can earn Ward Skin Shards through these chests. These work the same way as regular Skin Shards.

Crafting 7 Crafting 8

 

You can also earn Summoner Icons. These will instantly be added to your account.

Crafting 5 Crafting 6

 


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

Shen’s Rework Revealed

January 13th, 2016

 

Shen Rework Banner

[ Link to Official Announcement ]

 

Shen’s a bit of an odd duck. He’s a ninja who likes to be punched in the face (spoilers: that’s not changing), and while bits of his kit are super unique and impactful, he also sports two painfully generic abilities. He’s been suffering from a pretty severe case ofold-schoolitis, basically, making him a prime candidate for some champion update TLC. So we’ve given him some. Alongside brushing up the big guy’s model so it’s closer to his awesome splash, we’ve also spent a bunch of time updating some of his abilities. Now Shen’s power manifests as a ki blade he controls with his abilities, for example. Here’s his new kit:


KI BARRIER PASSIVE

After casting an ability, Shen gains a temporary shield. The shield has a relatively long cooldown which is significantly reduced if one of his abilities affects an allied or enemy champion.

 


 

TWILIGHT ASSAULT Q

Twilight Assault Final IconShen calls his spirit blade, empowering his next three basic attacks to deal damage based on a portion of his target’s max health. If his spirit blade collides with an enemy champion on its way to him, Shen deals increased damage and gains greatly increased attack speed. All enemies struck by the returning blade briefly suffer reduced movement speed when moving away from Shen

 

 

SPIRITS REFUGE W

Spirits Refuge Final IconShen’s spirit blade creates a protective barrier that allows Shen and his nearby allies to dodge all basic attacks for a few seconds. The ability triggers when there are allied champions in the zone – if there are no allies are in the zone, it waits to start until one gets close enough.

 

 

SHADOW DASH E

Shadow Dash Final IconPassive: Shen recovers a flat portion of energy whenever he deals damage with Twilight Assault or Shadow Dash.

Active: Shen dashes in a target direction, dealing damage to all enemy champions in his path and taunting them briefly.

 

 

STAND UNITED R

Stand United Final IconShen channels as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield, and once he arrives, he brings his spirit blade with him.

 

 

 

image (3)

 

First things first: Shen’s staying largely faithful to his original design. He’s still a tanky energy-based champ, and his E and R are pretty much identical. You’ll still be able to pull off your last-second ults to save a teammate from death, and still surprise your enemies with those fancy-pants taunt -> flash -> taunt moves. Or y’know, accidentally flash -> taunt absolutely nothing -> spill drink over keyboard, if we’re being real.

Then there are Shen’s other abilities. We wanted to put into effect a pretty fundamental change to his combat patterns by giving Shen and his opponent more things to do and think about during each game. His old Q had some neat interactions with other champions, but ultimately it was basically a point-and-click damage ability with some bells and whistles attached. Feint – his old W – had aged even worse, and was basically a pretty bland shield (because practically no-one built AP on Shen) that just interfered with his otherwise precious energy pool. We quickly identified both abilities as prime candidates for the champion update team’s efforts. Basically, we’re fine with Shen engaging in extended one-on-one duels, but we want those fights to be a bunch more engaging and skill-based than they were.

We wanted to give Shen and his opponent more things to do and think about during each game.

So how’re his new abilities different? Well, his new Q – Twilight Assault – completely changes how and when Shen wants to fight. He’s purely melee now, obviously, so can’t bully or last-hit from range. Instead, he’s all about positioning, maneuvering around his opponent so his Q casts pull his spirit blade through his enemy. His opponent wants that to not happen, obviously, resulting in the two tangoing around their lane for positional advantage. Shen can force the issue by Shadow Dashing in, landing the taunt, then pulling the spirit blade through. This gives him a pretty big boost to his damage, and opens up Spirit’s Refuge to parry his opponent’s reply. His new W has serious implications in teamfights, too, giving his entire team the means to dodge incoming basic attacks. Again, this all requires positional smarts, and the ability’s cooldown means he’ll only really get one shot with it per late-game fight. It’s a strong ability, basically, but only when it’s used properly. Finally, Shen’s new passive shield is a key part of the big man’s repertoire, particularly come late game. Past level 16, his shield literally has no cooldown when he lands his abilities on other champions, meaning smart and dextrous Shen players get to morph into mighty unkillable supertanks.

 Shen Rework Image

Shen’s all about positioning, maneuvering around his opponent so his Q casts pull his spirit blade through his enemy.

That’s about it for Shen’s changes. We’re kicking out a couple of his old abilities and replacing them with more interesting tools that should give him clearer goals during each game. At the same time, we’re brushing up his visuals, refitting him with a new model and better particle effects across the board. So jump onto the PBE now and let us know your thoughts on Shen’s new kit. We’ll shadow dash back in a couple of weeks for the big guy’s release!

 


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

 
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FOLLOW UP Pathing aka Minion Blocking Update

Reinboom Final PortraitHeads up: since we’re going to be heading out for the night, just wanted to give some context up front.

Riot Reinboom here to bring a quick update on the state of pathing and upcoming changes (read: revert) to it. 🙂

Pathing What?

In 5.22 we did a hefty rebuild of one of the systems that guides pathing (particularly through minions), with some tweaks in 5.23.

Our goal was to make pathing through minions more predictable, with a specific focus on champions that could get ‘stuck’ while passing through. We also wanted to ensure we had full transparency on both sides of the ‘code’ fence – a player knows why they got stuck on the minions and we, as developers, could peek under the hood to see what’s going on.

So why did these changes go out?
If you think of the League of Legends game (note: not things like the client) as large ‘layers’ of functionality, you will get three major layers.

  • Engine: The thing that comprises the fundamental building blocks to build everything else. This has been cleaned up pretty extensively (and we’ll continue doing work here!) over the last couple years. You can think of the Engine layer as the foundation that we’re building everything on top of.
  • Game: The ‘house’ we’ve built on the foundation of the Engine. You can think of each Game system in League like an individual room in the house, with one for, say, pathing, or another one for minion AI, etc. Since most systems are self-enclosed (to a degree), we’ve basically been going from room to room to clean up where possible.
  • Content: Maybe the… interior decoration and furniture in the house? These are the individual things you interact with. Champions. Items. Maps. This isn’t much actual code, but more scripts. Stuff built with the tools provided on the layers before it. This is still messy, but we’re not really talking about content today.

Pathing sits in its own very isolated system within the ‘Game’ layer, and that system is a bit of a mess inside itself. Pathing also has some of the largest implications for how you play the game. When doing cleanups to the system, due to the risk of disruption and unknowability, we targeted preseason to keep it all (somewhat) contained.

So we did.

Did anything work with this?

From an implementation standpoint, yes! In natural pathing situations, the new system appropriately identifies whether or not a unit should be stuck or not, or could get stuck if it goes a certain direction. In other words, it’s knowable and predictable. A minion wall will act like a minion wall. If you jump to an area with lots of units around, you will be held there more surely.

But there were things that didn’t work.

Knowable doesn’t necessarily mean better, and more-so it doesn’t necessarily mean understandable when it interacts with other systems like pathfinding. Sure, minions make walls appropriately now, and stuck detection works. That said, behavior like that sucks when the shortest route the pathfinding system gives you is the longer way around. Additionally, from a direction standpoint, knowing that you’re definitely going to be trapped is annoying when your expectation is simply not to be trapped at all. Blegh.

In other words, we have a predictable system that isn’t playing nicely with other systems, and when it does work it’s a little more frustrating than we’d like.

So what we’re doing

We presumed things could go bad. We haven’t done fundamental (and I mean, very fundamental beyond light tweaks) work on pathing in… 5 years?

The new system was built with the assumption that it might cause issues with the old. As such… we’ll be switching it back to the old behavior in all of its unknowable glory while we work on and dig more into the pathing system.

This will be in 5.24 for everyone, but we’ll test it first on EUW to make sure nothing goes crazy.

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What direction will the balance team take Shen with his rework

Shen Banner Single

Meddler Final PortraitThe plan is to keep Shen as a tank, though we’ll be trying to find ways to have that make at least a little more sense thematically (so potentially a bit more evasion instead of just soaking/shielding damage).

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When will Mages receive an update scope of Juggernauts Marksmen

Meddler Final PortraitMages, immobile ones especially, are probably the class we’ll look at next. That’ll be a while off though, preseason’s currently our biggest priority and then there’s also some disruption during the holiday period in December. I’d imagine a PBE date 2-3 months into 2016’s the sort of timeframe we might be looking at, that’s very much a guess though and depends on how many champions we end up tackling at once (small batch could come slightly earlier, broader changes like with Marksmen would be much later).

In terms of AP items that’s not something we’ve talked about much yet. I’d imagine we’d look at itemization if doing mages of course, almost certainly a much smaller set of changes than those to marksmen/general AD itemization though (AP’s in a better starting point, especially after the 5.13 changes).

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Yorick only has two skins
Yorick Single Banner

KateyKhaos Final PortraitHey!

Wanted to pop in here and explain what’s going on with Yorick!

You’re right that he hasn’t received a skin since launch and his skin catalog only has two skins. We aren’t ignoring Yorick, although from the looks of the amount of skins he has, it may appear that way.

For a bit of context here, Yorick needs a rework/update before the Skins team takes him under our wing and gives him more skins.

But why can’t you make a skin and give him the rework after? That’s the most common question I see when I explain the rework/update situation, and it’s a totally valid question.

When a champion is updated (let’s use Sion as an example for this), there are a ton of changes made, both in model, as well as the kit. If we were to create a skin for him now, the Champion Update team would need to rip apart the work we did to make it work for the update they create. This could mean making a new set of particles, a new model, etc. It’s basically like doing the work twice. So, rather than doing that, the Skins team creates other skins for other champions while we await the go-ahead to work on a new skin. This rule also applied to Poppy (she’s eligible for a skin now)! and currently Taric.

The other big reason for doing this is because we don’t want players to become attached to a skin and then have it completely re-imagined. So, let’s say we put out a Crazy Cat Lady Yorick skin (Rito pls), but with the rework, he didn’t have a spell that used your favorite cat model. That may ruin how cool the skin is to you, which is a pretty crappy situation. So, rather than taking away things you love, we hold off on creating them until we’ve got a solid, shiny, new base to work from, which means the skins you purchase won’t be changing any time in the near future.

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What if you made a Chroma pack for Yorick instead

KateyKhaos Final PortraitUnfortunately not – similar rules apply. It’d be twice the work in terms of creating the chroma packs.

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What if you released a new Yorick skin together with his rework

KateyKhaos Final PortraitIt’s not impossible – we did something similar with Fiora’s update by releasing PROJECT: Fiora shortly after.

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What about Sion Will he receive a new skin in the near future

Sion Single Banner

KateyKhaos Final PortraitHe did have a huge rework, and it’s eligible for a skin. Unfortunately, I’m not able to drop details as to if he has something in the works or not. :c

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Security Reminder Beware of scams this Snowdown

Riot Cluvie Final PortraitHey y’all!

It’s that time of year again — scams, scams everywhere!

Any promotions or events ran will be announced and confirmed by Riot — www.riotgames.com, www.leagueoflegends.com, or www.lolesports.com.

General Questions:

Q: I was sent a suspicious link from a friend I trust but I don’t recognize it, what should I do?
A: USE CAUTION! If it’s not hosted on one of the websites above, we cannot ensure your computer’s security if you visit them. Remember, facechecking the web is dangerous, so use your best judgement. Be sure to have your antivirus programs up-to-date.

Q: But I entered my username and password into this website! Should I change my password?
A: YES! Please change your password immediately. You can change your password by logging into your account management and clicking on change password.

Q: Is there any harm going to these free skin/RP generator websites but not doing anything?
A: YES! You never know what scripts are running in the background. If you’ve visited any suspicious websites, I would strongly suggest you go ahead and scan your computer with your preferred antivirus program.

If you cannot log into your account at all, you can recover your password by using the password recovery here. Still having issues? Please contact player support.


We also have an extensive Knowledge Base article available with additional tips and tricks on what you can do to ensure your account is secure: https://support.riotgames.com/hc/en-us/articles/201751664-Protecting-Your-Account – Please give this a thorough read if you have a chance!

Happy Snowdown! May your aim ever be true!

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Janna Main Janna Mechanics

Janna Mechanics Banner

Riot Jaws Final PortraitThere’s nothing like your first main. That connection with a champion and the excitement of locking them in game after game can be difficult to put into words.

Janna Mechanics, a Master-tier Janna main with over 5000 games on the Storm’s Fury stopped by to share his origin story as well as talk about how he keeps up with his competition while juggling schoolwork and managing a collegiate LoL community. He also broke down a TL;DR for Janna players looking to peel, bounce, and shield their way to victory.

How did you get into League of Legends?

I was introduced to League of Legends by an internet friend of mine who also introduced my best friend to the game. They had both been playing for a week, and encouraged me to give it a try and play with them. I quickly fell in love with the game, and LeBlanc, who was my first main champion. I started playing League of Legends at the same time Yorick was first released in the summer of 2011.

You are currently a full-time student at McMaster University, a Master-level player AND a co-founder and Co-President of McMaster’s League of Legends Association! What are you studying and how do you maintain your high level of play while juggling all of these responsibilities?

I am studying Computer Science. The main goals I have with this degree is a future in game development. I hope to work at Riot Games someday; a degree in Computer Science is extremely valuable in helping me achieve that dream.

Keeping up with everything is definitely a juggling act! Because I’ve had time to hone my skill at League of Legends, hovering in Master tier is actually pretty easy. Once you learn to identify the weaknesses of high diamond players, climbing through that tier does not require too much time commitment. However, if I wanted to approach Challenger in solo queue, I would need to take time away from my studies and running my club. Because Challenger requires weekly commitment and consistency, I’m happy just chilling in Master tier while I’m in school. During the Holidays and summer, I definitely push hard and strive for Challenger.

With respect to running my club, I am not alone. I have two co-presidents — two people I met the year I founded the club (my co-founders) that help me organize and sustain the club. We each bring different skills to the table. Through struggles and hardship we have learned to work together effectively and efficiently. Sophia and Dennis are the reason I can run the club, keep up with my studies, and squeeze in some solo queue games. I am definitely guilty of sacrificing my studies to play one more game of solo queue at 2 am though.

What got you hooked on Janna?

As I mentioned above, my first main was LeBlanc. I had consistently picked her (she was one of the free week champions at the time) throughout my quest to level 30. At some point before level 30, I realized the only champion I ever really struggled to play against was Morgana, so naturally I started playing her. I began playing strictly Morgana until level 30, and played her for my first few ranked games in season 1. After hitting level 30 and playing some ranked games, I realized that getting to play mid lane was a frustrating experience, so I turned to the least-sought after role at the time: support.

Janna happened to be a free champion that week, and I had recently come across my firstfunny league-related video on YouTube which happened to be about Janna. While the video was funny, it intrigued me enough to give her a try after seeing her kit in action. Janna’s Monsoon is an ultimate that has an impossible to reach skill ceiling. After over five thousand Janna games, I still mess up my monsoons. There is always room to improve on how I use my ultimates, and that leads me to locking her in champion select game after game.

What do you do if Janna gets picked away or banned?

During last season’s North American Collegiate Championship (NACC), I expected Janna to be banned/taken away from me every single game. Now I’ve adapted and prepared other champions, so I get excited when the enemy team picks up Janna, because I know how exactly to ruin her day. In response, I tend to pick Soraka, Morgana, or Nami.

Morgana especially gives Janna a frustrating game, as a binding is a death sentence to Janna, and black shield nullifies her peel. Soraka will win laning phase against Janna and keep up with her roams through the use of Wish, as well as being able to silence that game-changing monsoon or shield. Nami is able to out-trade and out-lane Janna, and easily engage on her through tidal wave — which is also great for stopping that monsoon heal.

If you could describe Janna’s playstyle in a sentence, what would it be?

Janna’s playstyle focuses on reaction-based gameplay.

Knowing what your opponent is capable of, and responding to it correctly defines a good Janna player.

  • Howling Gale (Q) is most powerful when used to disrupt your opponent’s channels, dashes, jumps, and cut off their pathways.
  • Zephyr (W) must be used cautiously, as it slows Janna as well.
  • Eye of the Storm (E) requires the Janna player to constantly re-calculate their opponent’s damage output and potential, and determine the best target to shield.
  • Monsoon (R) has immense utility which generally is most effective when used after the team fight has begun already – it’s a reaction.

That’s not to say Janna is incapable of making plays. A well placed Howling Gale can catch people in clumps and set up a wombo, and Monsoon can definitely be used aggressively (Flash ult to isolate someone!). Janna generally shines when reacting to her opponents in skirmishes and teamfights.

If someone is playing Janna for the first time, what is the most important thing to bear in mind?

The best advice I can give to any Janna player is to never use your ultimate without a specific purpose in mind. Are you trying to push a specific enemy away? Are you trying to isolate an opponent? Are you cancelling a channel? Are you simply healing your team mate?

Knowing exactly what you want to do with Monsoon reduces the number of messed up/useless ones. There are team fights where an opportunity to use Monsoon doesn’t come up. Generally players recommend just dropping ultimates in a teamfight. I agree with that on most champions, but certain champions (Janna, Bard) have ultimates which are pure utility and can benefit your opponents if used incorrectly. To ensure you aren’t saving your opponents accidentally, know what you want to achieve with a Monsoon before using it.

Janna’s laning looks pretty passive on the surface. How do you exert pressure in a Janna lane?

Auto attacks are free to use, and whittle down your opponents slowly. When it is safe to do so (did your opponents just use their main engage tools? Are they going in for CS and can’t attack you?), get some auto attacks in! Janna’s auto attack range is fairly low however, so don’t spend too much time trading with someone who has a higher attack range.

Outside of auto attacks, Eye of the Storm can be used when your ADC wants to aggress. Janna generally doesn’t aggress on her own, it’s a team effort. If your ADC wants to exert some pressure, back them up – that’s how Janna exerts pressure. Alternatively, if you really want to make awesome plays pre-6, charging up a howling gale can be a death sentence to your opponents. Place it from the side, be unpredictable about it. If you master the technique of landing charged howling gales, you’ll set up ganks and exert pressure you wouldn’t normally anticipate from a Janna. Just make sure you don’t spam it – Howling Gale is expensive to use!

What is Janna’s main role in teamfights?

In team fights, Janna must identify three things:

  • The teammate that needs immediate saving,
  • The teammate that is important to keep alive
  • The opponents that need to be peeled.

If a teammate is close to death and interception from Janna will keep them alive long enough to win the fight, they are worth saving. Otherwise, Janna should focus on keeping her most valuable teammate alive. She must also consider her opponent’s threats: do they have dashes that need cancelling (Jarvan, LeBlanc, Kha’Zix, Gragas, Diana etc.)? Do they have champions who channel abilities that need to be disrupted (Vel’Koz, Miss Fortune, Galio etc.)? Do they have a hard-diving champion that can’t re-enter a fight once they burn their main engage (Irelia, Nocturne etc.)?

Generally, I’ll recommend Janna players to determine where they can place a charging Howling Gale that will benefit them in three seconds, and if they really need it (or it will miss because they mis-predicted), launch it instantly. Slow the opponents who burned their dash cooldowns and are trying to re-engage, and constantly shield the appropriate target.

Monsoon is her back-up. When your howling gale wasn’t enough to keep your opponents away, or your entire team is in a position where healing them will win you the fight — use your ultimate! It can achieve all that howling gale achieves, but more effectively and with a neat heal attached.

Who is your favorite AD to lane with as Janna?

Nothing compares to a good Vayne player. If I am laning with a good Vayne, we will win laning phase very easily through outplaying our opponents with slippery mechanics and chaining Condemn and Howling Gale. Monsoon works amazingly with Condemn, and Vayne loves that eye of the storm AD. If we get rolling early-game, nothing can stop Vayne with a Janna. This does however require the Vayne player to understand our potential, and know how to play the champion. Flash tumbling into the enemy Riven probably isn’t going to work out for us.

If someone is looking to climb the ladder as a support main, what should they focus on improving?

With respect to support specifically, the greatest advice I could ever give to a support player is DO NOT DIE WHILE TRYING TO GET VISION! This gets more important as the game goes late. You will lose objectives, pressure, and the entire game for getting caught while warding. Understand when it is safe to ward, and when you should wait until you have more team mates ready to back you up. If there are enemies missing, and you are unsure of their last position, do not go out to ward. When you have a good understanding of your opponent’s positions, go ahead and ward the safe spots. Getting caught less means you’ll be around to make those game-winning team fight plays.

Thanks for taking the time to chat with us! If readers want to reach out, where can they find you?

I appreciate your interest in my experiences! I had a ton of fun answering the questions, so thank you for taking the time to create this article!

Readers who are interested in reaching out to me can contact me here on Twitch at twitch.tv/JannaMechanics

I tend to have a full friends list so I can’t add everybody who sends me a friend request, but if you really want to contact me, twitch is great! I stream more often when I am off school, so keep an eye out for when I go online. I answer every question I see in twitch chat, so that’s the best option!

———–

Janna Mechanics is going to hang out in the comments to answer your questions for a couple of hours, so ask away!

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Incoming Some Introductions

Pwyff Final PortraitHi gang,

As we’re getting to figure out dev corner content for 2016, we thought it would also be good to get some of our more prominent designers and design leads introduced so you can get a feel for what we’re working on and who’s focused on what. We’re doing this to set the foundation for a series of personal dev blogs on evergreen topics like our balance philosophy, champion design, systems interactions, and so on.

Over the course of the next few weeks, you’ll hear from some of the team with a rundown of their interests, past work, and what they’ll want to write about next year. They’ll also stick around for a bit during the day to field questions or source any topic inspiration from you!

So if you really want to hear more about designing Cinderhulk from our lead systems designer, or what went into the recent batch of marksmen updates, hang out!

I’ll try to keep you updated every Monday on the upcoming schedule of designer introductions. All in all, before the holidays kick in, you should at least hear from:

  • Greg ‘Riot Ghostcrawler’ Street – Design Director, League of Legends
  • Andrei ‘Meddler’ Van Roon – Lead Designer, League of Legends
  • Mark ‘RiotScruffy Yetter – Lead Designer, Champions & Champion Update
  • Joseph ‘Fearless’ Graylock – Lead Designer, Gameplay Systems
  • Brian ‘FeralPony’ Feeney – Lead Designer, Live Gameplay
  • James ‘Statikk’ Bach – Lead Designer, Champion Update
  • Jeevun ‘RiotJag’ Sidhu – Designer, Live Gameplay & Champions
  • August ‘gypsylord’ Browning – Designer, Champions & Gameplay Systems
  • … and me.

See you soon~

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Illaoi community creations

Jynx Final PortraitThe community has spawned an impressive collection of creations to welcome Illaoi to the rift. So get kraken and check out some of the awesome pieces, and don’t forget to click the artists’ names to see even more of their work!


BeastQueen

Celiarts

chalii

crystalmew

Dand01

feh-rodrigues

joacoful

LagGuilliotine

Leen

Luunally

Mechanical Bunnies

MonoriRogue

Neo-TK

otoimai

Polkadotzombie

Raspbeary Art

RinRinDaishi

Rokusan Cosplay

Sosenka

YuzukiNyaaa


Jojo 한

Blondynki Też Grają

Still looking for more? Take a look at the awesome entries from the Illaoi chibi contest held on the League of Legends Philippines site!

We know there’s still more creations out there though, so please share your art and favorites in the comments below.

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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.

 

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Discussion on New Poppy Banner

Meddler talks about the likelihood of Poppy being a dedicated tank post-rework.

 

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Poppy hasnt been nerfed because shes not a consistent pick ban in pro play

Meddler Final PortraitThat’s it in a nutshell. Poppy getting picked occasionally doesn’t worry us. Poppy as regularly played though, pick/ban especially, would be a problem. Because of that we’ve got a Poppy rework in progress, with one of the aims of that project being to make it so if Poppy’s strong enough to get regular play that’s fine, rather than something we feel compelled to deal with.

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Do you think Poppy should be changed from a burst champion to a tank

Meddler Final PortraitI do feel tank is a good fit for Poppy. She’s a determined, honorable, warrior who wants to be right in the middle of the fight. Her signature gameplay traits are a hammer smash, charging someone into a wall and being extremely hard to kill, all of which can fit well with the tank class (think more Sion as a tank, than Braum as a tank).

Certainly, she’s also got a lot of kill potential at present. Extremely hard to kill or CC, really burst champion with some mobility’s not a good combo though, and it’s only held in check at present since Poppy’s early game is atrocious and she’s kept a bit weak in general. Of the two sides of her we could focus on the tank/fighter side seems like a much better fit to me than the assassin/burst side.

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Will you keep Lolipoppys original splash art after the rework

Meddler Final PortraitI haven’t dared ask what the plans for that are nightmarish creation are yet.

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Isnt it boring for paladins to always be in the middle of fights and not do damage

Meddler Final PortraitI’m with you that honorable and middle of the fight aren’t the same thing. I’d describe both Ashe and Lee Sin as honorable in terms of personality for example, yet neither wants to be right in the midst of everything (Ashe wants to keep her distance, Lee Sin usually wants to be killing or ulting a prime target so spends more time around the edges waiting for his moment). In Poppy’s case though I feel both honorable and middle of the fight do apply.

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Shens Q and W to be reworked Banner

Meddler iterates on  the recently-mentioned Shen rework and mentions his Q and W spells will likely be completely changed.

 

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Why are TF and Pantheons ults not canceled by damage like Tahm and Reksais

Meddler Final Portrait Consistency’s something we explicitly wanted to avoid in these cases. The goal with Rek’Sai and Tahm Kench’s ults was to offer teleports that were used in different ways to avoid overlapping too much on what makes TF and Panth distinctive. Rek’Sai has no range limit on her teleport, but can’t use it to disenage easily, while TF’s much more slippery, but has a significantly shorter range and a noticeably higher CD.


Consistency’s something we do value in cases where it makes things easier to understand at a glance (e.g. the commonly used ‘you’ve stunned’ purple VFX above stunned champions’ heads). It’s not something we want to pursue whenever possible though. We want different champions to bring different tools to the game, testing different skills and creating different decisions. Additionally, sometimes a solution in one case isn’t appropriate for another (e.g. Lucian’s a spell cast heavy ADC whose mana costs become much less significant over the course of the game. Kog’Maw’s another spell cast heavy ADC, his mana costs need to remain really meaningful however).

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I find Shens Q having the same range as Yasuos Q to be very unthematic

Meddler Final PortraitMatching thematics with gameplay is something we put a lot of effort into, there are times though where we need to prioritize balance over lighter thematic expectations. Having a thrown weapon have the same range as a long spear stab or sword thrust is that sort of case (by contrast if Caitlyn, as a sniper, had a really low attack range that’d be a pretty significant disconnect).

As far as Shen goes we think he’s in a pretty effective spot right now and don’t currently have any plans to add more power to him. It’s also very likely his Q will be replaced or very heavily modified in his gameplay update (we’d like to give him a more interesting combat pattern for laning/1v1s and changing the Q will be a significant part of that).

[ Link to Post ]



Do you think Swain is in a good spot right now

Meddler Final PortraitOverall yes. We’ve always been a bit suspicious that Swain might actually be too strong and potentially pretty oppressive if the right meta came along. So far though that remains just a theory. Swain doesn’t see regular professional play, but his balance is in a good spot otherwise. No current plans for him as a result.

[ Link to Post ]

 


Will there be any changes to Shens lack of splitpushing or his Feint W

Meddler Final PortraitIt’s very likely we’ll keep Shen as a low waveclear champion, his inability to push quickly’s a really important safety valve on his ultimate.

Feint we’ll almost certainly replace outright. Odds are fairly high some form of other defensive ability will replace it, Shen needs some inherent survivability.

[ Link to Post ]

 

 

Changelog for New Hud Banner

Changes to the new HUD will be hitting the PBE next week.

 

HUD changes for next PBE build

Chager Final PortraitWe’ve received a lot of good feedback and have made some adjustments to the HUD to test out before the next release:

  • Cooldown timers now take the entire skill square (no longer circular)
  • We’ve made the CD timers go from full to empty to better show cooldown time (vs. fill up)
  • Off cooldown flash has been changed in color (gold) and reduced in animation length
  • Multiple sounds have been removed or softened (skill up, scoreboard open close, player stat window open close)
  • Some fonts have changed
    — Please note we’ve just implemented a new font system and are going through and tuning all the places fonts are displayed. There’s still a lot of polish left to do but we wanted to get it out and tested on PBE as we iterate
  • Changed crit and attack range in the character stats page (crit now displays in bottom left of base window and attack range in bottom left of extended stat window)

Things we’re looking to get out early next week:

  • Adjusting color of OOM and CD to have differentiated colors
  • Ongoing font work (both color/shadow and size/typography)
  • More space between ally portraits and minimap (and making portraits bigger)
  • Level up animation color differentiation and animation shortening

Thanks,
-Chager

[ Link to Post ]

 


Colorblind Mode is in a terrible state

Rayven New PortraitHi, we hear you! We are working on a TON of readability improvements for the next patch including:

  • Clearer, larger fonts
  • Text colors and styling (as well as darker bgs for contrast)
  • Full square ability cooldowns with a more readable color
  • Pulled way back on animation length and noise
  • A lot less blue
  • More negative space between elements
  • Larger team frames and meters
  • More readable stats
  • More readable spell pips

All that said, our internal colorblind testers (red/green) found the new minimap to be more readable than the old one due to the toned down bg. Are you having trouble tracking info on it?

[ Link to Post ]

 


Can you not make pots fully gray when they cant be used

Rayven New PortraitWe might pull back on the fully grey pots. They’re grey in the old HUD as well, but not completely.

[ Link to Post ]

 

 


Will we be able to move around item slots in the shop menu

Rayven New PortraitWe want this as well. Weren’t able to do it as part of this feature though 🙁

[ Link to Post ]

 

 



The new minimap is weird and attracts my eyes when I dont want to look at it

Rayven New PortraitIt was jarring for us at first too, but in the end we felt things read better with the dim bg. Your feedback is noted though. LMK if you get used to it over time.

[ Link to Post ]

 

 


The scoreboard is currently hard to navigate

Rayven New PortraitYeah we want to improve the scoreboard this patch. What else are you having trouble seeing other than MIA?

[ Link to Post ]

 

 


The Champion stat icons for Attack Range and Crit Chance should be swapped

Rayven New PortraitThanks Throstus, we are swapping AR for crit and I’ll move that icon over 🙂

[ Link to Post ]

 

 



The cooldown and outofmana animations look to similar to each other

Rayven New PortraitWe are doing a big differentiation pass on cd and oom. The funny thing is, they were both blue in the old HUD as well. Need to find the right balance though.

[ Link to Post ]

 



Why was the scoreboard global kills towers moved to the bottom right

Rayven New PortraitThe concept was to get frequently checked strategic info in one glance rather than darting your eyes around the screen. I think we could have chunked info better for sure to cut down on the “clutter.”

[ Link to Post ]

 

 

The shop menu takes too much space Can we be given the option to resize it

Rayven New PortraitYou can scale the Shop down by grabbing and dragging the bottom right corner – I agree it’s too big. I scale mine all the way down.

We are working on most of the contrast issues you mentioned.

[ Link to Post ]

 

 

HP as True damage mechanic Banner

Fiora’s new ultimate has caused some balance concerns among the community regarding the lack of counterplay in spells that deal %HP true damage.

 

Extra resources

 

I hope HP true damage doesnt become an overused mechanic in new kits

Meddler Final PortraitIt’s a mechanic we only intend to only use very occasionally (hence the 4 year gap between Vayne’s release with it and Fiora’s rework gaining it). It’s something we’ve explored on a few different prototypes post Vayne release, this is the first time though where we’ve concluded it was an appropriate fit. % max hp physical/magic damage or flat true damage are almost always the more appropriate tool for abilities that need to be limited against squishy targets/strengthened against tankier targets.

[ Link to Post ]

 

Whatre your thoughts on Vaynes current state

Meddler Final PortraitWe’re pretty happy with Vayne’s current state. She’s a reasonable pick, especially if you build a team that supports her well. She’s got clear weaknesses though, and doesn’t offer things almost all other ADCs do. When you pick Vayne you’re choosing to give up various tools in exchange for her strengths.

[ Link to Post ]

 


RANKED DECAY RETURNS ON JULY 27TH

 

Ranked decay coming back on July 27th

Riot Mirross Final PortraitHey folks,

Last week, we temporarily disabled ranked queues and ranked decay so players wouldn’t lose LP while ranked was down. Ranked decay will be re-enabled return on July 27 at 12:00PM PDT in all regions.

The time that’s passed will still count against your inactivity period when decay is re-enabled, so if you’ve taken a break, make sure to play a game before July 27 if you want to avoid the LP penalty. If you’ve been playing consistently, this won’t affect you at all.

Ranked decay refresher:

Bronze, Silver & Gold:

There’s no decay in solo or team queues for these tiers.

Platinum & Diamond:

Solo and team queues:

After 28 days of inactivity in a particular ranked queue, you’ll be hidden from the standings in your league. You’ll also lose LP depending on your current tier. Every seven days thereafter, you’ll lose LP until you play a match in that queue particular.

Master & Challenger:

Solo queue:

Decay sets in after 10 days of inactivity to ensure competition continues at the highest echelons of League.

Team queue:

Decay occurs after 28 days to account for the difficulties of managing five (or more) player schedules.

Find out more about ranked decay.

[ Link to Post ]

 

 

Bilgewater Wallpapers Banner

Riot’s LAN site has posted all sorts of digital Bilgewater-themed goodies:

 

WALLPAPERS

BW.Crest_1920x1080

Young.TF.Graves_Splash_1920x1080 Pre.GP_Splash_1920x1080 TF.v.Graves_1920x1080 SlaughterDocksSkins_Splash_1920x1080 MF_Splash_1920x1080 GP_StandingAlone_1920x1080

 

Summoner Icons

Graves.Icon.320x320 TF.Zoom.Young.320x320 Graves.Zoom.Young.320x320 Bilgewater.Crest.320x320 TF.Icon.320x320

 

BILGEWATER SETTINGS Act1.Explore.the.world.FB.Cover.851x315 Act2.Explore.the.world.FB.Cover.851x315

 

FANMADE WALLPAPER

Artsed.Carnicero.1920x1080 (1)

 

FANMADE ARTWORK

portada1 portada2 portada3

 

FANMADE PORTRAITS

graves missfortune fizz Gangplank thresh twistedfate nami rata graves gp twistedF ms

 


Bilgewater Events and Tournaments Banner

You can find a Bilgewater tournament to participate in and compete for rewards HERE.

 

TLDR: Bilgewater-themed live events are happening all around the world. Join the party and experience Bilgewater in a whole new way–and yes, there may be loot to plunder.

Special Bilgewater Boarding Parties are being planned and we need you on board. Be a part of history as you meet with other players and bring Bilgewater to life. Crew members who are victorious in combat (we mean tournaments) will be rewarded with Bilgewater prizing. If you’re part of one of the in-person Bilgewater Boarding Parties, there may be exclusive swag you can’t get anywhere else.

Be part of League of Legends history and bring Bilgewater to real life!


WHAT BOARDING PARTIES ARE HAPPENING NEAR ME

Community-Run Events

These are special Bilgewater Boarding Parties organized and run by members of your local community. These events will take place between July 30th and August 9th at in-person locations around the world and online.

To register for a community-run Boarding Party head to the Community Events page, find an event near you (or online) and click the “Register” button. Be sure to read the event details for info on how to join in the fun. New events will be added as they are approved. Be sure to check back often to get the most updated list.

 

INPERSON TOURNAMENTS

In-person tournamentsMeet other League of Legends fans for a face-to-face tournament held in a real-world location near you. Competition takes place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




ONLINE TOURNAMENTS

Online tournamentsCan’t make it to an in-person Boarding Party? Then make your adventure virtual by joining an online tournament. These events take place on the Butcher’s Bridge ARAM map or the Black Market Brawlers game-mode.




INPERSON PLAY SESSIONS

In-person play sessionsIf competition isn’t your thing, look for a Bilgewater Play Session, a non-competitive opportunity to play on the new on the Butcher’s Bridge ARAM map and Black Market Brawlers game-mode.




Approved community-run tournaments are eligible for special Bilgewater digital prizing based on event type and size. Prizing will be awarded to the top teams in the tournament. Check out each event’s “Prizing” section for more information. Players must be registered for the event on the Community Events page to be eligible for prizing.


BILGEWATER SWAG

bwbp_chestA limited number of in-person Bilgewater Boarding Parties will be receiving a shipment of exclusive Bilgewater swag (which means ‘free stuff’) that isn’t available anywhere else. As always, supplies are limited, and not every attendee or Boarding Party is guaranteed loot.

 






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

 

Red Posts 22 07 Banner

 

Topics Banner

 

Recent News Banner

Fiora-Gameplay-and-visual-Update-banner

Bilgewater-Burning-Tides-Banner

 

 

DISCUSSION ON FIORAS REWORK

Game designers Scruffy, Stashu and Meddler explain the reasons for giving Fiora a % HP true damage passive and a teamwide heal for winning duels.

 

Extra Resources

 

Why does Fiora’s ult deal of Max HP true damage

Scruffy Final PortraitThis is actually something that we found was necessary for her to be able to compete with the tanky fighters in the top lane or team fights.

Being a squishy melee carry that cant just blow up the enemy adc like Zed or other assassins is tough. Letting her skirt around the edges of the fight and deal hit and run damage to the enemy fighters/tanks is an essential part of her viability.

[ Link to Post ]

 

Follow Up Banner

Stashu Final PortraitWe believe that though %HP true damage can cause frustration, there is a time and place for that mechanic, and there are two primary reasons why we decided to go with it in this case:

First, we want Fiora to win and loses fights by skill, not stats. Accordingly, no one can mitigate her passive damage, but anyone can avoid it entirely through skillful play. When Fiora loses, it’s because her opponent outplayed her through clever footwork and proper use of their CC’s or re-positioning abilities.

Second, the Grand Duelist takes on all opponents, and %HP true damage allows her to threaten bulkier ones without having an unfair advantage against the more fragile. If it dealt %HP physical damage instead, the number would have to be much larger to scratch through a tank’s armor, and that same number would mean instant death to unarmored opponents.

Though it may seem like the opposite, the mechanic actually protects many targets from the more dangerous alternatives — and though there are no macro countermeasures (like building armor), there is theoretically rich micro counterplay (don’t let her hit it). So while this still may cause some frustration, I hope this at least explains why it’s on the kit!

[ Link to Post ]

 

 

What if youre playing a Champion without mobility like Garen

Scruffy Final PortraitYeah, it’s not equally rich across all champions. Fortunately, champions without high mobility spells or immobilizing cc’s often have the damage to beat Fiora if she tries to straight up fight them, Garen included. If Fiora is spending time moving between Vitals while fighting Garen in melee range, I expect that his basic combo should be sufficiently punishing to her.

This is not a catch-all answer, but most champions have some action they can take against Fiora, whether through dodging, stunning, or dumping damage when she exposes herself to risk. She will have particularly favorable matchups against certain champions, but that’s a part of champion-to-champion interaction in League. Of course, it becomes a problem when Fiora has VERY binary matchups, and to your point, this is something we’ll be on the lookout for.

[ Link to Post ]

 

Follow Up Banner

Stashu Final PortraitBasically: When Garen recognizes that Fiora is going to come in for an open Vital, he can ready his Q/E to punish her.

Fiora’s Q range and passive haste might be strong enough such that they invalidate this play, but that’s not the intention, and we can tune these things down to compensate.

[ Link to Post ]

 

 

Do the weak spots rotate with the Champion or do they remain static

Scruffy Final PortraitThe passive stays locked in the direction no matter what. If the enemy turns or changes facing, it won’t affect the passive.

[ Link to Post ]

 

 

 

The heal on Fioras ultimate makes no sense thematically

Stashu Final PortraitHey there! I just entered a similar discussion in another thread, so I’m going to paste it here.

Original [Durzaka’s] comment:

 

“Someone on Reddit actually explained it in a way that made some sense to me.

It is the idea of applause/victory reward at the end of a duel that you have won.”

And my thoughts on the matter:

“Yeah, this is the thematic tie-in that we were going for. Fiora’s duel, or ‘Grand Challenge,’ is a game defining moment for everyone, not just the combatants. Fiora’s team should care about whether or not she’s successful and be able to join in the celebration if she is.

Gameplay wise, adding reasons for Fiora’s team to care about her in important. Selfish champions can lead to degenerate teamplay experiences, whether they are winning or losing. Accordingly, by adding some team utility to her personal challenges, we can make Fiora a strong 1-on-1 duelist while keeping her team invested in her success. Heal might feel weird here, and I totally get that, but it was the most fitting tool in our box.”

[ Link to Post ]

 

 

Its the idea of applause victory reward at the end of a duel youve won

Stashu Final PortraitYeah, this is the thematic tie-in that we were going for. Fiora’s duel, or ‘Grand Challenge,’ is a game defining moment for everyone, not just the combatants. Fiora’s team should care about whether or not she’s successful and be able to join in the celebration if she is.

Gameplay wise, adding reasons for Fiora’s team to care about her in important. Selfish champions can lead to degenerate teamplay experiences, whether they are winning or losing. Accordingly, by adding some team utility to her personal challenges, we can make Fiora a strong 1-on-1 duelist while keeping her team invested in her success. Heal might feel weird here, and I totally get that, but it was the most fitting tool in our box.

[ Link to Post ]

 

 

Wont players just use the ult for the quick execute and teamwide heal

Scruffy Final PortraitThis is something that we worried about at first too, but there is a tradeoff. If you use R only for the heal you are missing out on a ton of damage from the 4 free procs. Burning an ult cooldown for an easier heal and no damage seems like it won’t become the primary use case.

[ Link to Post ]

 

 

Why does Fiora get an AoE heal for hitting all the enemys Vitals

Scruffy Final PortraitIt actually fits quite well with the rest of the ult, I’ll explain. In testing we tried a BUNCH of different reward types (damage buffs, speed, cooldowns etc) for her winning the duel, and we found that there were a few reasons why this one stuck as the most useful and fitting.

-By the time she gets to that hard earned 4th proc, she is usually desperately in need of some heals (being a squishy melee carry)
-The “fight reset” elements of it give her this great “one down, who’s next?” feeling
-Too much immediate reward makes her into a snowball champ like katarina, so the reward is given over time instead of burst
-The team benefits from it so that when fiora calls out her challenge, everyone cares about her success. They might help by CCing the target or keeping her alive so she can win

I hope that helps explain some of the reasoning for how we ended up with this current victory reward. Play it and see if it feels right to you too.

[ Link to Post ]

 

 

Do the 4 weak spots from Fioras ultimate rotate with her target

Meddler Final PortraitThey’re not based off the facing of the target (e.g. if a Vital point spawns and it’s pointing towards the top of the screen then it’ll continue to point towards the top of the screen regardless of where/how the champion it’s attached to moves).

[ Link to Post ]

 

 

I feel the short reaction time on Fioras new W will make playing her a chore

Stashu Final PortraitI definitely share this worry, to some degree. [I believe] we tuned the block duration to be long enough so that Fiora doesn’t always need to twitch-block, but can often use the ability in advance, predicting her opponent’s move. We really wanted to create some cerebral play as well as some mechanical play.

In fact, in many cases cerebral play is required. For example, when Warwick is coming to gank Fiora, Fiora can’t re-actively block his R, but she can try to mind game him by casting the block right before she expects him to ult. It gets even deeper in other scenarios, such as when Jax is using his E — the Jax needs to guess when Fiora’s going to block, and Fiora needs to predict when Jax is going to stun.

Lastly, many champion’s key CCs have telegraphs, which should curb this ‘super-twitch-reactive’ element. Blocking Cho Gath’s Q for example, is much less stressful than blocking Irelia’s E. The hope is that these various uses will allow most Fiora players to succeed with ‘Riposte’ even without incredible reflexes. We’ll see how that pans out!

[ Link to Post ]

 

AD Item Diversity Banner

Following the recent AP item revamp in Patch 5.14, the balance team might apply the formula to AD items.

 

Why did you overhaul AP items and not AD items

Meddler Final PortraitAP items being in a better spot already was actually one of the key reasons we chose to work on them first. One of the things we wanted to do with the first set of items we overhauled like this was to try and prove some theories we could then apply to future item work. Starting with a set of items that were in a better spot and where we had a better understanding of what did and didn’t work was valuable as a result. If these AP changes pan out as hoped (we’re still mid assessment at the moment) we’ll then look at what we can do with the other categories of itemization.

[ Link to Post ]

 

 

Are there any changes planned for Essence Reaver

Meddler Final PortraitWhen we get to AD items we’ll definitely do some work on Essence Reaver (adjust it to make it a better choice or replace it with something more useful, not sure which yet).

[ Link to Post ]

 

 

 

DETAILS ON SHENS REWORK

Shen’s update will likely be on the scope of Gangplank’s rework.

 

Extra Resources

 

 

Whats the scope of Shens rework

Meddler Final PortraitIn terms of gameplay changes, probably around Gangplank level (substantial modifications to about half his kit, some skills very similar however).

In terms of visual changes, still figuring that out. Some visual effects changes to support spells certainly, and potentially a model update, won’t be a full overhaul on the level of Gangplank or Tristana though.

[ Link to Post ]

 

 

Will you be making changes to his splash art or ultimate

Meddler Final PortraitOdds are very high Stand United will remain his ult (might make some minor adjustments, but no fundamental changes).

As far as the splash goes I’m no splash artist, but I’d expect the biggest thing driving whether or not we opt for a new splash will be what sort of changes we do or don’t make to his model. We’ve been talking recently about whether we should make Shen look a bit tankier, so his gameplay and theme/appearance line up a bit better. If we decided to do that and made noticeable model changes we might then go for new splash art to match. Discussion’s still really early on what those possible changes might look like, could be small (bit of extra armor in the form of forearm guards or something similar) to much larger (more substantial amounts of armor while still matching his theme, significant adjustments to his physical build etc).

[ Link to Post ]

 


CASSIOPEIAS REWORK IN HIATUS Banner

Cassiopeia’s rework failed to capture the poison mage theme the team was going with and has been temporarily delayed.

 

Why is Stashu working on Fiora before finishing his Cassiopeia rework

Meddler Final PortraitStashu’s not working on Cassiopeia at present. If we do make adjustments to Cass in the short to medium term they’re much more likely to be done by the Live Balance team than the Champion Update team (so would mainly involve power shifts, rather than significant changes to how her skills function).

That’s the case because a number of months ago we took a look at the current state of Cass and concluded that it was more important to have the Champion Update team focus on other characters. That’s not to say we think she’s in a perfect spot. In particular, we realize there’s some very valid frustration that she doesn’t deliver as well as she could on the thematic expectations a number of her players have (poison mage). We do think there are other champions that need work done on them more however, so are focused on those at present, with Fiora being the most recent example. I realize that’s likely pretty frustrating to hear if you’re a Cass player that doesn’t like her new kit, and my apologies for that.

In terms of making that priority call that was a decision Stashu contributed some thoughts to, but didn’t make himself. Riot does have a culture that supports individual developers pitching work they think’s valuable/arguing for what they believe in, but it’s not a ‘work on whatever you want regardless of team priorities’ culture. Stashu’s stance was that he was eager to do Cass followup work or take on Fiora, whichever we thought was more valuable. The conclusion Champion Update and Game Design leadership came to was that Fiora was the better call in this case, since she was a character with a lot of room for improvement/cool stuff and had some notable issues. We also believed Fiora had the potential to be a pretty successful gameplay rework, based off some early exploratory designs Guinsoo had been doing before he’d had to shift focus onto other stuff.

That decision to shift focus from Cass to other champs is something those of us making the call on what work to prioritize should have mentioned months ago, apologies for that lack of communication. If anyone’s got any queries about how we make those sort of priority calls I’m more than happy to have a go at answering them here. I probably won’t be able to answer specifics about Cass’ current state of balance or what guided detailed decisions on her rework however (will give it a shot if I can offer an at least somewhat informed answer, there’s a bunch of details there I wasn’t involved with/aren’t up to date on).

[ Link to Post ]

 

Taric Skins and Death Recap Bugfixing

 

Will Taric get a new skin soon

KateyKhaos Final PortraitHiya!

It’s definitely been awhile since Taric’s last skin.

He currently has a VU in progress, which means he won’t be seeing a new skin until the VU is complete. The reasoning behind this is, we would rather hold off and give him an awesome skin once he’s shiny and updated, rather than giving him a skin with his current look and then changing it drastically. It’d be a really crappy feeling if you purchased the skin that would be on old Taric, and then you hated the updated skin because it lost the piece you really enjoyed about it.

[ Link to Post ]

 

What about the Death Recap did you fix in Patch 5 14

Meddler Final PortraitPatch 5.12 and before: Death Recap’s not very functional. We identify that the biggest issue is that the right data isn’t getting passed to Death Recap to display.

Patch 5.13: We fix some stuff so death Recap now generally gets the correct data. That then reveals that Death Recap’s not sorting that data properly. That issue was there previously, but it wasn’t possible to distinguish that from data simply being absent, so we’d missed it.

Patch 5.14: We address the bug where death recap’s prioritizing small amounts of damage instead of large. Hopefully that puts it in a much better spot, if not it will assumedly reveal other problems we can fix.

[ Link to Post ]

 


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