Archive

Posts Tagged ‘Shen’

 

PBE Update 13 07 Banner

 

PBE 13/07

 

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

 

New Splash Arts

 

PROJECT: Ashe

Ashe_Splash_8 (1) AsheLoadScreen_8 (1)

 

PROJECT: Ekko

Ekko_Splash_3 EkkoLoadscreen_3 (1)

 

PROJECT: Katarina

Katarina_Splash_9 KatarinaLoadscreen_9 (1)

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage decreased from 70/115/160/205/250 to 60/105/150/195/240.

 

 

 

Corki Final Portrait

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • No longer reduces Armor/MR per hit, to a cap of 4/8/12/16/20 l instead, Gatling Gun now decreases Armor/MR by 10/15/20/25/30 after it hits an enemy 8 times;
  • Counter for Gatling Gun stacks now resets 4 seconds after the enemy stops getting hit by it, increased from 2.

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Attack Speed buff increased from 10/13/16/19/22% to 15/17.5/20/22.5/25%.

 

 

 

Karma Final Portrait

 

Nerf BoxInspire Final IconInspire [ E ]

  • Base shield strength decreased from 80/110/140/170/200 to 70/100/130/160/190.

 

 

 

Kassadin Final Portrait

 

Buff BoxNull_SphereNull Sphere [ Q ]

  • Base damage increased from 70/95/120/145/170 to 70/100/130/160/190.

 

 

Buff BoxForce_PulseForce Pulse [ E ]

  • Mana cost decreased from 80 at all ranks to 60/65/70/75/80.

 

 

 

Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ]

  • Pouncing on a target afflicted by Hunt will no longer put Pounce on a 3-second-cooldown; instead, it will slow the target by 50% for 0.5 seconds.

 

 

Renekton Final Portrait

 

Buff BoxDominusDominus [ R ]

  • Base magic damage-per-second increased from 30/60/120 to 40/80/120;
  • Fury-per-second increased from 5 to 6.

 

 

Shen Final Portrait

General

  • Base Health-per-second decreased from 2 to 1.7.

 

 

Shyvana Final Portrait

General

  • Base Health increased from 595 to 600;
  • Base Armor increased from 27.6 to 28.

 

Change BoxDragon's_DescentDragon’s Descent [ R ]

  • Fury generation changed from 1/2/3 per 1.5 seconds to 1/1.5/2 per second.

 

 

 

Taliyah Final Portrait

 

Change BoxThreaded_Volley (1)Threaded Volley [ Q ]

  • Base damage changed from 70/80/100/120/140 to 50/75/100/125/150;
  • Secondary hits now deal 55% of the original damage, increased from 50%;
  • Mana refund from casting [ Q ] while standing on Worked Ground decreased from 50% to 25%;

 

 

Zyra Final Portrait

 

Buff BoxDeadly_SpinesDeadly Spines [ Q ]

  • Damage increased from 60/90/120/150/180 [+0.55 AP] to 60/95/130/165/200 [+0.6 AP].

 

 

 

New Summoner Icons

No idea how you can get these yet; stay tuned!

 

profileIcon1225 profileIcon1226 profileIcon1227 profileIcon1228 profileIcon1229

profileIcon1230 profileIcon1231 profileIcon1232 profileIcon1233 profileIcon1234 profileIcon1235

 


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 6.4

February 20th, 2016

 

PBE Roundup 6 4 Banner

Patch 6.4 will hit live in the early hours of February 24th, assuming there are no delays. Here are its contents:

 

Patch 6.4:

 

 

Champion Changes

 

Ahri Final Portrait

 

Nerf BoxCharmCharm [ E ]

  • The charm CC will no longer cancel dashes cast before the spell hit.

 

 

 

Ashe Final Portrait

 

Buff Box

Rangers Focus Final IconRanger’s Focus [ Q ]

  • Stack duration increased from 4 seconds to 5;
  • Focus stacks no longer disappear immediately after 4 seconds of not attacking; instead, they disappear at a rate of 1-per-second.

 

 

Caitlyn Final Portrait

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Bonus damage on Headshot decreased from 10/20/30/40/50% [+0.6 AD ] to a flat 25/50/75/100/125 [+0.8 AD].

 

Buff Box90 Caliber Net Final Icon90-Caliber Net [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14.5/13/11.5/10.

 

 

 

Ezreal Final Portrait

 

Nerf BoxTrueshot Barrage Final IconTrueshot Barrage [ R ]

  • Cooldown increased from 80 seconds at all ranks to 120.

 

 

 

Fiora Final Champion Portrait

 

Nerf BoxRiposte Final IconRiposte [ W ]

  • Cooldown increased from 19/18/17/16/15 seconds to 24/22/20/18/16.

 

 

Change BoxBladework [ E ]Bladework Final Icon

  • Cooldown decreased from 15/13/11/9/7 seconds to 13/11/9/7/5;
  • Cooldown now begins when either the two auto attacks hit or when the buff expires (CD begins immediately when [ E ] is cast on live).

 

 

 

Gangplank Final Champion Portrait

 

Nerf BoxParrrley Final IconParrrley [ Q ]

  • Bonus Gold on kill decreased from 4/5/6/7/8 to 2/3/4/5/6 [Silver Serpents number is still the same].

 

Change BoxPowder Keg Final IconPowder Keg [ E ]

  • Cooldown per charge changed from 18/17/16/15/14 seconds to 20/18/16/14/12;
  • Maximum number of kegs changed from 2/3/4/5 [upgraded with ranks in R] to 3 at all ranks.

 

Change BoxCannon Barrage Final IconCannon Barrage [ R ]

  • No longer passively increases the maximum number of Powder Kegs that can be stored;

 

 

 

Jhin Final Portrait

General

  • Base Armor increased from 20 to 22;
  • Base Movement Speed increased from 325 to 330;
  • Health regen per second increased from 1.1 [+0.1 per level] to 1.2 [+0.11 per level].

 

 

 

Katarina Final Portrait

 

Buff BoxBouncing Blades Final IconBouncing Blade [ Q ]

  • AP ratio on mark increased from 0.15 to 0.2;
  • Bounces now deal full damage (10% damage dropout per bounce on live).

 

 

Kogmaw Final Portrait

General

  • Base Attack Speed decreased from 0.665 to 0.567

 

 

Lucian Final Portrait

 

Nerf BoxThe Culling Final IconThe Culling [ R ]

  • Range decreased from 1400 to 1200.

 

 

 

Malphite Final Portrait

General

  • Health regen per second decreased from 1.7 to 1.4.

 

Nerf BoxGround Slam Final IconGround Slam [ E ]

  • Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200.

 

 

 

Rumble Final Portrait

 

Change BoxElectro-HarpoonElectro Harpoon [ E ]

  • Now uses an ammo system, with a recharge cooldown of 5 seconds (10 second cooldown on live);
  • Heat per harpoon used decreased from 20 to 10;
  • Slow duration decreased from 3 seconds to 2.

 

 

Ryze Final Portrait

 

Buff BoxOverload Final IconOverload [ Q ]

  • Base damage increased from 60/85/110/135/160 to 60/95/130/165/200.

 

 

 

Sivir Final Champion Portrait

 

Buff BoxRicochet Final IconRicochet [ W ]

  • Bounces can now crit with no penalties (base damage is still 50% of the original attack), but only if the original hit crits.

 

 

 

Shen Final Portrait

 

Buff BoxShadow Dash Final IconShadow Dash [ E ]

  • Can now taunt jungle monsters.

 

 

 

Shyvana Final Portrait

 

Quality of Life Box FinalFlame_BreathFlame Breath [ E ]

  • Tooltip Fix: Now states that the duration of the % HP on-hit buff lasts 5 seconds.

 

 

 

Udyr Final Portrait

 

Nerf BoxTurtle_StanceTurtle Stance [ W ]

  • Base shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200.

 

 

Nerf BoxPhoenix_StancePhoenix Stance [ R ]

  • Base damage on third-hit passive proc decreased from 40/80/120/160/200 to 40/75/110/145/180.

 

 

 

Viktor Final Portrait

 

Nerf BoxDeath Ray Final IconDeath Ray [ E ]

  • Base damage decreased from 70/115/160/205/250 to 70/110/150/190/230;
  • Augment: Aftershock – Explosion damage decreased from 70/115/160/205/250 to 70/110/150/190/230.

 

 

Xin Zhao Final Portrait

 

Nerf BoxBattle Cry Final IconBattle Cry [ W ]

  • Attack Speed bonus on active decreased from 40/50/60/70/80% to 40/45/50/55/60%;
  • AP ratio on heal decreased from 0.7 to 0.4.

 

 

Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Bonus Movement Speed decreased from 65 to 60.

 

 

Buff BoxManamune Final PortraitManamune

  • Now additionally increases your mana pool by 1 every 8 seconds.

 

 

Buff BoxMercury Threads Final IconMercury’s Threads

  • Tenacity value increased from 20% to 30%.

 

 

Nerf BoxMuramanaMuramana

  • Active can no longer be activated if you have less than 20% of your maximum mana;
  • Active is now always on; it’s no longer a toggle. The active won’t trigger on minions, only enemy champions and monsters.


Nerf BoxMagus Enchantment Final IconRunic Echoes

  • Movement Speed decreased from 10% to 7%.



Nerf BoxSteraks Gage Final IconSterak’s Gage

  • Health granted decreased from 500 to 400;
  • Recipe now requires a Long Sword instead of a Ruby Crystal (recipe cost decreased by 50 Gold to compensate).

 

 

MASTERY CHANGES Banner

 

New Item BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone in Ferocity ]

  • Rework: Gain increasingly more Life Steal based on your missing health against Champions (up to 20% LS). Against minions gain 50% benefit.

 

Buff BoxExpose Weakness Final IconExpose Weakness [ New Tier 2 Ferocity ]

  • Damaging enemy Champions causes them to take 3% more damage from your allies.

 

 

 

BLOOD MOON KENNEN Banner

Blood Moon Kennen will be available in store for 975 RP.

 

Kennen_Splash_Centered_6 KennenLoadScreen_6

 

MODEL Banner

Blood Moon Kennen Model 1 Blood Moon Kennen Model 2

 

Recall Banner

Blood Moon Kennen Recall 1 Blood Moon Kennen Recall 2

 

THUNDERING SHURIKEN Q

Blood Moon Kennen Q 1 Blood Moon Kennen Q 2

 

ELECTRICAL SURGE W

Blood Moon Kennen W 1 Blood Moon Kennen W 2

 

LIGHTNING RUSH E

Blood Moon Kennen E 1

 

SLICING MAELSTROM R

Blood Moon Kennen R 1 Blood Moon Kennen R 2

 

 

BLOOD MOON YASUO Banner

Blood Moon Yasuo will be available in store for 975 RP.

 

Yasuo_Splash_3

 

MODEL Banner

Blood Moon Yasuo Model 1 Blood Moon Yasuo Model 2

 

Recall Banner

Blood Moon Yasuo Recall 1 Blood Moon Yasuo Recall 2

 

WAY OF THE WANDERER PASSIVE

Blood Moon Yasuo Passive 1 Blood Moon Yasuo Passive 2

 

STEEL TEMPEST Q

Blood Moon Yasuo Q 1 Blood Moon Yasuo Q 4

 

WIND WALL W

Blood Moon Yasuo W 1 Blood Moon Yasuo W 2

 

SWEEPING BLADE E

Blood Moon Yasuo E 1 Blood Moon Yasuo E 2

 

LAST BREATH R

Blood Moon Yasuo R 1 Blood Moon Yasuo R 2

 

 

New Summoner Icons

No idea how you can get these yet, but it will likely involve your wallet.

 

profileIcon1108 profileIcon1107 profileIcon1109

 

 

LORE UPDATES Banner

Diana, Leona and Pantheon have all received updated in-client lore entries:

 

Diana Final Portrait

”I am the light coursing in the soul of the moon.”

Bearing her crescent moonblade, Diana fights as a warrior of the Lunari, a faith all but quashed in the lands around Mount Targon. Clad in shimmering armor the color of winter snow at night, she is a living embodiment of the silver moon’s power. Imbued with the essence of an Aspect from beyond Targon’s towering summit, Diana is no longer wholly human, and struggles to divine herpower and purpose in this world.

 

Leona Final Portrait

”If you would shine like a sun, first you must burn like one.”

Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak. Her skin shimmers with starfire while her eyes burn with the power of the celestial Aspect within her. Armored in gold and bearing a terrible burden of ancient knowledge, Leona brings enlightenment to some, death to others.

 

Pantheon Final Portrait

”Bring forth one true champion, or a hundred more like you, and then we shall have a battle that will be spoken of until the end of time.”

The peerless warrior known as Pantheon is a nigh-unstoppable paragon of battle. He was born among the Rakkor, a warlike people living on the flanks of Mount Targon, and after climbing the mountain’s treacherous peak and being deemed worthy, he was chosen to become the earthly incarnation of the celestial Aspect of War. Imbued with inhuman power, he relentlessly seeks the enemies of Targon, leaving only corpses in his wake.

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

PBE Update 12 02 Banner

 

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

 

 

Champion Changes

 

Ezreal Final Portrait

 

Nerf BoxTrueshot Barrage Final IconTrueshot Barrage [ R ]

  • Cooldown increased from 80 seconds at all ranks to 120.

 

 

 

Jhin Final Portrait

General

  • Base Armor increased from 20 to 22;
  • Base Movement Speed increased from 325 to 330;
  • Health regen per second increased from 1.1 [+0.1 per level] to 1.2 [+0.11 per level].

 

 

Malphite Final Portrait

General

  • Health regen per second decreased from 1.7 to 1.4.

 

Nerf BoxGround Slam Final IconGround Slam [ E ]

  • Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200.

 

 

 

Rumble Final Portrait

 

Change BoxElectro-HarpoonElectro Harpoon [ E ]

  • Now uses an ammo system, with a recharge cooldown of 6 seconds (10 second cooldown on live);
  • Heat per harpoon used decreased from 20 to 10;
  • Slow duration decreased from 3 seconds to 2.

 

 

Soraka Final Portrait

 

Change BoxStarcall Final IconStarcall [ Q ]

  • Alignment is no longer a heal-over-time; instead, it heals after its duration ends.

 

 

 

Shen Final Portrait

 

Buff BoxShadow Dash Final IconShadow Dash [ E ]

  • Can now taunt jungle monsters.

 

 

 

Urgot Final Portrait

 

Nerf BoxZaun-Touched_Bolt_AugmenterZaun-Touched Bolt Augmenter [ Passive ]

  • Damage Reduction decreased from 15% to 3%, but now stacks 3 times;
  • Duration increased from 2.5 seconds to 3.

 

Nerf BoxTerror Capacitator Final IconTerror Capacitor [ W ]

  • Duration decreased from 7 seconds at all ranks to 5;
  • Shield decreased from 60/100/140/180/220 [+0.8 AP] to 40/80/120/160/200.

 

Buff BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • Now additionally fears nearby enemies for 1.5 seconds after the channel ends.

 

 

 

Viktor Final Portrait

 

Nerf BoxDeath Ray Final IconDeath Ray [ E ]

  • Base damage decreased from 70/115/160/205/250 to 70/110/150/190/230;
  • Augment: Aftershock – Explosion damage decreased from 70/115/160/205/250 to 70/110/150/190/230.

 

 

Item Changes

 

Nerf BoxSteraks Gage Final Icon Sterak’s Gage

  • Health decreased from 500 to 400.

 

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

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.

 

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Will skins in the future be delayed past their relevant event

KateyKhaos Final PortraitWe’ve stated that we’ve got some stuff planned for Snowdown. In a case like that, yes, skins would be held for that event. There will still be instances where you won’t see a champion skin for a bit due to them being a part of an event/group of skins that will be released.

[ Link to Post ]

 

 

What’s the status of Shens rework

Shen Banner Single

Meddler Final PortraitIt’s high ish on our list of smaller reworks (smaller as in some gameplay changes, with visual/audio changes as needed to support those, rather than a full relaunch). Marksmen polish, bug fixing and followup, plus Poppy, are the champion update team’s big priorities at the moment though. Shen’s rework definitely won’t be this year, early next year’s looking like it could be feasible though.

[ Link to Post ]

 

 

Do youve an ETA for when Akalis rework will be released

Akali Single Banner

Meddler Final PortraitWe don’t have a timeline for Akali at present. Could be a moderate time after Shen, could be a long time after.

[ Link to Post ]

 

 

Follow Up Banner

Why not tackle assassins after your Juggernaut Marksman updates

Meddler Final PortraitWe haven’t decided which class to tackle after marksmen. Assassins are definitely a possibility, but still just one of several options we’re talking about. If doing assassins we’d definitely want to sync an Akali rework with that of course.

[ Link to Post ]

 

 

 

Do youve any plans for Talon

Talon Single Banner

Meddler Final PortraitIt’d be good to do some work on him someday, give him some more distinction from standard assassin tools, a more meaningful passive and better counterplay. No current plans for that though, that’ll likely wait until we tackle assassins at a group whenever that is.

[ Link to Post ]

 

 

Whats happening with the Taric rework

Taric Banner Single

Meddler Final PortraitFor quite a long time we were blocked from working on Taric because we hadn’t found what we felt was the right way to update him without losing core parts of his character. A little while back we found a direction that we’re really happy with, so we’re now in a position where we can look at putting him into the pipeline.

Progress in terms of direction and goals basically, rather than progress in terms of producing the actual character for the game.

[ Link to Post ]

 

 

Will the new Champion Select roll out to ARAM 3v3 and Dominion

New Champ Select Single Banner

[ Note ] You can find an in-game preview of the new Champion Select HERE.

Lyte Final PortraitWe have to first finish the “Blind Pick” version of this experience, then we’ll figure out how we want to tackle unique maps.

[ Link to Post ]

 

 

 

Four premades in SoloQ will have full control over the surrender vote

Lyte Final PortraitIt’s pretty easy to detect if 4:1 premades are surrendering too early, holding the 5th player hostage, so on and so forth. It’s also super easy to resolve, including things like forcing 4:1 premades to have unanimous votes to trigger a Surrender. At the end of the day, there’s way less toxicity to 4:1 situations than players are portraying right now.

[ Link to Post ]

 

 

Will we ever get the chance to kick a player from Champion Select

Lyte Final PortraitThe new Champ Select should solve a lot of conflicts because of the system design and things like Pick Intent, Pick 2 Positions, and Distributed Bans. However, if there are still meaningful negative experiences in Champ Select, we’ve considered allowing players to queue dodge and “report” a player and supply a reason. If the reported player was being toxic, we could make sure there’s no queue dodge penalties. But, for us to do this feature there would need to be meaningful Champ Select toxicity, say greater than 5% of lobbies.

[ Link to Post ]

 

 

Will you solve the issue of players trollbanning other peoples pick intents

Lyte Final PortraitIf a player wants to troll, they are going to find a way to do it whether Pick Intent exists or not.

We believe Pick Intent is still a net-positive feature, and provides more value than damage. What we did notice was that by introducing Distributed Bans, far less players trolled Pick Intent. Because nearly every player has a “powerful” choice in Champ Select (whether it’s a ban, or 1st/2nd pick), players are less likely to troll one another in the drafting process because that other player could counter you with something equally damaging.

[ Link to Post ]

 

 

How do you plan to balance premade groups playing in high ELO queues

Lyte Final PortraitThere’s a weird misconception around high MMR queues.

We can’t predict exactly what will happen, but here’s a few scenarios:

1) High MMR players will group together with their high MMR friends, and we’ll get to watch some pretty crazy matches between players from different pro teams queuing together. This will be highly competitive and entertaining.

2) High MMR players will decide to all go solo, so it’ll be just like Solo/Duo Queue today except sometimes they’ll face off against premade teams from a lower skill tier.

High MMR players are already waiting in queues and being repeatedly matched with lower tier players, or placed with teams that have Duo Queues of lower skill. This already happens, and won’t be fixed with Dynamic Queues. It’s not really easy to fix the problem of “not enough high tier players” in a queue 😛

[ Link to Post ]

 

 

Why do the last three players in the new Champ Select get to ban

Lyte Final PortraitPlayer 1 and 2 get first and second pick, which we’ve seen are also “valuable” choices in Champ Select.

Whether we add more bans or not is a super complex topic that Ghostcrawler or Meddler have talked about before, so I don’t want to dig into it here again.

[ Link to Post ]

 

 

What if a team with one Bronze Silver Gold Plat Diamond player queues

Lyte Final PortraitYou can’t even create that team because Tier Restrictions still exist in Dynamic Queues. Your team has to be within 2 tiers of each other.

[ Link to Post ]

 

 

 

Will we be able to trade picks in the new Champ Select

Lyte Final PortraitYes, there’s still a Trade Phase in the new Champ Select.

[ Link to Post ]

 

 

 

 

Can we just fill any team role

Lyte Final PortraitYou can do this! Just select “Fill” as your Primary position and queue up.

[ Link to Post ]

 

 

 

 

What if I get countered or the Champions for the role I picked are banned

Lyte Final PortraitActually, just like in today’s Champ Select, if you really have to you can negotiate with your team to swap positions. Just like today, you could go, “Hey guys, I really can’t do well versus a Darius Top, anyone mind swapping positions with me?”

We’re not removing any functionality, you can still do this stuff today.

[ Link to Post ]

 

 

Premade groups will ruin Solo Queue in Master Challenger ELOs

Lyte Final PortraitI’ll be honest, anyone that says they can predict how Dynamic Queues will shake out for high MMR players is just making a wild assumption at this time.

Even we can’t make a prediction about what will happen, but we can map out the scenarios. IF Dynamic Queues are dramatically destroying the experience for many players, we’ll know and we’ll figure out how to solve it. To say we should never try something because of a hypothetical scenario is being risk-averse. We have to be OK taking risks once in awhile if we want to keep pushing League’s potential.

[ Link to Post ]

 

 

Will we be able to lock Champions to prevent them from being banned

Lyte Final PortraitWhen we introduced Pick Intent, it was critical that we also introduce Distributed Bans. Because every player has a “powerful” choice in Champ Select (either 1st/2nd pick, or a ban) we saw less trolling of Pick Intent because every player had some leverage over the other players. It’s a weird dynamic, but Distributed Bans were effective in reducing trolling. We do not intend on allowing players to “lock” something from being banned during Pick Intent because that could introduce far more damage than positive in the long run–imagine preventing a ban of an S-Tier champion that gets first picked by the opposing team. Chaos would ensue.

[ Link to Post ]

 

 

Can we be allowed to report players during Champion Select

Lyte Final PortraitNot at this time. If there are still significant toxicity issues in Champ Select, we may introduce a feature to allow a player to dodge, and report a player and supply a reason for their dodge. With some machine learning magic, we could assess this report in real-time and remove any potential queue dodge penalties as well. But, this feature is pretty costly, so it’d have to be worth doing.

[ Link to Post ]

 

 

Have you considered allowing players to queue for one role only

Lyte Final PortraitOne of the big criticisms of Team Builder Classic was queue times, so forcing everyone to choose at least 2 positions really, really improves queue times and ensures queue health. By allowing players to only select 1 position (even if they understand they are waiting longer to play that 1 position), it significantly influences the entire matchmaking ecosystem if only 20% of players choose 1 position only. To us, it’s not worth damaging the entire health of the queue to give players this amount of control.

[ Link to Post ]

 

 

Why not group premades with premades rather than with solo players

Lyte Final PortraitThis pretty much already happens. We’ve made a few changes to the matchmaker so similar group comps are paired against each other. Premade 5s pair more with Premade 5s, before being paired with 4:1 or 3:2 for example. I’ll also note that really, the vast majority of players wanted Dynamic Queues, but of course Reddit is a pretty hardcore demographic and once a thread swings one direction, generally the opposition are not going to jump in to voice an opinion. Most players also don’t realize when they are in games with premades. Nearly 100% of Ranked Games has a Duo Queue today, but players only remember the games when Duo Queues were negative.

[ Link to Post ]

 

 

Wont queues be just as long as with Team Builder if no one picks Support

Lyte Final PortraitActually, with the “Fill” position, we’re in a pretty good spot for position distributions. We’re also willing to incentivize the in-demand positions with some small bonuses from the future crafting system.

[ Link to Post ]

 

 

 

Heroes of the Storm had groups in Solo Queue and the feature was removed

Lyte Final PortraitTo be clear, Blizzard’s reasons had to do with skill disparity and variance on teams.

We’ve added multiple matchmaking features that solve this problem including Tier Restrictions (you can’t queue with friends beyond a certain tier in skill). Also, CS:GO has a Dynamic Queue system that works pretty well, so you can’t just point to 1 game and say “it’s a bad idea because that game moved away from it.”

[ Link to Post ]

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Lyte Final PortraitWe’re also doing a lot of features like Clubs to help players find more friends to play with, and make more friends. We don’t have to do one or the other, we have to try many things!

[ Link to Post ]

 

 

 

Why not split your feature into a Solo Queue and Small Group Queue

Lyte Final PortraitSplitting the queues into a Pure Solo and Group Queue would have all the queue health problems that we (and other studios) have faced before. When you have a smaller playerbase on a server like Turkey, both queues would be negative experiences. The more you segregate your playerbase, the worse the experience in each island.

[ Link to Post ]

 

 

Why not add voice chat if youre trying to make League more teamoriented

Lyte Final PortraitWe’ve been doing a lot of research on voice chat and the impact it has on the game experience. We have some ideas for how we’d like to solve the negatives that voice chat has, but no teams are actively working on integrated voice chat for League. As you can tell with the 2016 Ranked changes, we are trying to make League more of a team sport, which does make voice comms more valuable.

[ Link to Post ]

 

 

Skill ranking is irrelevant to how effective group matchmaking is

Lyte Final PortraitWhen players make statements like “Skill Ranking” means nothing, it might not actually reflect reality.

What does it mean for “Skill Ranking” to mean something? Technically, it means things like if I have Player A (1200 MMR) against Player B (1200 MMR) they will reliably win 50% of their matches against each other over 100s of games. It means things like if I have Player A (1240 MMR) against Player B (1200 MMR), Player A will win their matches 54% of the time if you’re using the basic Elo equation from Chess. Of course, this is a simplified model because most PvP games are team-based so there’s additional variables… but you get the point.

I don’t think players can concretely say that in CS:GO, the Dynamic Queue system is so bad that a significant number of matchups are erroneous and therefore Skill Rating means nothing. On average, a higher skill player will still beat a lower skill player. The question is, how consistently does this happen? If a higher skill player beats a lower skill player at a predictable % of the time, I think the system is working effectively. If a higher skill player should beat a lower skill player 60% of the time, but only beats them 40% of the time on average, something is broken.

I may have gotten a bit too into the math weeds here, but unless you can see the data like Valve (or like us), you can’t simply conclude that Skill Ratings mean nothing in Dynamic Queues. Could it become less accurate than before? Yes. However, if 30% more players enjoy Ranked, and Skill Rating means 2% less… is that a valuable tradeoff? Maybe. Until we try this out for a bit, we don’t know what those numbers will be and what the tradeoffs are, so it’s too early to make wild assumptions.

[ Link to Post ]

 

 

Why do you think 41 queues will level out at 50 winrate for the solo player

Lyte Final PortraitWe’ve dug into examples like this many times before, and it’s generally because the Normal MMRs of the players don’t reflect their Ranked MMRs. This is a known problem that we have some fixes for called “Splashing.” Basically, as your Ranked MMR increases, we “splash” some points into the other queue MMRs to make sure they are all tied a bit closer. But, in practice this didn’t work too well because a lot of higher tier players mess around in Normals or only want to play casual in Normals with friends, so they DIDN’T want their Ranked MMR to affect other queues.

Long story short, it does look bad, but actually if you look at the matches holistically, you still have very close to a 50% win rate in those matches.

[ Link to Post ]

 

 

Why not learn from Normal games how premade behavior affects queues

Lyte Final PortraitThis is exactly why we’d like to work in Normal Draft Queues first, because they are a close model of how a Dynamic Queue might work. We’re also testing “Ranked Queues” in NA and TR, to get an even closer model of how things might shake out.

We’ll know more soon, we just need players to give us a chance to try things before jumping up in arms and condemning it. We aren’t crazy, and we know this is risky–but, we want to try.

[ Link to Post ]

 

 

How did you gather data that suggests most players want Dynamic Ranked

Lyte Final PortraitWe run random sample surveys across the entire global playerbase regularly, so we tend to get a nice representative response from all demographics–the hardcore, the average, the player that never visits forums, the player that visits Reddit 8x a day, etc.

 

The truth is, in every survey we’ve done, the majority of players were interested in Dynamic Queue. That doesn’t mean we just use that data point and force Dynamic Queue on everyone because we also saw that a non-trivial number of players were solo purists, and loved the idea of “true” Solo Queue and their experiences may get slightly worse because of Dynamic Queue. So, we assessed all the potential negatives that Dynamic Queue had, and implemented upgrades or new features that tried to address them. Did we succeed in making it overall a great experience for the vast majority of players? We don’t know yet. We need to try, collect data, learn, and iterate.

That’s how design is.

[ Link to Post ]

 

 

I think the queue change will contribute to the communitys declining skill level

Lyte Final PortraitI don’t believe skill level required to be a top tier player has diminished over time. In fact, it’s increased over time.

1) When you look at Ranked data, most players are only proficient at 2 positions. 2.2, to be specific. There wasn’t really a time period in League history where players were proficient at all 5 positions. In the new Champ Select, you still have to master at least 2 positions to rank up effectively.

2) As the game has matured, the skill level required to compete has only steadily increased. There are more websites, guides, blogs, deep analysis on game mechanics than ever before which is improving education of players on game mastery. There is more infrastructure in eSports (for highschool, colleges, and pro) than ever before, and it’s greatly improving the ‘average’ skill level of top players. 4-5 years ago, there was no true understanding of ‘optimal’ ways to play the game, and you didn’t have to understand little nuances to be in the Top 500 players in the world. Today, by about Level 15, players already are beginning to get a feel for the meta, what champions are effective at what positions, etc. A top player today would absolutely crush a top player from a few years ago.

[ Link to Post ]

 

 

What the majority of players want may not be whats good for the community

Lyte Final PortraitIt’s getting late–I need to get some rest so will skip some of your bigger discussions for now. At the risk of sounding offensive (which is NOT my intention with this reply), couldn’t we use the same arguments against solo purists? What if Dynamic Queue is something solo purists say they don’t want, but actually is better for them in the long run too?

 

My point is, I agree that players sometimes say one thing, but mean another. Or, sometimes players really don’t know what they actually want. But, I’d be wary assuming “the other population” is the one that doesn’t know what they want, and your population knows exactly what you want and that you must be right. It’s a game designer’s job to try to figure out the reality behind the fog, and try to understand what is actually the best experience–but I’ll be the first to say that it’s hard, and sometimes we’ll get it wrong. This might be one of those times, it might not be. But, we’re willing to give it a go and pivot as necessary–even if it’s mid-season.

[ Link to Post ]

 

 

Marksman Update in the 2016 Season

Graves Single Banner

Ezreal Final PortraitChampion Update team here! While you’ve probably already seen the big changes due for marksmen (if you haven’t, check it all out here http://na.leagueoflegends.com/en/site/2016-season-update/preseason.html ), we wanted to set aside a moment for a deeper dive. The new marksmen update comes hot on the heels of the juggernauts update (http://na.leagueoflegends.com/en/page/gameplay-update-juggernauts ) and, with so much changing so fast, we think it’s a good idea to pause for a more philosophical reflection.

But first, a quick look back.

When we set out to tackle the juggernauts, we were working with a whole lot of unknowns. This was a set of champions that didn’t have much in the way of strategic identity. By really highlighting their strengths, we gave them clear ways to succeed (and fail) in an unfamiliar environment. Making something from nothing is a really interesting space to work in and we think we’ve achieved our philosophical goal with many of them. The tricky bit, however, was calibrating the juggernaut’s appropriate weaknesses against their raw power.

With marksmen, we have a few advantages. First, because the class as a whole already has a clear function and they’re played in pretty much every game of League, we have a much stronger understanding of their capabilities and expectations. Additionally, because the core weakness of every marksman is “blow ‘em up,” they have some pretty clear checks in place when it comes to solo-carrying games.

Looking forward, our vision remains consistent: We want to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage.

Our additional goal is to ensure basic attacks between marksmen are as differentiated as possible. This is a new goal that’s very important for this group in particular, given how reliant they are on basic attacks.

Let’s take a closer look at some of the changes. We’ll be throwing out a high-level overview of the updates before we go a little deeper on the philosophy behind them, in case you haven’t checked out the site.

 

Graves Final Portrait

“This calls for the ol’ double-barreled ‘Hello.’”

Graves’ double-barreled shotgun is one of the most distinctive weapons in the marksman arsenal. However, this weapon was underutilized as a kind of mid-range, burst, poke, cone spell. So we doubled-down on the classic shotgun fantasy. Now Graves’ basic attacks fire four rounds (eight on a crit!) in a cone in front of him, dealing damage and knocking back minions. Graves has tradeoffs for this unique mechanic, as he has to reload after firing two rounds (but can quickly reload via Quickdraw), and his basic attacks can be body-blocked.

Because we basically pushed Graves’ Q onto his basic attack, we decided to give him a new Q in the form of End of the Line, where he fires out an explosive canister, leaving behind a trail of gunpowder. That canister then explodes after a few seconds (or immediately on colliding with a wall) and detonates the gunpowder for additional damage.

With the defensive buff from Quickdraw and his incredibly high threat on close-range targets, Graves is the kind of marksman you want to bring when enemies have a lot of backline access (see: diving assassins). The tradeoff here is that Graves loses out on a lot of long-range target selection that other marksmen have, since his basic attacks can’t go over enemies.

The changes focuses on pushing Graves’ identity as a close-range, brawling marksman, and we’re excited to see how he does once he gets into the fight.

 

Quinn Final Portrait

“Justice takes wing.”

Despite its innate coolness factor, Quinn’s old ultimate still had problems. It forced her into overwhelming danger, often leading to trades at the cost of her life (not a great deal!). We are re-imagining her ultimate to play up its tag-team, high-speed nature: Valor now swoops down to carry Quinn, giving her massive out-of-combat mobility. This sharpens Quinn’s identity as a rapid-response marksman. Quinn can aid skirmishes in the jungle, swap lanes to help ganks, respond to split-pushes (or split-push herself), and make it back in time to help with a team fight. Need eyes on Baron? Send Quinn to scout it out!

 

Corki Final Portrait

“Bombs away!”

Corki, the Daring Bombardier, hasn’t been very true to his title. Optimal play for Corki was to play it safe and poke from a distance; he lacked the tools to make big plays. We decided to fix this in an… explosive way. With the addition of Special Delivery – a single-time upgrade to Valkyrie that amps up the damage, range, and disruption of the ability – Corki needs to focus on what sort of decisive action he’ll take to capitalize on the skill. It won’t be easy, but the reward is huge.

Finally, to further push Corki’s identity as the magic damage marksman, his auto-attacks now deal split magic/physical damage and his gatling gun shreds both resists. This allows teams to build around Corki being the primary magic damage dealer, something rather unique in the strategic space of marksmen.

 

Miss Fortune Final Portrait

“Fortune doesn’t favor fools.”

Miss Fortune has been synonymous with the famed WOMBO COMBO since she first strutted onto the Rift, though much less so after frequent nerfs to Bullet Time. We wanted the WOMBO back, so we increased her ult’s duration by 50% and increased the number of bullet waves as the game progresses by… a lot.

As for her new passive, we drew a lot of inspiration from Double Up. In lane, Miss Fortune draws tons of strength from her Q, especially in a 2v2 scenario where she can put a lot of pressure on both targets if they don’t position properly. These changes are our way of doubling… down on that thematic, with more rewards for precise target juggling and positioning (the precision is important as well, as there are champions like Varus or Twitch who excel at dumping out a lot of group AoE damage).

 

Caitlyn Final Portrait

“Meet the long gun of the law.”

For Caitlyn, we had to ask ourselves, “How much further can we push the sharpshooter fantasy?” The answer: Like, a lot further. By giving Caitlyn massive range on any enemy she can net or trap, we’re emphasizing her sharpshooting strengths. Giving Yordle Snap Trap an ammo system amplifies Cait’s natural ability to create choke points, while also improving her ability to dominate territory around objectives. The choice between spreading traps for surprise ambushes and setting up lines of defense gives you different ways to capitalize on Cait’s role as League’s #1 sniper elite.

 

Kogmaw Final Portrait

“Feeding time!”

Everyone’s favorite Void puppy just got even more adorabler. Kog’Maw already has a familiar identity in his “Protect the Kog” team comp, but we felt we could amplify it while also separating him from other tank busters. Now, Kog’s Bio-Arcane Barrage doubles his attack speed and attack speed cap, up to five attacks per second (!!!). This makes him the quintessential attack speed “proc” champion, a low-mobility machine-gun of death. It does wonders for creating a unique itemization path and, of course, it makes him look way cooler.

As a quick note for Living Artillery: Changing the damage from raw poke to execution allows Kog to differentiate himself from other long-range pokers. Kog by himself might not make for the perfect poke composition, but if you combine him with enough additional pressure, he can pick off fleeing enemies while also becoming a central damage turret for his team.


So those are our rough thoughts on the update. We’d love to hear yours as you test the changes in action (soon), but these, in tandem with the marksmen itemization update, should bring some interesting changes to the class as a whole.

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Whyd you gut Miss Fortunes dueling potential in her Preseason rework

Miss Fortune Single Banner

Ezreal Final PortraitI can understand that feeling, whenever we refocus a champion’s design we will have to take power away from one area in order to place it into another. In MF’s case, we certainly took down her dueling potential a notch. Though in doing so, we’ve given her a much more solidified role in the aoe carry. She has even more incentives to pass damage around to multiple targets.

Ps. You are a badass for running jungle MF, how the heck did you do it?

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Is her new Love Taps passive a gimmicky bonus or a necessity on her kit

Ezreal Final PortraitOne of the problems with ADCs was that they all had the exact same play pattern. Part of our update is focusing on changing it up a bit. For example, Graves reallllly wants to get in close, Kog’Maw needs to plan ahead of time for his damage window, etc. For MF, she can still certainly get off a ton of damage on a single target, it just isn’t as free as before. Her bonus attack speed is actually far larger than before, just for a far shorter window of time. So now she chooses between short duels and long form target swapping.

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Whyd you make the more minor ADC changes for example to Ashes Q

Ezreal Final PortraitUnsure as to which Q change you are talking about, though I’ll chat about the main two. We made it only castable at 5 stacks since the ability was didn’t propose a good choice. Either you cast it well at 5 stacks and got a fantastic benefit, or you cast it below 5 and went home sad. For the cooldown removal, we really wanted to let players push the limits of the spell. If they were able to keep it up all the time, then they deserved to be rewarded!

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Are there any plans to update Ezreals W

Ezreal Final PortraitThere are no current plans to update Ezreal’s W. I do have to admit, I would love to see us update that ability with something far more interesting, but that is a change for the future.

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DEV BLOG Vision in the 2016 Season

Vision Changes Single Banner

Pwyff Final Portrait Posting for Xypherous!

We’ve generally been happy with some of the new vision mechanics in the game with the advent of Season 5. However, as the vision system has grown organically over time, the map has become increasingly brighter and brighter since Season 4.

Additionally, the amount of unused trinkets and profusion of various vision types made it hard to consider expansions onto an already bloated system so this Season will mostly focus around concentrating the vision game to fewer discrete points.

Sight_Ward

First off, we’ve removed Green Wards. This is a pretty big sledgehammer to vision overall and the map is significantly darker because of it. We heard a lot of feedback on this and I wanted to give more context:

When vision is in a “consumable” state, it does a few things to the game that we want to change. First, because map knowledge is so powerful, the ideal state of vision for two teams is basically “as much as you can.” That means that teams will be perpetually funneling their excess gold (or in the case of supports and some junglers, their core gold income) into as much vision upkeep as possible. The compelling decision of when to ward and where to ward gets flattened.

For supports, engaging so heavily with the vision system means they’ll often need to give up late-game purchases and slot efficiency to ensure the map is well lit. For others, it becomes a gold dump to push an advantage. By taking all ‘safe’ vision (invisible wards) out of the gold stream and placing them on meaningfully gated cooldowns, teams will have to think a lot more about where they want to set up on the map, rather than it being a given luxury for who can do it.

In addition to the removal of Green Wards, we’re also doing the following changes:

vision ward

Pink Wards will still remain buyable and represent an investment into permanent vision control over an area. They’re also slightly cheaper and fall into Sight Ward’s original cost range.

  • Trinkets

The Trinket System has been streamlined down to 2 basic options, plus 2 “alterations” that become available at Level 9. Trinkets also now continuously improve with level rather than at discrete levels in the game.

Warding_Totem_item

Warding Totem will now behave like the upgraded Warding Totem on live which slowly charges up to store additional wards. The duration and charges have been tweaked to increase continuously with character level.

We like the flexibility and general gameplay of the upgraded trinket as it allows you to maintain vision over a small area for a long time or tactically cover a wide area by yourself if you’ve built up charges over time – giving it a much wider range of potential uses.

Sweeping_Lens_item

Sweeping Lens has taken a hit in power now that there aren’t potentially green wards everywhere.

To compensate, red gains the ability to warn against things that you can’t see in the area letting you know the shape or silhouette of things in fog of war without revealing them directly. This includes things like jungler monsters (check if that camp is up!) and Pink Wards, in addition to providing the silhouette of stealthed threats like champions in brush, fog of war or stealth.

Sweeping Lens’ core functionality becomes alerting you as to whether or not anything in the swept area can detect you and allowing you to disable them.

  • “Alterations”

Instead of upgrades, which are strictly better than the original trinket that you have, we’ve instead chosen to move in the direction of side-grading and altering existing functionality of trinkets.

These swap the functionality of your existing trinket by improving the power of some aspects and decreasing the power in other aspects.

Farsight_Orb_item

Yellow Trinket’s alteration – the Farsight Totem is unlocked at level 9 and functions similarly to the Farsight Orb on live with some improvements. You gain vastly increased range and a shorter cooldown… at the expense of having visible wards and losing the ability to build charges.

In a departure from live, these “blue” wards now last forever and don’t count towards your ward count. Since these wards are easily destructible by opponents, we don’t foresee this as contributing significantly to the overall vision of the map unless a team decides to use multiple blue trinkets in parallel to light up disparate regions of the map over time.

So you can light up the map as long as you do it as part of an ongoing campaign to hold territory for extended periods of time.

Oracle's_Lens_item

The Sweeping Lens’ alteration – the Oracle Lens (also unlocked at 9) – is more tame in comparison and very similar to the Oracle upgrade on live. In lieu of gaining true sight, the red trinket simply has a much wider sweep range and follows you around for 10 seconds.

However, combined with the fact that red trinket can warn you against enemy units that you can’t see – this means it will also provide a proximity check so you don’t walk headlong into an enemy ward or brush.

  • Closing

Vision remains an important key strategic strength in League of Legends. The current vision system has a ton of small moving parts, as well as a few mechanics that just make the system kind of obtuse to interact with.

We want to streamline the existing vision items to a smaller core set of vision items while also allowing that core to branch out in interesting directions and overlapping functions. Overall, the power in vision should be more condensed in the options that remain.

We’re taking advantage of the overall reduction in small vision buys to offer more interesting total item build options in the form of the Sightstone upgrades or the Jungle enchantments. Our goal was not to make the overall vision experience more complicated, but allow vision options to form the basis for more interesting total builds. From the support who forgoes his actives in favor of a powerful AP build, to the support who doubles down on active items, to the Jungler who forgoes combat in favor of map wide vision and utility.

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Isnt the removal of Oracles Lens another indirect buff to stealth champions

Xypherous Final PortraitKind of? Other systematic changes such as Marksmen getting better kite / soak options / the removal of Brutalizer / the removal of Trailblazer and the like would probably be indirect nerfs to those characters.

The only stealth champions that haven’t been indirect nerf/buffed in a lot of ways is Akali / Evelyn / Twitch at this point. Eve has never been affected by the true sight from Oracles as her stealth shuts itself off and Akali’s stealth is rather situational.

Twitch, I agree might be a problem – but I’m not sure he was ever at a range to be detected by Oracles when he was murdering you in Stealth. Still – he’s probably the biggest beneficiary of the changes.

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Vaynes impossible to fight without an Oracles Lens

Xypherous Final PortraitTrue – but so much of her itemization has changed that it’s hard to tell whether she’s better or worse from a total power perspective.

BoRK is noticeably worse early now, for example – so her assassination playstyle kind of takes a hit.

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What about Shaco Rengar KhaZix and Vayne

Xypherous Final PortraitLoss of an early brutalizer and trailblazer hurts Rengar and Kha’zix pretty substantially I find. Similarly, Vayne and BoRK is no longer as powerful as an early power spike.

Shaco, on the other hand, builds whatever he wants – but Shaco is also likely affected by the loss of the early Brut as well.

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Do the Trinket changes mean people dont have to be reminded to upgrade them

Xypherous Final PortraitIt scales on a per level basis – so not for most roles. The goal is that people should only feel compelled to exchange their trinket when they want fundamentally different functionality – rather than just a more powerful version of their existing one.

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If upgrades are supposed to be sidegrades why are they still levelgated

Xypherous Final PortraitExcellent question. They’re level-gated because they’re meant to serve mid-game or late-game vision functions that would be overpowered in early game.

Because players don’t move around a lot in lane – things that can affect others at a long range or a wider area are significantly more powerful – hence the level-gate.

If you want to be really specific – the best trigger would probably be something like ‘Buyable after laning phase’ – unfortunately, there’s no real way to tell when it ends that organically in an understandable way – hence the level restriction.

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Why cant we have some way of recharging Sightstone outside the base

Xypherous Final PortraitThere’s are a couple of reasons why you want players returning to base on a regular cadence – doubly so for a class that doesn’t have much other reason to return as their item upgrades are relatively less important.

More practically, this favors the team that is pushed in rather than the team that is pushing in most respects – as the winning team is the one best suited to ‘waiting out in the field.’ We’d never really be able to put a recharge timer on it that seemed useful without causing some really weird side effects in this case.

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Why was ward duration decreased from 180 seconds to 150

Xypherous Final PortraitThe goal was to make the map overall darker and chip as much unnecessary vision power away as possible – hence the reduction. It also helps separate the two use cases out for vision a bit better – shorter term stealth vision vs. longer term control over an area.

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So Sightstone was nerfed even further and isnt worth a supports item slot

Xypherous Final PortraitThat’d be a perfectly reasonable response if the item isn’t worth the slot. If that was the right call to make, I’d expect most of our players to do the same and then we’d simply adjust.

Not entirely convinced the item is weaker given that it’s one of the few sources of invisible wards – so the relative strength should be incredibly high – but if that’s actually the case – yeah, you’d be wise to avoid buying the item entirely.

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There needs to be a Sightstoneesque item that works like a Sweeper trinket

Xypherous Final PortraitI could see that – but the conflicting data point for me here is that the reason why Sweeper’s have such a high hit rate on live is that there’s always wards up due to the prevalence of buyable green wards – at least at higher level play.

I’m uncertain as to how much value is lost as we’re moving from a mostly-lit world in which Sweeper has a fairly high hit rate – to a somewhat-dark world where the hit rate will be much lower.

Vision removal in the item system should be somewhat better covered by cheaper pink wards as well. It may still very well be the case that red trinket has no comparable option and thus Sightstones need to exist so that you can have a red trinket in your inventory – but I’m not inclined to say that this is actually a bad state.

Basically, what I’ve found is that more choices in how you spend gold in vision has mostly led to either negative or kind of poor game-play in general. Complex gold decisions around vision hasn’t yielded good returns in either skillful play (as you should sink as much as you can) or have been particularly satisfying without being brutally overpowered.

The approach we’re trying this season focuses more around complex choices in how youuse vision – rather than how you acquire it – by both severe rate limitations – as well as allowing some more complex functionality to exist without a gold investment.

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Vision is integral to winning Why are so many players not warding

Xypherous Final PortraitIt’s likely that warding just isn’t viewed as an activity that makes a ton of sense from an abstract perspective. Put down sticks that grant vision? What?

Eventually, we’ll want to revisit the concept of static wards to begin with and see if there’s a better analogy that still plays a part in the vision game. This is super speculative – but imagine if, instead of a pink ward – you placed a tiny speed shrine that also provided vision.

I suspect that eventually, we’ll have to shift the analogy to like ‘mini-buildings’ or ‘mini-structures’ rather than ‘sticks that see’ in the long long run.

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Why not have tutorials that teach players the importance of vision

Xypherous Final PortraitTutorials and teaching players are definitely worth pursuing – However, with warding and such, it feels very much like a state of like ‘Well, we could teach them how to do Assembly… but.. maybe we should look at what we want them to do and confirm that’s actually a deep and engaging activity first.’

The other portion of this is that I believe Tutorials that teach you how to ward are going to have a major gap in that you cannot learn from your current enemy if the enemy has found some new clever way to use them. Hence – any tutorials are going to have a continual lag time – so whatever you’re teaching should also have some kind of learnable component from observing your enemy and allies in game.

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What led to the pink ward trinket option being removed

Xypherous Final PortraitA lot of the trinket options were removed to streamline the system down. There are some interesting expansion opportunities for the trinket space that I want to look into – and so we removed it to condense the space down to the bare minimum to replicate what most of the players on live regularly use.

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DEV BLOG Starting Items in the 2016 Season

Pwyff Final PortraitPosting for Xypherous!

Our original intent with starting items before this season was to give players the ability to reflexively counter their opponents with generalist options running alongside more pronounced counter-items for specific circumstances (Flask, Doran’s Shield).

However, after a couple of seasons of attempting to balance this world, we’ve grown unhappy with how confining this approach is and the general problems that resulted from this approach. We’re decided to take a different tactic and adopt a pattern closer to the support line of items: Starter items that clearly express some kind of goal or intent in lane alongside a more generalist item for each of the positions in the game.

Magic – Doran’s Ring vs. The Dark Seal

Doran’s Ring is a powerful farming generalist item while The Dark Seal signifies an intent to roam and pick up champion kills along the the way.

While this doesn’t support the full spectrum of mages in mid, it does represent two of the largest factions – push mages vs. assassin roamers.

Attack – Cull vs. Doran’s Blade

Cull is an early skirmish option designed to be focused primarily around farming and light aggression.

Doran’s Blade on the other hand, is a generalist option that scales much better into mid-game and is better in skirmish situations.

Jungle – Hunter’s Talisman vs. Hunter’s Machete

Machete has long favored a certain class of attack speed centric characters and this represents a quandary of how to actually support mage or tank style junglers from the get-go.

Machete now doubles down on its auto-attack centric nature while Talisman focuses on area burn and mana regeneration. Talisman is primarily designed for spell focused junglers – especially those that have repeated area of effect attacks on moderate cooldowns (like Brand or Zyra).

Both of these initial items are required to upgrade into the Tier 2 Jungle item, so your choice of initial item will eventually become moot. However, this flexibility of starting options combined with the patience system should open up stronger opening jungle patterns to a wider variety of junglers.

Lane Sustain – Health Potion vs. Refillable Potion

One of the major issues with Crystalline Flask right now is that we are unable to push its power to the point where it feels non-abusive in lane. This is due to the fact that it stacks with potions and thus any power add-on in Crystalline Flask gets doubled down on because you stack potions with it.

Hence, the new inventory rule: you can only ever have one type of potion in your inventory at any time.

Refillable Potions are 3 times more expensive than a potion but benefit from the fact that they will recharge once you return to the fountain. Normal Healing Potions represent more healing up-front for less gold but is obviously temporary in nature.

Refillable Upgrades – Jungle vs. Lane

This, by itself, would probably still be on the weak side. However, Refillable Potions can upgrade into two versions: Hunter’s Potion and Corrupting Potion.

Hunter’s Potion is a roam-centric potion that can regain charges out in the field while you are killing large jungle monsters. It’s designed primarily to support a Jungle playstyle that focuses on maximal uptime or bolstering characters with low innate sustain.

Corrupting Potion is similar to Crystalline Flask on live – with the added benefit of combat power. During its effect, damaging enemy champions will burn them for magic damage over time. Corrupting Potion represents an intent to harass your lane opponent until they give up.

Mana Potions – Removed

Mana Potions have been removed from the game. We’ve generally found that the decision to opt into Mana Potions was one that was either forced upon some champions (aka “I need this mana to function”) or one that was generally only available to a handful of circumstances.

The best use cases of Mana Potions were typically to circumvent Mana restrictions for boom/bust play patterns (ie: save up to X amount of mana before dumping it all in a large burst of damage, repeat) vs. attrition-based approaches that are more in favor of straight mana regeneration. A champion being able to access their big “all-in” combo more frequently also makes it challenging for us to balance appropriately, and we’ve seen some more frustrating champions have their power reduced as a result.

With the removal of mana potions, we can also retune some champion mana values back to a middle ground. We’ve looked at the data for champions that frequently bought 2 or more mana potions in the game and we’ve either increased their maximum mana or the mana regeneration values based on their class.

  • Closing

For the start of the season, we’ve focused on granting at least two options to a particular need in the starting item space to support a wider variety of playstyles and intents from the start of the game.

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Why are you both buffing earlygame harass and nerfing Dorans Shield

Xypherous Final PortraitBased on usage – the maximum sustain starts were most frequently used by characters that thrived on early harass. Pantheon, Kassadin and the like were the most effective users of maximal sustain starts – and they frequently used that high sustain to capitalize on early bullying pressure.

While I agree with you that there’s a dearth of solo lane tank starts – most of the solo tank starting item patterns that seem to make senseat first glance – we’ve found that when those options are strong – they tend to be better on pretty much anyone but solo tanks – like bot lane support/adc pairs.

You’ve gone and added a ton of new items for every other class

If we’re not talking about starting items – this item pass has mostly focused on AD Marksmen and some light AD work – rather than ‘every other class.’

The other facet of this is that in the Juggernaut update – there have been a ton of items – while their primary users aren’t tanks – have added to the tank pool of items (DMP and Sterak’s.)

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Why are you buffing Dorans Blade

Xypherous Final PortraitFree lifesteal in the ferocity tree makes the relative advantage of picking up a Doran’s Blade weaker in the early item selection phase – as it means it now has to compete with some of the older component based starts (Long Sword + 3) at a much large disadvantage.

Long Sword + 3 is especially problematic if it becomes the default option again – as that’s more early in-lane sustain, hence why we try to keep DBlade competitive with it.

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Its power creep to buff one item start for ADCs so it competes with another

Xypherous Final PortraitIn order to run this argument – you need to run through this by several means:

  1. The mastery AD tree gives you as much power in terms of raw offense as before / The beneficiaries of Doran’s Blade have more total raw power than before in pre-game.
  2. Similar argument to #1 – but from a relative perspective – AKA – everyone lost more than they gained.
  3. That this power advantage hasn’t been taken into account elsewhere – like their most powerful first item buy.
  4. That other starting item paths haven’t been buffed as well or heavily adjusted.

While I’m not convinced any of these are true or false as there’s a lot of mechanics going on – I know that a lot of the AD efficiency, early potential spike in AD power, the conversion from total pen to bonus pen in the AD system and the decoupling of flat pen from % pen in the mastery system make the AD curve less steep than it previously was.

While I can’t go out to say that ‘No, power creep isn’t happening’ – What I can say is that I can see other factors that work in the opposite direction of power creep – so adjustment based off initial reads is likely the best solution.

You can strongly make the claim ‘I think a Solo tanks early game is weaker than it was’ – which is probably true. I’m less certain about the statement that ‘Solo tanks are weaker’ as a whole – as most of the efficiency passes, especially in terms of MR – are more favorable to them.

All that said, I totally get why you feel the way that you do. It’s not your job to read every change and put them all together and evaluate whether or not it comes out in one way or another.

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If we arent meant to bring the new pots to lategame why do they cost so much

Xypherous Final PortraitYou can claim this about most non-upgradeable starting items.

However, the catch-22 part comes in only if you assume that games cannot be won before slots start to become a problem or that the item’s power curve doesn’t translate well into the mid-game at all.

Sellback values mitigate some of the initial cost for the mid and late game – and the trade-off between a more powerful early start vs. a guaranteed late game is always whether or not you got enough interim value out of the item to make up the deficit in this regard in terms of either uptime or personal performance.

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Why do the Dark Seal and Mejai lose a flat amount of stacks per death

Xypherous Final PortraitThe most common points of feedback when losing a % of stacks is that it’s never worth it to trade kills and die with the item – since the better you did – the more stacks you lose. Experimenting with a flat amount of stacks so that players can evaluate their plays much better. Did you get 2+ kills? Then it was worth it, even if you died.

The other part of this is that a % loss on death lead to some awkward double-kill or post-death / post-assist death scenarios. While flat suffers from similar problems at the low end – it won’t be as ubiquitous.

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I feel like Mejai got even more snowbally than before

Xypherous Final PortraitThe item is likely more snowbally than before. The idea behind the Dark Seal is that you have a point in the game where you:

  1. Broadcast that you want to do a snowball route (since.. the Dark Seal doesn’t really build into anything else.)
  2. Have a chance to back out if things don’t go your way.

So there’s much less initial risk to the item – and thus the item can be snowbally but will be less feast or famine because a good player can cut his losses early, so to speak.

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Are there plans to make a third flask that simply heals faster than the others

Xypherous Final PortraitNot at the moment.

Maximum sustain in lane is something that players would always like more of (as the best way to beat your opponent is to simply have more health at any given time – go go 13 potion starts).

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Was it intentional to make the biscuits effect NOT apply to flasks

Xypherous Final PortraitFor now, yes. Although, I could certainly see us deciding the other way in the future easily based on item usage. Eternal Biscuit of Replenishment?

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What are the expected starting items for someone who needs sustain

Xypherous Final PortraitIf you need a huge chunk of sustain – the expected stat is that you get Corrupting Potion. The other facet of this is that there are a lot more individual sustain options in other pre-game systems (Lifesteal naturally in ferocity tree, for example) – so there should be enough customization bits out of game to bolster this as well.

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Do you think some Champions will become weak due to the Mana pot removal

Xypherous Final PortraitCurrently the stance is that we’d prefer if Mana purchases reflected more permanent decision making. This is why Frostfang’s line of MP/5 has been greatly increased for example.

Mana potions to support off uses is a niche benefit but the niche benefit doesn’t really outweigh tremendous initial costs in tuning. 😡

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It feels like Cull and The Dark Seal are trap items that make laning too weak

Xypherous Final PortraitAgree that these two items have a higher risk potential than the standard starting items. Dark Seal and Cull don’t necessarily have to be purchased as your first buy – if you want to take a safer route and see how the lane goals.

Doran’s Ring into Dark Seal instead of a second Doran’s Ring after you’ve gauaged the lane can be an effective way at mitigating that risk. Similarly with Doran’s Blade into first back Cull.

The other idea that we’re stressing here is that, in the absence of greedy items – there’s no real way to punish a safe lane that’s doubled down on being as not dead as possible. Cull / Dark Seal both support the notion that – if you try that approach – then I can respond by getting more out of the laning phase than you will via farm or more powerful rewards for roam.

[ Link to Post ]

 

 

How do you think the jungle changes will affect AD assassins

Xypherous Final PortraitWe turn over the jungle pool every year pretty consistently – so the ability for an individual jungler to have the same clear speed as before isn’t as important. AD Casters will specifically generally have a harder time of it in this year than previous years.

It’s definitely something we’ll have to keep tuning as we get better data on how players are adapting.

[ Link to Post ]

 


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

 

Reds 14 10 Banner

Today’s red post collection features instructions on what to do if your in-game name has triggered a fellow Summoner, confirmation from Meddler than Shen and Taric’s reworks will not be out this year, a discussion around the Harrowing skins and more.

 

Topics Banner

 

Recent News Banner

Patch 5 20 Banner

KINDRED SHADOWFIRE KINDRED IN STORE Banner

 

 

Whats in a Name Inappropriate Name Change Audit FAQ

Wookieecookie Final PortraitHeyo everyone.

Earlier today, the PBJ Dev team launched a new initiative they have been working on the last few weeks targeted at innapropriate names. There’s been a few threads here on Reddit from confused players and rather than have the confusion spread all over the place, I figured we can consolidate it all in this thread.

Below is an FAQ I prepared based off the questions we are seeing. Hopefully it will address your main questions, but if it doesn’t feel free to contact us at Player Support.

Why did rito do this?

The goal is simple, target players with inappropriate names and automatically change their name to something more innocent. For example, someone with the disgustingly inappropriate name “TeemoIsTheBest” may receive a new name like “AdorableFriend”.

This name change will occur without any input required from a player.

Players who have their name changed will receive an e-mail at the address associated with their account. Within this e-mail is an explanation of why their Summoner Name was changed and a link to next steps they can take to receive a new name within the client free of charge.

I think there was an error! My name shouldn’t have been changed!

Because this is a new initiative we’re keeping an eye out for any kinks in the process.

For example, one issue we’ve noticed is that if you previously had an inappropriate name but only recently changed it, you still would have been flagged by our system and received a name change in this wave.

For example, let’s say on October 1st, your summoner name was “FckTeemo420XXXYoloSwagButts”. But on October 2nd you decided to update your summoner name to *“420XXYoloSwagButts”. For some players, our data did not update properly. So you were still flagged in our system and on October 13th your name was changed.

But fear not. If you really want “420XXXYoloSwagButts” back then you can contact Player Support and we will return it free of charge.

In any future waves we’ll work to make sure our data is updated to reflect current names as of the day the audit is launched.

Will I face long term consequences if my name was caught in this wave?

Currently no. You won’t receive an in-game ban, loss of ranked rewards, or any other form of punishment for being caught with an inappropriate name on the first offense. (caveat: if your name was REALLY REALLY REALLY REALLY REALLY bad, then ya, maybe something extra might happen to you)

HOWEVER, if you decide in the future to regain an inappropriate name the account may face further punishment including an in-game ban among other terrible dark things.

How did you find inappropriate names?

I won’t go into the specifics but it was mixture of things which include feedback from players, individual audits by a Rioter, magic, and a lot of alcohol.

What server was this initative on?

This name change audit was only done on the NA, EU and OCE servers at this time. In the future it may be brought to other regions.

Did you notice that you misspelled inappropriate in the title of this thread?

FML. There is no edit option for titles of reddit threads.

TL;DR: Bad names have been automatically updated to something innocent. If you are affected check the e-mail associated with your account for more details on how to get a free name change. If you are one of the minority of players who received a name change in error, contact Player Support to revert your name or receive a name change free of charge.

[ Link to Post ]

 

 

What about names that allude to a swear ie FizzOnMyJayce

Wookieecookie Final PortraitWe’re most interested in getting the obviously offensive names.

This would include any variation of spelling or silly puns that allude to it.

For some names in the nebulous gray area of appropriate or not we generally leave it up to the community to decide.

[ Link to Post ]

 

 

Has anything changed regarding what is and isnt offensive in League

Wookieecookie Final PortraitNothing has really changed on our end in terms of what is or isn’t offensive. However, we have been pretty hands off in the past, so it’s possible that someone with an offensive (or borderline offensive name) thought it was okay because they were never actioned on until now.

An alternative is that a name really wasn’t offensive and shouldn’t have been changed at all. (Check my example for an issue that led to some people received name changes that shouldn’t have).

In these examples though we will revert their name change and use the data to improve our audits in the future.

[ Link to Post ]

 

 

If my name is Niqqer and not Nigger will you demand a change

Wookieecookie Final PortraitPart of the challenge of name auditing are all of the variations. Over time we’re able to build a database of the most common spelling alternates, so something like replacing g’s with q’s would be caught.

We won’t find all variations on the first go, but like a lot of our systems they become smarter over time.

[ Link to Post ]

 

 

Is it true that a Summoner name cant be the same as a Champions name

Wookieecookie Final PortraitYa, this is true.

We don’t want people to impersonate a Rioter or imply that they work with League of Legends in an official capacity. (A lot of people can use that kind of name for all the wrong reasons!)

So, a name like Ahri isn’t allowed. But something like AhrisNumberOneFan is.

[ Link to Post ]

 

 

Can my name be a commentary on a political or religious point

Wookieecookie Final PortraitPolitics, sexuality, religion and other hot topic issues are a part of that gray area when it comes to names. We don’t encourage names that have no real meaning or value in our game and may be designed to inflame others.

There’s a lot of places in our world to participate in political debate, a Summoner Name is def not the best.

At the end of the day though we usually gather community sentiment on gray area names. By and large they’re usually not in favor of them.

[ Link to Post ]

 

 

What if I have an old account thats named offensively

Wookieecookie Final PortraitIf you own an account with an inappropriate name on it, then you can write to Player Support and they will provide a free name change without any punishment.

[ Link to Post ]

 

 

 

How do offensive names make it through Riots word filter

Wookieecookie Final PortraitOur name filter is very old and isn’t easy to keep updated. It’s something we def want to fix, but there’s a lot of other projects to be worked on first.

[ Link to Post ]

 

 

 

Will any name with the word gay in it be banned

Wookieecookie Final PortraitIt would depend a lot on the context. But if a player felt it was unfairly changed they can write to us to have it reviewed.

[ Link to Post ]

 

 

 

Can we just get a way to report names easily

Wookieecookie Final PortraitIt doesn’t always look like it from a player perspective, but it’s extremely helpful to use the “Innapropriate Name” category in the report screen after a match for any bad names.

We use those to help us update our dictionaries and audit names.

[ Link to Post ]

 

 

How is Shens rework coming along

Shen Banner Single

Meddler Final PortraitCurrent plan is to do a mainly gameplay focused update, probably with some small visual changes, but certainly not a full VU. In terms of timing only thing I can say with confidence is that it won’t be this year.

[ Link to Post ]

 

 

Do youve anything planned for Katarina

Meddler Final PortraitKatarina changes? As far as I know we don’t have anything planned or under discussion at present.

[ Link to Post ]

 

 

 

Will Tarics rework be released this year

Taric Banner Single

Meddler Final PortraitNo, Taric won’t be this year either.

[ Link to Post ]

 

 

 

Follow Up Banner

Meddler Final PortraitNeither Taric nor Shen reworks will be released in 2015.

[ Link to Post ]

 

 

 

 

What was the inspiration for Zombie Nunus voiceover

Zombie Nunu Banner Single

Vonderhamz Final PortraitI can’t show the exact document, but I can give a taste of what the process was!

The first step was trying to define the character. I still wanted it to feel like Nunu and Willump, but since they’re zombies, we had to factor that into their personalities. One challenge that came with this skin, is in order to get it out in time, we couldn’t localize the VO into other languages; so it couldn’t contain anything that sounded like any word, in any language, hence the zombie speak. In order to help narrow down what personality each character should have, I gathered references from all over to see what’s been done in the realm of big lumbering zombies, and smaller energetic zombies. I went from things like creatures in Gears of War, to L4D, to Evan Baxter reading the news in Bruce Almighty.

In game, we have a bunch of different lines that are triggered depending on what the champion is doing, such as moving, attacking, spell casting, dying, etc. Since Nunu is really old, he only had 20 or so lines of VO. He has over 4 times that for this skin. For each one of these categories we had descriptions of the tone that the lines should be read back at. Attack lines should be aggressive, move lines should be more subdued. All lines should try and have some back and forth between characters. Aggressive and subdued sound different for both Willump and Nunu because of what the references and personalities are for each character.

Once we had a script with a clear emotional state for each type of line, we brought in our magnificent Zombie Willump talent: the audio team’s Riot Eno and had him record a bunch of stuff for each type of line. We also had a few other sound designers, myself included, try out some zombie vocals, but Riot Eno was the clear choice. The burps are a mix of a few of the sound designers 🙂 Much seltzer was chugged. We had a similar process for Nunu (who was voiced by the same person that did Lulu!)

Once everything was recorded, I went in and did a ton of editing and voice processing to make them feel like they’re on the rift. Fun fact, Willump’s breaths are from various large cats and camels! I’m actually still tweaking them, so they might change a little bit while he’s on PBE.

Final note: If you saw that video on youtube with all the Nunu VO one after another; the way it works makes no sense, but in game there’s actually some neat interaction going on – When Nunu activates Bloodboil, he goes into what I call “rage mode” where he starts screaming and leaking goo everywhere. When rage mode is on, Nunu will only scream while moving, since he closes his mouth when idle. He even has sounds for his mouth opening and shutting! I got pretty fired up when I got that to work.

If you do get this skin I hope you enjoy playing with it and may your counter jungles be strong, I had a lot of fun making it!

[ Link to Post ]

 

 

This years Harrowing has been a disappointment so far

Slayer Jinx Single banner

KateyKhaos Final PortraitHey guys,

Just wanted to pop in here quick –

As we’ve mentioned in one of the PBE posts, we’re doing things a bit differently this year. We’ll be posting an announcement soon that should clear up some things. :]

[ Link to Post ]

 

 

Why didnt we get communityfavored ideas like Necromancer Azir

KateyKhaos Final PortraitEach year, the thematic has been different, and not always tied to the Shadow Isles – last year was heavily influenced the Shadow Isles.

I do think there are some awesome community concepts that are out there, and we actually keep a folder of great player ideas! Keep in mind that just because something hasn’t happened, doesn’t mean that it couldn’t happen in the future. :]

[ Link to Post ]

 

Follow Up Banner

KateyKhaos Final PortraitThis time around it’s going to be a zombie thing rather than the Shadow Isle-y things that you’ve seen in years prior. We’ll be posting up some messaging soon.

[ Link to Post ]

 

 

 

The Climb How to avoid ganks by reading your opponent Commando Yi

Riotopti Final bannerAnticipating ganks isn’t just about warding and checking the minimap. In this video, Commando Yi teaches you how to “read” your lane opponent’s movements and keep you safe.

When have you been able to read and react to your lane opponent’s movements? Let us know in the comments below, and please recommend your favorite community guides or videos!

Creator Background

Diamond NA jungle main Commando Yi has been playing League since Season 1 and making educational content since 2014. His channel focuses mainly on jungle strategy, but has recently branched out into laning tactics and overall decision making as well.Learn more about Commando Yi via the links below!

[ Link to Post ]

 

Here’s a small collection of recently-released fan art. You can submit other ones you enjoy in the comments for other readers to see.

 

Morgana (Trick or Treat?) by Lynashi

LoL: Morgana (Trick or Treat???!) by Lynashi

 

Ahri by Prywinko.

ahri__league_of_legend___nsfw_optional_by_prywinko-d9cv27x

 

Skin Sketches #3 by VegaColors

VegaColors Sketch 3

 

Dryad Soraka by Anako-Kitsune

_power__dryade_soraka_by_anako_kitsune-d9cucap (1)

 

Ahri by RinTheYordle

tumblr_nvyvvyiukT1qiy34zo1_500
 


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

 

PBE 20 08 Banner

 

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

 

 

PROJECT COMBO RECALLS MINIONS

The upcoming PROJECT skins recall as a team. Here’s Leona & Lucian and Zed & Fiora recalling together:

 

Combo Recall 1 Combo Recall 2

 

Also, if two or more players are using PROJECT skins on the same team, all friendly minions get a PROJECT-themed overhaul:

Project Minions 1 Project Minions 2

 

 

PROJECT FIORA

PROJECT: Fiora will be available for 1350 RP.

 

MODEL Banner

Project Fiora Model 1 Project Fiora Model 2

 

Recall Banner

Project Fiora Recall

 

PASSIVE DUELISTS DANCE

PROJECT Fiora Passive 1

 

LUNGE Q

PROJECT Fiora Q 1

 

RIPOSTE W

PROJECT Fiora W 1

 

BLADEWORK E

PROJECT Fiora E 1

 

GRAND CHALLENGE R

PROJECT Fiora R 1 PROJECT Fiora R 2

PROJECT Fiora R 3

 

 

PROJECT LEONA

PROJECT: Leona will be available for 1350 RP.

 

MODEL Banner

Project Leona Model 1 Project Leona Model 2

 

Recall Banner

Project Leona Recall 1

 

SHIELD OF DAYBREAK Q

Project Leona Q 1

 

ECLIPSE W

Project Leona W 1

 

ZENITH BLADE E

Project Leona E 1

 

SOLAR FLARE R

Project Leona R 1 Project Leona R 2

Project Leona R 3

 

 

PROJECT LUCIAN

PROJECT: Lucian will be available for 1350 RP.

 

MODEL Banner

Project Lucian Model 1 Project Lucian Model 2

 

Recall Banner

Project Lucian Recall 1

 

LIGHTSLINGER PASSIVE

Project Lucian Passive 1

 

PIERCING LIGHT Q

Project Lucian Q 1

 

ARDENT BLAZE W

Project Lucian W 1

 

RELENTLESS PURSUIT E

Project Lucian E 1

 

THE CULLING R

Project Lucian R 1

 

 

PROJECT MASTER YI

Project Master Yi is a legendary skin and will be available for 1820 RP.

 

MODEL Banner

Project Yi Model 1 Project Yi Model 2

 

Recall Banner

Project Yi Recall

 

DOUBLE STRIKE PASSIVE

Project Yi Passive 1

 

ALPHA STRIKE Q

Project Yi Q 1

 

MEDITATE W

Project Yi W 1

 

WUJU STYLE E

Project Yi E 1 Project Yi E 2

 

HIGHLANDER R

Project Yi R 1 Project Yi R 2

Project Yi R 3

 

 

PROJECT ZED

PROJECT: Zed will be available for 1350 RP.

 

MODEL Banner

Project Zed Model 1 Project Zed Model 2

 

Recall Banner

Project Zed Recall 1

 

CONTEMPT FOR THE WEAK PASSIVE

Project Zed Passive 1

 

RAZOR SHURIKEN Q

Project Zed Q 1

 

LIVING SHADOW W

Project Zed W 1

 

SHADOW SLASH E

Project Zed E 1

 

DEATH MARK R

Project Zed R 1 Project Zed R 2

Project Zed R 3

 

 

OPTICAL ENHANCER WARD SKIN

This ward skin will be available in store for 640 RP after Patch 5.17 hits live.

 

Optical Ward Skin 1

 

 

Champion Changes

 

Azir Final Portrait

General Box

  • Base Movement Speed decreased from 335 to 325

 

Nerf BoxConquering Sands Final Icon Conquering Sands [ Q ]

  • Enemies hit by multiple Sand Soldiers will have the duration of the spell’s slow refreshed, but won’t take any additional damage

 

 

Bard Final Portrait

 

Buff BoxCaretaker Shrine Final IconCaretaker’s Shrine [ W ]

  • Mana cost decreased from 100/105/110/115/120 to 90 at all ranks

 

 

Buff BoxMagical Journey Final IconMagical Journey [ E ]

  • Cooldown decreased from 20/19/18/17/16 seconds to 18/17/16/15/14

 

 

 

Draven Final Portrait

 

Buff BoxLeague of Draven Final IconLeague of Draven [ Passive ]

  • If Draven kills 6 minions in a row without dropping an axe, he gains 2 extra Adoration stacks.

 

 

Fizz Final Portrait

 

Change BoxSeastone Trident Final IconSeastone Trident [ W ]

  • Active magic damage on-hit changed from 10/20/30/40/50 [+0.25 AP] to 10/15/20/25/30 [+0.3 AP]

 

Nerf BoxChum the Waters Final IconChum The Waters [ R ]

  • Debuff now only amplifies Fizz’s magic damage by 20%, not all his damage

 

 

 

Gangplank Final Champion Portrait

 

Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Keg explosion now ignores 45% of enemy armor, decreased from 60%

 

 

 

Gragas Final Portrait

 

Nerf BoxDrunken_RageDrunken Rage [ W ]

  • Now deals 8% of target’s maximum HP as bonus magic damage, decreased from 8/9/10/11/12%

 

 

Janna Final Portrait

 

Buff BoxHowling Gale Final IconHowling Gale [ Q ]

  • The tornade now travels 35% further for every second it’s charged, increased from 20%

 

Nerf BoxMonsoonMonsoon [ R ]

  • AP ratio decreased from 0.6 to 0.4

 

 

 

Jax Final Portrait

 

Buff BoxCounterstrike Final IconCounterstrike [ E ]

  • Mana cost decreased from 70/75/80/85/90 to 50/60/70/80/90

 

 

 

Kalista Final Portrait

 

Nerf BoxSentinel Final IconSentinel [ W ]

  • Bonus magic damage now deal 10/12.5/15/17.5/20% of the target’s Max HP as magic damage, decreased from 12/14/16/18/20%
  • Passive damage can now proc on the same target once every 10 seconds at all ranks, increased from 6

 

Nerf BoxFates Call Final IconFate’s Call [ R ]

  • Cooldown increased from 90/75/60 seconds to 120/90/60

 

 

 

Karma Final Portrait

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

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

 

 

 

Maokai Final Portrait

 

Nerf BoxVengeful Maelstrom Final IconVengeful Maelstrom [ R ]

  • Cooldown increased from 40/30/20 seconds to 60/50/40

 

 

 

Miss Fortune Final Portrait

 

Quality of Life Box FinalDouble Up [ Q ]Double Up Final Icon

  • Tooltip now states that if the first target dies, the bouncing hit will crit the second target for 150% damage

 

 

Pantheon Final Portrait

General Box

  • Base Attack Speed increased from 0.625 0.644
  • Consecutive auto-attack animations are now slightly faster

 

 

Reksai Final Portrait

 

Nerf BoxFury of the XerSai Final IconFury of the Xer’Sai [ Passive ]

  • Upon unburrowing, Rek’Sai’s next basic attack or spell no longer generates 15 bonus Fury

 

 

 

Shen Final Portrait

 

Nerf BoxVorpal Blade Final IconVorpal Blade [ Q ]

  • Base heal on-hit decreased from 6/10/14/18/22 to 3/6/9/12/15

 

 

 

Syndra Final Portrait

 

Buff BoxTranscendent Final IconTranscendent [ Passive ]

  • At rank 5, the 15% bonus magic damage on Dark Sphere is now true damage
  • At rank 5, Scatter the Weak’s width is increased to 100%, up from 50%

 

 

Zed Final Portrait

[ Note ] A Rioter noted that this change is a bug.

 

Removed BoxShadow Slash Final IconShadow Slash [ E ]

  • Base damage increased from 60/90/120/150/180 to 80/130/180/230/280

 

 


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

 

Red Posts 26 07 banner

 

Topics Banner

 

Recent News Banner

Bilgewater-Act-2-Banner

riftpulse-edit

 

 

Discussion on New Poppy Banner

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

 

Extra resources

 

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.

[ Link to Post ]

 


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.

[ Link to Post ]

 


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.

[ Link to Post ]

 

 



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.

[ Link to Post ]

 


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.

 

Extra resources

 

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).

[ Link to Post ]



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 18 07 Banner

 

Summary Banner

Fiora will receive a minor art update prior to her gameplay rework; this brush-up will preserve & possibly accentuate the red stripe in her hair. Moving on, Meddler has provided some context on why Champions like Tahm Kench need passives strapped to their non-combat ultimates and also explained why Shen doesn’t have a similar mechanic. A suggestion on Reddit to have grades be visible on a player’s match history could possibly be implemented later down the road. Lastly, some insight on why skins are sometimes canceled during development, a bevvy of player-inspired custom games and a word from IronStylus on Leona’s armor design.

 

Recent News Banner

August-Sales-Banner

In-Store-Chroma-Packs-Banner (1)

 

 

Details on Fioras Art Update

Fiora will receive an art update prior to her gameplay rework; lesser in scope than Miss Fortune’s, which assumes no new particles / animations.

 

Extra resources

 

Will Fiora still have her red hair stripe after the update

Meddler Final PortraitLast I saw the folks working on Fiora were playing around with different ways of doing a streak, or streaks, of colour in Fiora’s hair. Can’t make any guarantees until stuff’s done of course, seemed to be thinking in a pretty similar space to her current look though.

In terms of overall art changes also worth clarifying Fiora won’t be a complete overhaul. New visual effects and animations where needed for kit changes for example, and some general polish work, but we’re talking moderate scope changes, rather than everything being redone.

[ Link to Post ]

 

 

You should emphasize the red color streak

IronStylus Final PortraitOh it’s emphasized. The color had to be tweaked a little away from red just slightly to more pink since the red was almost the same value as her hair. Wanted to get it slightly more prominent.

[ Link to Post ]

 

 

What will be the scope of Fiora’s visual update

Meddler Final PortraitBit larger than Singed/Kass/Maokai, definitely smaller than MF though (who, while she didn’t change thematically much, is close to a complete rebuild on the art side).

[ Link to Post ]

 

 

 

Is there any estimated release date for Fioras update

IronStylus Final PortraitThink of large scope projects taking about 6-8 months maybe more, while low scope projects maybe 1-2. Low scope projects are usually worked on in concert with large scope projects, which release a little faster.

[ Link to Post ]

 

 

Offtopic Will Fioras update delay Poppys rework

IronStylus Final PortraitNah. Poppy is in production currently. We have various scope projects running at the same time.

[ Link to Post ]

 

 

 

What will be the scope of Poppys rework Sion or Gangplank

IronStylus Final PortraitSion.

[ Link to Post ]

 

 

 

Follow Up Banner

Meddler Final PortraitStill a Yordle sized Yordle that smacks people much bigger than herself around. She’s quite a long way off though, you’ll end up seeing a range of other reworks first.

[ Link to Post ]

 

 

 

Offtopic When can we expect Tarics rework to hit live

IronStylus Final PortraitThe hope.. I EMPHASIZE HOPE.. is before the end of the year. A lot of time has to go into making that much beauty. You can’t put a timeline on how long it takes for Taric to make himself look that good.

[ Link to Post ]

 

 

CONTEXT FOR TAHM KENCHS ONHIT PASSIVE Banner

Meddler elaborates on adding on-hit passives to Champions with non-combat ultimates.

 

Why does Tahm Kench have a passive on his ultimate

Meddler Final PortraitWe gave Tahm Kench bonus damage on his auto attacks because without it he lacked enough of an impact in fights. That’s an issue that champions with non combat abilities, such as Tahm’s ult, are at risk of.

The passive’s on his ult specifically so that he follows a similar power curve to other champions, with a significant power spike at level 6 in particular. Putting some, or all, of the on hit damage on his character passive instead resulted in a champion that bullied others hard in the really levels and/or got crushed once other champions hit 6. It’s not a good thematic fit for the active part of the ult, but in this case we felt the needs of gameplay needed to trump going for a stronger thematic fit.

As far as overload goes I’d agree we’ve had some champions in the past year with a bit much on their kits. I’d disagree that Tahm Kench is one of them though, the number of discrete effects he’s got going on is pretty trackable, doesn’t diffuse power/satisfaction too much and gives a fairly broad set of levers to adjust him if needed.

[ Link to Post ]

 

 

Do you plan on adding passives to Twisted Fate and Shens ultimates

Meddler Final PortraitShen and TF have somewhat different solutions. Shen ult grants a substantial shield to give it in combat impact, rather than just into combat power. TF by contrast has extra power loaded into his W in particular (there’s a lot more power there than the average basic ability).

[ Link to Post ]

 

 

Shens laning is balanced by his noncombat ultimate

Meddler Final PortraitYeah, with you there. Shen’s laning, and how some champions can respond to it and some just get clicked on a bunch, is something we’re looking to improve in a moderate sized Shen rework we’ve got underway. Details still being locked down, though it’s extremely likely that his E and R will be the same or very similar.

[ Link to Post ]

 

 

Was Tahm Kench meant to be a support or a top laner

Meddler Final PortraitWe originally intended Tahm to be a tank, rather than a support. As his kit developed however we found that it was taking on some support like qualities. We concluded we liked those, so embraced them rather than trying to shift him back to the initial goal we had.

In terms of where Tahm plays on the other hand that’s something we hope’s flexible. We have had to adjust some supports that have solo laned and been really unhealthy there (e.g. Janna clearing entire waves mid with one spell from her own tower). We do think there’s a lot of value in the variety healthy supports, or supportish champs, offer in other positions than bot though (e.g. Nunu jungle or Morg mid).

[ Link to Post ]

 

 

Nunu is more of a jungler being played as a support than vice versa

Meddler Final PortraitNunu’s definitely designed to be at home in the jungle, with you there. This sort of conversation can get a little bit murky though since ‘support’ is used to describe both a class (champion whose power amplifies others, has high base utility/low scaling, isn’t damage focused etc) and a position (non farming champion, most often found in a duo lane bot). The support class is most often played in the support position, there are some exceptions though, and Nunu’s one I’d call out as a support who generally works best in the jungle. We also see a larger range of champions in the support position than just those from the support class. Lot of mages are strong picks as non CSing duo laners (Annie, Zyra, Fiddlesticks etc), as are a number of tanks (Braum, Alistar etc) and occasionally champions from other classes (the odd Le Blanc or Yorick support for example).

[ Link to Post ]

 

 

Why not give Bard an onhit passive on his ultimate

Meddler Final PortraitWe considered a passive effect for Bard’s ult, but concluded the active offered enough power when used appropriately that he still got a strong level 6 power spike. As far as total contribution to a fight goes one of the big reasons Bard has Meeps is to provide a some more ongoing presence late game.

[ Link to Post ]

 

 

Was Tahm Kench given an onhit passive so her could jungle or lane top

Meddler Final PortraitYes, same logic for duo lane Tahm as well. The ratio’s moderately generous though in part to help out solo or jungle Tahm’s, who’ll have a bit more gold to spend on HP items if they wish.

[ Link to Post ]

 

 

RANKED TEAM BUILDER CHAMPION SELECT TROLLS

Player relations manager Zwill (from Dawngate!) has responded to a community request for tools to deal with trolls in Champ Select.

 

If Riot add a Team Builder for Ranked, there wont be supports queuing

Zwill Final PortraitInteresting question for you: Do you think that there’s a possibility that when presented with the option of a faster queue time, it would encourage more players to explore the support role in ranked?

As a support/jungle main myself, I’m honestly curious as it’s something that initially influenced my role selection when Team Builder first came out. As a result, I’m finding an extraordinary amount of pleasure in supporting the hell out of my team :).

[ Link to Post ]

 

 

When will you give us the tools to deal with trolls in Champion Select

Zwill Final PortraitI do appreciate that you feel like I’m dodging the intent of the thread. My intent at posing the question was genuine curiosity and gauging opinion on that particular aspect of the conversation.

I don’t have a clear answer when it comes to when we plan on delivering solutions for this. I’m not the subject matter expert, nor on the development team responsible for this part of the player experience.

It’s already been stated (both in this thread and publicly from Lyte I believe) that we’re working on Ranked Teambuilder, which, IMHO would help with this issue.

FWIW, I agree that it’s frustrating. I’ve experienced the same myself, both before and since I became a Rioter. It’s never a good experience for anyone involved and the desire for the ability to take action is completely valid.

[ Link to Post ]

 

 

Adding Grades to Match History

On Reddit, System designer Socrates discussed the possibility of making grades visible in a player’s match history.

 

Can we get our grades to show up on our match history

Socrates New PortraitWe want to make this happen at some point. Can’t give you guys a date yet but it’s something we’re looking at as part of the next iteration for champ mastery.

[ Link to Post ]

 

 

Socrates New PortraitThis is a sensitive topic, but I’ll try to give you guys a satisfactory response.

When we see opportunities like this we can focus on it to deliver some short term value. The trade there is some longer term value gets bumped off or interrupted. For example, right now this team is focused on a larger feature related to champion mastery that we think you guys will be excited about, but something that takes longer to build.

It’s kind of like a strategy game. We could zerg rush and deliver a small feature. The cost is late game units.

Building games is really all about making these trades. We don’t always do it perfectly and you guys keep us honest.

[ Link to Post ]

 

 

Will you add a grading system for ARAM

Socrates New PortraitThe complexity with this is the grading system for ARAM would have to be pretty different since the game mode is very different. We’re not building that atm, but that’s not to say we won’t ever do it.

[ Link to Post ]

 

 

LEONAS ARMOR SALE ON CHAMPIONSHIP SKINS


 

Will Championship Skins return to the store at some point

KateyKhaos Final PortraitHiya!

Thresh and Shyvana are temporarily available in the store during and after Finals since they’re legacy. Championship Riven is limited, and hasn’t been re-released since Season II when she came out. There is possibility that she may return in the future.

[ Link to Post ]

 

 

Why is Leona wearing banana peels and not actual metal armor

IronStylus Final PortraitPerrrrrsssooonnnaallly if there’s one thing I’m proud of in her design it’s her “prom dress”. In no way is it practical, however I can’t think of too many character that have an element and strange as it. I honestly will take liberties when it comes to interesting visual landmarks and trump practicality when I think something interesting can be established.

That said if I remade her today I’d probably reexamine the boobplate and the high heels.

[ Link to Post ]

 

 

Canceled Skins Banner


 

Why are some skins canceled during development

KateyKhaos Final PortraitHey Mabbo,

Since you’ve made a list, let’s talk about the points you’ve brought up!

 

 

Not enough good, solid ideas for the skin

You’re correct that we’ll sometimes come up with ideas we think are awesome, and once we begin exploring that thematic, we find that it isn’t as strong, or doesn’t fit with the champion we were working with.

If this is the case, we usually figure it out during the concept phase, which means a skin isn’t far along in production before we decide it won’t work out.

More prioritized skins that have to be made

There aren’t any skins that ‘have to be made’ per se. Sure, we keep a list of champions who haven’t had a skin in a while, but if another champion fits a thematic better, we wouldn’t not go forward with the idea because x champion is on the list.

For example, if we’re looking at creating Harrowing skins, and let’s say hypothetically Zed is next in line for a skin, but another champion fulfills the thematic for this year’s Harrowing, we won’t force Zed into the theme if he doesn’t work, and we’d let the other champion have a skin for the event. That said, we’d look for opportunities skins that would work well with Zed, perhaps on his own, rather than with a group of skins for an event.

How hard it will be to make those skins

We’ve certainly run into some challenges while creating skins, especially skins that require us to create new tech. DJ Sona was a huge exploration of new tech for us, which meant trial and error, and getting extra testing so she wouldn’t explode. 😀

While sure, some champions are harder to make skins for than other (Annie versus Zyra), we’re totally game to make it work if there’s an awesome skin concept.

We’re willing to make it happen, regardless of difficulty, as long as it’s an awesome skin idea.

I’m assuming that it really depends on how much time and effort it will take to make these skins, and finding out how much they will cost

I touched on the first part of this above, but I’d like to clarify the price aspect of this.

When we create skins, we don’t think in terms of pricing on the development side; we think in terms of scope. What does that mean? When we have a new skin or skins that we’re working on, we think about what that thematic is, and what kinds of bells and whistles (audio, particles, etc) it would need to really fulfill the fantasy. For some skins, it’s a new model/texture (like Warden skins), and for some, we need new everything (DJ Sona), and for some, a little bit of in between works for them (Pool PArty Draven).

Think about it this way, Kat has so many skins, and if someone already has 2-3, there isnt much of a reason for them to buy another unless its way better than the last (which means more work)

Kat’s one of our older champions, and you’re right, she certainly has a solid backlog of skins. That said, if there’s an awesome legendary concept for her, it wouldn’t be a black mark on her record that she has a good chunk of skins already. That said, we wouldn’t want to use x amount of time creating 10 Kat skins because there are other champions who need skins too.

To go back to the OP –

I’m just wondering how common is it for your team to cancel or shelve skins?

Honestly, it’s not super common that we’d completely cancel a skin. We have shelved content in the past (and that’s usually what happens – we hold it for a more appropriate time, or we come back to it later to re-evaluate and improve the original concept). A good example of shelved skins are Guardian of the Sands Rammus/Skarner/Xerath. (This is why we don’t discuss skins that may have been cut/shelved – there’s always a chance we may want to revisit the idea in the future.)

What are the reasons for it and how far in the creation process do you decide to do it.

As I’d mentioned above, it’s usually in the concept phase, before a ton of work is done on it. That’s usually when we find where x, y, and z won’t work with the skin. If we find that something won’t work, we usually try to find work arounds, but there are cases where something won’t work, and because of that, the skin thematic becomes less cohesive or strong. That’s the other reason skins don’t work out – the thematic isn’t strong for the champion, or if it’s a new skin line, isn’t strong in itself.

[ Link to Post ]

 

 

All Chat Player Created Games Spotlight Banner

Check out some community efforts to spice up Summoner’s Rift with new objectives:

 

Player Created Games Spotlight

Glyceroll Final PortraitRecently on /All Chat, Melonie, Josh, and James tried their hands at a few of the many popular player created games, like Protect the President, Dodgeball, and Ultimate Bravery.

 

 

From hunting down Teemo to protecting Soraka Bot, we’ve compiled a list of the most popular community games. Do you have any favorites or games we missed? Let us know in the comments!

Donger Dash!

Donger Dash is a death-defying race around Summoner’s Rift or Twisted Treeline made by Phantoml0rd. Two teams set out to do as many laps as possible without dying to turrets, fountains, or enemy champions. For more in depth rules, check out this handy image by ArteFactos.

Protect the Soraka

Similar to “Protect the President” played in /All Chat, except that Soraka Bot is the “president” and you must protect her! Soraka Bot knows what’s “best” for her team, and will charge heedlessly into five enemies, so you must defend her with your life…or kill her if she’s on the opposing team.

Hide and Seek

Hide and Seek is a 5v2 game mode in which the hiders try their best to avoid both the seeker roaming around the map. The hiding champions only have 5 chances to not get caught, or else they are out of the game. For a detailed post about all the intricacies of Hide and Seek, check out this post by Faerlina Sin.

BRAWL!

Brawl is essentially a team death match mode. The goal is to reduce the enemy’s total points down to 250 without recalling, capturing points, or leaving the inner circle of the map. Check out this post by Hitsux3 for more information.

Ultimate Bravery

Ultimate Bravery is the most well known of the community created games; it’s essentially a “chaos” version of Summoner’s Rift. Players are automatically assigned a champion, summoner spells, masteries, and a full item build and have to somehow manage to win the game. Check out their website here, or join the chat “Ultimate Bravery” in game.

Support Wars

Support Wars is very similar to Protect the Soraka but instead the president is an AD Carry bot for both teams. Bottom lane has to be the same on both teams, but that’s the only restriction. The goal for each team is to either kill the enemy AD Carry or take the bottom lane turret. Shoutout to StirFriedTeemo for this game mode!

Baron Pit Dodgeball

Dodgeball pits both teams against each other in a suspenseful game of baiting and juking. If you get hit with an ability, you’re out. There’s a fairly complex set of rules, involving champion selection and limits to the abilities you can grab, so check out D0ubD3aD’s post for the full list.

Find the Teemo

Similar to Hide and Seek, Find the Teemo pits both teams against each other to find and kill Teemo! Check out this post by JonOhTin for all the rules and variations of the game.

[ Link to Post ]

 

 

Which one is your favourite mode

Arie Final PortraitFind the Teemo because he deserves every death he gets. 😀

[ Link to Post ]

 

 

 

Glyceroll Final PortraitProtect the Soraka! The game gets insane once everyone gets a couple items

Also, Soraka Bot has no chill

[ Link to Post ]

 

 


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

[PBE 28/05] Shen Buffs

May 28th, 2015

 

PBE 28 05 Banner

 

PBE 28/05

  • Champion Changes

 

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

 

 

Champion Changes

 

Shen Final Portrait

 

Buff BoxGeneral

  • Base Magic Resist increased from 30 to 32 [+ 1.25 per level]

 

Buff BoxKi Strike Final IconKi Strike [ Passive ]

  • Cooldown between empowered auto attacks has been decreased from 9 seconds at all levels to 9/8/7 [values for levels 1/7/13]. Note that Shen can still reduce that cooldown with auto attacks.

 

Buff BoxShadow Dash Final IconShadow Dash [ E ]

  • Energy cost decreased from 100 at all ranks to 100/95/90/85/80

 

 

Here are all the PBE updates so far from the Patch 5.11 cycle:

 

 

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