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CONTEXT FOR RECENT ZED BUFF ON THE PBE Banner

 

Why are you buffing Zed again

[ Note ] This is the PBE change in question:

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

Repertoir New PortraitI didn’t do these change, but if Juggernauts release on the strong side, Zed’s going to need the buffs. Those guys just wreck him.

Honestly, I don’t know if there’s anything sadder for Zed than being the Villain.

Edit: this was a bad joke on my part. Zed getting buffs has nothing to do with Juggernauts. He should be weak against Juggernauts. He should be strong against squishies. And I should re-read posts before pressing Save so that I don’t give people the wrong impression as to why he (or any other character) might be getting changes.

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If you buff Zed hell be even stronger against immobile mages

Repertoir New PortraitAren’t the proposed buffs to Zed to reduce the blink-back time on R with rank? This seems like a pretty sound approach to me, tbh. .75 and .5 seconds are long enough in the early and mid-game for a single defender to hit some cc on him when he comes in, and though .25 seconds is pretty short, there should be teammates around to help then.

At the end of the day, Zed is probably supposed to be pretty strong against immobile skillshot mages, similar to how juggernauts are supposed to be strong against him.

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Repertoir New PortraitThe juggernaut reworks aren’t at all being released to help counter Zed. My apologies if that’s the impression I gave.

As an assassin, Zed should be strong against squishy targets. They should have a fair chance to defend themselves (especially early in the game), but the upper hand should probably be his.

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Light buffs to mobile assassins in 5 16

Meddler Final PortraitWe’re putting a bit of power back into Zed and Le Blanc in 5.16, in both cases partial reversions of the previous nerfs, they got hit harder than intended.

5.16 also includes an overall nerf to Ahri’s passive (same healing at level 1 and level 16, less healing at the levels in between though).

Fizz we’re still talking about. He’s a possible candidate for work in 5.17, depends in part on how 5.16 goes though and how the state of the game does or doesn’t change.

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REQUEST FOR 5 BANSPERTEAM Banner


 

Riot there are 126 Champions and 6 bans We need 5 bans per side

Repertoir New PortraitThough I personally don’t know why the ban count is three instead of 4 or 5 or even 2, what has actually changed recently that would make it so that you now need 2 additional bans per team? I could see the size of the roster growing being a reason, but it’s really not THAT much larger than it was at the beginning of the year.


I actually think that having another ban or two could be cool, but mostly for reasons that are due to my own personal preference, and not necessarily because I think it makes the ranked play system any better. Even in the example you provided above, assuming those champions are ban worthy, the two captains could still only ban 10 of those 13 champions, and there would still be 3 left over. And of course, there would be all the champions that every other player in the game thinks are ban worthy that did not get banned, so it’s hard to tell in that case if we’d really be any better off. One thing that would be especially painful about having 4 more total bans during the ban phase is how much longer each Draft Queue game would take. It may not sound like a big deal, but champion select already seems to drag on an eternity sometimes. I guess at the end of the day, I’m not really sure if we’d better or worse off with more bans.

Maybe a different ban system entirely would be cool, like one where everyone in the game gets to ban 1 champion in the first thirty seconds or something. That would be faster, though it would come at the cost of ban overlap or team miscommunication getting a team off to an unfriendly start. Maybe ranked 5s and competitive play should be using a different system than solo queue; not sure entirely.

We were talking internally about some adjustments to the draft phase of champ select about a year ago, but I’m not sure any particular idea stuck out as the right solution. It’s probably something worth exploring some more, since it is a part of every draft queue game we play.

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This is not a new problem its just more relevant with the growing Champ pool

Repertoir New PortraitYeah, I didn’t mean to suggest necessarily that this is a new problem this year. With that comment, I more meant to suggest to ask OP why the need was so dire now as opposed to before.

I definitely agree that it would be great if the draft system was better suited for building out team comps better as a team and banning out stuff that threatened it rather than just banning the fotms.

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GAMEPLAY AROUND SKARNERS NEW SHRINES Banner

 

Skarners passive is lackluster and is a bunch of extra work for sub par rewards

Repertoir New PortraitAbout it being lackluster, that’s certainly not the intention. If the reward just isn’t there, that is something that can be easily addressed. If it’s that they’re tedious, maybe the channel time is too long or some of them are just too far out of the way to be useful.

 

As per your suggestion, one of the things I actually think is really important to them is their static positions. It gives Skarner players, teammates, and opponents an expectation as to how they’re going to play about them in any given game. This is important to me because, even following these changes, we aren’t aiming to have Skarner be extremely popular and in every game. We’re okay with his niche appeal, and we just wanted to give a little more uniqueness to the games he’s in, as well as another point of mastery for Skarner players. Whether good or bad, his ultimate really isn’t that unique anymore, and it can’t really be made much more powerful, so we looked elsewhere.

I think another thing that seems tedious about them is that players feel like they should be trying to control them all whenever possible, and that’s really not the intention. Played optimally, Skarner should try to control the ones he thinks he’ll need in the next minute or two, or maybe stop to cap one over when he’s nearby. There’s no bonus for holding all of them, so I don’t really want Skarner players making the choice to go activate a crystal in the enemy jungle when there’s a lane that needs ganking or something, unless maybe taking that crystal helps them steal a buff or do some counterjungling.

I hope this helps to explain some of the reasoning behind the goals for his passive, even if it’s not exactly what you wanted to hear.

As a follow-up, if you want to continue to help me understand what makes them ‘lackluster and a bunch of extra work for a sub-par reward,’ I’m happy to talk about it. Though some things are probably set in stone for the upcoming patch, that doesn’t mean everything is, and it doesn’t mean that I won’t be doing follow-up work on Skarner if he falls short in unintended areas.

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Will you be pulled to another project like Stashu was with Cassiopeias rework

Repertoir New PortraitI am not my own manager, but I also do think I am capable of making positive change with the right effort and focus. You guys probably remember that Ashe got an update earlier this year? That was just an extra thing that I picked up on the side and then put together with the Champion Update team’s help, and I think it went really well.

For me, I don’t usually find that one project is enough to keep me occupied, so I like having follow-up or other stuff to work on on the side.

If a few months down the road, you think there’s follow-up that I’ve ignored or forgotten, please do hold me accountable to at least letting you know what’s up. Worst case, I’ll hopefully just be able to let you guys know what’s up, even if the decision isn’t what you want to hear. Leaving you hanging wouldn’t be cool, though.

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Arent the crystals on the enemy side just 30 free gold for the enemy jungler

Repertoir New PortraitThe crystals on the enemy side of the map start on their team, and they can’t get any gold from them unless they capture them. Technically, if you never went into the enemy jungle and left those crystals alone the whole game, they would never swap over to your team, and thus never present the chance for opponents to ever capture them for the small gold reward.

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Its tedious having to run back and recapture crystals that an enemy has capped

Repertoir New PortraitI think that feeling of being compelled to reclaim it in all cases will go away after a few plays, and you’ll just focus on the ones that are going to help you in the foreseeable future. Additionally, even in the case that someone takes a crystal from you, you do get information as to there whereabouts if you’re paying attention, so it’s not all a loss.

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Why is Skarner labeled a Juggernaut when his gameplay doesnt reflect that

Repertoir New PortraitWe actually agree that Skarner is probably the odd one out amongst the four releases coming up, but we’re actually okay with that. He’s more about CC than the others, and probably less about damage overall, but we don’t think it’s absolutely necessary that there be a single damage profile that these guys all adhere to.

Skarner will probably function full time as some kind of off tank guy, while being a full on Juggernaut damage threat while under the effects of his passive.

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Follow Up Banner

How would Skarner compete for objective control with Nunu

Repertoir New PortraitGood question. I’m on my phone more so I won’t be too wordy.

First, we don’t actually consider Nunu to be in the same class as Skarner, in that Skarner is intended to be more of a damage presence than Nunu.

If you wanted objective control, but needed damage still, I’d expect skarner to be a better choice. Also, Nunu controls objectives primarily through his secure combo, whereas Skarner through fight presence and power around the objectives.

Less relevant, but still interesting, Skarner’s Impale will prevent Nunu from Smiling or Consuming, so he can actually shut that down if played well.

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DISCUSSION ON GARENS REWORK

 

The community was promised that Garens silence would remain the same

Repertoir New PortraitFrom what I understand, any messaging about Garen’s update said his Silence would still be there, not necessarily that it would go untouched in any way, shape, or form. Can you show me where we said that? Because that seems like a big goof up on our end if that’s the case. So, on that topic, yeah, no one should have promised that 🙁

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If Garens silence is a problem why does ChoGath have 3 forms of CC

Repertoir New PortraitThough historically we haven’t made many efforts to differentiate between tanks like Cho’Gath and tanky guys like Garen, we’re trying to establish that differentiation to some extent. Though we haven’t really investigated Cho’Gath directly yet, he falls much more toward the general idea of what a tank is. Durable, heavy crowd control, and low sustained damage (though his sustained damage may be too high for this to be true).

Garen, on the other hand, is being pushed toward a much higher sustained damage pattern than he’s ever had in the past, to the point that we’re classifying him as a carry. I think we can probably agree that carries shouldn’t have a high level of crowd control, though it doesn’t necessarily follow that a 2.5 second silence is a ‘high level of crowd control.’ Maybe Cho does too much damage for a tank or is unfair in some other way (like his silence duration), but it’s probably not the best idea to reduce Cho’s silence duration because we’re reducing Garen’s, and it’s also probably not the best idea to think we have to leave Garen’s silence alone because there are other characters whose silences are longer.

I will say this about the duration reduction on Garen’s silence. I lowered it to a duration that felt fair given the higher damage the character will now do. Is 1.5 seconds too low? Possibly, but it definitely wasn’t reduced because Riot doesn’t like silence. With his upcoming changes, we’re trying to put him in a spot where he can be seen as a real threat, and less of a guy whose usefulness falls off dramatically as the game goes on. If we’re not hitting that mark after his release, I’ll try to calibrate upward.

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Why did you revert Courage W back to a stacking resist buff

Repertoir New PortraitThis update aims to increase Garen’s affinity for Health items, and flat resistances are a good way to do that. Maybe this just reads as a nerf or something, but in almost all cases, it’s just not. I sure don’t think ‘scaling/stacking benefits are toxic,’ and if that was formerly our stance, we have changed a lot in the past few years, and the game has too. Overall, he should not be squishier, except in the case of full tank builds.


As to ‘complete and utter gutting,’ that seems to imply the character is going to fall to a sub 45% win rate or something. With the changes going in, I’d be truly surprised if it was closer to 45% than 55%. I could be wrong here, but we’re definitely not aiming for a gutting, or even a nerf at all. If he comes out and proves to be weak, I’ll be happy to admit we missed the mark on him, and buff him up a bit, probably in places where we took some stuff away.

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Follow Up Banner

Repertoir New PortraitI really do want to make his W active more interesting in the future, if I get a chance to come back to it and power permits.

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Isnt the point of Juggernauts that theyre rewarded for closing the gap

Repertoir New PortraitThey should indeed be rewarded for getting on top of a target, and in most cases following the update, I’d expect a late game Garen to easily kill a late game Vayne in a 1.5 second silence if he manages to close the gap and get a silence off on her.

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Is the silence nerf aimed at reducing Garens lane presence

Repertoir New PortraitLane silence isn’t actually really an issue at all. It’s still the same at rank 1, after all.

This discussion does seem to keep coming back to some players saying “trust us, his silence duration needs to be what it’s always been” and me saying “trust me, I don’t think it does anymore when he does more damage.”


I understand that that’s an uncomfortable situation for you guys to be in, and I don’t mind talking having the discussion really. Since Garen went on PBE about a week ago, there were some changes that, following discussion with you guys, didn’t seem like the right changes, and I tweaked some and reverted others. That said, there are some changes that I think are important for hitting the goals of his changes, like being more about damage in the late game, and less about his silence.

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You want Garen to be a Juggernaut but it seems hell be played as an assassin

Repertoir New PortraitThough he will now do a lot of damage to a target, Garen lacks the mobility profile and target selection of a real assassin. Assassins get to blink or dash to where they want to be, try to kill a guy, and then get out, and they often have the tools to do all that. Garen has to run at a guy, stick to them for 3 seconds, and then run away. As such, I don’t really see him as an assassin.

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Whats Garens highlight supposed to look like after the rework

Repertoir New PortraitGaren does the baseline stuff of a Juggernaut (tanky, high damage, low mobility profile) with some additional assassin-like tendencies against a single, semi-random target.

When I think about what these Juggernauts are, they should all be really tanky, they should all deal high damage to the enemy team, and they should all be relatively immobile, PLUS one or two additional differentiating aspects (Villainy, in Garen’s case).

Maybe the “increased damage when hitting a single target” doesn’t send a perfect message, but Garen’s damage in teamfights should still be on par or higher than these other guys. I expect his aoe damage to still be really high despite that addition.

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Would you nerf Judgements E damage if it proves too high

Repertoir New PortraitIf it turns out Garen is too strong following his update, I’d prefer to nerf his Q speed or base MS slightly over hurting his damage.

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Why should I pick Garen over other Juggernaut top laners

Repertoir New PortraitThere are a couple potential reasons that I could see to pick Garen (outside just liking him). First, he’ll still be a lane bully for several matchups I imagine, and picking to win your lane can often be a good idea. Second, relative to other tanky top laners, Garen will have possibly the best combined package of sustained speed, durability, and damage. Basically, he’s a good pick when you need a tanky damage dealing presence and you can anticipate fights that will move a lot.

Strategically, he may be the perfect pick when you have a team that can support him (especially with speed buffs, like Lulu or Sivir) and the opposing team has only one or two damage threats (bonus points if at least one of them is a melee threat). This is the ideal pick scenario for him because the opposing team needs their limited damage dealers to get fed in order to win the game, and if they get fed, they become the Villain. Having that extra effectiveness against that Villain when the opposing team is heavily reliant on them can actually be a big deal.

Another fun interpretation of where I think Garen is a good pick, though it isn’t strategicwithin the game is when you know the opposing team relies on a certain player to get fed in order to win. This could potentially translate to competitive play, though I think it’s more applicable and fun to pre-mades with friends. When you’ve got that one Diamond guy in your premade that you know is going to stomp a bunch of Silvers, pick Garen against him and show him who’s boss in the late game.

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What problems does this rework solve for Garen

Repertoir New PortraitBefore making any changes to him, Garen was in the unfortunate situation of:

  1. Having to work super hard to get to people in fights (this used to be the standard in LoL)
  2. Not being all that impactful if he actually managed to get to people


This update doesn’t change the former. In fact, he statistically becomes slightly worse at getting to people. However, it is intended that he’ll have a huge impact if he actually manages to get to people now. Whether or not the exact numbers we have on PBE right now will perfectly accomplish that goal, that is indeed the goal, and I’ll work to get him there if he falls short of it on release. At the end of the day, Garen is never going to be able to compete with champions like Irelia, Hecarim, or Riven (this isn’t to say that any of these three characters are necessarily balanced either) when it comes to getting to specific targets, so he should be meaningfully more impactful than them in some way if he pulls it off. In his case, he’s just going to deal a ton of damage to things he sticks to.

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ROLE OF JUGGERNAUTS IN A TEAM Banner

 

What role are Juggernauts supposed to fill on a team

Meddler Final PortraitWe see juggernauts as a sub class of fighters/brawlers/bruisers/whatever else you want to call them. That’s a really large group of champions that ranges from the really mobile characters that build damage only, like Tryndamere, to the immobile champs that build tanky like Nasus. We’ve been looking at a series of sub groups with that larger fighter group as a result as follows:


  • Juggernauts – Immobile, tough, build one to two offensive items on average (e.g. Nasus or Garen)
  • Divers – Pretty mobile, and really good at getting onto specific targets they want to kill, builds a little bit more offensively than juggernauts (e.g. Irelia or Xin Zhao)
  • Light fighters (need a better name for this group – Highly mobile, builds almost entirely offense, often good at killing multiple targets, usually squishy with windowed defense of evasieness (e.g. Trynd or Fiora).

Biggest contrast between tanks and juggernauts is in what each group is trying do. Tanks are generally trying to initiate or peel more, kill by themselves less. They build almost mainly (sometimes exclusively) defense/utility and have a greater amount of mobility, generally tied to initiation or peeling actions.

As far as other juggernauts go, Olaf, Shyvana are the next two we’re planning on looking at. Yorick’s arguably a juggernaut, he’ll get a full relaunch though. Volibear could be described as a juggernaut, though he’s also got some diver and tank bits to him. Mundo also shares some juggernaut characteristics, but doesn’t really match overall (which is fine, we’re looking to use these descriptions as ways to map similarities and differences between champions, not because every champion has to be forced into a specific category).

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Follow Up Banner

Meddler Final Portrait‘Juggernaut’ is a term we’re using to talk about a type of champion that’s pretty much always been in the game. We haven’t previously put enough time into identifying their strengths, weaknesses, item needs, role in lane, role in a teamfight however, so we’re doing some of that work now.

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Will you be working on other subclasses like Divers or Light Fighters

Meddler Final PortraitWe chose juggernauts as a group to focus on because we felt they needed the work the most. Next step’s going to be follow up work post 5.16 release (balancing if we’re off on power, adjusting mechanics if some of our theories get proven wrong etc). We’ll then assess how successful this work was or wasn’t and use that to help inform how we tackle other characters.

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Would you classify Shyvana as a Juggernaut

Meddler Final Portrait We think juggernaut’s probably the closest description for Shyvana because damage output, and ability to kill enemy champions herself, is a really core part of her identity. She’s happy soaking some damage certainly, but she’s not there primarily to set up/enable her team. Gragas and Cho we’ve been looking at as tank/mage combinations, Trundle as tank (though he’s definitely got some juggenaut characteristics and doesn’t fit the tank mold that cleanly), J4 as diver or tank (definitely not a juggernaut given the amount of mobility on his kit).

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Why not turn Shen into a Juggernaut

Meddler Final PortraitAs in remove his dash and make him more about auto attacking/damage output? Not seeing the Shen+Juggernaut fit sorry, and that’s before looking at thematics too.

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Is Poppy being pushed more towards a Tank or Juggernaut role

Meddler Final PortraitMore tank (stronger CC focus, so more like Sion than like Garen).

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IDEAS FOR NERFING VAYNES EARLY GAME Banner

 

Why hasnt Riot toned down Vaynes HP true damage

Repertoir New PortraitSeems like something we’d prefer not to touch since it’s such a core part of the character’s identity. If I had to nerf Vayne, it certainly wouldn’t be the first place I’d look to hit. I’d prefer to just nerf her early game or reduce the flat damage component of Silver Bolts, but the percent part of it seems pretty core to the identity of the character.

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How would YOU nerf Vaynes early game

Repertoir New PortraitIf I had to nerf Vayne’s, I’d probably try to first think about why she’s too strong in the first place. How did she go from someone seen as having a bad early game to someone seen as pretty average in the early game?

Though these first few suggestions aren’t directly nerfs to Vayne and have other implications, I’d probably ask why Caitlyn, Lucian, and other historical lane bullies aren’t doing their job to keep her in check. So first, I’d ask why other lane bullies that used to give her trouble aren’t being played anymore, and maybe look into that (though that’s a multi-champion change).

Also, I’d probably try to determine what exactly is the issue with her early game. Is her early game actually too strong? Or does the state of the game just more or less guarantee that she gets her late game? This second part can be especially relevant, because it makes less sense to have champions that are so disproportionately strong in the late game if games are tending to go five minutes longer than they used to (not sure on the exact numbers on game length at the moment, to be honest).

I’ll admit I’m absolutely not an expert on marksman balance, so don’t take my suggestions here as gospel. However, there are lots of ways to nerf a champion’s early game. Off the top of my head:

  • Base AD nerf and increase AD/lvl. Just a couple Base AD makes a huge difference in early game power. I reduced Nidalee’s base AD when she was a terror in top lane late last season, and she basically disappeared from the lane.
  • Scale her spell damages or cooldowns non-linearly, with the later ranks giving more value than the first. This is unconventional, but there’s no reason we really can’t do it. For instance, if Tumble’s cooldown was only reduced by .5 seconds at early ranks, and 1.5 in the last few (or something like that.
  • Probably a bad idea, but maybe Vayne could have 325 or lower MS and have her passive MS increased. I think one of the things about Vayne is that she’s supposed to be a statement pick, like “I know this champion isn’t good early game, but I’m better than you and can win regardless.” Something like this may play that up, though at the expense of snowballiness.

Anyway, just some thoughts off the top of my head.

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Do you think Vaynes kit synergizes with Blade of the Ruined King too well

Repertoir New PortraitImo, BotRK rush is generally probably just too strong, especially on champions it synergizes with.

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CONTEXT FOR RECENT LEE SIN BUFFS Banner

 

 

Why is Lee Sin being buffed on the PBE

Meddler Final PortraitThese are buffs intended to give power particularly to players who aren’t amazing at Lee Sin. We like that Lee Sin’s got a pretty steep mastery curve that really rewards practice, but it’s a bit too extreme, making it really hard to put him in a good spot balance wise (if he’s balanced in top tier play he’s very weak for the average player, if he’s at least tolerable for the average player he’s probably too dominant in top tier play). They will add a bit of power to competitive Lee Sin play too, we’re looking to avoid too much of a buff there though.

As far as the specific changes go:

  • Ult now deals damage to people hit by the champion knocked back based off the bonus HP of the champ kicked. If you can Insec well, this isn’t going to be a very appealing play generally. If you can’t however, and are regularly using the ult just to get enemy divers out of the fight for your team this will offer a bit of extra power to try and optimize. Will be some niche cases where it helps out in high level play as well, we expect those situations to be pretty niche though.

  • Energy restore from passive now frontloaded onto the first auto attack (20 first auto then 10 second auto, instead of 15/15). This buff will help out both new and experienced Lee Sin players, expectation is it’ll be significantly more useful to newer players though as they learn energy management and when to weave auto attacks in between spell casts. A frequent source of failure we see from new players is constantly trying to weave in 2 autos per cast, even when that’s a really poor idea or, at the other extreme, running out of energy frequently. Giving people room to learn and grow’s great of course, we’d like to get some signalling in there to encourage people to consider 1 auto per cast more often when they’re first learning though.

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Why not balance him instead

Meddler Final Portrait‘Balanced for who?’ is one of the questions behind this work. We choose to balance for high level play, with some reigning in of massive outliers at lower skill levels. If the difference in performance between experienced and inexperienced player gets too far out of line however that means we’re forced to make a champion really hard to succeed with and unsatisfying for the average player if they’re to be balanced at high level play. Making a champions skill floor a bit more accessible, without lowering their skill ceiling, is an approach we feel’s valuable as a result, and this work is, in part, an example of that.

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Follow Up Banner

Meddler Final Portrait5.16’s also got changes to a number of other champs we believe also need some help. Currently in testing stuff includes:

  • Kassadin (ult AP ratio)
    Le Blanc (partial reversion of the W speed reduction)
    Lissandra (self cast ult heals Lissandra)
    Lucian (W MS bonus can now be triggered by allies)
    Nami (buffed passive, ult applies double strength passive)
    Twitch (lower Q mana cost and very slight ult damage increase late game)
    Vel’koz (secondary missiles on Q have more range)
    Zed (shorter delay until ult can be reactivated)

That’s all potential stuff in testing, so not guaranteed to go live of course, but Lee’s definitely not the only champ we’re looking at in that regard.

Yorick’s a champ we believe needs a full kit overhaul, in the same way old Sion did/Poppy does. He’s not in a terrible spot power wise so, given we don’t believe he’s good for the game, we don’t want to add any power to him at this point.

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BUFFS TO FIORA IN 5 16 AND UPDATE ON WARWICK Banner

 

 

Will Warwick receive an update soon

Repertoir New PortraitWarwick is one of the champions that pretty regularly shows up on the list of ‘champions to work on’, but I don’t think there are currently any plans for him. That said, there weren’t any plans for Garen, Morde, Darius, and Skarner until May, so who knows…

If you don’t mind me asking, what is it about him that makes him your favorite character?

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Fiora should receive some minor buffs

Meddler Final PortraitWe’re with you that Fiora seems to be pretty underpowered and are working on a set of buffs for her at the moment. One of those will increase her mobility, overall though at least for a first set of changes we’re looking more to add baseline effectiveness to her. From the look of it we ended up being significantly too cautious about her balance overall.

Current changelist (note, work in progress, so not set in stone) looks like this:

HP / level 80 >>> 92
AD / Level 2.5 >>> 3.3
Q CD 18/16/14/12/10 >>> 16/14/12/10/8
W CD 21/19.5/18/16.5/15 >>> 19/18/17/16/15

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

 

PBE June 5

 

Sorry, I’m really late for this one. I’d like to cover Nidalee in a separate article, because her kit got fully reworked. Stay tuned for that.

 

Previous PBE Updates for Patch 4.10 Cycle:

 

  • This is the first!

 

Check out the Forecast if you want to learn what’s coming ahead of time:

Patch-4-point-10-Live-Gameplay-Forecast-Banner (1)

Upcoming-changes-to-Life-Steal (1)

 

 

Nidalee New Portrait

 

  • Nidalee got a full rework recently and I’d like to explore that in a separate feature article, with video commentary, etc. I’ll aim for this weekend. In the meantime, you can check out her update in the article below.

 

PBE-Nidalee-Gameplay-Update-Banner (1)

 

 

Skarner New Portrait

 

  • Skarner had his passive completely changed and his kit has received a lot of number tweaks. You can find the list below.

 

Skarner-Rework-Again-Banner (1)

 

 

Primetime Draven – 975 RP

 

Draven’s new skin has a brand new VO, model, recall and death animation. Unfortunately, I couldn’t get around to covering him, so I’ve linked videos that belong to SkinSpotlights.

 

RiotNurseFlan Button Rioter NurseFlan: Mic test…check…1..2, 3! It’s Primetime Draven’s cue to deal tons of damage on the PBE! o u o

Draaaaaaven had a little makeover and is now dressed to impress! In his Primetime Draven look, he’s ready and eager to cast any sports event! Check out what he’s got!

  • A new suit!
  • New weapons (they look like dangerous mics!)
  • A new VO/SFX set (like he’s casting your game!)
  • A new recall (summons a podium!)

As players who get the first look at this in-progress skin, it would be wonderful to hear your thoughts and feelings on Draaaaaaaven’s new skin! The feedback and bugs you leave here will help us get a better idea of things we may still have to take a look at. :]

See you on the Rift!

 

Primetime Draven: Pre-Release Trailer

 

 

Primetime Draven Additional VO

 

 

 

Five Football Skins at 750 RP each

 

The new skins have the same animations as Classic Skins, with different models and different sounds, which are not yet up on the PBE.

Below is the Splash Art for the full team and for each skin individually.

 

Football Splash Art

 

Maokai_5 TwistedFate_8 Lucian_2 Gragas_7 Alistar_7

 

Goalkeeper Maokai – 750 RP

 

Goalkeeper Maokai

Goalkeeper Maokai Model

Goalkeeper Maokai E

Goalkeeper Maokai E

 

Red Card Twisted Fate – 750 RP

 

Red Card Twisted Fate

Red Card Twisted Fate Model

 

Striker Lucian – 750 RP

 

Striker Lucian

Striker Lucian Model

 

Superfan Gragas – 750 RP

 

Superfan Gragas

Superfan Gragas Model

Superfan Gragas Q

Superfan Gragas Q

 

Sweeper Alistar – 750 RP

 

Sweeper Alistar

Sweeper Alistar Model

 

 

Skarner Texture Update

 

Skarner Texture Update

Classic Skarner Texture Update

Sandscourge Skarner Texture Update

Sandscourge Skarner Texture Update

Earthrune Skarner Texture Update

Earthrune Skarner Texture Update

 

 

New Summoner Icons

 

The new Summoner Icons indicate each archetype in LoL – Fighter, Mage, Marksman, Support, Assassin and Tank, respectively.

 

Icon 1 Icon 2 Icon 3

Icon 4 Icon 5 Icon 6

 

 

New Tryndamere Spell Icons

 

The order correlates to Passive, Q, W, E and R.

 

Tryndamere_Passive Tryndamere_Q Tryndamere_W Tryndamere_E Tryndamere_R

 

 

New Nidalee Spell Icons

 

The order correlates to Passive, Q, W, E and R for Human above and Cougar below.

 

Nidalee_Passive (1) Nidalee_Q1 Nidalee_W1 Nidalee_E1 Nidalee_R1

Nidalee_Passive  Nidalee_Q2  Nidalee_W2 Nidalee_E2  Nidalee_R2

 

 

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

 

 

 

News Update June 4

 

Red Post Collection

Single Posts

 

Recent News

 

Patch 4 point 9 Notes Small Banner

Update-on-Sions-Rework-Banner

Suspension-of-Nukeduck-and-Mithy-Banner

 

 

Upcoming Champion Updates Banner

Here are the Champions who have been and will be the focal points for the rework team over this patch and Patch 4.10.

 

RiotSeb Button Rioter RiotSeb: Hey guys,

RiotSeb back with some info on Champion Update projects headed to Live / PBE with the current patch cycle.

 

 

Karthus New Portrait

 The Karthus Visual Update is headed to live! With the help of your feedback we made several changes to Karthus during his time on PBE, mostly centered on clarity but with a little swag mixed in for good measure.

 Some of you had expressed concern about losing Karthus’ abilities within each other due to color similarity, and internally we wanted to make sure players could tell the difference between abilities cast by friendly/enemy Karthuses (Karthi?). We decided to kill two Teemos with one axe by adding friendly and enemy team-color indicators to Karthus’ basic abilities, so they should be more distinguishable when you’ve got spells flying all over the screen. We’ve also done some optimization work on Defile, as it was originally a bit performance-heavy and visually noisy given how often it’s used.

 We also saw some requests for global VO on Requiem; the main issue there is that Karthus’ R lines are pretty dang long so as to match the channel time, and long global VO could turn annoying very quickly when you’re hearing it (not to mention dying to it) every couple minutes. We definitely liked the idea though, so we added a global, evil laugh to Requiem that’ll crank up the feeling of impending doom no matter where your enemies are on the map.

 As I’ve mentioned previously, we’re committed to following through on Champion Updates post-Live and making sure their foundations are solid. With Karthus, we’re keeping an eye on couple areas such as whether his frenetic casting causes VO overlap and whether his clearer Q effect results in the ol’ lich needing a bit more power.

 

Skarner New Portrait

 We’ve been working on Skarner for a while now, and in addition to some of the gameplay updates we’ve discussed previously we also had time to flesh out his thematic through some art upgrades and a brand new passive.

 While continuing to avoid Skarner’s old gameplay problems, we’re looking to increase his power with more CC and stickiness as well as enable him to consistently bring value to his team even when behind. To that end, Crystal Slash now grants Skarner stacking Movement Speed, and the scorpion is sporting a new passive that stacks on enemies every time he hits them with a spell – at 3 stacks, Skarner’s next attack applies bonus damage and a short stun.

 Skarner’s new passive obviously required some new VFX, and we decided to take the opportunity to roll together some other key art updates. In addition to the obligatory passive particle, Skarner has received a Texture Update as well as a touched-up shield particle on his W.

 If you’d like to dig deeper into Skarner’s approaching update you can head on over to his PBE thread.

 

Nidalee New Portrait

 With her nuclear-tipped spears and incredible escapability, Nidalee’s been a contentious champion for a long time, and we’ve been working on a Gameplay Update focused on toning down the frustration of playing against her and giving Nidalee players more diverse gameplay options and decision points.

 To that end, we knew we wanted to reduce the damage potential of Javelin Toss as well as tone down Nidalee’s overall safety (especially in prolonged chases) and force her to balance escape potential against the ability to finish off opponents. Doing so gave us the opportunity to diversify her offensive arsenal and make Cougar form a more co-equal partner in Nidalee’s engagements – furthered by the fact that Cougar form is now available right from level 1. The defining feature of this update is a new ‘Hunt’ mechanic , which is applied by Nidalee’s human-form abilities and both increases her speed towards Hunted targets and provides additional options and power to her Cougar-form abilities. Along with some other changes, this mechanic links Nidalee’s two forms into a more cohesive package and gives her the chance to feel incredibly agile and dangerous in her ability to close the distance and take an enemy down.

 Head over to the Nidalee PBE thread if you’d like to see the current specifics of her upcoming Gameplay Update.

 

 

[ Suggestion ] Let Karthus players hear his VO during “Requiem” regardless of where the camera is

 

RiotSeb Button Rioter RiotSeb: That’s a good idea, thanks for mentioning it! Will have to look into this possibility because based on what I can think of right now, he’d be the only champion that uses it (unless we want to do Ashe/Jinx/Ezreal ults as well or something…)

 

 

 

[ Trolling ] How do you pronounce Karthus?

 

RiotScruffy Button Rioter RiotScruffy: The only true way to say it is Kartoos (like caboose).

 

 

 

Ququroon Button Rioter Ququroon: Karrrrtoooooooooooooos! It’s the rolling of the R that really makes it.

 

 

 

ohmikegoodness Button Rioter ohmikegoodness: I personally refer to Karthus as CLOTHUS due to all the hours put into animating all his tassels. Soraka takes a close second to difficulty in animating!

 

 

 

[ Question ] Can the stunned target from Skarner’s passive look similar to how they’re encased in Skarner’s ultimate?

 

RiotScruffy Button Rioter RiotScruffy: The crystallized effect is similar, check it out on PBE when the servers come up.

 

 

 

 

Goals for Soraka's Rework Banner

 The discussion regarding Soraka’s announced rework continues. Can she stay a healer in a game where the archetype is so problematic?

 

Relevant Collection

 

Morello-Upcoming-Soraka-Rework-Banner (1)

 

 

Regarding the recent changes to Soraka

 

morello Button Rioter Morello: Thanks for the post. Looking at it, here’s what our analysis is;

1) Nerfing Solo Soraka was needed, and we think this was the right decision. “Countering” based on a specific pick limits the pool of picks additionally – let’s not confuse hard-countering and counterplay. Solo Soraka, pre-nerf, had a 58% winrate, which does cause us to ask questions.

2) Support Soraka was already weak, and this is an additional kick to her. We know this feels bad, and we may look at this.

3) Soraka will get a rework this year. There’s this thread in where we talk a bit more about our plans here.

Soraka is overdue for this – we do think she’s a bad experience for people who want to play her, and we need to fix that. That being said, her current kit cannot be powerful and healthy simultaneously – exactly why we’ve reprioritized her rework to this year. We’re going to do everything we can to keep her as a healer – though that will require MAJOR shifts to her kit.

A healer may be able to work under a different model. The MMO Priest model cannot be what it is (I’ve written litanies on why this is the case). If anyone can do healer in League, it needs to be done on Soraka.

 

 

[ Question ] What are your plans for Soraka?

 

morello Button Rioter Morello: If healer is possible (I think it might be), then we’ll find it for Soraka. If it’s not, though, then the choices would become:

  • Violate Soraka’s identity and make her good, but not a healer
  • Never rework Soraka, but keep her weak since she fucks up the game 🙂

This Sophie’s choice has stayed our hand on it too long already, so we want to rip the bandaid off and make a choice. Starting with exploring (different) healing models, then working from there.

Soraka will not be the same as she is today.

Soraka will hopefully be a healer.

 

 

PBE Nidalee Gameplay Update Banner

Nidalee‘s recently announced rework will soon be available for testing! Here’s her new kit in detail.

 

 

RiotRepertoir Button Rioter RiotRepertoir: Hey guys,

Nidalee has some gameplay changes headed her way, largely in the form of a modified passive and its interactions throughout her kit. These changes help reinforce a pattern of interaction betweenNidalee and opponents, but since the changes are quite dramatic, they required changes to numbers and timings throughout her kit. I’ll be popping in and out of this thread while she’s on PBE to collect everyone’s feedback on her, so please feel free to leave it in the comments and I’ll try to get back to you.

While all feedback is welcome at this point, the stuff that would be particularly useful is:

  • Are Pounce and Swipe behaving the way you’d expect?
  • Are you having difficulty using her Hunt Pounce effectively?
  • How has your laning pattern changed compared to Live (both as and against Nidalee)?
  • How do you feel in roaming cases using your modified brush passive?
  • Did you notice any bugs on her?
  • What items are you guys building on her to be successful?
  • How was your experience building mainly Ability Power items?
  • How was your experience building more bruiser items?
  • Generally, where do you feel she is too strong/weak?

Thanks in advance for all your guys’ thoughts,

Repertoir

With that said, if you’re interested in the full changelist, here it is below:

General:

  • Basic attack hit timing adjusted to better match visual
  • Death Recap now properly differentiates between Javelin Toss and Takedown, and Bushwhack and Pounce
  • (R) Aspect of the Cougar now has 4 ranks and is automatically trained at level 1
  • UI elements added to support modified passive
  • Movement Speed increased to 340 from 335

 

Prowl 

 Prowl [ Passive ]

 

 

  • Movement Speed in brush reduced to 10% from 15%
  • Movement Speed in brush is now increased to 30% while moving toward visible enemy champions within 5500 range
  • Damaging champions with Javelin Toss and Bushwhack causes her to Hunt these targets for 4 seconds, granting Prowl’s increased Movement Speed toward them and enhancing her next Takedown, Pounce, and Swipe against them
  • Nidalee ignores unit collision while Prowl and Hunt are active

 

Javelin_Toss 

Javelin Toss [ Q ]

 

 

  • Minimum base damage reduced to 50/75/100/125/150 from 55/95/140/185/230
  • Maximum base damage reduced to 150/225/300/375/450 from 137/237/350/462/575
  • Minimum Ability Power ratio reduced to 40% from 65%
  • Maximum Ability Power ratio reduced to 120% from 162.5%
  • Cooldown adjusted to 8/7/6/5 with rank in (R) Aspect of the Cougar from 6 at all ranks
  • Now deals maximum damage at 1300 range rather than 1500
  • Missile visuals adjusted to better match player expectation
  • Applies the Hunt debuff to enemy champions hit

 

Takedown 

Takedown [ Cougar Q ]

 

 

  • Deals 33% increased damage to Hunted targets
  • Minimum base damage reduced to 4/20/50/90 from x/40/70/100
  • Maximum non Hunt base damage reduced to 10/50/125/225 from x/120/210/300
  • Maximum Hunt base damage introduced at 13/67/167/300
  • Maximum non Hunt Total Attack Damage ratio reduced to 250% from 300%
  • Maximum Hunt Total Attack Damage ratio introduced at 333%
  • Minimum non Hunt Ability Power ratio introduced at 24%
  • Maximum non Hunt Ability Power ratio introduced at 60%
  • Maximum Hunt Ability Power ratio introduced at 80%
  • Now deals entirely magic damage instead of entirely physical damage
  • Maximum damage is now dealt when the target is at 20% current Health, up from 0%
  • Nidalee gains 75 Attack Range while Takedown is active

 

Bushwhack 

Bushwhack [ W ]

 

 

  • Ground duration reduced to 2 minutes from 4
  • Debuff duration reduced to 4 seconds from 8
  • Now only affects 1 enemy per trap
  • Flat base damage reduced to 20/40/60/80/100 from 80/125/170/215/260
  • Flat damage Ability Power ratio removed (was 40%)
  • No longer shreds enemy Armor and Magic Resist
  • Now additionally deals 12/14/16/18/20% of the target’s current Health over its duration
  • Now additionally deals 1% of the target’s current Health per 50 Ability power over its duration
  • Cooldown reduced to 17/15/13/11/9 from 18 at all ranks
  • Mana cost reduced to 40/45/50/55/60 from 60/75/90/105/120
  • Team color indicators added to better indicate trigger radius
  • Persistent pulsing particle adjusted for better visibility
  • Applies the Hunt debuff to enemy champions hit

 

Pounce 

Pounce [ Cougar W ]

 

 

  • Now moves toward the player’s cursor rather than Nidalee’s current facing
  • Base damage reduced to 50/100/150/200 from x/125/175/225
  • Ability Power ratio reduced to 30% from 40%
  • Cooldown increased to 5 seconds from 3.5
  • Can now be used to jump to Hunted targets at up to 700 range by hovering the cursor over the Hunted target
  • Killing a unit while in Cougar form reduces Pounce’s current cooldown to 1.5 seconds if it is currently higher

 

Primal_Surge 

Primal Surge [ E ]

 

 

  • Base healing increased to 55/95/135/175/215 from 50/85/120/155/190
  • Ability Power ratio reduced to 50% from 70%
  • Attack Speed buff duration reduced to 6 seconds from 7

 

Swipe 

Swipe [ Cougar E ]

 

 

  • Now targets toward the player’s cursor rather than Nidalee’s current facing
  • Base damage reduced to 70/130/190/250 from x/150/225/300
  • Ability Power ratio reduced to 45% from 60%
  • Swiping a Hunted target reduces Pounce’s current cooldown to 1.5 seconds if it is currently higher
  • Cooldown reduced to 5 seconds from 6

 

Aspect_of_the_Cougar 

Aspect of the Cougar [ R ]

 

 

  • No longer grants 20 Movement Speed while in Cougar form
  • Cooldown adjusted to 5.00/3.75/2.50/1.25 from 4.00 at all ranks
  • Nidalee gains vision of all Hunted targets while in Cougar form”

 

 

[ Question ] Is there a range indicator circle for her Hunted Pounce, like with Rengar’s leap?

 

RiotRepertoirButton Rioter RiotRepertoir: There are actually two UI elements for enhanced Pounce that only Nidalee sees while Hunting.

  1. A circle range indicator for Hunt’s improved Pounce
  2. A directional tether between Nidalee and Hunted champions that swaps from dark red to bright green when Nidalee gets in range for the improved Pounce.

 

RiotSeb Button Rioter RiotSeb: Yes, there are new targeting effects to help Nidalee players use their Hunt Pounce more effectively and take advantage of the boosted range. Please give us feedback if it’s not working out for you, once it hits PBE!

 

 

 

[ Question ] Will Nidalee be getting new spell effects with this rework?

 

RiotSeb Button Rioter RiotSeb: Yes, there are new targeting effects to help Nidalee players use their Hunt Pounce more effectively and take advantage of the boosted range. Please give us feedback if it’s not working out for you, once it hits PBE!

 

 

 

[ Question ] Can you explain the range changes to Javelin Toss?

 

RiotRepertoir Button Rioter RiotRepertoir: Javelin Toss still has a range of 1500, but it achieves its max damage once it has traveled 1300 range. I knew there was a limit on the amount of damage Javelin Toss could deal, and it needed to be lower, but I wanted to keep the spell satisfying, so the last 200 units is basically a cushion where the max damage is dealt. Takedown base damage probably does look a bit wonky, but keep in mind that most of the damage of Takedown is in the Total Attack Damage ratio. As such, the base damage at rank 1 R is more like 4 plus her Total Attack Damage.

 

 

[ Question ] Why is Bushwhack now dealing so much damage and not shredding resistances?

 

RiotRepertoir Button Rioter RiotRepertoir: Bushwhack is still in tuning, so maybe they’re too strong right now; that’s quite possible and can be tuned to not be obnoxious I believe. One of the goals of these changes is to reduce invisible power in her kit, which is why the shreds were removed from her traps. However, it wasn’t really the goal to make traps weak, and my experience working on her has taught me that Bushwhack is an integral part of her fighting tankier champions. Also, traps have about the same cooldown at rank 1, and they are now quite visually loud on the ground, so avoiding them will have to be a conscious effort, but it shouldn’t be the case that you couldn’t see them out there openly in the lane.

 

 

[ Question ] Won’t a 700 range Pounce from Hunted be too overwhelming?

 

RiotRepertoir Button Rioter RiotRepertoir: In practice you will very rarely get two empowered 700 range Pounces within the time of the Pounce reset. Most often, you will get the empowered one to go in, use your Swipe on the Hunted target, and then have a 375 range Pounce to jump out.

 

 

 

[ Question ] If minions still activate Bushwhack traps, how can this become an integral part of Nidalee’s rotation in lane?

 

 RiotRepertoir Button Rioter RiotRepertoir: Traps are more about setup to me. While playing this Nidalee, players will be taking aggressive action with their Javelin Toss, forcing enemies to dodge them to not get Hunted. Bushwhack traps, on the other hand, require some foresight into where they should be placed for the purposes of Hunting. For example, if I’m laning against a melee champion that may try to jump on me, I probably want to have one around my feet to get damage and Hunt proc on him if he does, but if I’m against a ranged champion, I may trap the sides of the lane to corral them into a smaller part of the lane where I can line up Javelins.

 

 

[ Follow-up ] What if two targets simultaneously trigger Bushwhack? Does it apply the debuff to both?

 

RiotRepertoir Button Rioter RiotRepertoir: Bushwhack traps always look inside their radius for champions first and minions second, so you shouldn’t ever trigger it on a minion when there is also a champion in its activation range.

 

 

 

[ Question ] If she’s roaming during laning, what’s her mechanism for being able to set up a Hunt?

 

RiotRepertoir Button Rioter RiotRepertoir: Same as any other point in the game I suppose. Hit a spear/trap, switch to cougar and jump to them.

 

 

 

 

[ Question ] Is Nidalee jungle intended to be possible/viable with these changes?

 

RiotRepertoir Button Rioter RiotRepertoir: It wasn’t intended insofar as we tried to make it a thing, but we don’t really think we need to try to stop it from happening either, since it doesn’t seem all that abusive from the get-go.

 

 

 

[ Question ] With these changes, what will stop people from playing her exactly the same as before?

 

RiotRepertoir Button Rioter RiotRepertoir: I think the reduced effectiveness in playing this way will mostly likely cause people to adjust their playstyles. There will still be spear throwing, but a much larger number of her kills will come from getting in your face.

 

 

 

Skarner Rework (Again) Banner

Riot really doesn’t know what to do with Skarner, as evidenced by his second (and, frankly, haphazard) rework. Keep reading for full details on his new kit.

 

 

RiotScruffy Button Rioter RiotScruffy: Hey Skarners,

Skar is up on PBE with a few gameplay and art changes. We’re increasing Skarner’s power with more CC and stickiness without creating the old gameplay problems. Additionally, he will be able to consistently bring value to his team, even when behind. He also has upgraded character textures and some new particles for his passive and W.

Full List of Changes:

 

Energize

 

[NEW] Crystallizing Sting [ Passive ]

 

 

  • Skarners damaging spells apply Crystal Poison to enemy Champions and large monsters
  • If Skarner attacks a target with 3 stacks of Crystal Poison he will deal an additional 20-105 damage and stun the target for 0.5/0.75/1 seconds
  • After a stun, targets will not receive Crystal Poison for 6 seconds

 

Crystal_Slash

 

Crystal Slash [ Q ]

 

 

  • [NEW] Crystal Energy Bonus: Skarner now gains 3/4/5/6/7% Movement speed per stack
  • [NEW] Auto attacks reduce Crystal Slash’s cooldown by .5s (doubled against Champions)
  • Base physical damage reduced from 25/40/55/70/85 to 20/30/40/50/60
  • Base physical ratio reduced from 0.8 to 0.4
  • Bonus magic damage reduced from 24/36/48/60/72 to 20/30/40/50/60
  • Bonus magic ratio reduced from 0.4 to 0.2

 

Crystalline_Exoskeleton

 

Crystalline Exoskeleton [ W ]

 

 

  • Cooldown lowered from 16 to 13 seconds

 

Fracture

 

Fracture [ E ]

 

 

  • Base damage lowered from 80/120/160/200/240 to 40/60/80/100/120
  • AP ratio lowered from 0.7 to 0.4
  • Cooldown lowered from 14 to 12 seconds

 

Impale

 

Impale [ R ]

 

 

  • Cooldown lowered from 130/120/100 to 100/90/80
  • Impale consumes all stacks of Crystal Poison and deals 50/75/100 damage per stack consumed to the target

 

 

[ Opinion ] His ultimate consuming his passive stacks without a stun seems counter-intuitive

 

RiotScruffy Button Rioter RiotScruffy: When we didn’t have the ult consuming the passive stacks we were seeing Ult into follow up passive stun pretty much every time. This was creating really long hard CC chains beyond the duration that we typically allow.

With this in mind, we compensate him if he uses an ult on a target with stacks of the passive by adding additional damage per stack.

 

 

[ Follow-up ] Does Skarner gain the 6 second cooldown if this is the case?

 

RiotScruffy Button Rioter RiotScruffy: The stun cooldown is not applied in this case.

 

 

 

 

[ Question ] Can Skarner still Q during his ult?

 

RiotScruffy Button Rioter RiotScruffy: Yes he can.

 

 

 

 

[ Question ] Does proccing the stun on Skarner’s passive consume the current stacks of Crystal Poison?

 

RiotScruffy Button Rioter RiotScruffy: It does, he will have to stack it up again for the next stun on the same target.

 

 

 

 

[ Question ] How long do the stacks of Crystal Poison last?

 

RiotScruffy Button Rioter RiotScruffy: The stacks last for 5 seconds right now.

 

 

 

 

[ Question ] Why do the damage numbers seem so low?

 

RiotScruffy Button Rioter RiotScruffy: The great thing is, that if he is only deficient in damage numbers that is a very easy fix. The mechanics changes here (more cc and stickiness) are the main focus to get right.

We will definitely keep an eye on him and make adjustments to his overall dps after more testing.

 

 

[ Question ] How will these changes affect Skarner’s gameplay?

 

RiotScruffy Button Rioter RiotScruffy: It does change his feel somewhat in that he now has a very tangible goal that he is shooting for in a gank/skirmish or any duel. Reaching the stun will often secure kills or turn a fight.

At the same time, the Q changes (movement speed per stack) actually make him feel much more like his old self. If I start Qing on a target, I’m going to stick to them pretty well.

AD bruiser builds are still viable with his high base AD, but generally he will take slightly longer to kill enemies but have much better time sticking and CCing.

 

 

 

 

State of Kha'Zix post Patch 4 point 9 Banner

Kha’Zix was hit hard in Patch 4.9. Why were the decisions to nerf him made and where does this place him in the meta?

 

 

[ QQ ] Why did you kill Kha’Zix’s playstyle as a tanky bruiser?

 

morello Button Rioter Morello: If you were planning on running in the frontline and snowballing through a team, yep, you can’t do that now.

If you wanted to flank, assassinate and escape, you can still do that.

 


 

[ Question ] Were these changes made to remove bruiser Kha’Zix from the game?

 

morello Button Rioter Morello: Everything that made bruiser Kha’Zix good is gone – that’s the entire point. Assassin Kha’ should still be in good shape.

 

 

 

 

[ Question ] Can you clarify why his ultimate evolution was nerfed so much?

 

morello Button Rioter Morello: Damage Reduction on Assassins is OP* 🙂

 

 



Pings, Refusing to Communicate Banner

A concern has sprung up among some players that if they decide to mute their team to avoid tilting, they can be banned for refusing to communicate.

 

 

[ Question ] Can I get banned for not using chat to communicate with my teammates?

 

WookieeCookie Riotlink Button WookieeCookie: You won’t get banned for not communicating in chat with your teammates.

Generally I don’t chat much myself, I just use pings to communicate my intentions or alerts to others.

Even if you mute someone, they will still be able to see your pings so you can effectively communicate with them.

Getting use to the ping tool can be a bit weird at first, but to be honest now that I’m comfortable with it I can communicate to my team a lot faster than actually typing things out.

 

 

[ Suggestion ] Mute players, but don’t tell them you have, and communicate with pings only

 

WookieeCookie Riotlink Button WookieeCookie: Blazing Salvo has a lot of great points, but I wanted to reinforce his first point. There’s a good way to mute people, and a bad way. Make sure you’re not super passive aggresive about it and let everyone know that you’re muting them. Don’t threaten or abuse them and then mute them. Don’t say you’re muting them, not mute them, and then verbally abuse them when they see what you say, etc etc.

Be the bigger player, if someone is abusive, just report them and move on. No need to feed the trolls.

 

 

[ Question ] How do YOU deal with negativity in-game?

 

WookieeCookie Riotlink Button WookieeCookie: I try to avoid muting people as much as possible as well. I like to give everyone the benefit of the doubt. But I have seen some players start to trend towards the negative in certain matches and rather than take the morale hit I just mute them and play on. It helps me play cooperatively with them throughout the match and keeps me focused on the game at hand without having to see their negativity.

 

 

Grumpy Monkey Returns Banner


Senior Character Artist Grumpy Monkey is up on the forums to answer some questions about where he’s been and what he’s been working on.

 

 

[ Q&A ] Grumpy Monkey returns to forums

 

grumpy monkey Riotlink Button Grumpy Monkey: Hey! I am right here! Sorry for the radio silence. I have been super busy! We got Heimerdinger,Twitch, Karthus, Some Skarner Texture update love on the way, and of course we have been toiling away at the big guy Mr. Sion himself. in fact here is some concept art of new Sion to get you pumped!http://imgur.com/t67yPai Done by Feral Pony. Who knew he was such a legit artist? Anyways we have some great stuff lined up for the rest of the year. Thanks for missing me on the forums! I sometimes forget I need to visit good ol GD from time to time. If you want to hit me up directly you can always get my attention at @riotgrumpmonkey on the twitters.

 

 

grumpy monkey Riotlink Button Grumpy Monkey: I want to answer some of your questions best I can.

1. How is work going for the Champs? Pretty good. 

You know just making them and stuff. No biggie.

2.How many do you actively work on at a given time? 

Well, I like to work on three and a given time. One in final polish, one in hard core production mode, and one in early conceptual phase. It’s like juggling.

3.A Rioter said not too long ago that there were 10 VUs last year and that there should be more this year. Since Rioters have said that they’ve gotten the team more together and running more efficiently, will there be 10 or more VUs this year?

“Should” is a funny word isn’t it? We have a lot planned, I just hope we can get everything we set out to do done! Bless that Rioter’s heart for being so ambitious though.

4.Is Grump Monkey the only one who works on sculpting the champs and their skins?

Well mostly yes. I get much needed helps from time to time from Mr. Iron Stylus and Concept help from various Concept geniuses on the team (Riot Teatime, Huge n Fast) But the sculpting is largely done and supervised by yours truly.

5.Will Pantheon get a VU this year? If so, has he been started?

He is not Highest on the list. His Dragon slayer skin certainly made us re consider though.

6.Will Kassadin get a VU this year? If so, has he been started? 

We have a few loose ends we need to tie up before we can get to him , but he is in our crosshairs, and we can’t wait to get to him.

7.Malzahar is not discussed often but his model is in serious need for a VU. I know you guys will get to all champs eventually, but has he been discussed?

I talked about him just today! I think he might be more in line for a TU, just a fresh coat of paint and some model tweaks rather than a full on VU.

8.Do you think you can give Pantheon a traditional skin? Just for the fact that the team can go all out making him this original creative looking badass armored Rakkor, and fans who are attached to his “greek” look wont be upset. It’s a win win for everyone. Please?

Ideally I would hope we theme the Rakkor around what pantheon currently is. I would want to make Pantheon feel new, but still very familiar. But thats just me. If we decide that the Rakkor are visually very different from what pantheon currently is and want him to represent that new direction, then I think a traditional skin is in order. We will see when we cross that bridge though.

9.How’s the Taric and Sion progress going?

Taric is in progress, very very early steps to be honest…. But Sion is my focus these days, and he’s going great. I’m Really happy with how he’s turning out so far.

10.What do you love about your job?

GREAT QUESTION!!! I love how fast things move, I never get bored. I love that I can make things that millions of people appreciate. I love showing My wife and kids stuff that I worked on when it goes live, and I love the people I work with.

11.What about your job frustrates you?

I hate my Commute lol. I also wish I could get stuff done faster, but with such a huge game we try our best to be really really careful that what we release is quality stuff, so I understand. I also get frustrated with Ironstylus’s hair. It’s so perfect. He never has a bad hair day.
Hope I answered your questions good enough!

 

 

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Champion Updates & Refund Requests

 

 SquidMoxRiotlink Button SquidmoX: Hey all,

Over the past two years we’ve been ramping up our ability to steadily modernize champions’ art, background and gameplay, to the point where champion updates have become an integral part of the overall evolution of League of Legends. When we first began making these updates we were mindful of the fact that we were altering content to which players might be very attached, and with that in mind we agreed to the handful of refund requests from the passionate players who owned updated champions and who sent a ticket to Player Support. 

Back then we could do these individual gestures of goodwill because the number of refund requests was pretty low. Requests came largely from players who mained the champ. Once the policy was made public, there was a 10,000%+ spike in requests. We looked at the data and found that a very large majority of requests were from players who weren’t actively invested in the champion pre-update, but were trying to get back RP or IP without using a refund token.

To give you an idea of the impact, every recent champion update has resulted in a storm of support tickets larger than what we typically see from a full day of major server instability. Combine this with the fact that we’re on pace to double our annual number of champion updates (6 in 2013, already 7 in first half of 2014) and it begins to significantly impact Player Support’s ability to handle critical issues like account recoveries and tech support.

As a result of these factors, we’ve decided that beginning with the Karthus champion update, we will stop processing refund requests for updated champions. It would be awesome to have a process that specifically targets those players significantly impacted by an update and doesn’t interfere with Player Support’s ability to quickly solve vital support issues, but we are far off from a good solution to this.

We know this may be disappointing for some players, particularly those actively playing and invested in updated champions. To help address this issue, the champion update team is working on increased transparency when it comes to which champions they’re working on. Additionally, the Player Support team has created a central hub with info on past, present, and future champion updates. These efforts should both help you plan your purchases and use of refund tokens and give you better places to voice your feedback and help us fine-tune updates. 

If you have any questions about this change, please leave them below and we’ll do our best to address them.

 

 

[ Twitter ] Will there be a new Caitlyn skin this year?

 

 

 

[ Question ] Why was Patch 4.9 so large (~860 Mb) ?

 

Riot Draggles Riotlink Button Riot Draggles: The audio engine updates are most of this patch – imagine you have a suitcase full of coats: adding content like skins and new champions are essentially putting socks in the suitcase – you can slip them in without disturbing too much of the contents. Changing something as deep and complex as the audio engine is like taking out all the coats and replacing them with towels – it’s a delicate process.

Okay, that wasn’t the most perfect metaphor but you get what I mean – gave me something to do while I was patching my own client 

 

 

[ Feedback ] Help Riot Spider choose a League tattoo!

 

Riot Spider Riotlink Button Riot Spider: Hey everyone! 

I like video games AND I like tattoos, and I was considering getting another tattoo…maybe even a League of Legends related one! What is some of your favorite iconic LoL artwork? If you have a LOL Tattoo (and it’s safe to post) – post it! 

If I do get one I will post it – but it will be awhile. I have to find the right person to do the work too.

*skitter*

 

 

[ Follow-up ]

 

Riot Spider Riotlink Button Riot Spider: I was thinking of silhouettes, or potentially something like an insignia from one of the factions. There are also some iconic objects that could be interesting too. I have a lot of material to draw from here…


There are a few posts I wanted to address though. 

People get tattoos for many reasons, often nobody else will really understand those reasons. I would argue that is the case for other forms of self expression too. Other people understanding them is great, but it isn’t really the point. 

I have been in game development for nearly 8 years. It has taken me around the world, allowed me to make amazing friends, and it has introduced me to countless new ideas – things I would never have understood if not for my being part of the gaming community. I will always have some things in common with millions of people around the world – I may never have really understood that without being part of it. Without any hyperbole, gaming has changed who I am as a person. 

I have one other tattoo on my right calf, so far. It’s related to the games I worked on previously, and it’s is extremely likely that decades from now very few people will understand what it means. Even now when people see it I often get questions about it, and that doesn’t bother me in the slightest. I didn’t get it for them, I got it for me. I earned it.

 

 

[ Question ] Where did you get the inspiration for Pentakill’s songs?

 

Anvilanche Riotlink Button ANVILANCHE: HAIL! 

AS REQUESTED. 

Happy to hear you like it. I can’t speak entirely to the influence of all the songs, but for my bit (The Prophecy) I imagined myself as something like Charon, the boatman, looking into a tide of souls. Just an old, gravelly hunch watching the jimmies of a billion souls get rustled at the rising of an unseen and ancient force.

 

 

[ Question] Why was I banned for ELO-boosting?

 

Keyru Riotlink Button Keyru: When investigating MMR Boosting cases we take a lot of time and thoroughness to confirm that the player was participating in these actions. The two accounts under your email were both punished for boosting another account that is not yours. When we do find boosters, we punish all accounts owned by them.

After looking into this case again today, I also found something quite interesting. It seems like both accounts that are under your current email have transferred ownership within the past 8 months. I’ve went forward with proactively locking them to go through our account recovery process. We can continue this conversation through your tickets.

 

 

If you have any questions, feel free to ask me at @NoL_Chefo.