Archive

Posts Tagged ‘solcrushed’

 

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Summary

Over at Inven, Lead Designer Solcrushed hosted an AMA regarding Poppy’s rework, the state of some champions and his opinion on boobs. On the board forums, Meddler commented on Irelia and Urgot’s upcoming gameplay updates and Riot’s progress at re-writing League’s code. To wrap up, a host of amazing cosplayers in Lunar Revel attire.

 

Recent News

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Patch 5.4 drops this Tuesday! Here’s everything it’ll contain:

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Solcrushed AMA Banner

Lead Designer Solcrushed recently held an AMA on the Korean site Inven. Redditor Calycae has translated all questions and answers HERE. Below you can find a breakdown of the translated AMA:

 

Solcrushed AMA [ Translated ]

 

 

Solcrushed New PortraitIntro

Hello Inven,

I am Riot Solcrushed and I work as a game designer at Riot

I was in the Live Design team and now I am working night and day ruining your favorite characters in the Champion Update team. My current project is Poppy.


 

 

Poppys Rework


 

 

Tell me a little about the Poppy rework

Solcrushed New PortraitWe are currently trying to transform Poppy into a tank instead of her current assassin role. We are trying to make her a feisty yordle who packs a big punch with her hammer and shield.

 

 

 

Do you really need to change Poppys entire skillset

Solcrushed New PortraitPoppy’s skillset makes her a champion that should NEVER get farmed. If Poppy becomes fotm after a VU we might even need to nerf her. A sion-level remake is planned for Poppy.

 

 

 

Which skill do you think represents Poppy the most

Solcrushed New PortraitPoppy’s E, a tiny yordle smashing a giant champion to the wall is what makes her attractive.

 

 

 

 

Will Poppys ult mechanism stay the same

Solcrushed New PortraitNope.

 

 

 

 

 

Champion Balance


 

 

Quinn under-performs as a marksman what do you think about that

Solcrushed New PortraitQuinn was designed to be a special ops champion so we are okay with her not being a good marksman, but we think that her commando side is lacking and requires buffs. Also when we remake ‘easy’ characters we try to maintain the difficulty.

 

 

 

What do you think of Tristana and Miss Fortunes current states

Solcrushed New PortraitI think we are going to wait a little before we make changes to Tristana. MF has a unique design and her winrate isn’t half bad so I don’t think she’s going to receive any changes soon.

 

 

 

Whats your opinion on Mordekaiser

Solcrushed New PortraitMorde is going to receive some buffs but a remake is going to take a while. We think that Morde needs a giant remake to fix his problems.

 

 

 

 

Will Gragas be buffed again

Solcrushed New PortraitI think he’s going to receive some more buffs

 

 

 

 

Are you pleased with Viktors remake

Solcrushed New PortraitI am disappointed that we didn’t get to change Viktor’s ult, if we had a little more time we would’ve made changes to it.

 

 

 

 

How is Ryzes rework coming along

Solcrushed New PortraitWe are trying to maintain Ryze’s core concepts. (Tanky spell spamming mid-range mage)

 

 

 

 

What does Riot think about Quinn

Solcrushed New PortraitWe originally designed her to be a guerilla style ranger. An ADC that is able to provide everything she needs by herself.

 

 

 

 

Dont you think Fiddle support was nerfed way too muc

Solcrushed New PortraitWe changed Fiddle’s Q and E because it’s design was flawed, it provided no counterplay to the opponents.

 

 

 

 

Any gameplay rework or visual update planned for Swain

Solcrushed New PortraitNone at the moment, but I want to make some changes to him

 

 

 

 

 

Any news about Gangplanks rework

Solcrushed New PortraitIt’s in its very early stages so we can’t really say anything about it.

 

 

 

 

 

Do you think Rivens autoattack cancels need to be removed

Solcrushed New PortraitI think Riven’s auto animation cancel gives players the sense that she takes skill to play so I think it’s okay.

 

 

 

 

What is the biggest factor for a champion to be buffed or nerfed

Solcrushed New PortraitThere are a lot of factors that lead to a champion’s buff/nerf, but usually it is when

  1. A champion has a ridiculously high/low winrate for no reason.
  2. When we realize that our champion design was flawed
  3. When it is dominating competitive games excessively

 

 

Garens E scales with crit chance cant you remove it and buff the damage

Solcrushed New PortraitThe crit component is an ancient mechanic, if Garen is going to receive changes I think that the crit component will receive changes first. Since it is hard for Garen to hit enemies in the back we want him to do enough damage to the champions in the frontline.

 

 

 
You said you were 90 done with Dariu’ rework what happened

Solcrushed New PortraitWe have encountered a big obstacle in middle of the remake so we have put a pause on the project for now.

 

 

 

 

Will Twisted Fate be reworked

Solcrushed New PortraitI don’t think TF is in need of a rework. The only skill that I think might need a change is his E.

 

 

 

 

 

General Balance

 

 

 

Aggressive junglers are currently dominating the meta any solutions

Solcrushed New PortraitThe Game Systems dept is looking into it right now, personally even if the jungle is reverted to the season 2 state I think aggressive junglers will still be dominant. It has been proven from the top tier teams that the early level engages are very crucial to the outcome of the game so I think that there needs to be change to the jungle’s fundamentals rather than some changes to the jungle’s difficulty levels.

 

 

Do you think tank champions are in a good place at the moment

Solcrushed New PortraitI think tank champions are underperforming because dive-oriented initiators outperform pure tanks atm.

 

 

 

 

Can you revert top lane into a bloody brawlzone like it was before

Solcrushed New PortraitThis is an issue even the developers have mixed opinions about. I personally think that Teleport’s effectiveness needs to be nerfed but some fundamental problems with top lane has been solved because of Teleport so I think that’s the reason the Game Systems team is being so cautious.

 

 

 

Is it true youre changing all champions to be more skillintensive

Solcrushed New PortraitI think that the changes are made because our playerbase’s difficulty capacity has increased over the years.

 

 

 

 

Why are you changing targeted skills to skillshots lately

Solcrushed New PortraitThere are some situations where we want skills to be reliable and easy to use so no

 

 

 

 

 

Why did you make Magic Pen a core stat and not a secondary tertiary one

Solcrushed New PortraitPenetration plays a major roll in the game’s overall pace and balance so it’s hard to make any changes to it atm, but if I were to make a new game I would probably make it an additional stat.

 

 

 

 

Items

 

 

 

What do you think about the cost increase of the jungle items

Solcrushed New PortraitThe Game Systems team is currently looking to make some changes to the jungle so that weak champions can clear camps easier early game.

 

 

 

 

Will you change Essence Reaver

Solcrushed New PortraitEssence Reaver was designed to support crazy out-of-the-meta builds so I think it’s in a good state atm

 

 

 

 

Will there be a new Magic Resist item

Solcrushed New PortraitWe feel that we need to make a MR item that counters AP damage dealers, I suggested the idea to the game systems team and they had positive feelings about it.

 

 

 

 

Why was Sword of the Divine removed

Solcrushed New PortraitWe concluded that SOTD effects the game’s balance negatively so we removed the item.

 

 

 

 

Whats your opinion on the Elixirs

Solcrushed New PortraitWe wanted Elixirs to be a game-deciding item but it’s not used as much so we are a little disappointed.

 

 

 

 

Unrelated Other


 

 

Do you have any plans on changing the Summoner Spell system

Solcrushed New PortraitWe also feel that a new UI for the summons is neededed but there’s just way too many things on our priority list so it’s hard to say when it will be coming.

 

 

 

 

How did you get a job at Riot

Solcrushed New PortraitIt’s a funny story, I actually wanted to work in the Legal Affairs team but the design director approached me and asked if I wanted to work as a designer.

 

 

 

 

How many champion reworks are you currently working on

Solcrushed New Portraitfour

 

 

 

 

 

Do people look at your ingame rank when you apply for Riot Games

Solcrushed New PortraitIf you are working for the Play Testing team or the Live Balance team, yes.

 

 

 

 

 

Is Amumus music video teasing something new

Solcrushed New PortraitOne good thing about working at Riot is that we have a lot of freedom in performing ‘passion projects.’ Not all of our work has deep meanings behind them (…).

 

 

 

 

Who has the highest tier in the balance team

Solcrushed New PortraitThere were two season 4 challengers.

 

 

 

 

Boobs or tits

Solcrushed New PortraitBoobs.

 

 

 

 

 

Single Posts 22 Feb Banner


 

 

Here’s some official art by Aqua Moon: a concept for Underworld Wukong, spell icons for numerous champions and the different Ranked Leagues!

10-+CHARA_7+Underworld+Wukong+by+Aquatic+Moon (1) original

 

 

And here’s the latest episode of /ALL CHAT with host Melonie Mac:

 

 

Will you ever completely rewrite the code for LoL

Meddler Final PortraitSome of the code’s updated or rewritten entirely every patch. Which bits depend on where we think there’s the most value (what features should be added, where do we see the most problematic or common bugs, are there ways to make the game run more efficiently etc).

As far as attack speed goes the cap’s not there for code reasons, but gameplay and animation ones. On the gameplay side having a cap allows you to take a maximum into account for balance reasons (what’s the absolute max Xin Zhao can reduce his CDs by for example). Animation wise it then gives a range of possible attack speeds that attacks need to be made to look good and feel right for (do attacks remain distinct, feel natural, read clearly etc).

[ Link to Post ]

 

 

Can we have an update on Urgots rework

Meddler Final PortraitLong term we’ve got a full rework planned for Urgot. That’s a long way off though, he’s both a big project and not first in the queue. Shorter term (starting next week) we’re going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.

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Whatre your plans for Irelias gameplay rework

[ Note ] You can find a post from IronStylus regarding Irelia’s visual update HERE.

Meddler Final PortraitWe don’t have anything concrete on the gameplay side at the moment. She’s got a lot of potential we’d like to develop at some point, missed opportunities on the telekinetic blade side in particular as Ironstylus has mentioned. She’s in a reasonable spot balance wise right now though, and does have some really cool moments (Q chaining especially IMO), so other champs are higher priority for gameplay work right now.

[ Link to Post ]

 

 

Whats been the hardest item to code

Reinboom Final PortraitNot counting early items (There was a time when actives didn’t exist in alpha, after all. Technically the first active probably was the hardest? Or maybe the first item at all)

Zz’Rot Portal is the most complex.

Some of the new tech in Zz’Rot:

  • The health bar. The minorest of it all. We couldn’t put a timer bar on structures before the void gate.
  • Unit tagging (arbitrary designation of “types” on a unit and in an inherited fashion)… in order to make:
  • AI behavior filtering based on tags. This is how Voidspawn ignores Void creatures and Champions (including clones).
  • “Gameplay” Navigation cell tagging. We had behaviored nav cells before (pathable, wall, stops vision, grants vision, brush…) but we didn’t have arbitrary tagging before that was exposed to our gameplay system. Nor did we have it when we released Zz’Rot (and instead I did some janky math to get it to assign lanes kind of correctly). We made that tech for first intent of making it so Zz’Rot’s spawn direction is sensible.

[ Link to Post ]

 

 

lunar_cosplay_v4i_1

To wrap up this Sunday, here’s a collection of awesome cosplays for Lunar Revel!

 

The moon is about to set on this year’s Lunar Revel, which means it’s time to shine a lantern on the finest Lunar Revel, Blood Moon and Warring Kingdoms cosplay photos you guys submitted in response to our January call for entries. It was a joy to review all the submissions – incredible work as always!

If you like what you see, don’t forget to click on the cosplayers’ names beneath their photos and tell them how much you enjoy their work.

 

Jobofish (NA)
Photographer

1

 

Maro Chan (NA)
Photographer: Wai Leong Go

2

 

Umaslady (EUW)
Photographer

3

 

nvoysoldier Cosplay (EUW)
Photographer

4

 

Mowky Cosplay (EUW)
Photographer: Ingo Stein

5

 

Core Cosplay (EUW)
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6

 

JJ Cosplay (NA)
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7

 

Yuan0621 (NA)
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8

 

Ruvvet (NA)
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9

 

Yaya Han (NA)
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10

 

ElectricPuppy122 (NA)
Photographer

11

 

Yumée (EUW)
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12

 

Kiilys (EUW)
Photographer

13

 

Giulietta Zawadzki (EUW)
Photographer

14

 

Shiroki (EUW)
Photographer

15

 

isbaerfussel (EUW)
Photographer

16

 

Miyu Shizuki (EUW)
Photographer

17

 

MissAce (EUW)
Photographer

18

 

SetoDuCutu (EUW)
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19

 

Odeus Cosplay (NA)
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20

 

Yugi Doge (NA)
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21

 

generalricochet (LAS)
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22

 

okageo (NA)
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23

 

Yep Cosplay-typus (EUW)
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24

 

And remember, cosplay is always more fun when done with friends!

25

teru kuro namida (EUW) and his friends
Photographer: Sergio Riedel

 

 

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

 

 

News Update August 16 Banner

 

Summary

Socrates announced on forums that Master Tier will soon be coming to the PBE and an explanation on how it will work, Solcrushed shared a direction for Viktor’s Rework and what the updates will be focused on, Tiki details work that needs to be done before the Summoner’s Rift update can be released on live servers and Lyte answers why 2-week bans and permabans are necessary in certain cases.

TL;DR here!

 

Recent News

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Master Tier on PBE Banner

 

 

Master Tier coming to PBE, details

Socrates New PortraitHey all,

We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.

Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.

While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.

At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.

For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.

Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.

We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!

Riot Socrates

[ Link to Post ]

 

 

Do I have to play Ranked on the PBE to be promoted to Master

Socrates New PortraitYou’ll have to play to earn master, although the thresholds are very low atm for entry on PBE.

[ Link to Post ]

 

 

 

 

Viktor Rework Banner

 

 

The Truer Evolution - Viktor Gameplay Update

Solcrushed New PortraitVER1.1 as of 8/15

I will continue to edit the original post as I go on my diabolical quest of stringing you along with hints


Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I’m here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his  Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection.

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph’s, Mejai’s passive effects ofc). The Hex Core is the source of Viktor’s powers and it should feel POWERFUL.


So we have Viktor’s Q on live. It’s a spell that is intended for Viktor to deal sustained damage while his big guns are on cooldown.

Also helps him survive a little bit better with the shield and if you have the augment, opens up kiting and repositioning.

But at the end of the day, it is not a really interesting spell. Especially if you don’t augment it.

The weirdest part of Viktor’s Q is that it is the shortest of his spells by a large margin. By the time you are using Q, your other spells are presumably on cooldown.

So what are you getting the shield and speed boost for? “To run away” is a valid answer I guess, but having a spell that only works in a specific situation (and not being particularly powerful) is not ideal.

In lane you autoattack after you get the shield for marginal benefit, in teamfights they are worth even less. Well?

(If you love the effects as much as I do please give a shoutout to the talented Riot Kesyerito! Yeah I know his naming skills are kinda suspect but the man knows his particles)

The initial Q will have higher range, but the benefits will be focused on the utility than the damage. As for the damage part? See the above image

Wait you want me to buy Lich Bane on him?

It’s a good thing the Hex Core has ridiculous amounts of AP no?

Oh btw, the Q augment is currently the same. It’s the only one that has carried over atm.

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Any alternative roles that Viktor will be able to fill

Solcrushed New PortraitAs of right now, top seems definately viable, support on the other hand not so hot. (IM NOT PROMISING THAT HE WILL BE A VIABLE TOP WHEN HE RELEASES)

[ Link to Post ]

 

 

 

 

New SR Live Delay Banner


 


 

What's keeping the Summoner's Rift update from going live

Tiki New PortraitHey all! Wanted to get back to you about this 

There are a few things we’re still working on to make sure it’s great for players:

1. Bugs: Gotta make sure these are worked out. As CynicalGiant said, it’s gonna be played by lots of players so we have to make sure it works. Players on PBE have been helping us identify and destroy evil bugs! So thanks all 

2. Performance: Similar to the point above we want to make sure this performs just as well or better than the current SR does for as many players as possible. We don’t want people to have to upgrade to play.

3. Addressing player feedback. I’ve been working with the Summoner’s Rift Update team to collect feedback about the map in development from players in multiple regions. Some really good feedback coming in related to creatures, tone and specific areas on the map. Again, fixing helps us make sure it’s awesome for as many players as possible.

4. Making visuals totally sweet: We’re psyched you think it’s looking good, and the artists are pouring their hearts into it looking for ways to make it look better. Some of it’s stuff like fixing weird shadows and seams, and then there’s still room to push the quality higher on individual areas as well.

So yeah, that stuff above! Definitely feel free to post questions and feedback, happy to chat with you about it!

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Release date, work left to be done

Tiki New PortraitRelease date: In all honesty this has not been set, I wish I could give you an exact date or anything close to it, but it’s kind of a double-edged sword. Even with it getting closer and closer to the level of quality we want to deliver, lots of things can happen in dev. The last thing anyone on the team wants to do is set an expectation and end up letting you all down. 

Stuff looks not-done: Yeah, some areas still need work quite frankly and it’s good to hear any and all thoughts on places you all think could use some love. Ground plane (bases included) in a few areas still need to brought up to the level of some of the other areas so it feels cohesive in quality and style.

The duck…. there is no duck. There is only Gromp in all its froggy majesty.

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What audio updates can we expect to the new Rift

Tiki New PortraitWe’ve already got some audio stuff in, but this is isolated to the creatures for now. They’ve all come with new sound effects. Other audio, like background music, is trickier. Partly because where it happens in the dev process, and also partly because of the sheer impact it has on the map. Some players play with music off, but a number don’t and the music of Summoner’s Rift, in my opinion, is both iconic and has a huge impact on the feel of the map. Any changes we make to that have to convey Summoner’s Rift, so we’re being really careful about how we approach any changes to the music.

Special interactions with champions aren’t planned as far as I know, at least not as part of the team working directly on the map. However the champ team is doing a lot of cool stuff with new contextual champ to champ interactions… Demagglio!!!

[ Link to Post ]

 

 

Will you be able to switch between both purple

Tiki New PortraitI know this has been a big issue on the forums elsewhere, and I don’t want to dodge it, but I’m also not the person most qualified to answer. What I do know is that there are sooooooooo many implications for changing default view and/or player control over it. 

Personally, I think a swappable view might create a number of problems. I’m also happy to admit that I’m not fully clear on why some players really want the change. Would love to hear your thoughts on it.

[ Link to Post ]

 

 

Why not let us test the new Rift to see if it runs well

Tiki New PortraitThis is one of the big parts of testing going on with PBE right now. We’re essentially trying to gauge how it performs on different spec machines. It’s pretty impossible to predict how it will work on every machine, but things are trending pretty well in terms of performance on most machines. We’re also curious about perception of performance and how it feels. Do things seem to play the same? It’s just as important in my mind.

As far as the actual rollout, that’s still being worked out. Lots of different ways to bring it out!

[ Link to Post ]

 

 

Big Update on topics around the new Rift

Tiki New PortraitMorning all (for the west coasters anyway!)

Will cover a few things here!

– Camera + blue/red: Thanks for the context on that, made for some good reading last night and this morning and I think I understand where you’re coming from in regards to player pain on the purple side. As for the best way to solve it, I’m not sure. Swappable camera angle has some pretty big impacts ranging from the way the art looks (as one person mentioned) to how we deal with spectating matches, to disruption from what has been the norm for a while now. This isn’t to say that we shouldn’t do anything about it, mostly I’m not sure what the best solution is and considering all the implications of making a change, we’d have to be extremely confident in whatever choice we made.

– Spawn animations: Yep, these are only viewable right when a creature would normally spawn and we’ve back-timed them so creatures are targetable the exact moment they currently are on live. Since there are now moments during spawn where a creature is untargetable we’re working pretty hard to make sure it’s super clear when a creature is targetable vs. untargetable.

– Older champions: I have experienced this pain myself and it will definitely impact some champs harder than others  We’ve actually got a separate team that is doing tons of work to update the visuals on a number of older champ models and they’re working with the updated Summoner’s Rift in mind. So basically we’re already doing this, but there’s still a lot of champs to work through.

– Color blindness: This is absolutely on our radar in terms of making things look right on the map. Not sure what the final solution will be, but it also ties into clarity concerns around easily distinguishing friends from enemies….and frenemies. Got a pretty solid team of visual designers and user experience guys helping us through this space. If you are color blind and have a chance to view the map or play on it please please give us feedback on this!!

– Computer specs: For the higher end computers, I’m not sure honestly. I don’t expect work will stop on the updated rift once it goes to live, that will just be the point at which we believe the quality and health of the map is in a place to meet everyone’s high expectations and deliver solid value to you all. Our primary concern for now though is making sure it runs as well on players’ machines as the current map does.

– Regional: This hasn’t been talked about much but I wanted to point out that we’re also trying to collect a lot of international feedback on this. This will impact players all over the globe when it comes out and we want to mindful of players everywhere.

[ Link to Post ]

 

 

Why did you replace the red Lizard buff monster

Tiki New PortraitSo this is a question close to my heart because it gets to the deeper question of “What defines Summoner’s Rift for everyone?”. I do agree that Lizard is sentimental, and that we took a risk on changing it to something different – BUT I think the new creature is pretty sweet looking and matches the style & feel of the map well. I also think the new creature is more representative of the significance of the buff it conveys. Curious to know what you all think about the new red buff and other creatures!

[ Link to Post ]

 

 

Have you changed geometry

Tiki New PortraitWe have kept the core geometry of the map the same other than addressing a few weird bugs. So you should be able to flash exactly as you did before. That is not to say that perception of wall width isn’t a thing, we’ve been pretty careful to make sure things still seem flashable if they were before. Weirder cases are where we made it look more accurate to the underlying geometry and that altered perception (positively or negatively) around whether a thing was flashable… even though the core geometry is unchanged.

[ Link to Post ]

 

 

When you update the neutral monsters

Tiki New PortraitThanks for reposting. Honestly I’m not sure! I will bring that up with the team. I could see it going either way, but I kind of like the thought of keeping the old icons and just making new ones. Creates a sense of continuity and evolution for those who have been playing for a while!

[ Link to Post ]

 

 

Will the update fix ward vision in brushes

Tiki New PortraitThis is something we’re definitely looking at. We’re not happy with the clarity of bushes right now, so we’re experimenting with different solutions to make it easier to see what’s going on. If you guys have any suggestions toss them in here!

[ Link to Post ]

 

 

Purpose of Bans Banner

 

 

14-day permabans are for people Riot don’t wish to play LoL

Lyte New PortraitUnfortunately, this player is saying the truth. For most players, we’ll try to use reform approaches such as warnings and chat restrictions.

For players getting 14-day or permanent bans, we’re no longer confident they are willing to improve their behaviors even if they are shown explicit, direct feedback. So, we’d prefer these players take their time elsewhere.

[ Link to Post ]

 

 

False. This is a new, automated system.

Lyte New PortraitAll systems have multiple checks and balances. No systems are fully automated, especially when we’re dealing with harsher punishments.

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

 

 

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Bonus!

 

 

PBE 4 April

 

 

SKT T1 Jax Skin Preview

 

 

SKT T1 Vayne Skin Preview

 

 

SKT T1 Zyra Skin Preview

 

 

SKT T1 Lee Sin Skin Preview


 

SKT T1 Zed Skin Preview

 

 

Classic Twitch Visual Update + Voice-Over

 


Vandal Twitch Visual Update + Voice-Over

 


Gangster Twitch Visual Update + Voice-Over

 

 

 

Champions

 

 

 Kassadin New Portrait

 

Null_SphereNull Sphere [ Q ]

  • Shield increased from 40/70/100/130/160 ( +0.6 AP ) to 40/80/120/160/200 ( +0.8 AP ) [ live value of AP ratio is 0.3 ]

 

 

 Rumble New Portrait 

 

FlamespitterFlamespitter [ Q ]

  • No longer deals half damage to neutral monsters (Rumble in the Jungle!)

 

 

Twitch New Portrait

  • Base armor reduced from 18 to 14 from 18 [ probably related to the VU release & will be fixed ]
  • HP regen removed [ live value is 1 but, as the above change, will probably be fixed ]
  • Expunge [ E ] renamed to “Contaminate”
  • Spray and Pray [ R ]  renamed to “Rat-Ta-Tat-Tat” (And Lux’s Final Spark is now “Pew Pew Laz0rs”)

 

 

Vayne New Portrait

 

 

Improvements to Gragas

With the recent rework of Gragas in Patch 4.5, what’s the community’s opinion of the booze-loving fatty?

 

 

SolcrushedButton Rioter Solcrushed: This is the thread I hope to consolidate the feedback on the new Gragas. While we won’t be making significant balance changes before we have some data, feel free to suggest improvements, builds and lanes!

Some changes I will be making for the next patch regardless of his balance.

  • Gragas will not auto acquire a target after E if he has W buff active.
  • Gragas E hitbox adjustments to make sure you hit the units you feel you should be hitting
  • Gragas W autoattack buff lasts 1 second longer

 

 

Suggestion: E applies the tick of W to whoever it hits.

 

SolcrushedButton Rioter Solcrushed: Can you tell me what you mean by this? Do you mean the W will proc on whoever he hits with E?

I would think once the issue with the Autoattack after E is fixed, E would more or less guarantee a W anyway.

 

 

What is the direction you are trying to take with Gragas?

 

SolcrushedButton Rioter Solcrushed: Lanes were less of an issue to us when we were doing the rework. We were more concerned about changing his core pattern than we were about lane assignments.

We would expect that his new strengths and weakness suit him better in non-mid lanes but if he is still proven to be a good mid we would be fine with it, provided that the pattern change holds.

 

 

Why was the mana-gain from W removed?

 

SolcrushedButton Rioter Solcrushed: We felt the mana restore was an unnecessary part of the kit that would be awkward to carry over with the new W cooldown.

Also His mana costs were reduced quite a bit to reflect that he no longer has W mana restore and he will be building less mana items. Maybe they are not enough, we will see.

 

 

Gragas Support

 

RiotScruffy Button Rioter RiotScruffy: Gragas support seems pretty legit. I expect to see a good deal of it in our future.

 

 

 

Rengar Feedback

Rengar is back from Patch 4.5 with a fully reworked kit! But is he still the fierce assassin he used to be?

 

 

RiotScruffyButton Rioter RiotScruffy: The Rengar update is live and we’re playing and monitoring his performance a ton on our end. Let’s use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

  • How are the changes playing for you?
  • What builds are you using?
  • What lanes are you playing him in?
  • Finding any bugs?

I’ve already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we’re already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.

 

Riot Jag
Button Rioter Riot Jag: I’m pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.

 

 

Feedback: His Q feels very clunky and slow to use

 

Riot JagButton Rioter Riot Jag: Since this version of Q doesn’t give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we’ll keep an eye on it.

 

 

 

Feedback: Rengar feels more like a fighter than an assassin now

 

Riot JagButton Rioter Riot Jag: We have definitely shifted the time-to-kill window for Rengar’s assassinations more into the fighter end of the spectrum (closer to Jax than Zed, for example). He’s not going to kill someone in 1-2 seconds, yes, but his damage over 4-5 seconds should be comparable to or better than the previous version while also having stronger tank stats and better stickiness.

 

 

Feedback: He’s weaker in lane

 

Riot JagButton Rioter Riot Jag: It’s true that his early lane has more weaknesses than his previous iteration. We shifted some of his power away from his Level 2 cheese and spammy E-harass, but added some back in sustained trades, healing when he’s behind in lane, and assistance for jungle ganks. One thing I’m curious on here is what is an assassin’s idea of winning lane, especially in the top lane. When we see assassin’s top lane they’re generally more than happy to be able to farm against bruisers.

 

 

Feedback: He’s a much slower split-pusher after the rework

 

Riot JagButton Rioter Riot Jag: If you feel like his pushing power is excessively weak I think that may be a fair criticism. We’d like to keep an eye on his overall power level since he has a lot of other really strong tools to aid in tower pushing (e.g. using an Empowered Q on a nearby minion for a strong AS bonus, the ult giving a good escape, etc.)

 

 

Feedback: Rengar is too weak to be either a tank or an assassin/fighter now

 

Riot JagButton Rioter Riot Jag: We want him to be in a state where he can still build to be a damage threat. If that’s not true, then it’s something we’ll address.

 

 

 

 

Why is the warning for when Rengar ults not global?

 

RiotScruffyButton Rioter RiotScruffy: There are a few people suggesting that the warning from his ult should be global. We thought about this idea actually but it was actually too punishing for Rengar because it gave his opponents too much time to react, and essentially removed all of his ganking power. Enemies would all just back up to their tower before he could engage, so we went with a much shorter warning time frame.

I’m much more keen on the idea that if he wouldn’t be visible, the warning will not appear. This rewards clever paths and approaches when ulting.

 

 

More from Ghostcrawler

After the brief info we got from Ghostcrawler yesterday, here’s more of his thoughts on Riot, game design and more!

 

 

 Why are some projects discussed with players and then scrapped?

 

ghostcrawler Button Rioter Ghostcrawler:  That’s a huge challenge of talking to players. If you want to be really honest, which we generally try to do, then that means talking about plans (even pretty solid plans) that have a chance of not working out. The alternative is not to talk about anything that isn’t 100% ready to ship. I prefer the former, but I understand it can be frustrating.

 

 

You’re like Morello! (in a good non-nerfing way)

 

ghostcrawler Button Rioter Ghostcrawler:  I love Morello too. We should hang out. The thing you have to remember as a developer when you’re talking to players is that some of them are going to be angry or even nasty, but you can’t let it get you down. At the end of the day, they are usually speaking out of passion just trying to improve a game they love (unless they are true trolls who just want to sow discord, but in my experience those dudes are pretty rare). Having passionate players is awesome. Every game developer very much wants passionate players!

 

 

With Riot being open with its community, you shouldn’t be taking so much flak

 

ghostcrawler Button Rioter Ghostcrawler: I love this about Riot, and I love that a bunch of the Rioters posting are from disciplines other than design. It helps reinforce that these are real people (who love their job!) and not just PR bots spouting some approved company line. I think it also helps reinforce that it takes so many people from different disciplines collaborating to create a game.

 

 

Did you play League at all prior to joining Riot?

 

ghostcrawler Button Rioter Ghostcrawler: I did. And then I played a lot while I was interviewing, but I had to do it in secret. BRO, WHY YOU PLAYING SO MUCH LEAGUE RIGHT NOW, BRO?

 

 

 

 

What do you think about the eSport side of League?

 

ghostcrawler Button Rioter Ghostcrawler: It’s infectious! I’m not on the esports team, but I started paying a lot of attention to LCS once I started seriously considering moving out here.

 

 

 

 

Do you think Rioters used to communicate design decisions better last Season compared to this one?

 

ghostcrawler Button Rioter Ghostcrawler: Okay, here is an example where I’m going to attempt to prove that I don’t mind leveling with you guys. But you have to not beat us up about it. We’ve talked about this a lot, and we agree that Riot used to do a better job of providing context, debating design changes, and following up on things we said we’d follow up on. When I was on the outside looking in, I was super impressed with how well Rioters communicated with you guys, and I think it’s fair that it has fallen off some this season or so.

It’s a priority to get back there. We probably burned a little bit of trust with you guys and it’s time to try to get it back. Please hold us to that, and let us know when we go astray.

 

 

Do you talk with Morello about WoW’s balance design in the office?

 

ghostcrawler Button Rioter Ghostcrawler: We do. He still plays. As you might imagine, designers love to sit around and dissect design decisions in other games. I think a bunch of the guys have enjoyed asking how I really felt about various aspects of WoW.

 

 

 

Is it true you used to work on Age of Empires?

 

ghostcrawler Button Rioter Ghostcrawler: That’s how I got my big break. Some players like the “That’s what happens when you let a marine biologist balance your game” narrative, but I worked on Age of Empires for 10 years before I ever went to Blizzard. I started on Rise of Rome and worked on every title up until Halo Wars, which is around when I left. Ensemble Studios (who made AoE) was a great place to work and I still keep in touch with a lot of friends-for-life that I made there. It’s interesting to me that RTS games have kind of died off lately, save for Starcraft.

 

 

Single Posts banner

 

 

Refunding Reworked Champions


 

Riot DryTheRiver Button Rioter Riot DryTheRiver: Hey everyone,

I’d like to shed some light and clarify the above statement as it is not entirely correct:

 

If a champion or skin had a graphical or kit (play style) rework after your purchase, you do indeed have the option to refund them without spending any refund tokens. However, this refund is for FULL reworks only. Buffed and nerfed champions do not count as full reworks and, as a result, are not eligible for a refund. Also, in order to be eligible for this refund, you must request a refund on a visual/design rework within 90 days after the rework. We will not be able to give you a refund beyond the initial 90 days.

For more info, you can check out our content refund guidelines are available on the player support website at the following location: https://support.leagueoflegends.com/…ent-Refund-FAQ

Hope this helps 

 

 

Hopes for Mage-Fortune


 

ricklessabandon Button Rioter ricklessabandon: Going to bring this thread back from the dead now that I’ve had some time to read everyone’s responses and think about them a bit. My plans for the immediate future are to: watch Miss Fortune on 4.5 and make balance changes as necessary, and then make adjustments for AP-scaling Miss Fortune. I should be able to get something in time for the 4.6 patch—we’ll see how things test over the next week.

Based on where she’s at now I don’t think it’ll take much, but wanted to give you all a heads up that i’m still working on her all the same.




Plans for Fiora


morellovatar Button Rioter Morello: So, at risk of building hype… ;p

GUINSOO is working on a Fiora overhaul as a “light fighter.” We’re still in very early prototying, but we agree Fiora is one of the worst characters upon delivering on her fantasy – a skilled, deft fencer.

I think much of her kit will change, but for the better.

 

 

Bonus: Void Fizz Comic


 

Artist: Holyelfgirl

Link to Comic

I thought that was awesomely adorable, enjoy reading! And don’t forget to check out the artist if you like her work!

 

void_fizz_comic__commission__by_holyelfgirl-d7c5d1u

The (best) story of Void Fizz

 

Pantheon Gragas Banner

twitter-icon-png-13

Youtube Icon

 

 

 

Why Pantheon was Reworked

A post popped up on the PBE community forums explaining the recent changes to Pantheon.

 

 

SmashGizmo Button Rioter SmashGizmo: Hey guys, SmashGizmo here to give some more context and details on the Pantheon changes you’ve already seen on the PBE today.

Pantheon’s one of the biggest benefactors we’ve seen from the recent spirit stone changes, and while we don’t innately dislike him as a jungler, we would like to both add some options for his opponents against his ganks and smooth out his historically lopsided power curve a bit.

The current changelist that’s on PBE is still very fresh and subject to tuning before it hits live, but here is the current full list of changes:

 

Aegis_ProtectionAegis Protection [ Passive ]

  • Now will block the attack of any siege minion or large jungle monster instead of a damage value based on his character level

 

Aegis_of_ZeoniaAegis of Zeonia [ W ]

  • Stun duration changed from 1 second at all ranks to 0.5/0.75/1/1.25/1.5

 

Grand_SkyfallGrand Skyfall [ R ]

  • Channel time reduced from 2 seconds to 0.5
  • Landing time (after circle appears) increased from 1.5 seconds to 2
  • Cast range reduced from 5500 at all ranks to 2000/2500/3000
  • Cooldown reduced from 150/135/120 seconds to 150/125/100

 

The passive changes are a straightforward modernization of the ability to make it reliably block the minions and monsters that Pantheon wants it to block.

W’s changes are aimed at power curve adjustment and I will be monitoring how much this makes his early ganks less brutal to weigh the gains vs. pain to Pantheon players.

R’s changes are a bit larger in scope and are trying to address a wider breadth of problems. The range reduction is there to allow opponents to ward more effectively versus jungle Pantheon, while the landing time increase is there to give opponents more time to react to an incoming Pantheon gank. The two together may be hurting Pantheon’s level 6 ganks too much, but I tend to go overboard with my initial changes and then tone it back with iterations when I get a better sense of what changes are actually accomplishing. The channel time reduction, on the other hand, is aimed at addressing Pantheon’s ult usability in teamfights and skirmishes. I’m hoping that this will give Pantheon some stronger options when using his ult more reactively, such as being able to escape dicey situations in enemy territory or quickly repositioning mid-teamfight. With this larger emphasis on mid-fight usability from his ult, I also wanted to reduce the late game cooldown so that he will realistically have it as a play making tool in almost every late game fight.

Just to reiterate, these changes are hot off the presses and are subject to go through some iteration before they hit live, but I didn’t want to leave you guys hanging without any context and missing pieces of the changelist.

 

 

Gragas rework

Gragas has been dominating in competitive play and Solo Queue and is being taken down a notch. Not your usual nerfs this time – we get a full rework! (for better or worse)

 

 

Solcrushed Button Rioter Solcrushed: Hey Summoners,

Although Gragas in his inception was designed as an AP brawler mixing it up with the enemy, he has historically been played as a mid AP nuke/poker. While we were fine with this, the recent resurgence of Gragas as a top pick has brought to our attention the problems inherent in this playstyle.

Gragas currently possesses strengths of long range burst, tankiness and disengage- carried by AP ratios on Q and R being so high that they will effectively two-shot you. This combination of strengths do not make much sense (why do you need tankiness if you are a sniper? Etc.) and are unhealthy for the game.

However, since Gragas was never designed as a sniper, he does not have enough tools he needs to be a valued pick if he is not two-shotting people. Therefore, just nerfing his current damage numbers will ‘Olaf’ him (his win rates are already super low for most players). When we looked at Gragas as a character, it made much more sense to retain the tankiness while hitting the long range burst damage and grant him the tools to succeed while being in the thick of the fight, rather than turn him into a fragile long range sniper, hence the rework. We are attempting to reposition Gragas as more of a bruiser/tank that better reflects the fantasy of being a large drunk dude who gives no @#[email protected] while ramming into people.

The direction of the important changes are below, along with the points of feedback (both playing as and against) I am mainly looking for!

 

Barrel_RollBarrel Roll [ Q ]

  • Damage reduced
  • Now slows Movement Speed instead of Attack Speed
  • Now deals more damage and slows for more as the barrel sits out

 

This lowers his effectiveness as a poke mage (since no one will be standing in the barrel radius for any amount of time) and gives more incentive to ‘combo’ his spells to knock people into a barrel.

The coolest play Gragas makes is when he uses Explosive Cask to knock the enemy into a Barrel that has been sitting outside and we wanted to incentivize that. The new effect on Body Slam will also synergize with this ability.

Feedback Point

Do you feel that this ability gives enough payoff for hitting the charged barrel?
Is his prowess as a poke mage too strong for how much cc he brings?

 

Drunken_RageDrunken Rage [ W ]

  • Much lower CD and duration, grants a one time hit bonus instead of AD.
  • Gragas can also move while drinking.
  • No longer restores mana.

 

The current Drunken Rage is a very dull spell that is simply a chore to upkeep. There are almost no cases where Gragas engages without this buff and there is very sparse gameplay associated with the trigger or the effect.

The new iteration hopes to create a more windowed effect to his DR and damage so there is richer play and counterplay. Also a Gragas who is drinking more often is a more awesome Gragas.

Feedback Point

Does the spell grant appropriate defenses to allow Gragas to function in melee?
Is there a pronounced success/failure case when Gragas uses his W at the right time?

 

Body_SlamBody Slam [ E ]

  • Now stuns and slightly knocks enemies back instead of slowing them.

 

We have moved some power from Barrel Roll to Body Slam to give him the tools be valuable without needing to deal tons of damage. Gragas should be able to function as a mid-teamfight brawler that acts like a brick wall for enemies trying to get past him and gum up the fight.

Feedback Point

Does the spell offer a good enough incentive for you to duke it out in melee?

 

Explosive_CaskExplosive Cask [ R ]

  • Deals less damage

 

Explosive Cask is already an awesome ability that requires mastery to use to full potential with amazing payoffs. However, currently it deals too much damage that dilutes its own strengths (You don’t care about where you knock the enemy if he just dies from the explosion).

We wanted the spell to be focused on its cool and unique strength – a huge radius ranged knockback.

 

 

 

 

Patch 3

 

Patch 3.13

Harrowing Skins

Ququroon: Nasus VU

Preseason

 

Patch 3.13


Champions

 


 

AatroxSquare

     Aatrox

Summary: Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).

Context: Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we’re lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.

 

Blood_WellBlood Well ( Passive )

  • Passive Attack Speed changed from 50% flat to 30/35/40/45/50/55% (upgrades every 3 champion levels)

 

Blades_of_TormentBlades of Torment ( E )

  • Damage reduced from 75/120/165/210/255 to 75/110/145/180/215

 

 

AhriSquare

       Ahri

Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush’s base damage and AP ratios have been slightly reduced.

Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:

  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them
  • Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding

 

Essence_TheftEssence Theft ( Passive )

  • Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy, changed from 35% Spell Vamp flat

 

Fox-FireFox-Fire ( W )

  • Mana cost reduced from 60 at all ranks to 50
  • Diminishing returns effect on same-target hits increased (means less damage) to 70% (from 50%) (best case is now 100% + 30% + 30%)
  • This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
  • Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount

 

CharmCharm ( E )

  • Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
  • Mana cost changed from 50/65/80/95/110 to 85 at all ranks

 

Spirit_RushSpirit Rush ( R )

  • Base damage reduced from 85/125/165 (+0.35 Ability Power) to 70/110/150 (+0.3 Ability Power)
  • This reduces the max damage per target from 255/375/495 (+1.05 Ability Power) to 210/330/450 (+0.9 Ability Power)

 

 

CorkiSquare

      Corki

Summary: Corki’s base attack speed has been reduced. Missile Barrage’s base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.

Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he’s too overwhelming to play against. Here we’re reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.

General

  • Base Attack Speed reduced from 0.658 to 0.625

 

Missile_BarrageMissile Barrage ( R )

  • Base damage reduced from 120/190/260 to 100/180/260
  • Cooldown between missile shots increased from 1.2 to 2 seconds
  • Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)

 

 

FizzSquare

       Fizz

Summary: The active ability power ratio of Seastone Trident has been reduced significantly.

Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.

 

Seastone_TridentSeastone Trident ( W )

  • Active Ability Power ratio reduced from 0.35 to 0.15

 

Playful
Playful / Trickster ( E )

  • Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)

 

 

HeimerdingerSquare

   Heimerdinger

Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.

UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage on impact and applying the base ability’s CC).

Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!

Techmaturgical_Repair_BotsPassive: Techmaturgical Repair Bots ( Passive )

  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen

 

H-28G_Evolution_TurretH-28G Evolution Turret ( Q )

  • Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
  • Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
  • Cost: 20 Mana and 1 Kit
  • Cooldown: 1s

H-28G Evolution Turret Stats

  • Health: 150 (+25 per champion level)
  • Attack – Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
  • Attack – Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
  • Maximum Turrets: 3

 

Hextech_Micro-RocketsHextech Micro-Rockets ( W )

  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
  • Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
  • Targeting the ability closer to Heimerdinger increases projectile spread
  • Cost: 70/80/90/100/110 Mana
  • Cooldown: 11s

 

CH-1_Concussion_GrenadeCH-1 Electron Storm Grenade ( E )

  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
  • Enemies in the center of the blast are also stunned for 1.25 seconds
  • Cost: 85 Mana
  • Cooldown: 18/16/14/12/10

 

UPGRADE!!!UPGRADE!!! ( R )

  • Heimerdinger’s next basic spell is free and has bonus effects

 

H-28Q_Apex_TurretH-28Q Apex Turret: ( R+Q )

  • Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds

 

Hextech_Rocket_SwarmHextech Rocket Swarm ( R+W )

  • Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))

 

CH-3X_Lightning_GrenadeCH-3X Lightning Grenade ( R+E )

  • Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
  • Cooldown: 100/85/70
  • Cost: 100 Mana

 

 

JinxSquare
       Jinx

Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.

Context: We feel that while Jinx’s kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.

 

Switcheroo!Switcheroo! – Minigun ( Q )

  • Total Attack Speed bonus reduced from 50/70/90/110/130% to 30/55/80/105/130%

 

Zap!Zap! ( W )

  • Base damage reduced from 30/75/120/165/210 to 10/60/110/160/210
  • Mana cost increased from 45/55/65/75/85 to 50/60/70/80/90
  • No longer reveals stealthed units

 

 

KassadinSquare
  Kassadin

Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.

Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.

General

  • Magic Resist per level reduced from 1.25 to 0

 

Null_SphereNull Sphere ( Q )

  • Base damage reduced from 80/130/180/230/280 to 80/115/150/185/220
  • Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2.0/2.25/2.5 seconds
  • Mana Cost reduced from 70/80/90/100/110 to 70/75/80/85/90

 

RiftwalkRiftwalk ( R )

  • Base damage increased from 60/70/80 to 80/100/120
  • Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
  • Added 0.1 Ability Power ratio per stack
  • Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion

 

 

MorganaSquare

   Morgana

Summary: Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.

Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage.

General

  • Attack Range increased from 425 to 450
  • Base Attack Speed increased from 0.579 to 0.625
  • Improved basic attack responsiveness

 

Tormented_SoilTormented Soil ( W )

  • Damage per second changed from 25/40/55/70/85 (+0.2 Ability Power) to 24/38/52/66/80 (+0.22 Ability Power)
  • Tormented Soil’s damage now increases by up to 50% based on the enemy’s missing Health
  • Damage now ticks every 0.5 seconds, instead of every 1 second
  • No longer applies a Magic Resist reduction debuff

 

 

Olaf_NewSquare

       Olaf

Summary: Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.

Context: We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.

 

UndertowUndertow ( Q )

  • Slow duration increased from 1.0 to 2.0 to 1.5 – 2.5 seconds
  • Mana cost changed from 55/60/65/70/75 to 60 at all ranks

 

Vicious_StrikesVicious Strikes ( W )

  • Attack Speed increased from 20/35/50/65/80% to 40/50/60/70/80%

 

Reckless_SwingReckless Swing ( E )

  • Self-damage reduced to 30% damage dealt (from 40% damage dealt)

 

 

RammusSquare

   Rammus

General

  • Rammus has received a texture update!

 

 

Courtesy of Skin Spotlights.

 

 

SivirSquare (1)

       Sivir

Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).

Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics.
General

  • Sivir has received a visual update!
  • Attack Speed per level reduced from 3.28 to 1.6

 

Ricochet2Ricochet ( W ) – Reworked

  • Now when activated, Sivir’s next 3 basic attacks will Ricochet
  • No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
  • Now bounces to the closest target (instead of a random target within the bounce radius)
  • Deals 50/55/60/65/70% damage to all secondary targets
  • No longer has a base damage
  • Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)

 

Spell_Shield2Spell Shield ( E )

  • Mana cost removed
  • Mana return reduced from 150 to 60/75/90/105/120

 

On_The_Hunt2On The Hunt ( R ) – Reworked

  • No longer has a cast time
  • Active no longer grants Attack Speed
  • Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
  • Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
  • Cooldown changed from 100/90/80 to 120/90/60 seconds

 

 

 

ZedSquare

        Zed

Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range.

Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.

 

Living_ShadowLiving Shadow ( W )

  • Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)

 

Death_MarkDeath Mark ( R )

  • Now spawns the Living Shadow at Zed’s starting position rather than behind the target
  • Increased the time Zed remains untargetable before dashing to the target to from 0.35 seconds to 0.75
  • Death Mark shadow duration increased from 4 seconds to 6
  • Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)

 

 

ZiggsSquare

      Ziggs

Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge’s radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.

Context: We’ve improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!

 

Short_FuseShort Fuse ( Passive )

  • Max damage increased from 139 to 150 (now scales non-linearly)

 

Bouncing_BombBouncing Bomb ( Q )

  • Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)

 

Satchel_ChargeSatchel Charge ( W )

  • Radius increased from 275 to 325

 

Hexplosive_MinefieldHexplosive Minefield ( E )

  • No longer deals reduced damage on multiple hits to minions
  • Damage radius per mine increased from 135 to 150

 

Mega_Inferno_BombMega Inferno Bomb ( R )

  • Now deals double damage to minions

 

 

ZyraSquare

       Zyra

Summary: Deadly Bloom’s damage has been reduced overall but her AP ratio has been increased. Rampant Growth’s passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.

Context: Our overall strategy here is to tone down Zyra’s early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.

 

Deadly_BloomDeadly Bloom ( Q )

  • Range reduced from 825 to 800
  • Damage changed from 75/115/155/195/235 (+0.6 Ability Power) to 70/105/140/175/210 (+0.65 Ability Power)

 

Rampant_GrowthRampant Growth ( W )

  • Passive Cooldown Reduction reduced from 4/8/12/16/20% to 2/4/6/8/10%
  • Plant base damage changed from 26 (+6 per champion level) to 23 (+6.5 per champion level)
  • Reduced the delay before seeds can be stepped on by enemies from 3 seconds to 1.5
  • Range increased from 800 to 825
  • Fixed a bug where spells would rarely not turn seeds into plants

 

StranglethornsStranglethorns ( R )

  • Stun no longer persists after the knockup ends
  • Now properly enrages plants created within the bramble zone after Stranglethorns has been cast

 

Minor Changes and Bug Fixes

 


 

JarvanIVSquare

   Jarvan IV

Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.

 

Dragon_StrikeDragon Strike / Demacian Standard ( E+Q )

  • Jarvan’s knockup collision radius reduced from 260 to 180

 

 

KhaZixSquare

    Kha’Zix

 

Evolution_Spike_RacksVoid Spike – Evolved Spike Racks ( R+W )

  • Slow increased from 20% to 30%

 

 

MasterYiSquare

  Master Yi

Context: Our original reasons for having Meditate’s mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.

 

Alpha_StrikeAlpha Strike ( Q )

  • Master Yi will no longer be hit by targeted spells during Alpha Strike

 

MeditateMeditate ( W )

  • Mana cost reduced from 50/65/80/95/110 to 50 at all ranks

 

 

NasusSquare

     Nasus

 

Siphoning_StrikeSiphoning Strike ( Q )

  • Fixed a bug where Siphoning Strike ignored Spell Shields

 

 

RengarSquare

     Rengar

Context: Rengar’s leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.

 

Thrill_of_the_HuntThrill of the Hunt ( R )

  • Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth

 

 

ShenSquare

       Shen

Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.

 

Shadow_DashShadow Dash ( E )

  • Collision radius has been reduced at the start and end points of the dash

 

 

SwainSquare

       Swain

Context: We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.

 

Carrion_RenewalCarrion Renewal ( Passive )

  • Now additionally restores 9% of maximum Mana on champion kill/assist

 

 

 SyndraSquare

     Syndra

Summary: Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.

 

Scatter_the_WeakScatter the Weak ( E )

  • Range increased from 650 to 700
  • Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak

 

Unleashed_PowerUnleashed Power ( R )

  • Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired

 

 

TeemoSquare

     Teemo

 

Noxious_TrapNoxious Trap ( R )

  • Fixed a bug where mushrooms gave experience

 

 

ThreshSquare

    Thresh

General

  • Attack Speed per level increased from 1% to 3%
  • Thresh’s basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%

 

 

TryndamereSquare

Tryndamere

Context: We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.

 

Spinning_SlashSpinning Slash ( E )

  • Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)

 

 

VladimirSquare

   Vladimir

 

HemoplagueHemoplague ( R )

  • Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell’s 0.5 second cast animation

 

PvP.net Service / Client

 

  • We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
  • We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games
  • Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
    • The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
    • We’ve also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
  • Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
  • Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
  • Fixed an issue where purchased champions or skins would disappear in rare circumstances

Friends List

  • Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
  • This will fix the following:
    • Online friends appearing offline
    • Opening the wrong friend when clicking on another
    • Friends appearing to be another friend
  • Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
  • Group Chat Panels received a visual update to match the new updated friends list

Game Interface

  • Fixed a bug where some options, such as move camera on respawn, would not save
  • Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom

 

In-Game Mechanics

 


Attack Speed slows

Summary: Attack speed slows (IE: Nasus’ Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.

Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we’re looking to treat all slows the same, whether they’re movement or attack speed based.

  • Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
  • Affected champion abilities and items:
    • Gragas’ Barrel Roll
    • Malphite’s Ground Slam
    • Randuin’s Omen
    • Warden’s Mail

Champions with dashes tied to their ultimates

Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.

Context: We’re adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete their ability, but be snared at the end.

  • Crowd control effects can now be received during “unstoppable” movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
  • Affected champions:
    • Jarvan IV’s Cataclysm
    • Nocturne’s Paranoia
    • Vi’s Assault and Battery
    • Malphite’s Unstoppable Force
    • Hecarim’s Onslaught of Shadows

Stealth Champions

  • Stealthing now causes a self-only screen tint visual effect.
  • Affected champions:
    • Akali
    • Kha’zix
    • LeBlanc
    • Shaco
    • Talon
    • Teemo
    • Twitch
    • Vayne
    • Wukong

 

Mana Cost reduction on Ultimates

 

Context: Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.

 

 

AsheSquare

      Ashe

 

Enchanted_Crystal_ArrowEnchanted Crystal Arrow ( R )

  • Mana cost reduced from 150 to 100

 

 

LeonaSquare

      Leona

 

Solar_FlareSolar Flare ( R )

  • Mana cost reduced from 100/150/200 to 100

 

 

SorakaSquare

    Soraka

 

WishWish ( R )

  • Mana cost reduced from 100/175/250 to 100

 

 

VarusSquare

      Varus

 

Chain_of_CorruptionChain of Corruption ( R )

  • Mana cost reduced from 120 to 100

 

 

ViktorSquare

      Viktor

 

Chaos_StormChaos Storm ( R )

  • Mana cost reduced from 125/175/225 to 100

 

Alternate Map Balance

 

Twisted Treeline out of beta

 

Context: With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn’t mean design iteration will stop – we’ll continue with champion balancing, system tweaks, and maybe even a new item or two!

 

 

Crystal Scar

 

The following changes are for the Crystal Scar only

(Crystal Scar) Map-Specific Change: Self-Healing Penalty

Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it’s only hurting champions that rely on regen or healing to be effective, so we’ve removed it.

  • Removed global self-healing reduction buff

 

(Crystal Scar) Map-Specific Change: Speed Shrine Buffs

Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.

  • Speed shrine buff now decays over its duration

 

S
TeemoSquare

     Teemo

  • Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets

 

 

Crystal Scar, Howling Abyss, and Twisted Treeline

 

The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only

Grez’s Spectral Lantern

Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.

  • Combine cost increased to 350 Gold (from 150)
    • Total cost increased to 1450 Gold (from 1250)
  • Damage reduced to 15 (from 20)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)

The Lightbringer

Summary: The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.

  • Combine cost increased to 575 Gold (from 300)
    • Total cost increased to 2500 Gold (from 2425)
  • Now builds from Ruby Crystal instead of Pickaxe
  • Now grants +200 Health
  • Damage reduced to 20 (from 50)
  • Armor increased to 25 (from 20)
  • Lifesteal increased to 15% (from 12%)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range reduced to 800 (from 1200)

Hextech Sweeper

Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don’t want to change that, but we’re making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We’re also giving it a cooldown reduction boost to help out with some AP itemization issues.

  • Combine cost increased to 530 Gold (from 200)
    • Total cost increased to 2300 Gold (from 1920)
  • Now builds from Fiendish Codex (from two Amplifying Tomes)
  • Health reduced to 250 (from 300)
  • Ability Power reduced to 40 (from 50)
  • No longer grants Movement Speed
  • Cooldown Reduction increased to 20% (from 10%)
  • Cooldown Reduction is no longer UNIQUE
  • Vision dust duration reduced to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)

Sanguine Blade

Context: At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.

  • Combine cost increased to 600 Gold (from 500)
    • Total cost increased to 2275 Gold (from 2175)
  • Attack Damage reduced to 40 (from 50)

 

ShacoSquare

      Shaco

Jack in the Box

  • Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer

 

 

Twisted Treeline and Crystal Scar

 

The following changes are for Twisted Treeline and Crystal Scar only

General

  • Turrets now have inventory items that describe turret mechanics

Blackfire Torch

Summary: Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.

Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Crystal Scar.

  • Combine cost increased to 970 Gold (from 720)
    • Total cost increased to 2650 Gold (from 2400)
  • Now grants +10% Movement Speed
  • Magic damage amplification decreased to 4 seconds (from 6)

 

Twin Shadows

Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.

Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It’s been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.

  • Combine cost reduced to 535 Gold (from 735)
    • Total cost reduced to 1700 Gold (from 1900)
  • Ability Power reduced to 30 (from 40)
  • Magic Resist reduced to 30 (from 40)
  • Cooldown on active reduced to 60 seconds (from 120)
  • Wraiths are now affected by speed shrines

 

Tutorial, Co-op vs. AI, Custom Games with bots

 

The following changes are for bot game modes only

 

  • Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu

 

League System

 

  • Players who earned silver in Season 2 will now have silver profile borders until the end of the season

 

Harrowing Sale

Limited Edition Skins and two brand new ones are available in the store!

 


Pumpkinhead Fiddlesticks - 520 RP


Fiddlesticks_PumpkinheadSkin

Pumpkinhead Fiddlesticks


 

 

Bewitching Nidalee - 975 RP


Nidalee_BewitchingSkin

Bewitching Nidalee



 

Nosferatu Vladimir - 975 RP


Vladimir_NosferatuSkin

Nosferatu Vladimir



 

Officer Vi – 975 RP


Vi_OfficerSkin

Officer Vi


 

 

Haunting Nocturne – 520 RP


Nocturne_HauntingSkin

Haunting Nocturne




Zombie Brand – 1820 RP


Brand_ZombieSkin

Zombie Brand



 

Haunting Zyra – 1350 at launch, 975 after


Zyra_HauntedSkin

Haunting Zyra




Other skins also on sale:


  • Kitty Cat Katarina – 975 RP
  • Zombie Ryze - 975 RP
  • FrankenTibbers Annie - 975 RP
  • Definitely Not Blitzcrank - 520 RP
  • Pirate Ryze – 975 RP
  • Headmistress Fiora - 975 RP
  • Haunted Maokai - 975 RP
  • Underworld Twisted Fate – 975 RP
  • Headless Hercarim - 975 RP
  • Mundo Mundo - 975 RP
  • Lolipoppy - 975 RP… I mean 1820… I mean 6500! Don’t buy it!



 

Awaken the Ancient- Virtual Update for Nasus

 

Nasus decoration

AFK Farming has never looked so glorious!

 

QuquroonButton Rioter Ququroon: Nasus is shaking off years of rough abrasion from the sands and returning to the battlefield with a complete visual update. Armored with refined plate and a higher fidelity look for his signature halberd, Nasus’s new model reflects his unbounded intellect and immense power.

 

Beyond the new model, all of Nasus’s abilities, animations and particles have been updated. His ultimate, Fury of the Sands, summons the ferocity of the desert tempest, and Spirit Fire burns with arcane etching upon the ground. Along with his model and visual changes, the Curator of the Sand’s sound effects and voiceover have been updated and expanded, exposing more of the vast archive in Nasus’s mind.

 

 

 

Preseason: Jungle Changes

 

Preseason Jungle banner

A preview of what we can expect for junglers in Season 4!

 

 

Solcrushed Button Rioter Solcrushed: We’ve got some big things coming for the jungle this preseason. The overarching philosophy for our jungle update is to create more options and possibilities for junglers of all kinds. This moves us closer to the larger goal of ensuring that all roles and positions within League of Legends can feel strong throughout and make a big impact on the endgame. Let’s take a look at some of the changes:

The Season 3 jungle

  • Junglers are very strong early, but many are pushed into more of a supporting role by mid-game
  • Junglers frequently run out of camps to farm due to laning teammates ‘poaching’ jungle monsters
  • Junglers who can gank early are favored over any other type of jungler
  • Junglers who fall behind early have a very difficult time getting back into the game

Why do these things happen?

  • Jungle monsters don’t scale well

Jungle monsters grant more experience and gold (relative to minions) early in the game but don’t scale as well as minions. Therefore, ‘carry’ junglers can’t carry by farming the jungle – they must take lane farm or have multiple successful ganks if they want to achieve the same amount of gold and experience as laners.

  • The tradeoff between ganking and farming is not optimal

Farming the jungle does not provide enough reward compared to the potential pay-off of early ganks. Additionally, it’s easier for some champions to keep the jungle cleared while maintaining gank pressure.

  • It is better to concentrate gold onto a Marksman or Mage

In the Season 3 meta, gold was nearly always more efficient on a Marksman or Mage, regardless of position. This leads to rampant poaching of the jungle and junglers often find themselves at a clear gold disadvantage as compared to Marksmen or Mages.

Our new season jungling goals:

  • Flexibility in the jungle

We really want more playstyles to be viable in the jungle. Junglers will have more flexibility in choosing jungle routes, and the optimal jungle route will vary more depending on your champion.

  • More resources

Junglers who are more farm-centric will be able to obtain gold and experience similar to that found in solo lanes, offsetting the map pressure and lane support they give up by farming. “Farming Carry” and “Ganking Support” will both be viable play styles, with each bringing its own set of advantages and disadvantages.

  • More comeback mechanisms in the jungle

While counterjungling will remain a viable strategy, the jungler who is behind will now have more ways to get back into the game. (Some) Preseason jungling changes:

Here are some of the changes we are planning.

  • We’ll be adding an extra camp near blue buff and the wolf camp

By adding another camp, players can add some diversity to jungle routes and farm more resources. The extra camp creates further tradeoffs between ganking and farming the jungle because it’ll now be more challenging to keep the jungle clear. Besides that, the camp adds one more lever for us to balance area-of-effect vs. single target junglers. The additional camp also equalizes the number of camps on the north and south side of the map, bringing the blue and purple sides of the map a little more into balance.

  • Jungle monsters will scale with champion levels

Monsters will now have a ‘level’ that’ll be determined each time they spawn. This level will scale according to the average level of champions in the game. Bonus experience will be doled out if jungle monsters are a higher level than the champion killing them.

By introducing dynamic scaling and varying rewards on monster kills we’re aiming to encourage jungle farming as a viable playstyle. The varying rewards will act as a comeback mechanic and an incentive for allies to leave monsters to players who are a bit behind in the game. With the extra camp, poaching becomes less detrimental to junglers and remains a feasible way for laners to claw back an advantage in their matchup.

  • More gold flow options for junglers

No specifics today, but we’re looking to pour a little more gold into junglers’ pockets. We’re exploring the idea of tying additional gold income to things like jungler-specific items instead of Smite. This idea and having more reliably scaling monsters should increase gold flow for junglers. Again, these are a few of the changes we’ve got planned for the jungle. We’re looking forward to seeing how everyone adapts and even more excited to see how the jungler position evolves in the new season!

 

 

Improved Jungle Items

 

Solcrushed Button Rioter Solcrushed: An introduction to jungle items without going into specifics

 

 

 

 

Wriggle's_Lantern_itemWriggle’s Lantern

Now the item for farming junglers, grants very bad combat stats but gives a very big increase in gold from jungle monsters

 

Spirit_of_the_Ancient_Golem_item Spirit of the Ancient Golem

Now intended for support junglers who will move with the team more than farm the jungle. Allows you to ‘bank’ the gold bonus for a little bit of time which you can cash in by killing jungle monsters.

 

Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

Now intended to help mage junglers who are hurt by not having blue buff and needing to spend too much resources to clear jungle mid-late game. Will give Health and Mana back equal to a % of spell damage you deal to monsters. (Vlad and co. will still have their selfish spellvamp item – it just won’t be Spirit Wraith)

 

 

Have there been changes to Spirit of the Elder Lizard?

 

Solcrushed Button Rioter Solcrushed: Its been changed but I reserve my rights to tease.

 

 

 

 

 

What is the new camp like and how will it impact the game?

 

Solcrushed Button Rioter Solcrushed: For now it is a big bad red Wraith. Hopefully we will be able to make it awesome later on.

 

 

 

Solcrushed Button Rioter Solcrushed: The new camp is a single monster who hits really hard.

Since we now have camps that consist of 1, 2, 3, 4 monsters it is easier for us to adjust the balance between single target and AOE since you now have enough camps to choose your route, opposed to before where we had to adjust the entire jungle.

 

 

Will jungle camps still scale with time?

 

Solcrushed Button Rioter Solcrushed: We are doing away with the time scaling, monsters will only scale with level now.

 

 

 

 

Have you considered having jungle items with bonuses that only work if you take smite as a summoner?

 

Solcrushed Button Rioter Solcrushed: I would shy against having very forced synergy, for one tying everything to Smite also kills builds such as Teleport Ghost jungle, Exhaust Flash jungle etc.

The level scaling will take into account AVERAGE level of champions in the game, so people who are lower level gain more from killing monsters in the jungle compared to higher level.

 

 

What will happen to the real tank junglers?

 

Solcrushed Button Rioter Solcrushed: We will need to make sure they do not fall behind too easily. If it becomes a problem we can make them jungle better mid-late game or introduce an item for those characters.

 

 

 

Have you considered making double jungle a viable meta?

 

Solcrushed Button Rioter Solcrushed: We will not force such changes, but if they become viable in a way that we feel makes the game better, we will definitely support them.

 

 

 

Will this new camp make junglers who need their ult quickly overpowered?

 

Solcrushed Button Rioter Solcrushed: We will need to balance junglers again once the changes have shaken out.

 

 

 

 

Isn’t gold still better spent on a Mage or Marksman than a jungler?

 

Solcrushed Button Rioter Solcrushed: That is still the case.

Difference is the jungler gets MORE gold than mages and marksmen from monsters.

Is 200 gold for the mage more efficient than 300 gold for the jungler? The answer is no longer always ‘give farm to the mage’ (or we would place it where it would not be)

 

 

What stops other lanes from farming these camps for more gold?

 

SolcrushedButton Rioter Solcrushed: It does not provide more gold and exp for each individual camp, actually the individual camps give less rewards to compensate for there being more camps. So poaching is less strong than before.

 

 

 

Will the changes also apply to Twisted Treeline?

 

SolcrushedButton Rioter Solcrushed: For now this is all for SR only

 

 

 

 

Is this a nerf to counterjungling?

 

SolcrushedButton Rioter Solcrushed: It is a possibility we are worried about, but our tests to this point have signaled that counterjungling is still strong.

Specifically, since there are more resources in the jungle the jungler who is controlling it can get strong very fast.

 

 

How will ganking impact the jungler’s power curve?

 

  1. SolcrushedButton Rioter Solcrushed: If you get an efficient gank, you will still have an edge as should be. (It is a risky move)
  2. If you waste time ganking, the enemy jungler will be ahead as he has more resources to farm and monsters only adjust their level when they spawn.

 

 

How can junglers who are behind catch-up?

 

SolcrushedButton Rioter Solcrushed: Characters who are behind in level to monsters gain more rewards from killing the monster. Jungle monster scaling is also set up so that the first few levels do not grant much stat increases.

There is a very big gap between ‘first advantage wins the game’ and ‘early advantages don’t matter’. Our game even with these changes are very far away from the latter.

 

 

How can ganking equal a better shot at winning than just farming camps?

 

SolcrushedButton Rioter Solcrushed: By snowballing lanes and gaining map control, the ‘guaranteed ‘ gold is not so guaranteed when your lanes are weaker than the enemy’s and you cannot fight against their invades.

 

 

Preseason: Game flow Changes

 


Preseason banner

How will Preseason affect the Rift? Find out below!

 

 

FeralPonyButton Rioter FeralPony: Hey everyone,

FeralPony here to run through some high level changes coming this preseason that fall under a topic we’re calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It’s how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It’s the systems in place that aren’t under direct player control.

So what does it include? Here’s a look at some of the changes we’ll be implementing this preseason:

  • Kill/assist gold
  • Game and objective timings (when things spawn etc)
  • Objective values/rewards (Turrets, Baron, Dragon, etc)
  • Experience
  • Inhibitor mechanics
  • Death timers
  • Map layout & brush changes
  • Jungle (this is a large enough system it’ll be included in another post)

Tons of Changes!

You might be saying, “By the factions of Runeterra, Pony, that’s a lot of changes!” You’d be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.


Objectives

We’re making some adjustments to global objectives in Summoner’s Rift.

Dragon: The gold and experience rewards for slaying Dragon will now increase over time.

  • In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.

Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)

  • We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.

Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.

  • This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.

Super Minions & Inhibitors: Downed inhibitors will no longer make all minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.

  • Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two. That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.

Other underlying systems:

In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:

Bounty Calculations: We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.

Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.

  • We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.

Brush Changes: We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.

  • In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.
  • We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward. We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.

That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.

We’ll also be posting this on reddit where we may pass through to clarify some questions. Later this week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!

-FeralPony



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