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Ranked Update Solo Queue 7 Banner

Solo queue is coming back for players ranked Diamond and above; for more info on the upcoming Ranked changes, you can read Riot’s official announcement below:

 

Riot Pls Ranked Pls

Riot Pls is our ongoing effort to share our vision for League of Legends and to keep players in the loop as to what’s going on back at Riot HQ.


Hey everyone,

New001 here—lead producer on League of Legends—for the ranked edition of Riot Pls.

Dynamic queue is still failing to meet many of your needs. More specifically, it’s undermined competitive integrity at the highest levels of play. It’s taken us too long to get here and we apologize for the delay.

Let’s get straight to it:

TL;DR: For players near the top of the ladder, we’re bringing back solo queue and making a number of other changes focused on competitive integrity. For 2017, we’re developing a new ranked experience that offers legitimate competitive standings for all types of players. We’ll have details on the 2017 features in late September—you can read on for the short-term changes planned.

We’re focused on the top first because that’s where the 2016 ranked season changes have caused the most pain, and where we believe we can take immediate action to address player feedback. Accurate standings are critical when determining the top of the ladder, and we’re committed to addressing that with the following changes:

  • Challenger tier will shift to pure solo, and Diamond and Master tiers to solo/duo. We’re making this change first at Diamond / Master / Challenger because even minor levels of premade coordination have disproportionate effects on match quality at the highest tiers of ranked, given the limitations of the player pool and the sometimes massive skill disparities between single divisions.
  • We’re tightening the decay rules in Challenger and Master tier to encourage healthier competition at the highest level of play.
  • We want to raise the bar on how we recognize players who hit the top of the ladder at the end of the competitive season, so we’re working on new physical rewards for Challenger (more details coming soon).
  • We’re adding an autofill ‘grace period’ for all players and a guarantee that you’ll never be autofilled during a promotion series. Autofill is essential for ensuring shorter queue times during off-peak hours, but it can be pretty obnoxious if it happens back-to-back (this generally only happened at Master+).

These changes should serve as meaningful steps in the right direction, but we’ll be listening closely for your feedback. They will roll out over the next few patches and will carry forward next season as well.

We’re also currently closing in on our final designs for the 2017 Ranked experience, with the commitment to designing a system that provides legitimate standings for players of all competitive types. It’s clear we made too many trade-offs this year on the Ranked experience, but we think we’re now on a better track. Details are still being finalized, and we’ll have more in September, along with a reveal of our end of season rewards.

Finally, while we’ve heard some comments suggesting otherwise, it’s never been a goal for us to make League more casual. We believe League is for hardcore gamers, and mistakenly believed we could offer real competition to all parties with the same experience. Our long-term vision is to be a global sport, and our goal remains the same: to offer competitive experiences for all players, from solo competition to focused, competitive teamplay. Many things are a further ways out, but that’s where we’re headed.

We’re committed to continuing to improve League for you. Thanks for sticking with us.

– New001

 

 


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

 

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Answering concerns of allowing groups in Ranked Solo Queue

[ Note ] You can find the official post that lists all the Preseason Ranked improvements HERE.

Socrates New PortraitI’ve seen a few concerns popping up around opening ranked queues to larger premades over the last 24 hours. I want to walk you through why we’re making the change in a little more detail. First, I want to say this is the subject of debate internally and it’s something we’re going to be watching closely to see how it plays out over the preseason. That in mind, the argument really comes down to the following:

First, when we looked at your feedback around the issues with ranked queues, we saw a pattern:

“I had a leaver in my game, resulting in me getting demoted”
“I ran into a rager who ruined my promotions”
“I’m bronze V because these noobs I’m getting matched with”

What’s the pattern? As a player, I didn’t have control of who I was playing with in a highly competitive environment resulting in misaligned competitive intentions. We’ve built systems to address many of these issues, but ultimately we realized we had hit diminishing returns without implementing more fundamental changes.

Next, ranked standing currently is a reflection of your ability as an individual to carry in a team game. We of course believe great play should be recognized and rewarded and it should be the foundation of ranked standing, along with team work. Right now ranked standing is far more representative of personal mastery than teamwork. This is why when you look at solo queue the games are so different from high level team games. When we looked at this pattern, we asked ourselves why it should be this way. Why should the most authoritative standing of your abilities in a team game be a rating that requires you explicitly not play as a team?

Finally, we just straight up asked players if they wanted the change via a large scale feedback tool. A small number of players were strongly opposed, the vast majority of players were in favor or strongly in favor. This doesn’t make it the right decision, but it was a data point we considered an important part of the picture.

We believe this change will reshape behavior around the ranked experience and we’re excited to see what happens during the preseason. Change is scary, and we realize this is a big change. As the stewards of ranked we are going to be analyzing the hell out of the data we get during the preseason to make sure this is a step forward for the game.

For the open minded and the skeptics alike: we look forward to seeing what happens in the preseason and to hearing your feedback.

[ Link to Post ]

 

Follow Up Banner

Lyte Final Portrait Sorry I haven’t been able to hop on this thread until now–busy trying to bughunt with the team and it’s been a long few days.

We knew that Dynamic Ranked would be a highly controversial topic, and it even was widely debated internally. It came down to a few key points:

1) The vast majority of players preferred to play League with friends, but there was currently no end-game progression in League other than Ranked (we’re not going to count Ranked Teams because we agree there are many issues such as a high barrier of entry). Most players do want to try Ranked, so players were forced to enter a queue that artificially capped your party at 1 or 2 and made the game less social. This was bad.

2) We added a few matchmaking features to bias the system so that it would pair similar group combinations against each other. So, premade 5s would most likely play other premade 5s, and so on and so forth. In our testing, and when we modeled data from Normal Draft Queue to emulate what it would be like if we did Dynamic Ranked, over 95% of the time groups were paired with similar size groups. We’ll have to monitor the behavior of Dynamic Ranked to see if the pattern is the same, but we’re hopeful.

3) There’s actually a pretty big perception issue with premades in League. When I talk to players, they always remember the premade that bullied them or made the game more toxic; however, when I point out behind the scenes and show them the data that almost every single Ranked game has a Duo Queue in it… they are shocked. The perception problem is that you only remember the games where a premade did have an issue, but you never remember the games where they were quiet and just didn’t give away they were a premade. We’ve been measuring toxicity in premade combinations for awhile now and believe that most most combinations of premade 2s and 3s are fine, and premade 4s have a little bit more toxicity than we’d like. Premade 5s are obviously awesome experiences. So what are we doing about premade 4s?

4) As you may have noticed, we’ve beefed up the Report System, and added new features to the Instant Feedback System. More than ever before, Premade 4s won’t be able to “affect” your account if they simply gang up and try to bully you with reports. In fact, if they do this often and they file false reports, they can be banned for this behavior. Secondly, in a Premade 4 situation, your reports are just as powerful as the group, so if they are showing toxic behaviors at all, your single report can have a meaningful impact and trigger a punishment. We believe measures like this will help balance out this specific scenario to be less negative.

5) With the new Champ Select experience, we’re giving players more benefits than ever before to play with friends because we believe playing with friends is the right way to enjoy League–we don’t want the game to become an anti-social experience. For example, there will be a promo bonus for playing in parties during the launch of the Ranked 2016 Season, and playing in parties is the best way to guarantee exactly what positions you want to play in the new Dynamic Ranked Queue. We understand that we’re going to frustrate the purists that enjoy playing solo and seeing what they can do alone among a group of 4 strangers but, we want you to give this a try before slamming it. More players playing Ranked means more competition for you, and it means quicker queue times at low and high MMRs. We also have ideas to expand the Ranked system even more in the future to give multiple ways for you to challenge yourself and your friends.

6) Like any big change, we’re going to have to monitor this one carefully. We ask you guys to be patient and give it a chance. We’ll ultimately make the right decision, but a LOT of players have voiced their opinions that they do want a more social Ranked experience and want to play in a Dynamic Ranked queue. Give it a chance, and we’re listening if it doesn’t work.

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Why are you allowing 5man premades in Solo Queue when theres Team Queue

Lyte Final PortraitRanked Teams had too high of a barrier–a forced roster, a roster cap, and playing X games together before your MMR stabilized. Solo/Duo Queue was a pretty anti-social experience, and players kept saying over and over again in research they want something in-between Ranked Teams and Solo/Duo. Hop on, grab a few friends (no matter how many) and play for stakes. I think this is going to be far more competitive than players think, they just have to give it a shot.

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Dont you think a solo player matching against 4 premades is at a disadvantage

Lyte Final PortraitNo, a 4:1 team is not at a disadvantage compared to the other 4:1 team. These cases all output a 50/50 win rate over time.

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Wont inferior communication make solo players unable to compete with groups

Lyte Final PortraitThis is why groups will match against other groups more often before being matched against teams of solos.

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TL DR Will I get Ranked Rewards

Victorious Sivir Minibanner

DARTAGNAN Final PortraitHey everyone,

Ranked Rewards are the culmination of everyone’s hard work throughout the season (or grinding those 10 ranked games at the last minute XD). We want to make sure everyone knows the exact requirements in order to unlock those rewards:

 


Ranked Season

  • Ranked Queues will be disabled on November 11th, 00:01 in each region. For NA, this is PST — Click here for EUW, EUNE, and OCE
    • You can queue at any time before this, and the game will still count. You can even queue at exactly 00:00 PST on November 11th, and the ranked game willstill count.
    • The Ranked Season will officially end once the final ranked game is completed in that region
    • Challenger/Master tiers will update one final time after the final games are completed (after the Ranked queue is disabled) which determine the end of season standings
  • To earn rewards, you must have played ALL 10 games
  • If you decay at exactly 00:00 PST on November 11th, you will get rewards based on where you land after the decay. Decay is turned is disabled on November 11th, 00:01 PST — the same time Ranked Queues are disabled
  • You can find a full list of rewards for each Tier in this Article
  • Rewards are displayed for specific queues. A full explanation can be found here

Ranked Solo-queue

  • Can be completed solo or with a duo-queue partner
  • Rewards are awarded depending on your ending rank at November 11th, 00:01 PST,NOT your highest achieved
  • You must be Silver Tier and above to receive a Loading Screen border
  • You must be Gold Tier and above to receive the Victorious Sivir Skin (If you don’t own Sivir, she will be added to your account.)
    • NOTE: If you purchased Sivir right before receiving Victorious Rewards, she willnot be refunded.

Ranked Teams

  • A ranked team must have completed 5 ranked games by November 11th, 00:01 PST
  • You must have WON 10 games in a single ranked team to qualify for team rewards
    • You must have 10 wins on the same team, not on multiple teams
    • If you won 10 ranked games on a team, and then are kicked from that team, you will not earn rewards. Player Support cannot override or change this.
    • If you were kicked from a team for whatever reason, you will need to win 10 NEWgames on that team (if re-invited) or on a different team.
      • For example, if you won 5 games, and then were kicked from the team (then re-invited), you would need to win 10 more games, not just 5
    • If your team goes into an in-active state before November 11th, 00:01 PST, your team will not earn rewards
  • The Ranked Team Ward Skin is unlocked for each individual (not team) based on how many points you individually earned during the Ranked Season:
    • You must WIN Ranked Team games to earn points — Points are individually earned, not tied to specific teams
      • Victory in Ranked Team 3v3 – 1 point
      • Victory in Ranked Team 5v5 – 3 points
      • Points are earned from ALL Ranked Teams combined. Points do not have to be earned within a single Ranked Team. Even if you leave the team, are kicked, or if the team disbands, your points remain.
    • Ward Skin tiers are unlocked at 20, 45 and 75 points respectively
      • You must earn 20 points to earn the base Ward Skin

Things that will get your ass disqualified from Ranked Rewards

  • Being banned or having active chat/ranked restrictions at November 11th, 00:01 PST
  • If you had any 7 day or more bans, they must have expired/ended at or before August 9th, 23:59 PST
    • For example, if you received a 7 day ban on August 2nd and it ended on or sometime before August 9th, 23:59 PDT, you are eligible for rewards
    • On the other hand, if you received a 7 day ban on August 3rd and it ended on or after August 10th, 00:00 PST, you are ineligible for rewards
  • Players banned for boosting during the 2015 season remain ineligible for rewards
    • Both those who boosted and those who did the boosting are ineligible
  • Players who received fraud-related (including Chargeback bans) and accidental/false bans will still be eligible
  • Players who had LeaverBuster suspensions are still eligible
  • Being ineligible for 2015 Ranked Rewards does not automatically disqualify you from getting other rewards in future seasons

Reward Distribution

  • All rewards (Borders, banners, icons, Skin Wards, Victorious Sivir/Champion) should be distributed by November 18th, 23:59 PST
    • Rewards are distributed in waves. If you see others with rewards, but you haven’t been rewarded yet, don’t panic! You will get your rewards in a subsequent wave
  • If you earned rewards, but did not receive them by November 18th, 23:59 PST, feel free to submit a ticket to Player Support so we can investigate further!

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Ive reached Gold only in Team Queue will I still get Victorious Sivir

DARTAGNAN Final PortraitIf your team is Gold AND you have won 10 games on that team, you get the Victorious Sivir Skin.

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If my last ban was on August 9th will I get the endseason rewards

DARTAGNAN Final PortraitIf the ban ends after August 10th, 00:00 PST, you will not be getting rewards.

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If I qualify for a Tier 3 Ward Skin do I still get the Tier 1 and 2 skins

DARTAGNAN Final PortraitYou get the skin at your tier. Think of it as a single ward skin that “evolves” depending on your tier.

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How is the Ranked decay time calculated

DARTAGNAN Final PortraitKeep in mind that decay is only for those in Plat and above. Other than that though, decay should start ticking the moment your game ended. So if you ended at 10am, it would decay exactly 28 days at 10am.

Just to be careful though, you may want to consider playing a game to make sure you don’t decay!

[ Link to Post ]

 

 

DEV BLOG Marksman Itemization

Quinn Banner

Reinboom Final PortraitHello all! Riot Reinboom here to bring you a look into the thoughts behind the Marksman itemization changes this preseason. 😀

To jump straight to the point, Marksmen have a number of pain points in the game right now. There’s a distinct lack of individuality between Marksmen. For most, their items are incredibly prescriptive and there’s not a lot of deviation. Generally, as a class, they suffer from high team demands without a lot of self expression to work within those demands.

The major thread woven between most of these issues is a distinct lack of meaningful choice.

  • Meaningful Choice

We’ve mentioned Meaningful Choice before.

What’s most important here however is the method to achieving meaningful choice (rather than just choice). For Marksman items, we tackled this with three different strategies: “Autonomy”, “Reaction”, and “Prediction”.

Autonomy. Autonomy as a choice is represented by the tradeoff of multiple fantasies (whether they be gameplay fantasies, thematics, or anything you can form a personal attachment to). Feeling attached to Statikk Shiv because you personally value wave clear and are willing to sacrifice your other options for it, is an aspect of autonomy shown in item form.

Reaction. Reaction as a choice is represented by your capability to solve a problem presented to you. There are multiple types of reaction. For these changes, we’ll be focusing on responses to your opponents in the items they build, the champions they pick, and the needs of your team.

Planning. Planning as a choice is represented by the tactical and strategic goals you create for individual games. This can be seen by decisions on how you or your team should address each fight (and then building to work within that understanding), or the order for which you build your components, such as getting a Pick Axe to prep for your Last Whisper as you wait for your opponent to inevitably build armor.

  • Supporting Variety

When it comes to supporting more options for Marksman, we often run into a difficult problem we call “The Marksman Damage Optimization Problem.” Marksmans item choices have classically been guided by a very simple and direct point of output: “How can I do the most damage with the options presented to me?”

We’re operating under the assumption that this problem is fundamental to Marksman and their role within League. There are a number of reasons for this.

In games (not just League) single points of optimization, when that point can empower itself, tend to be notably strong. In Marksman’s case, their single point of optimization is damage. This is primarily caused by their damage being reliable via ranged auto-attacks, meaning they can leverage positioning (which is free) as a primary defense.

However, we feel like this identity is clear for Marksman. This type of distinct identity allows League to work as a team game, where each individual has their contribution. So in order to support keeping what makes a Marksman a Marksman while still offering choice, we’ll be exploring a different route: While picking up the stats that give Marksman their damage, we should offer choices among those items along the way.

You can see this already in the game with the choice posed by Phantom Dancer and Statikk Shiv. Unfortunately, the nuance of this choice can be hard to appreciate (am I behind, or could be behind in gold?), and even then there’s not a lot of these types of selections.

  • The Changing Landscape

To wrap it altogether, choices that end up just being damage optimization tests aren’t great. But that’s the expectation of a Marksman. And they have core needs on top of core needs built out of natural consumption of “a lot of different stats.”

The direction we went with to introduce meaningful choice to these restrictions is the idea of “horizontal expansion.” Take the model presented by the current system, and diversify within those bounds. Your options for lifesteal need to be greater than a single item. The items that define a Marksman’s play pattern should expand beyond just “awesome auto attacks.” Your options available for who you can target should be greater than “always buy Last Whisper.”


Identity

Who am I? Do I autoattack quite a bit? Okay, Infinity Edge. Maybe I autoattack a lot? Infinity Edge. No, seriously, autoattacks are my jam and I will hear nothing less. Fine, Blade of the Ruined King.

Not a lot there.

There’s a few valid ways of addressing this: we could push more differences between the auto attacks (insert roster devblog link here), or we could push some Marksman to be empowered by their abilities.

Identity items highlight and specialize the choices you made at champion select. Once again, “Who am I?” We don’t feel like in the current landscape the more caster-like Marksman are well served by this idea. Enter: Essence Reaver.

Essence Reaver is being changed to offer caster marksman access to a stat they’ve desired, but could never really (or rarely) fully utilize: Cooldown Reduction.

Essence Reaver now has the capability to generate you up to 30% Cooldown Reduction by leveraging the Critical Strike Chance available from other Marksman items. We you to feel comfortable making the same damage offers, choices, and expectations from the rest of the Marksman items while being able to uniquely leverage what your champion pick offered.


Multiplier

Statikk Shiv or Phantom Dancer. Am I behind or am I ahead?

There’s a lot of possible room with these items, except that Phantom Dancer is the poster child for TMDOP (“The Marksman Damage Optimization Problem,” remember?).

So we’re changing that. And we’re widening what it means to be a multiplier item.

In addition to be the damage curve definers, the pointed tip at the end of your two item spike, multipliers are getting an additional identity: “How should I fight?” This is a choice grounded primarily within autonomy (“What works best for me?”) as well as reaction (“What works best for my team?”).

We divided this choice into four large branches:

Phantom Dancer: I should skirmish and duel.
Hurricane: I want to team fight and wombo.
Statikk Shiv: I must push.
Rapid Firecannon: I need to siege.


Situational Offense

Last Whisper highlights an interesting problem. The usage of total penetration meant that even against champions not buying armor, Last Whisper was actually at least a +10% physical damage amp. This was actually a “generally useful” item masquerading under the guise of a tank killer.

We want to break the above expectations to make selective offense a little less automatic while, at the same time, making it easier to pick up a response when it’s necessary. Selective offensive items are now guided by their components and what you’re giving up, while being significantly more targeted than the current Last Whisper.

The components:

Last Whisper: I need to get through their bonus armor.
Executioner’s Calling: I need to stuff their life steal or health gain.
Giant Slayer: I need to climb over their mountain of health.

These items can be combined up, with a final selection of which type of selection are you leaving out:

Lord Dominik’s Regards: A combination of Last Whisper and Giant Slayer
Mortal Reminder: A combination of Last Whisper and Executioner’s Calling

Do note the change from total to bonus armor penetration, as all of these are still armor pen items at heart. It bears repeating: we do not want these items to be generalist damage purchases. This is also why we split the use case of Mortal Reminder (taking out high sustain targets like enemy marksmen, Swain, Mundo, etc) and Lord Dominik’s Regards (tank busting). If you find you don’t need the situational offense these items bring (or nobody’s building any armor!), maybe you can look into picking up another multiplier, or some…


Situational Defense

The key defense favored by Marksman is lifesteal, but there’s not a lot available here so all Marksman default to the same purchase: The Bloodthirster. This stat is so core that it actively pushes aside all other defensive choices until it’s covered.

We’re running with that idea. For Marksman, lifesteal means defense. The result is all the items in this category provide enough lifesteal before letting you branch into the types of defenses you should otherwise situationally take.

The Bloodthirster: I need to sustain through everything
Death’s Dance: I need to get burst off me long enough to hit
Mercurial Scimitar: I need to be free (of CC)


Going Forward

  • There’s a lot of new abilities and interactions presented by the changed items, and we don’t believe we have every one of these ironed out.

League of Legends hasn’t been tuned to the idea that some Marksman will get 40% Cooldown Reduction, for example, and it’s impossible to know the full effects of this.

We’ll be watching diligently to identify what’s problematic and what’s not!

[ Link to Post ]

 

 

Why do ADCs need to dedicate only a single item slot to deal with tanks

Reinboom Final PortraitMarksman are the damage class that’s in charge with killing tanks (eventually).
We don’t want that to be increased (or increased to a notable degree) above what’s on live however.

One of the more difficult balancing points for a carry class is these expectations. If, as a class, we need Marksman to deal less damage to squishier targets, that’s difficult to do because it will break their expectations on needing to kill tankier targets. If we need Marksman to deal more damage to tankier targets, that’s difficult to do because that will make them delete squishier targets.

Lord Dominik’s Regards compared to old Last Whisper is this redirected in a vacuum. Moving from total penetration to bonus penetration is actually a rather significant nerf in damage against all targets, squishy and tanky. Everyone has base armor and there’s a lot of it. Depending on who the target is, just that conversion is a loss from anywhere around 10% to upwards of around 20% damage.

Giant Slayer is doing two things in that Regards.
1: It’s covering up the damage nerf on the item to some of the classes. If it’s still too high, it can be individually adjusted without much pain either.
2: It retains and confirms Marksman’s weakness of not favoring health (so things like Trinity Force and The Black Cleaver are less favorable if you’re also getting this)

(note: The damage it gives is based on the difference between the Marksman’s health and its target, so it gets weaker the more health the Marksman has)

[ Link to Post ]

 

 

What if ADCs start killing mages with an early Rod of Ages or Rylais too fast

Reinboom Final PortraitPlanned initial reaction if that showcases itself is to push it out to maxing at 800 health difference.

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Why do AD casters reach their CDR cap much easier than AP casters

Pwyff Final PortraitI think it’s incredibly dangerous to compare AD casters – most of whom rely on their spells for sustained, low-burst damage (maybe not Graves) with little to no CC, vs. AP Casters, many of whom have game-winning abilities should they get the right catch.

CDR is, like any stat – mana, health, armor, whatever – something that interacts with the kit in its own way. Trying to extrapolate some grand truth seems weird. Additionally, this is me calling you out for posing an opinion as a question. A real question might be “why do you think making CDR an easily accessible stat is valuable for marksmen? Especially when compared to mages?”

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Do you worry that ADCs will deal too much damage and receive too little

Reinboom Final PortraitMany worries.

There is always that tipping point in sight. Marksmen optimize for damage so directly which means creating a desirable enough defensive item is difficult without pushing on this risk.

We’ve intentionally starved the high end damage points because of this. Infinity Edge and Phantom Dancer had a ways it could go while still being “high end damage items”. Their damage is going down specifically to make room for more interesting abilities.

I don’t believe we’ve hit the balance needed for this perfectly yet. It’s difficult to get a degree of imbalance with this many changes (and there will likely be something that slips out obscene, oh preseason). But it can be adjusted once out.

More importantly, there are actually a notable number of more tools that let us reach those adjustments now. e.g. If a tank becomes unseen due to these changes, raising their base armor per level is much more meaningful now.

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You said that Grievous Wounds is bad for the game Howd that change

Reinboom Final PortraitWe didn’t change our mind. Personally, I believe that GW as it exists on live can’t be supported systemically and is very oppressive.

However, with these changes GW was changed to 40% reduction (down from 50%) as well as only blocking self only healing. So as an example, it will stop Soraka’s self sustain, but not her support sustain. 40% may very well still be too high, but we’ll be able to respond to it if so (lowering it further perhaps).

Having an response for “there’s a LOT of X quality on the enemy team, our team should have answers” is important.

It’s also important to note that this change is global, and it will affect other sources of Grievous Wounds. If this impacts other sources of GW too negatively (like what may happen with Morellonomicon) then we can adjust it after we get a better handle of GW through the preseason.

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Follow Up Banner

If the heal debuff ends up too strong why not restrict it rather than nerf it

Reinboom Final PortraitThere is a low point (in testing, I found that to be around 30%) for which GW just doesn’t feel attractive anymore, even when it is.

If it drops too much further, then we will seek out other forms of gating on the items. Duration is a clear hit (from the 3 and 5 now to 2 and 4, or 1.5 and 3). If that still not enough, then we’ll seek more complex options.

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Follow Up Banner

Why is there no prerequisite for GW to proc on Executioners Calling

Riot Axes New PortraitWe think this model is correct for Executioner’s Calling, particularly given the changes to Grievous Wounds (e.g. it no longer applies to healing from allies, so Soraka’s W isn’t reduced). It’s possible that we need to re-evaluate Morellonomicon, though I’m much less sure about that one.

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Can you design a different component than Zeal or Dagger for items like PD

Riot Axes New PortraitWe could, but adding more components carries its own costs and the value just isn’t there. By having them share so much of their build path, we allow you to choose which one you really need later, which means more adaptation to the game state. For this particular set of items, we value that pretty highly.

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Why are the item recipes for Statikk Shiv and Rapid Firecannon identical

Riot Axes New PortraitThis reinforces the shared properties of those two items. It’s not ideal, but I wouldn’t consider it a big problem either.

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Why does The Bloodthirster have a 1500 gold combine cost on the PBE

Riot Axes New PortraitI’m gonna fix this one.

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Do you think The Bloodthirster will be able to compete with Mercurial Scimitar

Riot Axes New PortraitYes, I do. You’re glossing over the value of 10% lifesteal and effectively 300+ health later in the game – that’s a huge amount of power. That said, I do think we’re going to see a lot of double lifesteal builds, so I suspect it’s more a question of “Pick 2 of Death’s Dance, Mercurial Scimitar, Bloodthirster, Blade of the Ruined King, or Maw of Malmortius” rather than a direct comparison between these two items, and I think Bloodthirster fits in as one of those 2 in many situations.

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Why do both Last Whisper upgrades provide identical stats

Riot Axes New PortraitWhen we do that, it’s because we want to force a spotlight onto the one real point of difference – do you want to deal with tanky champs better or do you need grievous wounds? Stat differences tend to force you to optimize around your champion’s stat usage – you get a situation where Jinx always buys X, Lucian always buys Y, which means that neither gets much of a choice and Jinx just ends up with the property “Does more damage to health stackers” and Lucian just ends up with the property “Puts Grievous Wounds on targets”. There are situations where that’s a good thing, but that’s not what we’re going for here.

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Whyd you take 100 HP off Black Cleaver and made it cost 500 Gold more

Riot Axes New PortraitI answered this in more detail elsewhere in the thread, but Tl;dr: shifting power from defense to offense is intended to help Juggernaut build diversity a little bit by making it an even better choice in some situations but a wrong choice in others.

As for its efficiency going down specifically, it was one of our outlier overly efficient items.

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Why were FIGHTER items like Maw Triforce and Cleaver changed for ADCs

Riot Axes New PortraitI can explain the changes – tl;dr all of those changes were motivated by their Fighter use cases, NOT Marksmen.


Maw of Marmoltius is being changed with AD Assassins and light Fighters in mind, as a potential go-to MR item. The addition of flat armor penetration coupled with a pair of unique passives that reward you for taking risks helps Talon or Wukong a lot more than it helps any Marksman.

I do think there will be some Marksman usage of this item and that’s perfectly acceptable, but they aren’t intended core users and I don’t think they actually like this iteration better than the previous one, except that the previous one was weak.


The Black Cleaver is being changed with Juggernaut build diversity in mind. I realize that’s going to look strange since they’d prefer the previous iteration of the item – because it gave them everything they might want in a single package. On Live, if you’re a core Black Cleaver user, you’re going to rush it pretty much no matter what – it isn’t contextual at all. With the changes, if you really need defenses first, you won’t be able to rely on that item to solve it for you – but if you’re doing well and want more kill power so you can snowball, it’s even better.

I do anticipate more use by non-Juggernauts – it’s a better item for Wukong, for example, and that’s fine. I will be very surprised if Marksmen adopt it – maybe one (Graves?), but certainly not on any widespread basis. There’s no reason to build it with Essence Reaver and Essence Reaver is simply better for those champions.

This is the riskiest change of the three, and if it does break The Black Cleaver for Juggernauts, we will certainly be following up.


Trinity Force was actually changed in 3 different ways for different reasons:

(1) Power reduced across the board – it was one of the highest outliers for gold efficiency in the entire game, so our efficiency normalization pass hit it especially hard. Basically we want you purchasing items because the cool things they do fit your champion and goals in a game, not because it just gives more power than the rest.

(2) Sheen traded AP for CDR. This was a net buff for most (but not quite all) Sheen users – the item no longer forces you to spend gold on a stat you probably don’t care about. Even among the characters who do care about AP and bought Sheen, CDR should be approximately neutral in most cases. I’m sure there’s a champ or two who end up being sad about it, but they’re a small minority. Trinity Force inherits this change, which does make it better for Marksmen – but also better for most Fighters.

The main reason we’re excited about this change, however, is that it gives us a much better ability to make the items that build out of Sheen exciting in targeted ways. The immediate payoff there is the new Iceborn Gauntlet – Tanks can have a Sheen upgrade of their own now.

(3) Critical Strike increased, Attack Speed decreased. This is inherited from the Zeal changes – both values are exactly the same as Zeal. This one’s happening because of Marksmen but I wouldn’t say that it’s for Marksmen – it means that Marksmen can’t really use Tri Force as their single Attack Speed item anymore (for the few that did use it that way), but it does mean they can use it for their single crit item much more effectively.

I agree that this feels bad for Fighters, but we’ve been over our other options here and short of making Trinity Force a much different item (e.g. increasing its bonus AD by 40 or something) there’s not a better alternative available, unfortunately. Options like Recurve Bow tend to feel just as bad for Fighters (at least Zeal has % move speed!), so they aren’t actually improvements.

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I think we should get another ADC option for Armor Penetration

Reinboom Final PortraitWould you be willing to divulge your thoughts on this? 🙂

We actually had three in testing at one point (with a slightly different profile). The number of new items and item changes was overwhelming for quite a few people.

It’s much easier to add more when there’s a clear trade already established, so it’s open design space in the future. Before we decide to explore that space once more I would like to wait some time first for people to get used to all the current item changes.

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How do you plan on nerfing Essence Reaver if it becomes problematic

Reinboom Final PortraitWe’re not beholden to how ER is currently worded. One of the responses we’ve considered is dropping its bonus CDR from crit to cap when you have 30% crit from other items instead of just 20%. I feel like ER is strong but in the same way that IE is strong. If those two balance comparatively, then nerfing (or buffing) it will most likely entail changing both.

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Wont Thresh suffer too much with Last Whisper affecting Bonus Armor only

Reinboom Final PortraitIt potentially hurts him more than most other champions. There tends to be those types of hits with any type of systemic change. We can adjust after (such as tweaking Thresh) if it’s a problem.

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Doesnt Bloodthirsters shield conflict with the passive on Deaths Dance

Reinboom Final PortraitYes, they do compete. They’re also a bit antisynergistic in that way. Prevented damage (such as from shields) isn’t “caught” by Death’s Dance. Death’s Dance exists to favor fighters and caster marksmen over others (where natural lifesteal is less favorable).

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New Masteries Build Tips and Theory Crafting

Stashu Final PortraitHey all!

First, if you haven’t already, go check out this player-made mastery calculator! I’ll be using this tool to link pages. Special thanks to Hudzen, DPatti, and Pyro for their work on it over the seasons – you guys are all awesome.

 

Anyway, let’s get into it. I understand that the new mastery system can be hard to get a feel for, so I wanted to get a few template-esque pages out there to help get everyone started. So, check out the links and associated champions below, and let me know what you think about these recommendations! And of course, please share some pages of your own 😀

Note: These are only intended as guidelines and should be just enough to get you started — I’ll leave the real theory-crafting / optimizing to you guys! I DO NOT want to prescribe your build, and rarely will there be a single optimal build, but if you’re feeling particularly overwhelmed, feel free to lean on what’s here until you figure out your own way!


12-18-0 Aggressive Jungler

Elise, Kha’Zix and Lee Sin

  • These assassin types will love the pen and burst damage offered by the Cunning Tree [hello, Thunderlord’s Decree!], paired with the more general damage amps offered by the Ferocity Tree. Savagery and Runic Affinity from the Cunning tree also really help out in the jungle.
  • If the early clear proves to be too challenging (Evelynn), opting into a safer 0-18-12setup might be the way to go.

12-0-18 Brawler

Darius, Nasus and Olaf

  • These juggernauts really benefit from the Grasp of the Undying mastery in the Resolve Tree. It turns their already high-health builds into more damage and sustain, allowing them to slog through the fight, dishing out and soaking up tons of damage.

0-12-18 Peel Tank

Braum, Maokai and Nautilus

  • If soaking up damage for your allies is more your thing, check out Bond of Stone in the Resolve Tree, and pick up some self healing and mana regeneration so you can keep yourself topped off while you protect your carries!

0-18-12 Utility Support

Sona, Soraka and Janna

  • Windspeaker’s blessing in the Cunning Tree multiplies the power of these more buff/heal-centric supports. In addition, picking up Secret Stash and Meditation will give their lane some serious staying power.
  • That said, swapping those 12 points into Ferocity, and selecting Thunderlord’s Decree as your keystone will give you some potent trading potential in lane. I encourage you to choose based on your own playstyle and preference!

18-12-0 Sustained Damage Caster

Ziggs, Cassiopeia and Azir

  • When you’re not just trying to one-shot someone, Deathfire Touch and co. from the Feroicty Tree will really amp up your damage over long periods of time, and the mana regeneration from the Cunning Tree will give you the resources to make it work.
  • When you ARE looking to one-shot someone (I’m looking at you guys: Veigar, Zed and Lux) , I’d recommend 12-18-0 instead!

18-0-12 Marksman

  • Ferocity suits the playstyle of most marksmen — Lifesteal and %armor pen? Sign ’em up!
  • Certain champions will inevitably make better use of certain keystones, but Marksmen should be able to viably run any of these keystones, depending on their preferred playstyles.
    • Do you like to poke with spells? Check out Deathfire Touch on Varus.
    • Is harassing with basic attacks more your thing? You’ll enjoy Fervor of Battle on Caitlyn.
    • More into heavy Crit/AD builds? Warlord’s Bloodlust can shore up your lifesteal and attack speed so you can focus on your core stats on Draven.
    • Some marksmen might opt into something like 18-12-0 for maximum damage, but I find passing up the laning defenses in the Resolve Tree too costly, personally 😉

Alright! That’s all from me. I left out a number of archtypes, like the light-fighting skirmishers (Fiora and Vi) , bulky divers (Vi and Xin Zhao) , and many more. Plus, many champions will have particularly unique set-ups, based on their kit, so I encourage you to break out of the molds I outlined above!

 

Today’s fan art collection is a tad longer, enjoy!

 

Captain Fortune by Mariana Ennes:

tumblr_nxbgmrLTAI1th7sueo1_1280

 

 

Pool Party Leona by TiNyThanhTruc:

leona_pool_party_by_tinythanhtruc-d9f9smy

 

 

Sona by Knarf97:

sona___league_of_legends_by_knarf97-d9f8crz

 


Ahri by j-witless:

morning_ahri_by_j_witless-d9f9o87

 

 

Riven by Tu Tu:

otLDlrw

 


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