Posts Tagged ‘soraka rework’

Soraka Rework 2 Banner

Soraka’s rework is coming with Patch 4.17 tonight! Here’s the official page for her update.

Two years after brushing up her visuals, we’re taking a second look at the goatiest of champions, Soraka! This time the Champion Update team’s focusing on her gameplay, so while her bananas stay the same, we’re updating and tweaking a few of her abilities. Here’s the rundown!


Luminary New IconLuminary [ Passive ]

Soraka gain 70% Bonus Movement Speed when running towards allies who are below 40%.

Starcall New IconStarcall [ Q ]

Cooldown: 10 / 9 / 8 / 7 / 6 seconds || Cost: 70/75/80/85/90 Mana

Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35 AP) magic damage. Enemies standing in the center take 150% damage ( 105/165/225/285/345 (+0.52 AP) ) and are slowed by 30/35/40/45/50% for 2 seconds.

Astral Infusion New IconAstral Infusion [ W ]

Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds || Cost: 10% of Max HP  + 20/25/30/35/40 Mana || Range: 450

Active: Restores 120/150/180/210/240 (+0.6 AP) Health to target ally. Cannot be cast if Soraka is below 5% Health.
Passive: Each enemy Champion hit by Starcall heals Soraka for 25/35/45/55/65 (+0.4 AP) – 50/70/90/110/130 (+0.4 AP), depending on Soraka’s missing HP.

Equinox New IconEquinox [ E ]

Cooldown: 18/17/16/15/14 seconds || Cost: 70 Mana || Range: 925

On Enemy Cast: Creates a zone at target location for 1.5 seconds. Enemies standing in the zone are silenced until they leave. When the zone disappears, all enemies still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s). The zone deals an initial 70/110/150/190/230 (+0.4 AP) magic damage to Champions where it’s cast and deals the same damage again when the duration ends.

Wish New IconWish [ R ]

Cooldown: 160/145/130 Seconds || Cost: 100 Mana || Range: Global

Calls upon divine powers to restore 150/250/350 (+0.55 AP) Health to all allied Champions. Wish’s power is increased by 50% on each Champion below 40% Health and it removes any Grievious Wounds debuffs from allies before healing.


Soraka’s a support who works best in the immediately proximity of her marksman. Here she can keep her lane partner healthy with Astral Infusion before turning to Starcall to damage the enemy bot lane champions and restore some of her own health. Equinox has serious potential to win trades, too – casting it beneath an enemy AD caster (Graves and Varus, for example) greatly reduces their damage output, while using it beneath the enemy support cuts off their ability to use their array of abilities and summoner spells.

Equinox can be a lifesaver when the enemy jungler comes in to gank, too. Whenever Soraka casts the portal along the jungler’s attack route, she effectively forces them to choose between a longer gank path and the ability’s silence/snare gauntlet. Additionally, if her marksman’s already close to death but closer to the relative safety of their tower, then the speed boost from Salvation helps Soraka motor away from her enemies. Of course, if all else fails, Soraka can break the emergency glass and hit the big red Wish button to buy her allies a few extra seconds of life.


Soraka’s teamfight presence relies on sharp decision-making and making the most of Astral Infusion’s extremely low cooldown. Though she’s generally better off sticking close to – and healing up – her team’s backline, Salvation gives her enough movement speed to fly to the frontline and heal her suffering tanks. This presents risks, though: without the extra movement speed, she returns to her team’s backline – and safety – relatively slowly, giving the enemy team plenty of opportunities to wade in and cut her down. Soraka can diminish this threat by casting Equinox on the battle’s frontline, hopefully dissuading all but the most determined assassins from bursting through to kill her.

Finally, Wish has enough raw power to turn around seemingly lost fights. Timing is critical: using it early on tops off health and keeps the momentum of a fight in your team’s hands, but saving it until the last moment grants significantly more health and can fully dispirit a confident enemy team.

Champion Insights

Soraka, designed by Vesh

Healers. Healers healers healers.

We’ve talked a bunch previously about healing being an (ironically) unhealthy mechanic in League. If hurting your enemies is fun – and it totally is – then presumably seeing them get unhurt is… unfun? Our more recent champion kits revolve around temporarilyblocking damage and shields rather than straight up undoing pain. But what about Soraka, League’s principal healer? Topping up health is an integral part of her kit, so we set about exploring numerous kit and mechanical ideas to see where we could take her. Ultimately, we concluded that a heal-centric kit could work just fine in League – we just need to implement it correctly and add in elements of risk to what has traditionally been a very safe, non-interactive action.

So how did we do that with Soraka? First off, we hit her primary heal’s range. Now she needs to get into the thick of a fight to heal her allies, meaning enemies can easily switch targets and start attacking her instead. Secondly, we changed Astral Infusion so it now costs mana and health. While this is pretty cool thematically, it also means that Soraka isn’t just a health battery. She has to be careful with her casts – heal too much and she becomes an easy kill for the enemy team. We balanced this out with Starcall, which is no longer a “spam Q and deal a bunch of damage and MR shred” ability. Instead, it takes skill to land, and she’ll deal decent damage while restoring her own health, making her key combat loop genuinely interactive. Soraka now has to heal at the appropriate time with Astral Infusion before successfully landing Starcall to return some of her lost health.

That’s it for Soraka, who’s taking on a more active role during all stages of the game, and who’ll have to think carefully about the timing and target of her heals. Check out the Viktor Update article for more news from the Champion Update team! If that doesn’t scratch your itch, then hang tight – we have some pretty… big… news coming.

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


Rework Forge Issue 2 Soraka Banner


 Welcome to the Rework Forge, a series where we theorycraft reworks for Champions that have fallen out of glory over the seasons. Each week I plan to cover one Champion, going over thematic strengths, why that Champion is currently weak and my proposed rework. I’d like to turn these articles into discussion points, so if you have a crazy idea for the Champion in question, I’d love to read it in the comments!

 There’s been some talk about Soraka’s issues this year and she’s suffered a lot of reactionary nerfs to her solo-lane dominance. Morello confirmed she’s slated for a full rework, so I figured I’d run this article a little differently. Instead of tweaking Soraka’s existing spells, I chose a completely new path for her kit, while preserving her concept.

 Before we get to “Constellation Soraka”, my vision for a better Soraka, let’s talk about why Soraka is even a problem.


Soraka Themes Mini Banner


Here are the highlights of Soraka’s design:

  1. Dedicated healer, more effective in combat than outside of it.
  2. Passive support, focused on sustain and poke.
  3. Complete lack of movement crowd control, targeted silence for poke/peel.
  4. Long range on support abilities, tiny danger zone (Starcall).
  5. No skillshots.
  6. Dual use of her E, restores mana and peels for allies by interrupting combo-based Champions.
  7. Decision-making is based on long cooldowns.
  8. Zero kill potential unless the enemy commits.
  9. Global heal.

 My main gripe with Soraka is that she occupies a really unique theme – celestial being that supports her allies – and wastes it, by being absolutely binary and non-interactive in the game. In fact, she’s so predictable that the only way she can be powerful is through high numbers and when those numbers get nerfed, she’s back to being an underwhelming pick in any lane. She’s a one-trick-unicorn (note, unicorns are just upgraded ponies) in that you know everything a Soraka player can pull off and there’s very little space to show player mechanics or game knowledge.

 Starcall is essentially a Shyvana burnout with an MR shred. Her passive, although fitting with her theme, is just there to revert some of the harsh nerfs. Astral Blessing is shoehorning her into a completely passive role. Only Infuse and Wish can actually be balanced without being completely scrapped and that should be an indicator of how awkward Soraka’s current design is.

 Soraka’s core archetype is a combat healer, meaning her strength comes from healing and supporting allies during a fight. Aside from that, not a lot of what Soraka is right now seems worthy of preserving. The lack of skillshots isn’t making her design coherent like, say, Akali – it’s just limiting her options. The short range on Starcall also conflicts with her squishy nature and need to save Astral Blessing for her carry. Even in a duo lane, it’s impossible to die to Soraka unless you over-commit. This, coupled with her high sustain, puts Soraka in a position where she cannot initiate moves on her own and is left to just assist other people’s calls. Not that she should necessarily be a play-maker, but making her completely incapable of doing it seems like it doesn’t fit any theme, healer or otherwise.

 In short, I’ve broken down the things I believe define Soraka, scrapped what’s boring and outdated on her kit and focused on fleshing out the fun parts of her design.


Solo Lane Soraka Mini Banner


 Soraka dominating lanes alone is a problem, because it prevents Support Soraka from being relevant. Healers aren’t supposed to thrive on their own without the help of their team. If they do, they create a bubble of passive play that only rewards safe picks. In my rework, I’ve sacrificed solo lane Soraka completely. I don’t think she’s worth keeping around if it means I can make Support Soraka a unique character.


Constellation Soraka Banner


Constellations [ Passive ] 

SalvationCasting a beneficial spell onto an ally creates a tether between Soraka and that ally. For as long as Soraka remains connected to her target, she can cast her spells from both ends of the tether. There is no maximum amount of teammates that Soraka can link this way. Every leash has a total range of 750, after which it breaks the connection between Soraka and her ally. Connected tethers also disappear if the first one breaks.

 This one is as wacky as mechanics in Arena-style games go. The thematic inspiration I obviously got from Soraka being Starchild; in a way, you’re crafting constellations through interacting with your team. How this passive ties into Soraka’s gameplay is where it gets intriguing – my goal was to create a kit that revolves specifically around Constellations and keeps as many of Soraka’s established themes as possible while making her a ton of fun to play.


Constellation Passive Preview


As we go through my ideas for Soraka, I’ll explain how Constellations interacts with her kit.


Starcall Mini Banner


Starcall [ Q ]

StarcallSoraka targets an area. After a 0.4 second delay, a star falls at the location, shattering for 40/65/90/115/140 (+0.4 AP) magic damage and marking enemies hit. For the next 3 seconds, damage from allied Champions will consume the mark and apply 20/35/50/65/80 (+0.2 AP) magic damage and a 35/40/45/50% slow for 2 seconds that diminishes over the duration. Soraka cannot consume the mark on her own.

 Soraka passively stores Starcalls, up to a maximum of 3 at any given time. The storage time is affected by Cooldown reduction.

  • INTERNAL COOLDOWN: 3/3/2/2/1 seconds between casts
  • STORAGE COOLDOWN: 24/23/22/21/20 seconds to add one stack of Starcall
  • RANGE: 900
  • COST: 35 Mana + 1 Starcall stack


 This is giving Soraka a number of mechanics that reduce her solo-lane presence, while making her an excellent ally on bot lane. To start off, Starcall is now a delayed skillshot with a mediocre pay-off if your teammates don’t interact with the spell. If the mark is triggered, however, it quickly adds the threat of a chain-slow. You are actively shifting between the safety that Starcall’s cast range provides and moving in so your ally can get in close and proc the mark. It’s adding a layer of adaptive gameplay to Soraka that will allow her to fit in more strategies and comps.

 The storage system fits well here. Because it’s a targeted AoE spell with a long cast range that ignores minion collision, Starcall can become too overwhelming at poking. The solution would be to inhibit it through a long cooldown, while giving Soraka a threat presence against all-ins via storing Starcalls.


Starcall Graphics Preview


 The ability isn’t terribly effective at harassing; it’s more about the synergy between Soraka and her ally to get the maximum out of Starcall. Unlike Braum’s Winter Bite, for example, Starcall doesn’t provide the tools for teammates to catch up. I think Soraka should be less about aggressive all-ins and more about strategic plays and having an ally trigger its CC component makes it so you can’t start fights on your own.

  Storing Starcalls also provides decision-making for Soraka. If you decide to harass with the spell, you’ll be missing a lot of utility in fights. I like the rhythm this reworked Starcall creates – in a best-case scenario you hit Starcall once, wait for your ADC to proc the slow and then the two of you take turns applying and consuming marks. In general, relying on your allies in order to take full advantage of your kit makes for really intricate Support design. It’s an idea that I’ve translated over to the rest of her kit, but more on that later.

 Finally, both the moderate AP ratio on Starcall’s damage and its storage time being affected by Cooldown Reduction retain Soraka’s classic build – Support Mage who wants items that provide utility and CDR, but can also make an occasional use of AP.


How does Constellations interact with Starcall?


 Are you saying I can heal and then leapfrog a 1400-range Starcall onto a target, have my ally proc the slow and secure a kill? I am heavily implying it can be that awesome. Starcall on its own can’t trigger Constellations, but its interaction with the passive is a game-changer; because it’s a slow that only your allies can trigger, you can assist with CC even if you have no hopes of reaching the target.

 This is a lot crazier in the context of Soraka’s entire reworked kit and I’ll be getting back to Starcall once it’s time to talk about her ultimate.


Celestial Overflow Mini Banner


Celestial Overflow [ W ]

 Astral_BlessingWhen cast, Soraka begins channeling, increasing her Armor and Magic Resist by 25/30/35/40/45 for as long as the channel lasts. Soraka can choose any number of allies to transfer healing towards. Each half a second of channeling, Celestial Overflow restores 35/45/55/65/75 (+0.125 AP) Health that is equally distributed among targets.

Maximum channel duration is 2/2.5/3/3.5/4 seconds. At the end of Celestial Overflow, regardless of whether the channel time was interrupted, Soraka is healed for 50% of the amount healed by Celestial Overflow.

  • COOLDOWN: 14/13/11/10/9 seconds
  • RANGE: 500
  • COST: 140/130/120/110/100 Mana

Edited: COOLDOWN: 30 seconds at all ranks (for example)

 First, the reason why this new spell may look really overpowered in terms of numbers is because it’s a clearly telegraphed channel that your enemies would want to interrupt more than anything. Balancing Celestial Overflow to a point where it feels rewarding to finish the channel and not completely turning lane dominance and teamfights seems complicated, especially when you consider how game-changing, for example, Katarina’s ultimate is. If Soraka’s core archetype is a healer, she should truly be the master medic on the field. This means crazy heals that rely on circumstances, and a channeled heal seems to fit the gap here between fantasy and implementation.

 Celestial Overflow is Soraka’s bread-and-butter spell, it’s why you’d want her on your team. During lane down-time, for example, Soraka can top up her carry from half health to full at level 9 if she finds a safe spot to channel the spell. It’s an obvious game-changer later on; on AP Soraka, interrupting it would be a matter of win-or-loss, much like any channelled ability, since it has a 1:1 AP Ratio for the full duration. On a Soraka that itemizes for durability/utility, it’s still a great spell from early to late game, especially given its 5.4 second cooldown with 40% CDR means you’re almost always channeling it.

 Starcall’s low mana cost and ammo system allows me to solve potential issues with Celestial Overflow in lane by aggressively gating the use of the spell early on. It’s a really expensive channel and relies on good positioning and map awareness. The end result should be a powerful heal that doesn’t win the lane on its own.

 Because Soraka can only be healed from Celestial Overflow if she’s first healed allies with it, this rework kills solo-lane Soraka. As I’ve explained earlier, I don’t think a solo-lane healer and split-pusher is healthy for any lane and striving to make it viable only brings more issues than it solves.


Wait, doesn’t this make Constellations…


insane? Leapfrogging a channeled heal across your teammates is probably as much fun as it sounds and it’s giving Soraka so much flexibility in teamfights. If her allies are positioned properly, she can essentially split Celestial Overflow onto everyone from a massive distance. Like Starcall, it’s another utility spell that can be brought straight to the front line by clever use of Constellations. The synergy here allows Soraka to quickly maximize the use of Constellations, by casting Celestial Overflow on all her allies and continuing with a barrage of Starcall.


Infuse Mini Banner


 Infuse is boring and straight-forward, but I’d like to keep it that way. For one, I really like the dual use of the spell and that it’s giving a choice for Soraka players how they want to spend the cooldown. I’d like there to be a better balance between silence and mana-gain, especially late-game when you almost always want the silence, but overall Infuse serves an excellent niche for a dedicated healer. The mana return is what makes Soraka a viable lane partner for some Champions and I don’t want my rework to change that.

 Infuse is an interesting mix with Constellations, as it allows you to silence someone from really far away. It’s great when you interrupt an important cast in the middle of a teamfight, but Soraka’s poor mobility and range often prevents plays like that and Constellations fits nicely in the context. It also lets you feel godly, like you’re playing Black & White again, controlling those who oppose you however you wish. If we step off the fantasy rails for a bit, a long-range targeted silence is a balance concern and I’m not sure Infuse doesn’t need a rework of some description. As it is, I like how it fits with the rest of Soraka’s kit and her theme.


Prophecy Mini Banner


… is the same! In fact, I only changed the name, because a prophecy is connected to seeing ahead, and as you’ll soon see with Constellations, that’s exactly what her ultimate allows her to do.

 But first, here are some thoughts on why Soraka’s global heal is in a good place and shouldn’t be reworked. It’s a really-long cooldown heal, which solves the issue of spammable, high-number heals in a MOBA game. It’s also globally ranged, meaning she can have as much impact on the course of the game as Twisted Fate. It completely fits Soraka, both in terms of gameplay and her celestial theme.

 Prophecy procs Constellations on your entire team if they’re close. It instantly lays out the map for Soraka in terms of possible tactics and it doesn’t require as much positioning and build-up as maximizing her range through Astral Overflow or Infuse. The ultimate combines all previous synergies with Constellations; it allows you to immediately put down Starcall, reach allies with Astral Overflow quickly and silence priority targets with Infuse. This interaction makes sense: Constellations won’t be procced on regular use of Prophecy because of its global range. The only time it really shifts the power level is in a teamfight and that’s fine, considering you’re not making use of Prophecy’s range then.



Closing Thoughts Banner


Why not Blood Mage Soraka? (Infuse healer)


 I’ve heard this being discussed on forums, even Morello agreed it was a good solution to the healer-in-MOBAs problem. The concept is you sacrifice your own health to heal allies, so the risk/reward ratio of a healer is better adjusted than just straight-up healing someone. Though I appreciate the gameplay concept, I don’t think the blood theme fits in any way with Soraka as a celestial being. One of the reasons I chose Constellations is because it fit her theme perfectly, while contributing to the concept of her new kit.


Scrapped idea for Astral Overflow


I was considering adding a protection layer on Soraka while she was channeling her heal. She would ignore the first instance of crowd control directed at her while using Astral Overflow, allowing her to sacrifice the cooldown of the spell to instantly dodge engages like Leona’s Zenith Blade, a Thresh hook and so on. In teamfights, it would give her better odds at casting a full-duration heal. In the end, I saw too many scenarios where you’d have no counterplay to Soraka. Especially if you have only one instance of Crowd Control, you’d be completely incapable of disrupting Astral Overflow.


Why are you completely deleting Soraka’s old Starcall?


 Starcall reminds me of pre-rework Evelynn’s Hate Spike in that it’s a zero-decision spell that has to be spammed. Its the only way Soraka can deal damage and takes time to ramp up, so it’s borderline useless in an all-in. On the same note, if you’re playing the poking game with Soraka in a 1v1, Starcall will always secure lane dominance. In a solo-lane scenario, the spell becomes either an instant wave-clearer if Soraka’s ahead or measly DPS if she’s behind.

 Starcall is even more problematic if you’re playing Soraka as a support. If you decide to poke with it you’re getting yourself in too much danger as a squishy mage due to its low range. You’re also pushing the lane, which makes no sense on Soraka since you don’t have any tools to save your carry from a gank.


How are you balancing Astral Overflow in combination with the huge range from Constellations?


Here’s my thought process for Astral Overflow. Because it’s your primary source of proccing Constellations (ultimate has too long of a cooldown, Infuse is single-target), you’ll be often left with this choice – do I risk getting close to my ally that needs a strong heal, or do I transfer a weaker heal via Constellations, but from a safe distance?

This trade of heal strength for extra range is Soraka’s risk/reward ratio for Astral Overflow. I placed the maximum channel duration at 4 seconds precisely to take her out of the fight for longer. Personally I think anything over 4 is making Soraka too static, but numbers are just hypothetical so a longer channel time could solve your concerns.

Astral Overflow would be difficult to get right in terms of numbers. My calculations for when it feels balanced were based on a lot of hypothetical scenarios; for example, can I literally tank the enemy bruiser as an ADC with Soraka channeling the heal specifically towards me?

There will be a lot of edge cases with the spell that need to be properly tested in-game. It’s super powerful, yes, but keep in mind that channeling not only means you’re vulnerable and a priority target; it also means you can’t do anything else for the duration of Astral Overflow.


Why is Starcall applying CC from so far away?


How I theorycrafted Starcall in relation to Soraka’s new passive boiled down to this: how can I make a 1400 range CC on a normal spell that uses an ammo system not broken?

The answer is I add a delay on Starcall that allows players to dodge the ability with a movement spell, but makes it impossible for them to dodge it just by walking if aimed correctly. Eventually, once cooldowns are exhausted, Starcall will connect if it’s targeted on a single enemy. I also tie the CC component to an on-hit trigger from an ally, meaning that your teammate has to follow-up on your Starcall and that’s another variable which makes it a reactive, uncertain spell.


What is life?


Life is one’s journey through this novel-sized article.



In Closing Mini Banner


 This rework was lot of fun to theorycraft, because I had to start from scratch with Soraka. I was practically free to explore her archetype and push it in any unique way I could think of. It’s a lot harder to do than, say, just number tweaks (as was the case with Ashe), because what sounds like a viable idea may fall apart due to an abuse case, underestimated power and so on.

I’m pretty happy with the direction of Constellation Soraka, though it probably has a lot more issues than I could think of right now. I’d love to hear your feedback in the comments, both on the rework I’ve proposed as well as any reworks you guys have come up with. What direction should Soraka’s design take?



New to the series? Here are all my previous entries on the Rework Forge:





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News Update June 4


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Patch 4 point 9 Notes Small Banner





Upcoming Champion Updates Banner

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


RiotSeb Button Rioter RiotSeb: Hey guys,

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



Karthus New Portrait

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

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

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

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


Skarner New Portrait

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

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

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

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


Nidalee New Portrait

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

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

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



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


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




[ Trolling ] How do you pronounce Karthus?


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




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




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




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


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





Goals for Soraka's Rework Banner

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


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



Regarding the recent changes to Soraka


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

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

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

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

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

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



[ Question ] What are your plans for Soraka?


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

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

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

Soraka will not be the same as she is today.

Soraka will hopefully be a healer.



PBE Nidalee Gameplay Update Banner

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



RiotRepertoir Button Rioter RiotRepertoir: Hey guys,

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

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

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

Thanks in advance for all your guys’ thoughts,


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


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



 Prowl [ Passive ]



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



Javelin Toss [ Q ]



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



Takedown [ Cougar Q ]



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



Bushwhack [ W ]



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



Pounce [ Cougar W ]



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



Primal Surge [ E ]



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



Swipe [ Cougar E ]



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



Aspect of the Cougar [ R ]



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



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


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

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


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




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


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




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


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



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


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



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


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




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


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



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


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




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


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





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


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




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


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




Skarner Rework (Again) Banner

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



RiotScruffy Button Rioter RiotScruffy: Hey Skarners,

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

Full List of Changes:




[NEW] Crystallizing Sting [ Passive ]



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




Crystal Slash [ Q ]



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




Crystalline Exoskeleton [ W ]



  • Cooldown lowered from 16 to 13 seconds




Fracture [ E ]



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




Impale [ R ]



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



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


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

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



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


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





[ Question ] Can Skarner still Q during his ult?


RiotScruffy Button Rioter RiotScruffy: Yes he can.





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


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





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


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





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


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

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



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


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

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

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





State of Kha'Zix post Patch 4 point 9 Banner

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



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


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

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



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


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





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


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



Pings, Refusing to Communicate Banner

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



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


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

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

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

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



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


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

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



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


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



Grumpy Monkey Returns Banner

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



[ Q&A ] Grumpy Monkey returns to forums


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



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

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

You know just making them and stuff. No biggie.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

10.What do you love about your job?

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

11.What about your job frustrates you?

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



Single Posts banner



Champion Updates & Refund Requests


 SquidMoxRiotlink Button SquidmoX: Hey all,

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

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

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

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

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

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



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




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


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

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



[ Feedback ] Help Riot Spider choose a League tattoo!


Riot Spider Riotlink Button Riot Spider: Hey everyone! 

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

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




[ Follow-up ]


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

There are a few posts I wanted to address though. 

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

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

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



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


Anvilanche Riotlink Button ANVILANCHE: HAIL! 


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



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


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

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



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