Posts Tagged ‘Splash art’


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FOLLOWUP Juggernaut Items

Riot Axes New PortraitHi folks,

Following up on the Juggernaut itemization changes made in patch 5.16, particularly the additions of Dead Man’s Plate, Titanic Hydra, and Sterak’s Gage, I wanted to quickly go over our thoughts on the current state of these items.

Original Goals (for the 08/20/2015 Release)

  • Offer Juggernauts items that meet their specific needs and provide a foundation for future juggernaut item diversity
  • Use stat bindings to ensure those items can be balanced for juggernauts, rather than being superior on other classes.
    • Stat bindings refers to the statistics that a champion kit encourages its players to itemize for, e.g. Marksmen with Attack Speed and Critical Strike

What’s Working (as of 1/25/2015)

  • All the updated Juggernauts use some of these items in their builds to solve the problems they were meant to address
  • No metagolem – stacking all these items together doesn’t dominate all other builds
  • Clear item satisfaction created by thematic linkage (e.g. Black Cleaver on Darius) and visual effects/audio (e.g. Dead Man’s Plate’s trail)
  • Non-Juggernauts aren’t using these items excessively or unfairly (stat binding works)

Problems to Address (as of 1/25/2015)

  • Non reworked juggernauts have pretty hodgepodge itemization
  • Dead Man’s Plate remains too strong and is crowding out other choices
  • Unclear if Dead Man’s Plate and Black Cleaver correct an intended juggernaut weakness (immobility) too effectively
  • Titanic Hydra has very few users (lack of health-bound, Basic Attack-oriented champions)

Known Tradeoffs

  • Juggernauts are well-supported with core items, but have few choices to make other than order/build path.

Next Steps

  • Look to improve bindings on other Juggernauts (e.g. Nasus and Udyr)
  • Further reduce Dead Man’s Plate’s power and assess other similar items
  • Assess who should use Titanic Hydra and changes needed to make it attractive to them
  • Discuss frameworks for use of flat MS versus % MS and in what ways items should or shouldn’t offset class weaknesses.

[ Link to Post ]



Its not that Dead Mans Plate is awesome other options are underwhelming

Riot Axes New PortraitI’d like to look at Randuin’s Omen and Sunfire Cape as well. I do think Deadman’s is also overbearing, though.

[ Link to Post ]



Follow Up Banner

Riot Axes New PortraitBasically we’re seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line – they just buy the Dead Man’s a bit later. It’s crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.

[ Link to Post ]



Cassiopeia Twin Fang expectations

Cassiopeia Single Banner

Repertoir New PortraitHi everyone,

As Cassiopeia is one of the mages we’re looking at for the mid season mages update and I’m the designer heading up her changes, I’m looking to get opinions/feedback from players on what some of their specific expectations for her are.


One thing I’m having a difficult time assessing is what players’ desires are as far as Twin Fang goes, and I do have some concern that opinion will be far from unanimous. I know a lot of players want Cass to be more “poison mage” than she currently is, and I think I have a good grasp on how that may be able to manifest, but I don’t really know what that means as far as what they want from Twin Fang. It may just be that you want Twin Fang to remain mostly as it is now, with kit changes elsewhere. It may be that you want there to be more times where casting Twin Fang isn’t the best thing to be doing.

Any opinions on the matter would be greatly appreciated. For what it’s worth, I’m probably not going to be able to invest time in hundreds of responses to this thread, but I will check in on it periodically to get your ideas.


Thanks for all the input here. I’m not sure exactly what this means is going to come of Cass or Twin Fang, but I am going to try a some iterations based on what’s going on here. I don’t think this single thread can really provide a singular correct direction to take things, but it’s at least given me some perspective on how people feel about the ability. For what it’s worth, I’m probably going to test out some stuff where E has cool interactions on poisoned targets that aren’t simply a reset (and probably lower the cooldown baseline), and I’d also like to test out some different iterations that seek to put some more gameplay behind when it’s actually a good time to go in and E spam (unlike on Live, where the answer is basically always), and make those times really rewarding. Thanks again!

[ Link to Post ]



Why cant Braum jump to wards with W

Braum Single Banner

Meddler Final PortraitWhat Braum should and shouldn’t be able to jump to was something we looked at a lot during his development. We had some clear strengths and weaknesses in mind for Braum though, and those were really helpful in assessing what tools he should have. Gameplay wise we wanted to ensure Braum had a clear niche he was really good in, and that there were some games where he’d be an ok, but not great pick.


If what you wanted was a strong defensive front line, who worked well with frequent auto attacking allies, Braum would be a great choice, especially if the enemy was running a really missile heavy comp. If you needed really strong peel/disengage though, you’d want someone like Janna instead. Or if strong engage and reliable lockdown was what you were after someone like Leona was the better choice.

Those guidelines lead us to conclude that being able to ward jump wasn’t appropriate for Braum. In particular it gave him much more powerful initiation than was appropriate (disengage/wall hopping was a lesser concern). By gameplay goals, and by personality, Braum was intended to be a defensive, helpful champion first and foremost, so we wanted to put power into those aspects of him, rather than having to balance him around a reliable way of jumping straight onto the enemy. Early versions of Braum’s W went so far as to only allow him to jump to allied champions, not minions, that ended up feeling excessively constraining though. We also talked a fair bit about how much power Braum should be able to offer in a dive buddy situation (following another allied champion in, and then helping lock people down), ultimately concluding that was a reasonable strength and still fit well with his intended teamplay based approach.

As far as ward jumping on Lee Sin, Kat and Jax goes that’s something we ultimately decided to balance those champions around (it’s a significant strength, not a free bonus). It wasn’t originally an intended mechanic, and there have been some good arguments for taking it away at times, intuitiveness and the way it circumvents the intended weaknesses of unit targeted dashes/blinks in particular. The plays it allows though are good fits for the intended strengths of those champions, all of whom are strong on the offense and intended to be slippery. It’s also a strongly embedded part of their playstyle, which added a bit of extra weight to keeping it.

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Was the concern that Braum is a Support and tends to buy Sightstone

Meddler Final PortraitYeah, there’s a good secondary argument there certainly. Even if Braum was a non support tank who didn’t buy Sightstone though we’d still feel not being able to jump to wards was definitely the right call.

[ Link to Post ]




Will the upcoming immobile mage updates include visual changes

Meddler Final PortraitCurrent expectation is that there’ll be visual updates to support kit changes, but not otherwise. Same approach as with the marksmen update for example.

A lot of the artists on the Champion Update team are focused primarily, or entirely, on the full scale relaunches like Poppy, Taric etc. For those we target a full visual overhaul, whereas the class updates are gameplay driven work with art updates focused on what needs to be changed to make small to medium sized adjustments to kits.

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Whatre the odds that skins on the live server will receive future changes

KateyKhaos Final PortraitIt isn’t too common. It’s generally done if it’s a project Champion Update takes on. Examples of that would include the mass texture rebalances that were done last year, or something similar to Shen’s update, where both gameplay and visuals were updated.

That said, changing content a player has already purchased is tricky because they’ve bought something they enjoy, and changing it could change how they feel about it, which isn’t fair to them.

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Can we have more champion specific dialogue

WAAARGHbobo Final PortraitWe are actually working on this. Both in terms of tech and artistry. So for instance. My first VO was dunk master Darius. –lots of taunts. But not as effective as he could be. We advanced the tech on Rek’sai. I then used that tech on Tahm. Then based on what we learn from that, Beefpunchbeef stayed up a bunch of late nites so I could give Illaoi a whole new style of interactions. Jhin then pushed that forward. An important gate to remember is this tech and techniques are developed on new champs and champ relaunches. We are gaining this stuff– and slowly it will make its way through the roster. It will very very probably happen and on a champ in 2016…. then begin to spread to other champs and relaunches.

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Illaoi seems to not value life or basic human rights

Illaoi Single Banner

WAAARGHbobo Final PortraitKeep in mind she believes in reincarnation, and unlike our world has empirical evidence that it exists and that there is life after death.

As for taking other people’s stuff, youre assuming that she would keep it. She doesnt want you to value stuff.. The common prayer for nagakabouros involves taking some of your money (or stuff) and giving it to the sea. Symbolically the gesture is saying, I wont hold onto things i dont need. I will find a way to get more if need more.

Her god is storms, the sea, and life. It assumes change will and must happen. Also life in the serpent isles is hard, you have to be strong and adaptable to survive.

Mini game was preharrowing, that man was stagnating and thus st risk of becoming a ghost if he died. (Endlessly repeating the same mistakes he made in life)

[ Link to Post ]



Dev Blog Updates and Splash Art



Hey folks, HUGEnFAST here, art lead and splash artist from the Champion Update team.

For a long while, we’ve been thinking about old splash art, specifically splash art belonging to the skins of previously updated champions. As you are likely aware, most champion updates have not been accompanied by comprehensive splash art reworks, creating a problem where certain splashes are outdated or inaccurate representations of what you actually see in-game.

Luckily, we have a solution to this problem: Do. All. The. Splashes.

tl;dr: We are including complete splash refreshes with all future champion updates, and we’re working our way back through previously updated champions to bring their splashes up to par.

Simple solution; huge problem

When we originally started updating champions, we didn’t really have the bandwidth to include a full splash refresh with each update. League has a lot of art needs; we couldn’t take a full team of illustrators and sequester them for months to work exclusively on old splashes. If refreshing splashes with every update had been identified as a must-have at the time, the lack of illustration resources would have bottlenecked a lot of content.

That said, new skin splash art has always felt like a missing piece of the champion update process – especially when major reworks can completely change almost everything about a champion’s appearance. Now that we have the right resources in place, we’re ready to start filling in the gaps, one champ at a time.

Poppy was the first champion to receive a complete splash art refresh alongside her visual and gameplay update. Shen, whose update was revealed last week, is getting the same treatment, bringing new or updated splashes to the Rift along with his flying magic ninja sword and oh-so-fashionable Crocs. This is the new normal; every champion update from here on out will include splash art to go along with the changes.

One note: Not all splashes need dramatic, obvious overhauls. Some of Shen’s splashes have simply been updated and improved to more accurately reflect visual tweaks, while some have been rebuilt from scratch. The goal isn’t reinvention for the sake of reinvention, but bringing the old splashes closer to in-game accuracy and League’s current artistic sensibilities.

About those old updates

In addition to shipping reworked and refreshed splash art with new champion updates, we’re going back through every previously reworked champion and making sure they receive the same attention where needed. It’s going to take a while to get it all done (there are a lot of updated champs and a lot of skins), but we’re hoping to ship a few of these side updates per year and already have a couple in the works.

We’ll keep you updated as we refine our timelines and work through League’s massive post-update-skin splash backlog.

In the meantime, we hope you’re enjoying Poppy’s and Shen’s new splash art, and we’re excited to finally be moving this process into full production.

[ Link to Post ]


As always, a few recent artworks by League fans:


Soraka by 雞飛龜走:




Blade of the Exile by 放逐之刃:




Insane Jinx by skold:



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

Riot Dev Blog Evolving Splash Art Banner

Riot’s latest dev blog delves into the process of how in-game characters are reflected in their stills:



That’s how players described the reimagined Malphite splash art, which saw the hulking horned creature barreling toward Helmet Bros futilely staging a defense. His old splash also depicted a solidly-built rock monster, but gave off an action figure toy vibe too—like your dog might pluck him out of the drawing to bury him in the yard. The new version of the Shard of the Monolith would have Fido running scared, tail between his legs.

new malphite old malphite

The positive reaction from players was a fist bump to the illustration team’s evolving approach around League splashes, the culmination of an 18-month journey challenging their assumptions around what splashes should accomplish. The team’s goal became using splash to tell strong, fantasy-driven stories of champs for players, building windows into League’s IP. Malphite’s splash, unleashed in spring of 2014, was the planting of a flag.

Splash art’s been part of League since launching in 2009. Back then, the illustrations drew inspiration from character select screens in classic fighting games, the kind you’d see in the Street Fighter and Mortal Kombat series. Fighting game rosters could hit 50 characters, all tightly packed into an array of thumbnail portraits. Only by hovering over the thumbnail could you get a fuller look at the fighter.

League splashes played a similar functional role, communicating to players exactly what champ or skin they were about to choose. The game started with just over 40 champs, before adding another 24 in 2010. Splashes helped players decide which champs to play, and the team drew up a set of rules for creating a cohesive feel for League splash art. Andrew Silver, who leads the illustration team, recalls “aspirational” as a major buzzword the team often threw around.

Champs always held either “heroic” or “action” poses back then, with viewers always looking upward at them. Their source of power had to be prominently displayed, and their abilities looked as they would in game. Essentially, splashes were near-literal translations of the in-game experience, because that’s what the illustration team assumed players wanted. But while the splashes technically rocked, the player response didn’t pan out as the team had expected.

Take Elise, the Spider Queen, who dispatches exploding spiderlings at enemies before ambushing them from above. Upon release, she had two splashes. One, for the Death Blossom Elise skin, showed the champion dramatically mid-attack in a storm of action, fitting the conventional rules of splash. By comparison, her base splash appeared muted with her simply seated on a throne, patiently looking out—yet this marked a major departure for the team. “There were actual debates asking questions like, ‘If she’s sitting down, can she really be aspirational to players?’” recalls Silver.

(Left: Original base splash for Elise.  Right: Death Blossom Elise splash)

But when players saw the two, they preferred the base splash, taking the illustration team by surprise. The illustration team realized maybe their rules needed a rework. Silver thinks the base splash received a more enthusiastic response because Elise’s posture represents her regal nature as a queen. “Why does a queen have to get her hands dirty with killing me?” he asks. “The viewer’s already dead—they just don’t know it yet.” The split response to Elise’s splashes drove home that viewing the in-game model as the starting point for splash was too limited. The team began to understand the champion as something more diverse than that: “Yes, the model was an important factor in the identity of a champion for players,” says Silver, “but their perception of a champion is an amalgamation of all content we create.”

For example, the champion Nami’s identity isn’t just in her model, or even her splashes, but includes her whirling and playful theme song too. And Jinx’s anarchic mindset shines in the “Get Jinxed” music video. All these experiences cumulatively suggest a champion’s identity. “Ultimately, the true champion lives in players’ minds,” notes Silver. “This character doesn’t really exist in real life. Players can’t go and meet Jinx. Our job as game developers is to do our best to accurately represent the character we want players to see in their imagination.”

Knowing this doesn’t mean the illustration team can now set their approach in stone, nor that every splash art they create will be a home run. The evolution is continual, especially as the champs themselves continue to change and grow. What can be said is that successful splash art goes beyond the technical element: the use of shapes, symmetry, perspective, movement, and the hundreds of other major and minor elements that make a work of art visually attractive. The bar for splash is earning that moment of recognition looking at the illustration that, yes, it captures the sentiment players feel for a champ. “It all leads to building a complete fantasy,” says Silver. “So when you’re in a mess of a teamfight and abilities are being dropped, you still understand what it should feel like as opposed to what it looks like.”

This returns us to Malphite. Initially, the new splash caused hesitation within the team because of how far it departed from in-game, especially since Malphite is one of the smaller models in League. How could they then show him 8-stories tall? The team worried that players might freak out: maybe representing the model was key to maintaining the fantasy. But, in the end, the response proved they could trust their gut. “While we create Malphite in-game to fit inside the gameplay space,” says Silver, “Malphite’s core thematic is the unstoppable force—we need to be able to understand the reason for him being unstoppable.” Turns out that’s pretty badass.


braum1 braum2

From the champion’s bear paw of a hand reaching out to players behind a mammoth shield, to dawn breaking over the snowcapped mountains behind him, the finished splash painted a vivid story of Braum, legend and hero. “We wanted the splash to embody hope and warmth,” says his illustrator, Josh. “He’s the first warmth of winter.”



To nail the core of Heimerdinger — something like a fine blend of Nikola Tesla and a cyborg Doc Brown — the team examined how a mad inventor would likely react in a scrap. What else would an inventor do but assemble things even while in battle? “Heimerdinger doesn’t need to be looking at the battlefield to know that the fight is going the way he wants it to go,” says Silver.


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


PBE 19 03 Banner

PBE 19/03


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


Check out all the April Fools skins, texture rebalances and the Champion Mastery System that will be up with Patch 5.6!

PBE 11 March Banner



New Splash Arts

Looks to be a shared splash art for all the April Fools skins:




Here are the loading screen arts for each skin:

AmumuLoadScreen_8 NamiLoadScreen_3 NasusLoadScreen_6 SorakaLoadScreen_5 UdyrLoadScreen_4

You can check out all the April Fools skins HERE. Surprise Party Amumu got left out, but you can find a preview of him HERE.



New Summoner Icons

Behold! A golden spatula:




Note, the changes to Hunter’s Machete have all been reverted for Patch 5.6. Here are the changes for reference and a few tweets from Tech Designer Raina Sweet to clarify:


Hunter's Machete New Icon 2Hunter’s Machete [ Reworked ] 

  • No longer grants 15 bonus Gold when a large jungle Monster is killed
  • Grants 6 health-per-second while in combat with monsters, decreased from 7 (mana gain unchanged)
  • Now doubles health gain for champions who are below 50% health (to 12-per-second)
  • No health is granted while killing the Rift Skuttler



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


PBE 12 02 Banner


PBE 12/02

  • New Splash Arts
  • New Interface Option


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



New Splash Arts


DJ Sona




Classic Katarina


ds4acYM Katarina_Square_0


New Interface Option


“Use relative team colors”

  • The option paints all allies blue and all enemies red, regardless of which side of the map you start on.



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



PBE 23 10 Banner


PBE 23/10:

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


PBE Content from Patch 4.19 Cycle:



New Splash Arts





Graves_0 (1) Graves_Square_0






Gragas_0 Gragas_Square_0



New Summoner Icons


profileIcon713 profileIcon712



Singed Updated Ability Icons


From left to right: Passive, Q, W, E and R.


Singed_Passive Singed_Q Singed_W Singed_E Singed_R


Champion Changes

Ryze Final Portrait


Overload New IconOverload [ Q ] 

Base damage decreased from 60/85/110/135/160 to 40/60/80/100/120


Zilean Final Portrait

Heightened Learning New IconHeightened Learning [ Passive ]

Now grants 8% bonus to experience in an area, changed from global (same range as Janna’s passive)



Kayle also got her new in-game portrait updated:










If you want to check out the new splash arts on the PBE, click here.

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



PBE 08 10 Banner

 Victorious Morgana is unavailable at the moment.


PBE 08/10 Content:

  • Victorious Morgana
  • Reaper Soraka
  • New Splash Arts
  • Shadow Isles Lore


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



Victorious Morgana

 [ Note ] Victorious Morgana is still unavailable on the PBE; I’ll add screenshots and a video preview as soon as she’s up for testing.

Victorious Morgana Model


Victorious Morgana is still very much unavailable. Here’s a preview from SkinSpotlights; note that the skin is missing particles and sounds.




Reaper Soraka


Reaper Soraka will be available in store for 1350 RP.


Reaper Soraka Video Preview



Reaper Soraka Model Soraka Model 2
Soraka Recall

For her recall, Reaper Soraka shatters the ground with her staff and summons a teal/black hole.


Soraka Passive

Salvation [ Passive ]


Soraka Starcall 1 Soraka Starcall 2

Starcall [ Q ]


Soraka W 1

Astral Infusion [ W ]


Soraka Equinox 1 Soraka Equinox 2

Equinox [ E ]


Soraka R

Wish [ R ] 



New Splash Arts


Jarvan IV



JarvanIV_0 JarvanIV_Square_0





Rengar_0 Rengar_Square_0



Shadow Isles Lore


The following Champions have received additional Shadow Isle-based lore in the client.


Elise Final Portrait

Elise’s entrancing beauty and grace conceal the pitiless, black heart of a deadly predator. With ruthless cunning, she lures the unsuspecting with promises of favor from the spider god. Having exchanged her humanity to become something far more sinister, Elise sacrifices the innocent to maintain her power and seemingly eternal youth. No one can fathom how many have been caught in her web, slain to feed her insatiable hunger.


Evelynn Final Portrait

Swift and lethal, Evelynn is one of the most deadly – and expensive – assassins in all of Runeterra. Able to merge with the shadows at will, she patiently stalks her prey, waiting for the right moment to strike. While Evelynn is clearly not entirely human, and her heritage remains unclear, it is believed that she hails from the Shadow Isles – though her link with that tortured realm remains shrouded in mystery.


Hecarim Final Portrait

Hecarim is a towering, armored specter whose name is whispered fearfully across the length and breadth of Runeterra. He patrols the Shadow Isles, running down anyone foolish enough to set foot upon its cursed soil. As the vanguard of undeath, Hecarim rides forth from the Black Mist, laughing mockingly as he tramples the living beneath his iron-shod hooves.


Karthus Final Portrait

Karthus is a harbinger of oblivion, zealously devoted to the beauty and clarity of death. Even in his youth, he was utterly obsessed with mortality, growing ever more relentless in the pursuit of his dark desires. Yearning to be one with death itself, Karthus journeyed to the Shadow Isles and willingly offered himself to undeath. Karthus transformed into the Deathsinger, a dread lich existing solely to deliver the blessed gift of annihilation.


Maokai Final Portrait

Maokai was bound to a gnarled tree by the dark magic that transformed the Shadow Isles. The once-peaceful nature spirit is now a corruption of his former self. Infused with power that he never asked for, he has become a destructive force, sundering his enemies with wild magic and crushing limbs. Maokai continues to wander Valoran, seeking the means to bring life back to his forest home.


Mordekaiser Final Portrait

The vicious wraith Mordekaiser is among the most terrifying and hateful of spirits that haunt the Shadow Isles. Entombed in ancient armor, the Master of Metal is said to be the first of the unliving, a revenant who existed even before the Shadow Isles were wrought. His twisted soul thrives on his own suffering, as well as the anguish he inflicts upon others. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims’ souls to become instruments of destruction.


Thresh Final Portrait

Thresh is a sadistic, spectral reaper who relishes tormenting the living and the dead. Once a jailer who mercilessly brutalized all under his charge, Thresh was hanged from his own chains by the prisoners he had tortured. With his vicious essence unbound, the Chain Warden roams Runeterra in search of prey. He derives twisted joy from slowly breaking the minds of his most defiant victims, before trapping their souls within the sickly green light of his lantern.


Yorick Final Portrait

A terrifying and tragic figure, Yorick is a ghoulish being that exists on the edge of mortality. Some say he was the last of his family line, dying without an heir to continue its legacy, and that he is cursed to continue to his family’s duty even after death. Wielding the twisted shovel he bore in life, he continues his macabre work, endlessly digging and filling graves upon the haunted Shadow Isles.



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



PBE 01 10 Banner


PBE 01/10 Contents:


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


Previous PBE Updates for Patch 4.18 Cycle:



New Splash Arts


Championship Shyvana


Championship Shyvana will be available for 975 RP in the store after Patch 4.18 hits live. Link to preview.










KogMaw_0 KogMaw_Square_0



New Halloween Summoner Icons


1 (1) 3 2 (2)



Lee Sin Updated Profile Icon


Lee Sin got a new splash art in yesterday’s PBE update. Here’s his updated profile icon:








LeeSin_Square_0 (1)



Champion Changes 31 09 Banner



Ezreal Final Portrait


Rising Spell Force New IconRising Spell Force [ Passive ]

  • Attack Speed buff duration increased from 5 seconds to 6


Mystic Shot New IconMystic Shot [ Q ]

  •  AD ratio increased from 1.0 to 1.1



Tristana Final Portrait

  • Attack speed-per-level decreased from 4% to 2.5% (total loss is 27% Attack Speed at level 18)


Rapid Fire New IconRapid Fire [ Q ]

Duration decreased from 7 seconds to 5
Attack speed buff increased from 30/45/60/75/90% to  30/50/70/90/110%



Tristana’s new AS values, courtesy of fellow reader Jim Gunderson.


Tristana pre/post nerf AS values from passive and Q only
Lvl OLD PASS NEW PASS OLD + OLD Q (Duration of 7 seconds) NEW (Duration of 5 seconds)
0 0 30 45 60 75 90 30 50 70 90 110
1 4 2.5  34 32.5
2 8 5 38 53 35 55
3 12 7.5 42 57 37.5 57.5
4 16 10 46 61 76 40 60 80
5 20 12.5 50 65 80 42.5 62.5 82.5
6 24 15 54 69 84 45 65 85
7 28 17.5 58 73 88 103 47.5 67.5 87.5 107.5
8 32 20 62 77 92 107 122 50 70 90 110 130
9 36 22.5 66 81 96 111 126 52.5 72.5 92.5 112.5 132.5
10 40 25 70 85 100 115 130 55 75 95 115 135
11 44 27.5 74 89 104 119 134 57.5 77.5 97.5 117.5 137.5
12 48 30 78 93 108 123 138 60 80 100 120 140
13 52 32.5 82 97 112 127 142 62.5 82.5 102.5 122.5 142.5
14 56 35 101 116 131 146 85 105 125 145
15 60 37.5 105 120 135 150 87.5 107.5 127.5 147.5
16 64 40 124 139 154 110 130 150
17 68 42.5 143 158 132.5 152.5
18 72 45 162 155

Lucian Final Portrait


Relentless Pursuit New IconRelentless Pursuit [ E ]

  •  Added a 40/30/20/10/0 mana cost (no mana cost on live)



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



PBE Update July 26 Banner


PBE 26/07 Contents:


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


PBE Updates for Patch 4.13 Cycle:

PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

PBE-Update-July-21-Banner PBE-Update-July-22-Banner

PBE-Update-July-23-Banner (2) PBE-Update-July-25-Banner



PBE New Splash Arts


Debonair Ezreal and Debonair Vi got their splash arts!







PBE New Loading Screens


Ezreal_7 Vi_3



Debonair Ezreal Skin Spotlight



Debonair Vi Skin Spotlight




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



News Update July 17 Banner

Doom Bots are here as a featured game mode and will be going away on July 27th, QA Analyst Repertoir elaborates on the Vel’Koz changes we saw in yesterday’s PBE patch and shares more buffs on the pipeline, Lead Champion Designer Meddler continue his Q&A with updates on Fizz, Zed, Syndra, Yorick, Zilean and Sion, as well as the team’s mentality when buffing and nerfing. Lastly, 32 skins will be getting their splash arts replaced with those from the Chinese client.


Recent News






Doom Bots are Here Banner


After weeks of tweaks and tests, the Doom Bots of Doom have been set loose onto live! If you’re looking to test your abilities against League’s craziest challenge yet, then sign up! What’s more, play a game against the Doom Bots and you’ll earn a unique summoner icon regardless of whether you win or lose (which might take a few days to appear).

Get to it before we haul the Doom Bots back into the FGM workshop on July 27! And while you’re catching your breath between games, tell us about your Doom Bot stories! Did you win? Did you… not win?

[ Link to Post ]



Context on VelKoz Banner


Related PBE Update





Repertoir New PortraitHey guys,

You may or may not have noticed that there are Vel’Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel’Koz on the whole.


Let’s start with what our goals for Vel’Koz generally as a champion. When making Vel’Koz, one of the most important things that had to be true about Vel’Koz is that he fulfills the role of a terrifying laser face melter. On his release, I’d say it’s fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat – Ability Power. I definitely understand that Vel’Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support.

That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick’s Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel’Koz and an incredibly dangerous moment for opponents. Given how his R’s damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel’Koz’s release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he’s been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that’s why you’ll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.

Again, I’d like to reiterate that we are aware that support Vel’Koz’s damage will take a hit if we go through with these changes, but it is our intention that Vel’Koz’s character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character’s ultimate is the only change that moves him out of the support position, then that’s probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.

On the note of utility, we are indeed looking at reducing the slow on Vel’Koz’s ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel’Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.

All other changes on Vel’Koz are aimed at just making various spell effects better match their visuals.

That’s a lot of text though! Here’s what we’re looking at for PBE stuff to test for now…


64px-Void_Rift Void Rift [ W ]

  • W1 missile width increased to match W2


64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Range increased to 1550 from 1500
  • Base damage reduced to 350/475/600 from 500/700/900
  • Ability Power Ratio increased to 1.5 from 0.6
  • Slow reduced to 15% from 20%
  • Slow now stacks on targets up to 5 times, up from 1

Hope this helps to clarify things,


[ Link to Post ]



Won’t a 75% slow on Vel’Koz’s ult be too strong

Repertoir New PortraitOne thing to remember about slows in League of Legends is that there are diminishing returns on high value slows. Whereas a 20% slow will usually slow for most of the expected amount, a 75% slow may only slow for around double the 20% slow after diminishing returns. If you ever want to see what I’m talking about, run through a wall of Thresh’s R; despite being a 99% slow, it doesn’t slow you down to ~3-5 MS.

[ Link to Post ]

TLDR Portrait TL;DR – The slow will stack up to a 75% slow, but slows have diminishing returns, so targets will not lose a full 75% of their Movement Speed.




Why are you forcing Vel’Koz players to buy AP to be relevant

Repertoir New PortraitHonestly, we are not trying to solve “Glass cannon mages are not seeing play” with these changes, because that’s probably a symptom of a greater issue that probably isn’t a good idea to address with a numbers arms race or character identity misalignment. Vel’Koz was always intended to be mainly a glass cannon mage, and we’d like for his numbers to reflect that.

All that said, there may be work to be done on these numbers still. Thanks for the feedback; I’m still not sold on this as a final changelist yet, so I’ll keep everyone posted.

[ Link to Post ]



Shouldn’t Vel’Koz receive buffs to compensate for these changes

Repertoir New PortraitOne thing that’s worth noting is that we don’t actually think Vel’Koz’s current overall power level is too far off. We just think the actual distribution in power in how his ultimate deals damage is out of whack, focused far too heavily into the base damage and not enough in the scaling.

[ Link to Post ]




Meddler QA Part 2 Banner


Meddler Q&A – Part 2


Part 1 of Meddler’s Q&A





Champion Updates Banner


Will there be any changes to Sion's kit

Meddler New PortraitThere’s a full Sion rework (visual and gameplay update) underway at the moment, with a core theme of ‘undead juggernaught’.

[ Link to Post ]




Do you consider Syndra to be in a good place



Meddler New PortraitI’m a bit concerned Syndra may be too strong a lane bully at present, it’s also possible we’ve now made her stun a bit too easy to land, in contrast to its previous state. Don’t think the live balance team have any immediate plans for her, an adjustment at some point might be needed though.

[ Link to Post ]



Any plans for Zed

Meddler New PortraitI feel he’s a relatively healthy assassin design and personal opinion is he might be a bit on the weak side. He’s a champ we’re talking about right now, but haven’t got firm plans for yet.

[ Link to Post ]




Can Riot look into updating Zilean

Meddler New PortraitWe’ll work on Zilean at some point and that will include replacing his passive with something more satisfying throughout the game. Will definitely investigate whether there are opportunities to use ‘time mage’ better as a theme as well for his kit as a whole, too early to say what changes that might result in or when though.

[ Link to Post ]



Will Yorick get a Visual Update

Meddler New PortraitYorick? Full rework and visual upgrade together at some point most likely. Ghoul summoning gravekeeper’s got a lot of potential as a concept that Yorick’s not making use of, plus the playing against experience in lane can be pretty frustrating.

[ Link to Post ]



Will Fizz get a Visual update soon

Meddler New PortraitDon’t think he’s on the list at the moment. I’m no artist, so not my area of expertise, but doesn’t leap out to me at least as particularly in need.

[ Link to Post ]




Balance Banner QA


Are new Champions supposed to have already released counter-picks

Meddler New PortraitWe do want champions to have identified weaknesses, we don’t want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you’re able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you’ll get stomped) and lack of choice for the opposition.

[ Link to Post ]



What’s the thought process behind buffing or nerfing Champions

Meddler New PortraitConstant assessment of how champions perform in different lanes and at different levels of skill/types of play, gathering of feedback (from regular players and pro players), some use of statistical analysis (as an indicator of things to investigate, not a guide) and a lot of playtesting. Same answer with any other part of the game, though there are some things that require really large sample sizes, or long periods to master, where we’ll need to go with a best estimate and then continue to balance post launch.

[ Link to Post ]



Will the new Champion be purely a top laner

Meddler New PortraitPossible we might see said champion elsewhere, top lane’s our prediction for where they’ll probably function best based off their kit/our internal testing.

[ Link to Post ]




Game Design Banner


What do you think of mini-game mechanics like Draven’s axes

Meddler New PortraitI’m generally a fan of abilities on champions that require you to build skills unique to that champ, in particular because it gives a really distinct path to mastery for players that really want to invest in that champ. Manipulating Orianna’s ball, especially how you use the distance return, is another good example of that.

We will be doing other champs with unique skills in that sort of line, wouldn’t want to do anything exactly like Draven’s axes though, that’s Draven’s thing.

[ Link to Post ]



Will you be making Senna, Lucian’s wife, a Champion one day

Meddler New PortraitWouldn’t rule it out, wouldn’t count on it either though. Characters mentioned in other champions’ lore can be good opportunities for future champions, sometimes characters are better suited to be non playable parts of the cast though, so a character getting named’s not a guarantee they’ll one day be a champion.

[ Link to Post ]



Was there a Champion that you wanted to make but isn’t in the game

Meddler New PortraitPlenty! The best ideas we’ve had but haven’t finished are ones I’m still hopefuly we’ll figure out a way to do. Then there’s Barn the Sentient Barn, who I’ve got a soft spot for but, even being really, really optimistic, would have to describe as ‘incredibly unlikely’.

[ Link to Post ]



What are the odds of seeing a new global ult

Meddler New PortraitReasonable at some point, though almost certainly with some constraints to ensure it’s situationally powerful but not a guaranteed ability to force a 2v1 or ensure a 1v1 goes in your favor.

[ Link to Post ]





32 Splash Art Updates Banner


Riot Silver: Hey dudes and dudettes!

Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we’re replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.

We’re constantly seeking to improve LoL across the board, and splashes are no different – as you may have noticed, we’ve been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.

This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough…Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.

Let us know what you think!


Why didn’t you do this sooner?

The art style for these splashes was a bit different from our visual target, and we didn’t want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.

Why didn’t you change X splash?

We specifically picked splashes that met the goals of this small update, so there could be several reasons:

  1. We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
  2. Alternatives are too drastically different from current splash or in-game model (we’re looking to improve overall cohesion in addition to just visual quality.)

What if I don’t like X splash?

Let us know! The goal here is to improve, not detract

Why are these only skin splashes?

This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they’re more highly visible (e.g. minimap icons, champion select, etc…). In general, we’re looking to err on the side of caution where there’s a very clear quality increase with little risk of confusion.


  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

[ Link to Post ]



All Updated Splash Arts


Huge thanks to Reddit user IfishIII for putting up an imgur album with all the new splash arts!



Noxus Hunter Anivia


Red Riding Annie


Rusty Blitzcrank


Goalkeeper Blitzcrank


Desperada Cassiopeia


Siren Cassiopeia


Mr. Mundoverse


Tango Evelynn


Minuteman Gangplank


Dreadknight Garen


Alien Invader Heimerdinger


Blast Zone Heimerdinger


Nightblade Irelia


Aviator Irelia


Commando Jarvan IV


Silver Kayle


Viridian Kayle


Sorceress Lux


Chosen Master Yi


Candy Cane Miss Fortune


Pharaoh Nasus


Snow Bunny Nidalee


Leopard Nidalee


Ravager Nocturne


Forsaken Olaf


Glacial Olaf


Ruthless Pantheon


Noxus Poppy


Frozen Shen


Hextech Singed


Black Belt Udyr


Curling Veigar



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



News Update July 1 Banner


Small PBE Update

Red Post Collection

Single Posts



Recent News







PBE Update


New Urgot In-Game Icon. You can check out Urgot’s new Splash art here.





Akali Visual Update Banner

IronStylus addressed a forum thread asking if Akali will be receiving a visual update. 



IronStylusRiotlink Button IronStylus: I don’t think she’ll be up for anything anytime in the immediate future. She has some pretty janky things in her model (bad deformation, noodle arms, etc) but overall she’s not *that* bad. I think she’s actually pretty distinct as a character. She would however benefit quite a bit from a texture update and some geometry tweaking to make sure her elbows, knees and ankles bend appropriately. To my knowledge we could address those with some rig changes.



[ Question ] Wasn’t Akali supposed to get a new Splash art last June ?


IronStylusRiotlink Button IronStylus: That’d be RiotSilver’s domain. Not sure where she stands on a splash update.



Caitlyn doesn’t look bad either, yet she’s slated for a VU. Why isn’t Akali?


IronStylusRiotlink Button IronStylus: Akali theoretically wouldn’t need as much of a thematic overhaul as Caitlyn. That and other factors tend to push Caitlyn to a higher position of priority, such as visibility, approachability of the champion, “visual health” of the champion, etc. She’s one of our more popular characters, especially where ADC’s are concerned because she’s sort of “entry level”.



[ Follow-up ] So Caitlyn which came out later is closer to one? How about Ezreal?


IronStylusRiotlink Button IronStylus: We don’t prioritize by order of initial release. Each champion is looked at independently. My personal opinion is that Ezreal could use a lot of love though.



[ Follow-up ] Don’t you think you should prioritize visual updates by the Champion’s release date?


IronStylusRiotlink Button IronStylus: No, because there’s a hige discrepancy with early champions in terms of quality. 

Akali, Vlad, Malzahar, quite as in need of updates as say Urgot, Swain, or Caitlyn. That’s sort of arbitrary and debatable in terms of quality difference, but it’s mixed bag. 

Actually, a number of champions had VU’s in order-ish, such at Annie, Ashe, Kayle, Master Yi, Soraka, Twisted Fate, etc. Not exactly down the line, but close. 

When we prioritize, we also look at the scope of work. Like, it would be difficult to do Ryze and Morgana in close proximity because of how much work their models, animations and VFX would need. Those are fairly large scope. While melee characters or ones that don’t have a ton of whacky animations are lower in scope. 

Each thing is a case-by-case undertaking.



Pentakill Mordekaiser Banner

A lengthy post by Summoner BFNASmurf explains the visual downgrade of Pentakill Mordekaiser and how it should be resolved.



Pentakill Mordekaiser Comparison by BFNASmurf



[ Question ] Why do you think the new textures are an improvement?


IronStylus Riotlink Button IronStylus: Going out on a limb here… 

The old texture, from a purely game-development side of things, is busy. Really busy. When you run most of our old champions around in game they tend to “sparkle”. From our side that is really a quality sink. Noisy texture = business = sparkling = bad quality. 

A “good” texture in our game won’t sparkle or sparkle as much. When it does we attempt to mitigate it. You’ll notice that even as recently as Vayne our characters have had noisy textures. It wasn’t until maybe around Ziggs that our textures got a lot better, mainly because we got more artists at that time, allowing our quality bar to raise. 

Texture in our game, when functioning properly, takes on a property where small details diminish into large graphic shapes when zooming out. When zoomed in, detail will be apparent but have less contrast. Also, contrast and color saturation will be more pronounced towards the top of the character and reduce to lower contrast and deeper colors towards the foot of the model. This is called visual hierarchy. When the hierarchy is intact and the model is reading well from game, without noise, without excessive contrast and without confusion, we consider it balanced.

I would consider the work done on Mord to be a proper balancing of the texture. While there indeed may be a decrease in detail, meaning, removing excessive pixels in any given area, there is overall mainly a reduction in contrast. This is to make the character less jarring, more easily readable and smoother. While I can understand the loss of some of that pixel contrast could be potentially seen as some sort of feature removal, I would submit that the quality, readability and overall ability to interpret the model as a graphic element is more apparent. 

Blur your eyes and see which one pops off the background better and in a more uniform shape. The new texture allows for the proper character to background separation which we view as something very paramount when making our models. 

Texture balancing is something you may see more of as it becomes more apparent that some of out current models appear very harsh, jarring and confusing on the new SR. Skarner was given this sort of balance pass, along with a specular map, to help his texture not compete with itself.

All in all, there will be selective choices made when readability and texture quality is concerned. We are, first and foremost, a game where readability is key. It is the most important aspect of the physical assets we make. Distinct silhouette, easy recognizability of each character and and good visual communication is the information you need right up front when playing League. It’s possible that this texture could use a couple places of pop further down the body, but I would consider it, on face value, of high quality and achieving what’s necessary for it to read in-game properly. 

That said, I understand how the reduction of noise can be seen as the removal of detail. That will come down to personal taste. I personally think the new texture is a far superior execution than the original.



[ Question ] Don’t you think the skin needs at least some color correction so we can see more scratches on the armor?


IronStylus Riotlink Button IronStylus: You’re getting the terms mixed up. Color has nothing do do with it. Value, as in lights and darks, are what you’re thinking. High contrast between light and dark are what make metal feel like metal, chrome in this case. 

When form is turned where chrome is concerned, the surface turning away from the viewers reflects the surrounding area. This is compressed by the eye and creates, usually, dark masses in the reflection. Wherever the brightest point of reflection is, there will be a high contrast specular shine, going all the way up the value scale to white. You’re saying there’s a lack of contrast in the places where the material would be the most contrasty. 

Leather, cloth, other matte materials, don’t have that much of a reflective property, so they don’t run the gamut of contrast in their material properties. Metal, high gloss plastic, glass, etc, reflect, therefore creating the most contrast in the surface material. 

You want contrast, not color.



[ Conclusion ]


IronStylus Riotlink Button IronStylus: I mentioned I wasn’t the authority, nor did I know what, if any, change might occur. I’m in no way in charge, nor do I really work with the skins team in a production capacity. But I look at the skin and I see a raise in fidelity, straight up. That’s my opinion as an artist from the standpoint of good game readability.



Better Chat Rooms Banner

A few recent Reddit threads called out in-client chat rooms as being badly underdeveloped and unusable. Riot is aiming to make them a real hub for the community to hang out.



Riotlink Button Riot Metasystem: Riot Metasystem here to talk to you about our chat room system. Many have pointed out that there are some flaws and I’m here to discuss those issues and solutions to address them.

The official public chat rooms have grown rife with RP sellers, scammers and Elo-boost spam. The default four rooms we established can be used by a tiny fraction of our players at a time. Given the number of League players, most conversation spills into private, community-created rooms.

Unfortunately, private chat rooms and even the awesome community hubs like Dominate Dominion and Summoner School lack moderation tools beyond the ignore button. While the experience in private chat rooms is better than the public versions, we still want to provide tools to address unwelcome drop-ins and toxic behavior.

Long term we’re exploring and working on major and minor improvements to chat and chat rooms aimed at enhancing usability and adding new functionality.

As an immediate action we’re going to disable the public chat rooms until they’re useful and accessible. In their current shape they just don’t work and can actively create negative experiences for many players (especially new players).

We’ll keep all private chat rooms and messaging available to everyone, and bring the official public chat rooms back as soon as we can.

Now that we’ve talked about the current state of chat and some of our first steps, I want to explore what our goals for chat are.

We’d like to create a persistent hangout for the friends you play with. Those friends should bring in their like-minded friends as well, and the badass players you meet playing great games. While you’re at it, why not invite some players from the community as well?

At the end of the day, when you log in you should feel like you’re surrounded by active players that like to play League the way you do. You should be to able jump easily into games with those friends – – without having to send game invites one by one.

Whether we call them chat rooms, hangouts or communities, they could grow to serve many purposes. Players could build a community for junglers, a mentoring group, a champion theory-crafting channel, or casual ARAM or Team Ranked LFGs. Some great communities like these already exist in League but it’s not easy to manage them well.

When we think about these social spaces, we think a good starting point to solve the existing problems is a solid set of tools that empowers players and Riot to create, own, and manage all kinds of different social environments.

Right now we’re looking for your feedback. Tell us what you’re looking for in our chat rooms, and how we can provide you with the right tools to make them into strong communities. We’ll work on the improvements at a steady pace, and keep you posted along the way. Join the discussion below!

Thanks, Riot Metasystem



Single Posts banner



[ Question ] Why hasn’t anyone come forward to talk about the server transfer crisis thread being removed from the Sticky list on EUW forums?


Dromaius Riotlink Button Dromaius: Hi there,

While the thread was removed from the sticky list, I can assure you that our work does not stop there. We have been tracking and resolving a myriad of issues faced following the transfer, but in all honesty, this will never be considered as a “completed” effort. And this is not because of incapacity to do so, but because improving the service for all of you to enjoy is an ongoing effort that will never truly stop.

You might have read the post from Riot Tmx on the Network Diagnostic Tool (here), which essentially allows you to perform a connection test from your computer to the League of Legends servers and upload it for our team to use in optimization efforts. We have identified routing problems with it and are working on improving these (routing is essentially the path your connection follows to reach us, sometimes these take unnecessary detours which add to your latency and not necessarily related to the LoL servers). This is just one of the many ways for us to keep on working on reaching an impeccable experience for everyone.

In regards to communication, we realize that it is important for us to keep our participation consistent, so that you do not have the impression we only “exist” during issues, and we will keep on working on improving as per our promise to you guys. And this does not only go for the English forums, but the localized ones as well. And it is through the help of summoners like you giving constructive feedback that we will be able to reach a level that will satisfy you.

In fact, what level of communication would you feel happy with? Or rather, which medium do you think would be the most valuable for you as a player?

Note that I am not touching on the “word” you have briefly referred to, not because I chose to ignore it, but because I am not able to bring anything to the discussion that was not previously shared in other posts.



League of Legends and “perfect imbalance”


Riot Draggles Riotlink Button Riot Draggles: The concept of imbalance is pretty neatly discussed by Extra Credits in this video. Remember Season 3 when assassins were everywhere, and then we released Zed, and everyone played him every game because he was ridiculously broken?

Balancing is essentially tiny tweaks designed to make champions slightly less (or more) effective – and with the massively vast combination of items and lane matchups, these tweaks form new metas every patch. It may be slow evolving, but champions like Kayle were “hidden OPs” for a loooong time before their power came to light. 

I imagine we’ll be having this conversation in 6 months where players will be questioning us about (the secretly overpowered) Galio and Poppy being in every game.


Rengar disabled in LCS



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