Archive

Posts Tagged ‘summoner spells’

 

PBE June 5

 

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

 

Previous PBE Updates for Patch 4.10 Cycle:

 

  • This is the first!

 

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

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

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

 

 

Nidalee New Portrait

 

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

 

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

 

 

Skarner New Portrait

 

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

 

Skarner-Rework-Again-Banner (1)

 

 

Primetime Draven – 975 RP

 

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

 

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

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

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

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

See you on the Rift!

 

Primetime Draven: Pre-Release Trailer

 

 

Primetime Draven Additional VO

 

 

 

Five Football Skins at 750 RP each

 

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

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

 

Football Splash Art

 

Maokai_5 TwistedFate_8 Lucian_2 Gragas_7 Alistar_7

 

Goalkeeper Maokai – 750 RP

 

Goalkeeper Maokai

Goalkeeper Maokai Model

Goalkeeper Maokai E

Goalkeeper Maokai E

 

Red Card Twisted Fate – 750 RP

 

Red Card Twisted Fate

Red Card Twisted Fate Model

 

Striker Lucian – 750 RP

 

Striker Lucian

Striker Lucian Model

 

Superfan Gragas – 750 RP

 

Superfan Gragas

Superfan Gragas Model

Superfan Gragas Q

Superfan Gragas Q

 

Sweeper Alistar – 750 RP

 

Sweeper Alistar

Sweeper Alistar Model

 

 

Skarner Texture Update

 

Skarner Texture Update

Classic Skarner Texture Update

Sandscourge Skarner Texture Update

Sandscourge Skarner Texture Update

Earthrune Skarner Texture Update

Earthrune Skarner Texture Update

 

 

New Summoner Icons

 

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

 

Icon 1 Icon 2 Icon 3

Icon 4 Icon 5 Icon 6

 

 

New Tryndamere Spell Icons

 

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

 

Tryndamere_Passive Tryndamere_Q Tryndamere_W Tryndamere_E Tryndamere_R

 

 

New Nidalee Spell Icons

 

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

 

Nidalee_Passive (1) Nidalee_Q1 Nidalee_W1 Nidalee_E1 Nidalee_R1

Nidalee_Passive  Nidalee_Q2  Nidalee_W2 Nidalee_E2  Nidalee_R2

 

 

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

 

 

 

Patch 4 Point 7 Banner

 

Patch 4.7 Notes

 

Riot Pwyff Button Rioter Pwyff: Hey Summoners,

 It’s time for a new patch! We don’t have a ton of changes today, but we’re hitting a few high priority targets that are having a heavy impact on the health of the game. As an example, we’re still concerned with high-damage junglers who are entering the mid-game with more gold and more experience than even the solo laners who had to scrap out their gains against another opponent. We’re still exploring the possibilities here, but for now we’re going to be reducing some of the power of Feral Flare so that it remains a unique item build without being a dominant strategy.

 So what else can you expect in this patch? We’ve got a few rework follow-ups in the form of Gragas and Kassadin, and we’ve been experimenting with Skarner on the interim. We know we mentioned Skarner in the 4.6 foreword, but we’ve got a stronger idea of where we can give back some of his old identity so we’re making sure we get it right this time.

 We’re also following up with our promised top lane buffs for Jarvan IV and Malphite. We’re already seeing more diversity in top lane beyond Renekton, but we’ll be keeping an eye on future candidates as the changes shake out.

 Finally, we’re making some changes specifically targeted at competitive play in the form of reduced trinket start cooldowns, increased gold rewards for the Dragon, and additional tradeoffs for fast-push strategies. We don’t expect these changes to have too much of an impact on regular play, but we’re hoping to hit some dominant strategies we’re seeing in the high-level competitive scene.

 And that’s about it! On a closing note, you may notice this patch is a bit bigger than usual – we’re shipping out files for a new audio engine in manageable chunks over the next several releases. We’ll have more information to share with you closer to the end of the process, but you shouldn’t notice any changes to the game until the new engine launches.

You can check out the full scope of the patch below. See you next time!

 

Champions

 

Braum Gragas Jarvan Kassadin Khazix Lissandra Malphite

Miss Fortune

 

Minor Changes

 

General

Fizz

Kogmaw

Nautilus

Rengar

Shen

Twitch

Vladimir

 

Summoner Spells

 

Graphical Updates Heal

 

Items

 

Feral Flare Line Sunfire Cape

 

Aggro Display

 

Aggro Display

 

>Summoner's Rift

 

Summoner Rift

 

Summoner's Rift & Twisted Treeline

 

Jungle

 

Crystal Scar

 

Thresh Kassadin 2 Soul Anchor


Bots


Bots Text

 

LoL Client

 

Ignore Feature


Team Builder


Team Builder 47

 

Upcoming Skins

 

Upcoming Skins 47



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


 

Xypherous PBE Banner

Xypherous announced a ton of changes to Boot Enchantments and Summoner Spells for the upcoming Patch 4.5. Read below for more!

 

XypherousButton Rioter Xypherous: Just a quick heads up on changes that we’re planning for 4.5. We’re working on some itemization recipe, enchantment retuning and Summoner Spell updates for 4.5. Therecipe changes I’ll post on a different thread at a later date since it’s much lengthier than my usual PBE posts.

 

Boot Enchantments

 

 Overall, enchantments were an interesting experiment. Despite the power or popularity of Homeguard, it didn’t seem like the enchantment system was causing any particular problems in Season 3 for the most part. However, in Season 4, it’s looking like the late late game often gets dragged out too long and is much more difficult to close than intended.

  I don’t think that simply changing Enchantment: Homeguard will solve the problem of the errant late games but it’s definitely a contributor to the overall state. We’re going to reduce the power level of Homeguard to clean up a little bit of the end-game problem and power up some of the other options such that there’s a better balance between offensive mobility and defensive mobility options.

 

 Homeguard_itemEnchantment: Homeguard

  • No longer fully regenerates you upon activation.
  • Instead, item restores 35% of your missing Health and Mana per second while at fountain.

 

  We like that Homeguard can give you an instant satisfying burst when used well – enabling you to defend objectives almost immediately upon a successful recall. However, the speed of response is just too fast right now. By changing the mechanic to restore a percentage of your missing Health and Mana – we basically add a couple of extra crucial seconds if you want to re-engage or defend at full health.

However, if you were severely wounded and you rush off the fountain with Homeguard, you’ll only be at roughly 70% or so. Healthy enough to mount a defense of a tower but not quite so domineering.

 

Alacrity_itemEnchantment: Alacrity

  • Movement Speed increased from 15 to 20

 

Alacrity has always been in a bit of a poor spot due to being off from a tuning perspective.

  (As a bit of a followup, Boots of Mobility has seen roughly equal play / success numbers as before. There’s been a bit of a dropoff in usage rates but nothing major overall. However, this change will make those players who were trying to compensate for the change by using the Alacrity Enchantment actually have equivalent Movement Speed in combat with the other boot options.

Or you could just enchant Boots of Swiftness with it. SPEEEEED.)

 

Furor_itemEnchantment: Furor

  • Price reduced from 650 to 475

 

  Furor is too expensive for what it brings to the table. While Furor is an excellent option for training or kiting your opponents, the price often made the practice moot because if you spent 650 gold training or kiting someone and you didn’t have the combat strength to make it pay off – it was kind of pointless.

  This change will make Furor slightly easier to pick up when the mid-game or late-game fights start and players start to realize they need an extra bit of Movement Speed in fights – but can’t afford to begin starting down a path to another major Movement Speed item like Zephyr or Phantom Dancer.

 

Captain_itemEnchantment: Captain

  • Directional Movement Speed Strength increased from 8% to 10%
  • Price reduced from 750 to 600

 

  We’ve always been unhappy with aura effects as their relative power level versus visceral/intellectual satisfaction is always off. However, you could make a number of decent arguments that by overpricing and dampening the power level of the Captain Enchant, we never gave the aura a fair shot at being appreciated or recognized by our players.

  So, tentatively, we’re increasing the power level and decreasing the gold cost of the Captain Enchantment. We’ll keep an eye on whether people start appreciating the power of the effect or whether or not at this point it simply becomes overpowered and mandatory before deciding if it really needs further work.

 

Distortion_item Enchantment: Distortion

  • Ghost / Flash / Teleport CD Reduction decreased from 25% to 20%
  • (NEW) Adds additional effects to the spells:
    • Ghost
      • Movement Speed increased from 28% to 35%
      • Duration increased from 10 to 12
    • Flash
      • Cast Range increased from 400 to 480
    • Teleport
      • Grants 30% bonus movement speed for 3 seconds upon a successful Teleport

  The Distortion Enchantment right now is most often used to enhance powerful initiation effects, especially combined with Flash. These changes are designed to augment all three of the spells in question to be a powerful offensive tool regardless of which Summoner Spell you are using to accomplish it.

It’s kind of crazy and potentially overpowered – but it’s also exciting and it seems like there are enough levers on the item to tune it to a spot where it isn’t if any one of the effects seem out of line.

  Summary: We’re basically either increasing the power or decreasing the gold barrier to a lot of the enchantments that can be used to make interesting Team Fight plays for the mid to late game – with the exception of Homeguard which we’re nerfing slightly to clean up the late game team fight defenses.

 

Summoner Spells

 

  It’s always been a little weird that our pure defensive supports don’t have a Summoner Spell that emphasizes their support / healing nature and they have to take things that are either highly aggressive Ignite or somewhat less aggressive Exhaust to get a similar level of effect.

  We’re making a couple of changes to Heal and Ignite to help give them a bit more character, while also slightly retuning Exhaust to fit better on a larger variety of roles.

 

 HealHeal

  • Targets affected decreased from 5 to 2
    • Now only affects you and the target nearest your cursor (within 700 range).
      • If it can’t find anything near your cursor, it’ll affect the most wounded nearby allied champion instead.
  • Cooldown decreased from 300 to 240
  • Heal Amount increased from 90-345 to 90-495 (Scales non-linearly with level, more at higher levels)
  • Additional Effect: After healing the target, it then removes any healing reduction effects the target suffers.
  • Additional Effect: Targets healed also gain 30% Movement Speed for 2 seconds.

 

  We’ve always had trouble with Heal as its narrow functionality and high area of effect characteristics has made it pretty much impossible to balance for the lane and the late game. We also wanted to retune Heal to be attractive to both characters with Heal and characters without innate Sustain.

  Heal will have natural synergies with strong Healers like Soraka / Janna as it gives them a way to ensure that their heal sticks – at least for a short time on a very very long cooldown. The Movement Speed now allows it to either enable you to heal lethal damage and facilitate an escape – or target it at an initiator under fire and allow him to rush through to the opponents.

 

Ignite Ignite

  • Additional Effect: Now also grants vision of the target over the duration (Non-Stealth only.)

 

  Ignite, traditionally, has either overwhelmed Heal or been dominated by it. We’ve decided to make Heal simply negate 1:1 the effects of Ignite on a single target – and thus Ignite needs a little more sideways functionality.

  We’ve always wanted to make Ignite grant vision of the target so you can slowly watch them burn but this also better clarifies Ignite’s use as either a signal to focus fire your target or a end-spell to help finish off your targets as they run by ensuring they can’t evade you by dodging into a brush.

 

Exhaust Exhaust

  • Movement Speed Reduction decreased from 30% to 25%
  • Damage Reduction increased from 30% to 50%
  • Cast Range increased from 550 to 650

 

Tentative numbers on Exhaust right now.

  Exhaust has traditionally been powerful on initiators, mostly because the short cast range demands that you close the distance with some other spell before using Exhaust. Exhaust is center-to-center cast, so the 550 cast range actually falls short of most AD Carry attack ranges or other burst initiation ranges.

  This makes using Exhaust defensively against carries somewhat awkward, as you typically have to walk forward to Exhaust the target that is actually inflicting all the preventable damage incoming.

  We’ve reduced the slowing power of spell because you can cast it from a longer distance and we’ve made the spell much more powerful as a preventative reactive measure against the engagement burst so that casting Exhaustbefore the impact happens is more rewarding.

 

Note: Probably won’t be responding to this thread tonight in full vigilance – I’ll hop on this thread more when I get confirmation that these changes are on PBE. Otherwise, again – this is just a quick heads up on what you’ll seen soon on PBE.

 

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