[ 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.
[ Note ] Hextech Crafting is back on the PBE for testing. You can find my gude on how the new system works HERE.
Mark of the Assassin [ Q ]
Triggering the mark now restores 40 energy at all ranks, increased fromÂ 20/25/30/35/40.
UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];
Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.
Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].
Health increased from 450 to 500.
Recipe cost increased from 900 Gold to 1000 [total cost unchanged].
Damage dealt by the splash now only applies 50% of player’s total Life Steal, decreased from 100%.
Now deals 50% more damage to minions and neutral monsters.
Cost decreased from 1100 Gold to 1000.
Sweetheart Sona will be available in store for 975 RP.
Only you can love me, Summoner.~
Sweetheart Sona is 975 RP and includes –
New model and texture, including a harp-style Etwahl!
New recall animation!
New particles for all of her skills – hearts and glitter!
New sound effects on her recall animation!
Sweetheart Sona is now available to play on PBE! Please note that PBE content is still a work in progress! We always find bug reports and feedback super helpful, as well as constructive feedback, so feel free to comment in the thread below! Likewise, if youâ€™ve got any questions, post â€˜em here, and weâ€™ll do our best to answer them.
Heartseeker OriannaÂ will be available in store for 1350 RP.
We will kill your enemies with hearts and glitter – that will be fun!
Heartseeker Orianna is 1350 RP and includes –
New model and texture for her and the Ball!
New recall animation – he loves me, he loves me not. (Can robots even love?)
New particles for all of her skills – pink, pink, and more pink!
New sound effects on all skills and recall animation!
Heartseeker Orianna is now available to play on PBE! Please note that PBE content is still a work in progress! We always find bug reports and feedback super helpful, as well as constructive feedback, so feel free to comment in the thread below! Likewise, if youâ€™ve got any questions, post â€˜em here, and weâ€™ll do our best to answer them.
*Prices on PBE subject to change.
January 27th – We’re aware of an issue where Heartseeker Orianna’s recall is missing her props!
Lunar Wraith Morgana is a legacy skin and will be available for 975Â RP.
Radiant WukongÂ is NOT a legacy skin and will be available for 1350 RP.
This monkey-themed ward skin will be available for 640 RP in the store after Patch 6.1 hits live:
Four new Lunar-themed summoner icons will be available in the store, presumably for 250 RP each:
Patch 6.1 will also bring team icons for the upcoming season. These will costÂ 250 RP and, like always, a portion of the profits will go to the respective teams:
Pyroclasm [ R ]
Bugfix: No longer prioritizes Champions over minions when those Champions aren’t affected by Brand’s passive.
Dark Wind [ E ]
Mana cost decreasedÂ from 50/70/90/110/130Â to 50/60/70/80/90.
Trial by Fire [ Passive ]
Bonus AD ratio decreased from 1.2 to 1;
DoT duration increased from 1.5 seconds to 2.5 (same damage).
Rend [ E ]
ManaÂ cost decreased from 40 at all ranks to 30;
No longer refunds any mana when Rend kills its first target. Subsequent kills still refund the full cost (30).
Unseen Threat [ Passive ]
The animation for Kha’Zix’s buffed auto-attacks has been sped up to match the speed of his regular attacks (currently slower on live).
Void Spike [ W ]
AoE range increased from 225 to 275.
Leap [ E ]
Range increased from 600 to 700.
Ethereal Chains [ E ]
Missile speed increased from 1600 to 1750.
Love Taps [ Passive ]
AD ratio decreased from 0.6 – 1, to 0.5 – 1 (scales with level);
AD ratio against minions decreased from 0.3 – 0.5 to 0.25 – 0.5.
Make it Rain [ E ]
Base Damage decreasedÂ from 90/145/200/225/310 toÂ 80/115/150/185/220.
Iron Man [ Passive ]
Shield decay decreased from 2%-per-second to 1.5%.
Harvester of Sorrow [ W ]
The spell can now be cast on minions and allows Mordekaiser to proc the â€œtouchingâ€ damage on the aura.
[ Note ] The aura’s size is much larger if cast on siege minions:
Children of the Grave [ R ]
Now deals 25% of its damage instantly, decreased from 50% (total damage unchanged, now deals 75% of its damage over-time, changed from 50%)
BonusÂ AD on Ghost changed fromÂ 10/25/50 flat to [ 1.0 of Mordekaiserâ€™s Bonus AD ].
Base Attack Damage increased from 47.5 to 49.5.
Camouflage [ Passive ]
Time to stealth in brush increased from 0.75 seconds to 1.5;
Teemo can now stealth while moving in a brush.
Noxious Trap [ R ]
Cast range increased fromÂ 300/600/900Â to 400/650/900.
Pillar of Ice [ E ]
Mana cost increased from 60 at all ranks toÂ 75.
Subjugate [ R ]
Cooldown increased from 80/70/60 seconds to 110/90/70;
Mana cost increased from 75 at all ranks to 100.
Heal on unique passive increased from 12% of damage dealt to 15%;
Damage converted to bleed (DoT) increased from 12% to 15%;
Attack Damage increased from 65 to 75;
Recipe cost increased from 525 Gold to 625 (total cost increased from 3400 Gold to 3500).
Eye of the Oasis
Now additionally grants 10% Cooldown Reduction;
Bonus Mana Regeneration decreased from 150% to 100%.
Eye of the Watchers
Now additionally grants 10% Cooldown Reduction;
Bonus Mana Regeneration decreased from 150% to 100%;
Decreases cooldown of Warding Totem by 33%, decreased from 50% [the values are near-identical because of the Warding Totem buff]
Frost Queenâ€™s Claim
Mana Regeneration decreased from 150% to 100%;
Ghost slow now lasts 2-5 seconds (increase with distance), changed from 4 seconds flat;
Lord Dominik’s Regards
Bonus Armor Penetration increased from 40% to 45%.
UNIQUE Passive is now called “Echo”, to prevent it from stacking with the passive on Runic Echoes (new jungle AP enchantment)
Bonus Armor Penetration increased from 40% to 45%.
Now additionally grants 5% bonus Movement Speed;
Bonus MovementÂ Speed while in 500 range of an enemy Champion decreased from 12% to 7%.
Bonus Movement Speed decreased from 8%Â to 7%.
Bonus Movement Speed increased from 5% to 7%.
Now deals 120% bonus damage to minions, increased from 75%.
Armor increased from 45 to 50.
Cooldown decreased from 180/120 seconds (scales down with level) to 180/90.
Enchantment: Runic Echoes (replaces Runeglaive)
Grants 60 Ability Power and 10% bonus to Movement Speed;
UNIQUE Passive – Echo: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 80 [+0.1 AP] bonus magic damage to up to 4 targets.
This effect deals 2.5XÂ damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing Mana.
Mana regeneration while in the jungle increased from 150% to 180%.
[ Note ] This also applies toÂ Skirmisherâ€™s Sabre, Stalkerâ€™s Blade and Trackerâ€™s Knife.
Auto-attack damage increased from 95 to 105.
Precision [ Tier 5 Cunning ]
Armor penetration decreased fromÂ 1/2/3/4/5 [+ 0.1/0.2/0.3/0.4/0.5 per level] toÂ 0.6/1.2/1.8/2.4/3 + [0.06/0.12/0.18/0.24/0.3 per level]
Deathfire TouchÂ [ Keystone FerocityÂ ]
Ratios increased from [ +0.5 Bonus AD ] [ +0.2 AP ] to [ +0.6 Bonus AD ] [ +0.25 AP ].
Fervor of BattleÂ [ Keystone Ferocity ]
Bonus physical damage on auto-attack per stack increased from 1-8 (scales with Champion level) to 1-12;
Max stacksÂ decreased from 10Â to 8Â (maxÂ on-hit physical damage increased from 80Â to 96).
Warlordâ€™s BloodlustÂ [ Keystone Ferocity ]
Heal changed from 15% of crit damage against Champions to 5-25% (scales with level);
Attack Speed bonus increased from 20% to 30% (for 4 seconds).
Bond of Stone[ Keystone Resolve ]
Flat damage reduction increased from 3% to 4%;
Additionally, 6% of the damage taken by your closest ally from enemy ChampionsÂ is dealt to you;
No longer gives 6% Damage Reduction when near an allied Champion.
Strength of the AgesÂ [ KeystoneÂ Resolve ]
When capped, Strength of Ages now heals for 6% of your Maximum Health for both Siege MinionsÂ and large jungle monsters, changed from healing for 100 flat Health per Siege Minion kill.â€
Stormraiderâ€™s SurgeÂ [ Keystone CunningÂ ]
Movement speed buff increased from 35% to 40%;
Duration to trigger the buff extended from 2 seconds to 2.5;
Now additionally grants 75% slow resistance for 3 seconds after proccing the buff.
The New Champion Select is almost ready for live. It will follow a staggered release, with public testing for NA and TR beginning on January 13th. Below you can find a rundown of how the new system will work:
[ Note ] The new Champion Select will replace Team Builder. [ Source ]
Before you queue, youâ€™ll be asked to pick your PrimaryÂ and Secondary role. Logically, your Primary role takes priority in the matchmaking:
The queue interface is standard fair. The wait time is displayed at the bottom, rather than the top of the client and there are new visuals for the ticking time confirmation:
Inside the Champion Select, youâ€™ll be placed on a 3D map of Summonerâ€™s Rift, with an arrow-type indicator for your role:
I was Captain here, so I couldn’t ban. Instead, I could give a visual cue to teammates of what I wanted to play. This phase is a suggestive “I want to play this, please don’t ban it” type – if my teammates wanted to, they could’ve banned Yasuo, but I’ve shown them I want to play that Champion.
Thereâ€™s a neat animation for bans, where the banned Championâ€™s portrait will disintegrateÂ intoÂ shards. Hereâ€™s how it looks like for both allied bans and enemy bans:
Once banning is complete, picking resumes as is currently on live. The Champions picked (or hovered over) will be displayed in a circular shape. Once selected, they will play their Champ Select quote for everyone:
Hereâ€™s how the interface looks like if the player hasnâ€™t picked a Champion yet, for both ally and enemy-side:
Once picking concludes, you can lock in your Champion or pick a different one. Thereâ€™s also a new interface for your available skins:
The last part of Champion Select is a standard wait period to adjust your Masteries. Note the location of UI elements:
Bans at the top left and right;
2D map with Roles and Champions picked on the bottom right;
Summoner Spells/Masteries on the bottom.
Dragon Trainer Lulu has received new, brighter textures, presumably to fit better with the visuals of Dragon Trainer Tristana.
Soul Reaver Draven and Gladiator Draven have both received new visuals for the landing zones on their Spinning Axes [ Q ]:
A new login theme has been released to celebrate the start of the new season. Hereâ€™s the video byÂ frostyNinja:
And hereâ€™s the still from the animation:
The Japanese localization is near-concluded and all the voice-overs, text and audio files will be released with Patch 6.1. Note that if you want to use the Japanese localization, you can select it from your launcher post-patch.
Braum and his allies work together to stun a target.Â Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows.Â Upon reaching 4 stacks, the target is stunned for 1.25/1.5/1.75 seconds ( levels 1/7/13 ) and takes 70 – 240 magic damage. For the next 8 seconds, they cannot receive stacks but take 14 – 48 (+2 per level) bonus magic damage from Braum’s attacks.
Winter’s BiteÂ [ Q ]
Cooldown: 10/9/8/7/6 ||Â Mana Cost: 50/55/60/65/70
Braum propels freezing ice from his shield dealing 80/125/170/215/260 ( 2.5% of Maximum Health ) magic damage to the first target hit and slowing them by 70%, decaying over the next 2 seconds. Applies a stack of Concussive Blows.
Stand Behind MeÂ [ WÂ ]
Cooldown: 14/13/12/11/10 ||Â Mana Cost: 30/40/50/60/70
Braum leaps to a target allied champion or minion. On arrival, Braum and the targetÂ gain 20/22.5/25/27.5/30 ( + 14/15.5/17/18.5/20% Â of Â bonus Armor and MR ) Armor and Magic Resist for 3 seconds
Unbreakable [Â E ]
Cooldown: Â 18/16/14/12/10 ||Â Mana Cost: 30/35/40/45/50
Braum reduces incoming damage and blocks for allies behind him and raises his shield in a direction for 3/3.25/3.5/3.75/4 seconds, negating the damage of the next attack from this direction. Subsequent attacks deal 30/32.5/35/37.5/40% reduced damage. Braum intercepts projectiles, causing them to hit him and be destroyed. Braum gains 10% Movement Speed for the duration.
Glacial Fissure [Â RÂ ]
Cooldown: 140/120/100 ||Â Mana Cost: 100
Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies. Enemies hit take 150/250/350 (+0.6 AP) magic damage. The first champion hit is knocked up for 1.5 seconds, subsequent enemies are knocked up briefly. For the next 4 seconds enemies that enter the area are slowed by 60% for 1.5 seconds.
Braum’s Poro Interaction (Howling Abyss)
“‘Tell me a bedtime story, grandma.’
A bitter wind howls outside, whipping falling snow into devil whirls.
‘What kind? A tale of the Ice Witch, perhaps?’
The girl crawls into her arms. ‘Too scary. Tell me a story about Braum!’
‘Ah, Braum!’ The old woman smiles. ‘There are so many. My grandmother used to tell me of the time Braum protected our village from the great dragon! Or once – this was long ago – he raced down a river of lava! Or -‘ She pauses; puts a finger to her lips. ‘Have I told you how Braum got his shield?’
The girl grins and hops under the covers. The hearth fire snaps, holding off the wind.
“Well. In the mountains above our village lived a man named Braum -”
‘I know that!’
‘He mostly kept to his farm, tending his sheep and goats, but he was the kindest man anyone had ever met, and he always had a smile on his face and a laugh on his lips.
‘Now, one day something terrible happened: a young troll boy ï¿½ around your age – was climbing the mountain and happened on a vault, set into the mountainside, the entrance guarded by a huge stone door with a shard of True Ice at its center. When he opened the door, he couldn’t believe his eyes: the vault was filled with gold, jewels – every kind of treasure you could imagine!
‘What he didn’t know was that the vault was a trap. The Ice Witch had cursed it – and as the troll boy entered, the magical door CLANGED shut behind him and locked him inside! Try as he might, he couldn’t get out.
‘A passing shepherd heard his cries. Everyone rushed to help, but even the strongest warriors couldn’t open the door. The boy’s parents were beside themselves; his mother’s wails of grief echoed around the mountain. It seemed hopeless.
‘And then, to everyone’s surprise, they heard a distant laugh.’
‘I bet it was Braum!’
‘Aren’t you clever! Braum had heard their cries and came striding down the mountainside. The villagers told him of the troll boy and the curse. Braum smiled, nodded, turned to the vault, and faced the door. He pushed it. Pulled it. Punched it; kicked it; tried to rip it from its hinges. But the door wouldn’t budge.’
‘But he’s the strongest man ever!’
‘It was perplexing,’ her grandmother agrees. ‘For four days and nights, Braum sat on a boulder, trying to think of a solution. After all, a child’s life was at stake.
‘Then, as the sun rose on the fifth day, his eyes widened and a broad grin lit up his face. ‘If I can’t go through the door,’ he said, ‘then I’ll just have to go through -‘
The girl thinks; her own eyes widen. ‘- the mountain!’
‘The mountain. Braum headed to the summit and began punching his way straight down, pummeling into the stone, fist after fist, rocks flying in his wake, until he had vanished deep into the mountain.
‘As the villagers held their breath, the rock around the door crumbled – and when the dust cleared, they saw Braum standing amidst the treasure, the weak but happy troll boy in his arms.
‘I knew he could do it!’
‘But before they could celebrate, everything began to rumble and shake: Braum’s tunnel had weakened the mountaintop, and now it was caving in! Thinking quickly, Braum grabbed the enchanted door and held it above him like a shield, protecting them as the mountaintop collapsed. When it was over, Braum was amazed: there wasn’t a single scratch on the door! Braum knew it was something very special.
‘And from that moment on, that magical shield never left Braum’s side.’
The girl is sitting upright, beaming with excitement. ‘Grandma, tell me another.’
‘Tomorrow.’ Her grandmother smiles; kisses her forehead; blows out the candle. ‘For you need to sleep, and there are many more stories to tell.”
Braum’s Champion Interactions
“You remind me of Agatha. Best cow back home!”
“Alistar, I have cow you should meet.”
“Mother gave me bear as child too,Â Annie.”
“After this we share a drink. You like goats milk?”
“What’s your poison,Â Gragas? Mine’s milk.”
“Tryndamere! This is fun, right?”
“Are you having fun, my friend?”
“Your hair… we do not see things like this in the Freljord.”
Braum’s Item Interactions
“This has the smell of a faraway land. Perhaps I shall see it one day.” (Ancient Coin)
“Ha-ha! Perfect!” (Boots of Mobility)
“These shoes… they are too tight!” (Boots of Speed)
“To friends I am snowfall, to enemies I am avalanche!” (Frozen Heart)
“My shield will protect this shield.” (Randuin’s Omen)
“A shield for my shield? I like it!” (Randuin’s Omen)
“No sneaking up on Braum this time.” (Sightstone)
“Sight is the key to victory… also stone.” (Sightstone)
“Fire does the body good.” (Sunfire Cape)
“I’ve always wanted an on-fire cloak.” (Sunfire Cape)
“Ooh, now I need marshmallow.” (Sunfire Cape)
Braum’s Interactions WhenÂ Blocking Ultimates
“I’m having cold flashes.” -Â Ashe
“Good Shot, you’ll get them next time.” -Â Caitlyn & Ezreal
“Look, your axes bounce right off.” – Draven
“Ah! A refreshing sea breeze.” -Â Nami
“Heh, it is windy today.” -Â Riven
Champion Balance Changes
Drunken Rage [ W ]
Cooldown decreasedÂ from 8/7.5/7/6.5/6 secondsÂ to 6 at all ranks
Explosive Cask [ R ]
Range increased from 1050 to 1150
Martial Cadence [ Passive ]
Damage increased from 6/8/10% of current HP as bonus physical damage to 10% at all levels
Cooldown increased from 6 seconds at all ranks to 10/8/6 (levels 1/7/13)
Golden Aegis [ W ]
Mana cost decreased from 45/50/55/60/65Â to 30 at all ranks
Double Up [ Q ]
Â Added a 0.35 AP Ratio on the initial hit and a 0.5 AP Ratio on the bounce hit. Rest of values are unchanged
Granite Shield [Â Passive ]
Recharges everyÂ 10/8/6 seconds ( levels 1/7/13 ) , reduced from 10 at all ranks
Brutal Strikes [ W ]
Mana cost reducedÂ from 50/55/60/65/70 to 25 at all ranks
Spinning Slash [ E ]
Tooltip fix: Now states that Tryndamere gains Rage for hitting enemies
Sunfire Cape New VFX
Video up soon! (PBE went down)
Tooltip Fix: Now correctly states it needs 30 stacks to transform, not 25
Zach “Nien” Malhas announced in an interview with OnGamers today that he is stepping down as a substite player for CLG.
CLG Roster Changes: Nien Steps Down
Â Today, CLG regrettably announces Zach â€œNienâ€ Malhasâ€™ decision to step down from his role as the teamâ€™s starting top laner. In conversation with team management yesterday, Nien expressed that he is not satisfied with his own performance, feels he is holding the team back, and does not presently feel he is deserving of a starting position on the team. He also noted that the communityâ€™s intense criticism of his play and general attacks towards him had become increasingly taxing mentally, and damaging to his confidence as a player over time. On top of this, he has had some family matters arise which he feels the need to be able to dedicate more time and attention to. He will be leaving the house and returning home to focus on improving himself individually as a player and spending more time with his family.
Â Nien has agreed to stay on the roster as a sub and is open to returning to the starting role in the future if the team cannot find a suitable replacement. CLG now begins its search for a new starter in preparations for the LCS NA Summer Split and World Championships. The team is looking for a career top laner to replace Nien, but has also discussed the possibility of moving Link to top lane and replacing him with a proven, exceptional mid lane talent.
Â CLG would like to thank Nien for his time with the team as a starter. He has shown a remarkable attitude and desire to improve himself as a player. He has been fundamental in the teamâ€™s improvement over the Spring Split and CLGâ€™s return to competitive prominence in North America. Most importantly he is a great friend. We respect his decision and will continue to support him moving forward. We hope to see him regain his confidence and return to LCS soon.
Â Not leaving League
to clear some things up – not quitting league staying toplane you will see me again
Basic attack missile speed increased from 1100 to 1400
Flash Frost ( Q )
Mana cost reduced from 80/120/140/160 to 80/90/100/110/120
Crystallize ( W )
Mana cost reduced from 70/90/110/130/150 to 70 at all ranks
Â Â Â Kassadin
Null Sphere ( Q )
Damage lowered from 80/115/150/185/220 to 80/100/120/140/160
Nether Blade ( W )
Passive damage increased from 30Â / 45Â / 60Â / 75Â / 90 (+0.3 AP) to 30/45/60/75/90 ( +0.4 AP ) on-hit
Active lasts for a single attack, but doubles the damage dealt to 60/90/120/150/180 (+0.8 AP), while also restoring 20/25/30/35/40 mana. Mana restore is tripled against champions. Also resets Kassadin’s Auto-attack timer
Mana cost removed
Cooldown reduced from 12 seconds at all ranks to 9/8/7/6/5
Force Pulse ( E )
Damage lowered from 80/130/180/230/280 to 80/110/140/170/200
Â Â Â Â Â Â Nasus
Wither ( W )
Range reduced from 700 to 500
Fury of the Sands ( R )
No longer increases the casting range of abilities
Â Â Â Â Â Â Olaf
Undertow ( Q )
Slow reduced from 35/40/45/50/55 to 29/33/37/41/45
Broken Wings ( Q )
Damage on all activations decreased from 30/55/80/105/130 ( + 0.7 bonus AD ) to 10/30/50/70/90 ( +0.4/0.45/0.5/0.55/0.6 total AD )
Valor ( E )
Shield duration lowered from 2.5 seconds to 1.5
Â Â Shyvana
Burnout ( W )
Damage lowered from 25/40/55/70/85 to 20/35/50/65/80
Flame Breath ( E )
Damage reduced from 80/115/150/185/220 to 60/100/140/180/220
Slinging an especially unique snowflake, this wintry Battle Mistress could pass as a fourth leader in the frozen Freljord. Instead, Snowstorm Sivir boomerangs her blade across the Howling Abyss, cutting her enemies to the core like the biting winter wind. Her bounty claimed, Snowstorm Sivir takes her leave under the shroud of snow flurries, sure to return to the hunt more ferocious than ever.
Hunt in the frozen north with Snowstorm Sivir, available only during Snowdown.
What does the community think of Lunar Goddess Diana?
IronStylus: Hey guys, just wanted to pop in here to say thanks and give some thoughts on what I’ve seen.
First of all, thank you for all this feedback! Honestly, it’s a lot of feedback, so if I do get the chance to mess with the skin I’m of course going to have to pick and choose what to do. So, there’s a pile of good ideas in here, in the end, I probably won’t be able to cater to everyone’s tastes (sorry!).
Also, again, A DISCLAIMER. As I’ve said, I’m going to try to work with the team to see if we can make some edits. Emphasis on try. While there’s probably a while between now and Lunar Revel, the holidays are coming up and I’m not sure what sort of bandwidth the team has. We have a lot on our plate, and the last thing I want to do is put pressure on anyone before the end of the year. That said, I’m going to see how the team feels about the feedback. Again, no guarentees. I only say that simply because anything can change, or not change. Things might change drastically, or they might not change at all.
About the general feel of the feedback given and the changes people have suggested. The paintings, drawings and other reference is extremely helpful. It’ll help zero in on common trends as I pick through it.
I’m generally a fan of keeping her hair dark, as it’s contrast to a rather light skin, especially if I bring some of the values up so they’re not so deep, which is something I’m considering, including her skin tone. Though it might be a good idea to go cooler with her hair than a warm brown.
I’m partial to the crown, but I think I might be able to do something with the symbol to emphasize it, cut a hole in it, make it more regal, whatever. Problem is that it’s geometry and that might be past the point of changing. I’ll have to check.
I’m not in love with the jade mainly because I feel Tryn has that territory covered in this batch of skins. Also, I’m going to shy away from black/white color pallettes, because this is an opportunity to have a bit softer of a feel to the skin over all and her base is pretty monochromatic. I’m going to experiment with things, but my gut is that the purples or at least pastels will probably be the way forward, as referenced in a lot of the Chang’E art people have posted here. There’s a softness there that I think is appropriate to the theme of that reference.
I do like the idea of light armor in select places, but not bulky. There’s some reference that seems to strike a nice balance between flowing cloth and decorative “armor” or at the very least, thicker material in general.
It’s stuff I’m going to try, among other things.
Again, sorry to be a broken record, I hope I can make adjustments. I’ll be assisting with the changes if the team thinks it’s the way to go, but I can’t say anything is for sure.
Thanks a ton for the reference, paintovers, drawings, etc. Really helpful! Thanks very much for keeping this thread overwhelmingly positive! You have no idea how helpful and productive that is. It’s inspiring rather than discouraging, and gives me something to actually act upon if there’s an opportunity to make changes.
Why didn’t you use one of the fan ideas for a Diana skin?
IronStylus: There are some amazing skin concepts floating around for her. I know of two of them off-hand. The “Eclipse Diana” and the Blood Moon Diana. Both great concepts. However, Eclipse Diana, to myself and the team, doesn’t actually equate to a theme. It’s ambiguous at best. It is mostly akin to a recolor, and has a lot of detail that wouldn’t break down very well in the game. Is it a beautiful piece of splash art? Yes. Will it make the most becoming in-game asset? My feeling is no.
As for Blood Moon Diana, indeed, that’s a really great concept, but wasn’t quite pushed enough. Do I think it has legs as a concept? Absolutely, it would just need to be pushed and have the right support behind it. I also feel it might have been a bit of a departure in some ways with the kimono. I’m not sure Diana’s silhouette would have been preserved.
About the second half of your feedback, you’re taking a pretty hyperbolic approach I feel. Emotions such as disappointment, hatred, grief, sorrow, anger, confusion and shock are pretty strong emotions when we’re just talking about a little piece of content for a big game. Rest assured, there will be plenty of opportunities for more Diana skins. There’s going to be many chances. A skin would have been out for her sooner but Lunar Revel appeared to be a good a time as any to make something special for her. I concepted about 6 new skins for her before we decided to make a Lunar Revel skin. All of those concepts are viable, and some of them will be done in the future.
On that point, it’s only one of many themes we can apply to Diana. Indeed, the Change’E reference it’s an Eastern trope, but you’re saying that a small part of the player base will appreciate that. I very much disagree. Our player base is not NA alone, nor just these forums alone. The player base is millions of people worldwide. Please keep that in consideration.
This is very much a matter of taste, for a particular skin, for a character which will have many more in her lifetime. I realize the reaction is a mix of feelings very much based on the fact that she hasn’t had a skin since launch. That’s completely understandable. I’d just like to remind everyone to have a calm approach when reacting to content. Think of the realities, remember that we’re always ideating and making new skins and it should leave you with some peace. This isn’t the last chance.
Diana will be around for a long time. There are many ideas floating around for her. She’s not as intensive as some characters out there to create skins for. Players who love her really love her. Don’t worry, more content will come for her.
All that being said, I think this thread has been really informative and helpful. A lot or a little might come from the feedback given. We’re on timelines, we have a very talented team, we make informed choices. We’re going to deliver something that we feel is appropriate and we’re going to keep making new content all the time for people who’s taste differs from the flavor that this skin provides.
Does this release mean we won’t be seeing more Diana skins for awhile?
IronStylus: Why does this skin mean no Diana skins for a while? We’re talking what.. 6 months or more? I don’t feel that’s the end of the world. Also, if we have an opportunity, then we’ll make something new and awesome. As I’ve said, she would have had a skin out earlier except that skin was pushed in order to make room for Lunar Revel. In all honesty, that proposed skin was more like the “Eclipse Diana”, but honestly, I wasn’t really happy with it in it’s simplicity, and it would have crowded out other skins. The Change’E inspiration was elegant, unique, and something we’d certainly not get a chance to do for a while. So, even if you’re not partial to it, we’ve at least got it checked off the list and can move onto more ideas that hopefully you will like.
Zyra is a very particular case. Zyra has pretty much the most skin assets in our entire game. Making skins for her is extremely demanding and requires a ton of work in terms of model assets, VFX and animations. Diana is definitely easier than that.
Also, remember. You’re pretty much talking to the guy who wants TONS of skins for Diana. I want an elegant skin along the lines of Eclipse, I want something crazy gory along the lines of Blood Lord Vlad, I’d like to see the Solari Diana come to life, and I’d REALLY like to see a bananas crazy legendary skin for her at some point where she’s all Awakened Being or something nuts. Believe me, I have some ideas.
I understand the lack of some transparency, and I’ll do what I can to advocate for more. I don’t know if that’ll happen. Not everyone is as active as I am or likes.. ya know.. writing.
Again, I do like that we’re having this discussion. I treat the votes in this poll as saying half of the people voting for the skin like it so long as it has a few tweaks, and for the others, it’s not their particular cup of tea as it stands on PBE, which isn’t even it’s finished state. If it’s not those people’s favorite, no problem. There will be more skins to come for her.
Meddler: We haven’t started work proper on a Soraka rework, so no details to discuss yet. The direction of the preseason changes (stronger in combat effects/healing, weaker out of combat top up) is where we’ll continue to look though for what it’s worth. This is a purely gameplay driven rework, so the intent’s not to change Soraka’s core thematics/personality/appearance etc. Healing/sustain can be problematic in a game like LoL, there are certainly some ways to do it in an interesting, healthy way though (Wish for example’s a really well designed spell, offering a real cost via its CD, potential to develop mastery of use and a strong, clear, high moment).
Feedback/ideas for a rework are definitely appreciated. It’ll probably be a while before we’re discussing anything concrete or looking at her in detail though (got some other champs we want to work on first, particularly those like Sion who could really do with some love).
Why is her E being nerfed on the PBE?
Meddler: The PBE change is actually just a modification of the tooltip, explaining the mana cost mechanic in the ally cast part of the spell instead of as part of the cost sub section above (previous version was long enough to cause display problems in some languages given the limited space available). Infuse in the next patch will still have the same mana scaling/cost as per the current patch.