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Posts Tagged ‘Swain’

Patch 6.13 Content

June 27th, 2016

 

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Patch 6.13 will hit live in the early hours of June 29th, assuming there are no delays. Here are its contents:

 

Store Content

Balance

New Game Mode



Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7

 

Unfortunately, I can’t do skin previews at the moment. Here’s the spotlight by SkinSpotlights:

 


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10

 

PcCIAqe RUGEEVI

 

Unfortunately I can’t do skin previews at the moment, so here’s a spotlight from SkinSpotlights:

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Change BoxTeleport Final IconTeleport

  • Channel time increased from 3.5 seconds to 4.5;
  • Teleport will additionally ping allies when it’s cast;
  • The Teleport animation will now be visible to anyone who has vision within 500 units of the teleportation point (so no more invisible Brush Teleports).

 

 

Champion Changes

 

Blitzcrank Final Portrait

 

Change BoxStatic_Field Static Field [ R ]

  • Cooldown changed from 30 seconds at all ranks to 60/40/20.

 

 


Gnar Final Portrait

 

 Buff BoxRage_GeneRage Gene [ Passive ]

  • Attack Range in mini form increased from 400-485 (scales with level) to 400-500.

 


Buff BoxHyperHyper [ W ]

  • Base damage increased from 10/20/30/40/50 to 15/25/35/45/55.

 

 

 

Irelia Final Portrait

 

Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

  • Cooldown increased from 70/60/50 seconds to 110/85/60.

 

 


Jarvan IV Final Portrait

 

Change BoxGolden_AegisGolden Aegis [ W ]

  • Base Shield strength decreased from 50/90/130/170/210 to 50/80/110/140/170;
  • Bonus shield per nearby ally increased from 20/30/40/50/60 to 20/40/60/80/100.

 

 

Kindred Final Portrait

General

  • Armor decreased from 27 [+3.25 per level] to 20 [+3.5 per level].

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • No longer passively heals;
  • New Passive: Wolf’s attacks against jungle monsters now slow their Attack Speed and Movement Speed by 50% for 2 seconds.

 

 

Lulu Final Portrait

General

  • Base Movement Speed increased from 325 to 330;
  • Base Mana increased from 292.4 to 350.

 

Change BoxGlitterlanceGlitterlance [ Q ]

  • Slow duration increased from 1/1.25/1.5/1.75/2 seconds to 2 at all ranks;
  • Targets beyond the first take 70% of Glitterlancer’s damage.

 

Buff BoxWhimsyWhimsy [ W ]

  • Now additionally grants 15/20/25/30/35% bonus Attack Speed for the duration of the MS buff.

 

 

Swain Final Portrait

 

Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Cooldown increased from 10 seconds at all ranks to 20.

 

 


Tahm Kench Final Portrait

 

Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

  • New Passive: Tahm Kench’s basic attacks and spells now deal an additional 1/1.25/1.5% (values for levels 1/11/16) of his Maximum Health as bonus magic damage. This value stacks up 3 times (up to 3/3.75/4.5%) against enemy Champions.

 

Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

  • Base damage increased from 80/125/170/215/260 to 80/130/180/230/280.

 

 

Change BoxThick Skin Final IconThick Skin [ E ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 6 seconds at all ranks;
  • Passive now stores 70/75/80/85/90% of damage dealt as gray health, decreased from 100%;
  • Gray health now returns 25/30/35/40/45% of its value back as normal health, increased from 20/26/32/38/44%;
  • Duration of active shield decreased from 6 seconds at all ranks to 3, but the shield no longer degenerates over the duration.

 

Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Passive removed (replaced with a weaker version in the Acquired Taste changes);
  • Cast range on active increased from 4000/5000/6000 to 4500/5500/6500;
  • Maximum channel duration decreased from 15 seconds at all ranks to 6;
  • Delay on recast and time for warning ping to appear are both decreased by 0.5 seconds.

 

 

Thresh Final Portrait

 

Buff BoxDamnation Final IconDamnation [ Passive ]

  • Dragon and Baron now drop 2 souls, up from 1.

 


Change BoxDarkPassageDark Passage [ W ]

  • 0.5 AP ratio removed; instead, each soul grants Dark Passage one more point of shields.

 

 

Trundle Final Portrait

General

  • Health decreased from 1.89 [+0.17 per level] to 1.2 [+0.15 per level].

 


Vladimir Final Portrait

 

Change BoxCrimson_PactCrimson Pact [ Passive ]

  • Vladimir now gains 1 AP per 40 points of bonus Health, decreased from 25;
  • Vladimir now gains 1.4 bonus Health per 1 AP, increased from 1.

 

Change BoxTransfusionTransfusion [ Q ]

  • Base damage changed from 80/100/120/140/160 [+0.45 AP] to 75/90/105/120/135 [+0.55 AP].

 

 

Volibear Final Portrait

 

Nerf BoxFrenzyFrenzy [ W ]

  • Base damage decreased from 80/125/170/215/260 to 60/110/160/210/260;
  • Attack Speed-per-stack decreased from 8/11/14/17/20% to 4/8/12/16/20% (total AS down from 24/33/42/51/60% to 12/24/36/48/60%).

 

 

Zyra Final Portrait

 

Change BoxRampant Growth Final IconRampant Growth [ W ]

  • Cooldown for a new seed changed from 17/16/15/14/13 seconds to 20/18/16/14/12.

 



Item Changes

 

Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.



Buff BoxArdent Censer Final IconArdent Censer

  • Recipe cost decreased from 800 to 700 (total cost up from 2200 Gold to 2400 due to the Forbidden Idol change);
  • Ability Power increased from 40 to 60;
  • Mana regeneration decreased from 100% to 50%;
  • Now additionally grants 15% bonus to healing and shields.

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • The out-of-combat MS buff is no longer disabled when killing an enemy ward or trinket.

 


Buff BoxEye of the Equinox Final IconEye of the Equinox

  • Execute damage changed from 400 to 320 [+5 per level].

 


Buff BoxFace of the Mountain Final IconFace of the Mountain

  • Execute damage changed from 400 to 320 [+20 per level].

 


Change Box3114_Forbidden_IdolForbidden Idol

  • Recipe cost increased from 300 to 600 (total cost up from 550 Gold to 850);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxMikaels Crucible Final IconMikael’s Crucible

  • Recipe cost decreased from 850 to 650 (total cost up from 2300 Gold to 2400 due to the Forbidden Idol change);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Now additionally grants 10% Cooldown reduction;
  • Health regeneration decreased from 50% to 25%;
  • Mana regeneration increased from 25% to 75%.

 

Buff BoxRelic ShieldRelic Shield

  • Execute damage changed from 200 to 195 [+5 per level].

 


Buff BoxRuby Sightstone Final IconRuby Sightstone

  • Combine cost decreased from 600 Gold to 400 (total cost down from 1800 Gold to 1600);
  • Cooldown reduction for actives on items increased from 10% to 20%.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Killing certain adds like Malzahar’s voidlings will no longer deactive the passive on Spellthief’s Edge.

 


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Recipe Changed: Raptor’s Cloak + Nomad’s Medallion + 450 Gold Combine Cost = 2500 Gold Total (total cost up from 2300 to 2500);
  • Now additionally grants 45 Armor;
  • Health regeneration increased from 100% to 150%;
  • Mana regeneration decreased from 100% to 75%;
  • New Unique Passive – Point Runner: Builds up to 20% Movement speed over 2 seconds when near turrets, fallen turrets and void gates.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Execute damage changed from 240 to 200 [+5 per level].

 



New Game Mode: Nexus Siege

L4T3NCY New PortraitHeya everyone, it’s been a lo~ong time since we’ve dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we’ve ever attempted making.

You came here to get details. ^_^ Let’s go.



Nexus Siege

TL;DR:

Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy’s Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy’s Nexus in the fastest time wins!

Players: 5v5

Map: Modified Summoner’s Rift
Mode type: Blind Draft pick type with Attack + Defend rounds.

General mechanics:

Round based:

Each team will take turns at sieging the enemy team’s base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win!

Siege Warp trinket and teleporting:

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster!

Crystal Shards:

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by:

Attack side:
— Kill enemy champions
— Passively earned over time

Defense side:
–Kill enemy champions
–When the 1st tower in each lane is destroyed
–For each minion escorted and pushed into the enemy fountain
–Passively earned over time

Normalised EXP & Gold:

Gold & EXP are normalised for Nexus Siege across both teams. This means don’t worry about last-hitting, just push those minions as fast as you can!

Obliterator (Defense team only):

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team’s fountains. If they can push 15 total minions up there, they trigger the Obliterator laser.

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you’re not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

Siege Weapons:

Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. 🙂

Attack:

Siege Ballista

A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner

Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem

Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad

Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.

Defense:

Tower Surge: Beam of Ruination

Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. ‘Ruinate’ your enemies. Do it. 🙂

Tower Surge: Firestorm Bulwark

An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field

Freezes all enemy minions and slows all enemy champs within it’s zone. Can completely change the balance of a team fight.

Flash Zone

Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.


We won’t be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there’s A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3

Let the siege begin. 🙂
— L4T3NCY

EDIT: Nexus Siege is now live for testing on PBE.

Known Bugs:
— Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
— Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
— Titan bar icon for Crystal Generator will be removed. Ignore this feature.
— Shopkeepers are missing after the round swap. We’re still figuring out where they went (short vacation?)
— Siege Weapons in shop that you can’t afford aren’t correctly grey out, indicating that you can’t currently afford them.
— General performance. Low spec machines might struggle somewhat as we continue to optimise the mode’s visuals.
— End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
— Spectator. Various spectator bugs.

 

 

 

[ 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.

 

 

Champion Changes

 

Cassiopeia Final Portrait

 

Buff BoxMiasmaMiasma [ W ]

  • AoE duration increased from 4 seconds to 5.

 

 

 

Swain Final Portrait

 

Buff BoxNevermove Final IconNevermove [ W ]

  • Mana cost decreased from 80/90/100/110/120 to 80/85/90/95/100.

 

 

 

Viktor Final Portrait

 

Buff BoxSiphon_PowerSiphon Power [ Q ]

  • Damage increased from 40/60/80/100/120 [+0.2 AP] to 60/85/110/135/160 [+0.4 AP];
  • Shield value changed from 30/50/70/90/110 [+0.2 AP] to 0.15 AP [+0.08 of Maximum Mana];
  • Bonus on-hit magic damage changed from 20-210 (scales with level) to 20/35/50/65/80 (Q ranks);
  • Cooldown decreased from 10/8.5/7/5.5/4 seconds to  8/7/6/5/4.

 

Nerf BoxDeath_RayDeath Ray [ E ]

  • AP ratio decreased from 0.7 to 0.5;
  • Explosion damage on Augmented laser decreased from 70/110/150/190/230 [+0.7 AP] to 40/70/100/130/160 [+0.6 AP];
  • Delay on explosion increased from 0.6 seconds to 1.25;
  • Explosion now deals full damage to targets damaged by Death Ray [60% on live].

 

Buff BoxViktor_R1Chaos Storm [ R ]

  • Initial damage decreased from 150/250/350 [+0.55 AP] to 100/175/250 [+0.5 AP];
  • Storm now deals 150/250/350 [+0.6 AP] magic damage every 2 seconds, increased from 15/30/45 [+0.1 AP] damage every 0.5 seconds;
  • Storm duration decreased from 7 seconds at all ranks to 6.

 

 

Item Changes

 

Nerf BoxSunfire Cape Final IconSunfire Cape

  • Recipe cost increased from 800 Gold to 1000 (total cost up from 2700 Gold to 2900).

 

 

Buff BoxThe Black Cleaver Final IconThe Black Cleaver

  • Attack Damage decreased from 55 to 50;
  • Recipe cost decreased from 1150 Gold to 750 (total cost down from 3500 Gold to 3100).

 

Following Anivia’s small update from yesterday, she also received new spell icons in today’s patch. From left to right: Passive, Q, W, E and R:

Anivia_P Anivia_Q Anivia_W Anivia_E Anivia_R

 


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

 

PBE 12 04 Banner

 

[ 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.

 

 

Champion Changes

 

Miss Fortune Final Portrait

 

Change BoxStrut Final IconStrut [ W ]

  • Cooldown decreased from 14 seconds to 12.
  • Triggering Love Taps decreases the CD of Strut by 2 – 1.2 seconds, downscaling with the amount of CDR you have.

[ Note ] Miss Fortune’s W got a lot of changes in this PBE update.

 

 

New Splash Arts

 

Darius

Darius_Splash_0 (1) Darius_0

Darius_Square_0

 

Galactic Renekton

Renekton_Splash_1 Renekton_1

 

Swain

Swain_Splash_0 (1) Swain_0

Swain_Square_0

 

Viscero Xin Zhao

XinZhao_Splash_3 XinZhao_3

 


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

 

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Evolution of a Dragon Champion

Ao Shin Single Banner

Iniquitee Final PortraitHey folks,

Late 2013, we gave a super early preview of an eastern-inspired, serpentine storm dragon named Ao Shin that was in the first phases of champion creation. Then, in the two years that passed (aside from a few comments in low-key conversations) we went silent. Totally a mistake on our part, and the mystery around this dragon has only increased over time. We’ve seen the question of “Ao Shin where?” pop up all over the place, including being one of the most asked questions in our recently hosted preseason Q&A in China.

Now that 2016 is upon us and production schedules are being finalized for early this year, we finally have an update: the dragon that we previewed in 2013 has evolved tremendously over time. As such, we will not be releasing the champion that you know as Ao Shin, but in the first half of this year we will be releasing a dragon champion. His name is (tentatively) Aurelion Sol.

We can’t say much more about Aurelion Sol, but we did want to share some of the challenges we faced and lessons we learned. While the major news is out of the bag, you can still read on if you want hear how the dragon formerly known as Ao Shin evolved over the course of two years.

First: Ao Shin’s kit just didn’t pass muster. This is a pretty common problem we run into in the initial stage of champion creation, and while sometimes we can adjust on the fly (a useable ‘paper kit’ might have two or three core abilities that make things click), other times we need to shelve the entire concept and take a step back. Internally, we call this ‘ice boxing’ a champion until we can revisit with a fresh perspective.

Second: delivering on the unique shape of a serpentine dragon’s body – long and powerful – in a game where instantaneous turning is key presents some unique technical challenges. Given enough time, we were confident we could solve the turning problem, but because Ao Shin’s abilities weren’t coming together we were reluctant to commit to engineering work that might just end up scrapped.

Finally – and this was the big one – we committed too early to Ao Shin’s premise without really developing his thematic roots. Around the time we announced Ao Shin, we were in the process of slowing down our champion pipeline to figure out how to continue delivering resonant characters that feel unique to the League universe. We learned a lot during this time (still learning!) and when we examined Ao Shin with these new lessons – Why was he in Runeterra? What were his motivations? – we unearthed a fresh thematic that really set us off running.

So in the end, while we’re sorry to have hyped up the idea of a serpentine, storm-wielding dragon for so long, we’re still very excited to deliver a dragon champion this year that we hope you’ll love. Aurelion Sol’s got some big shoes (claws?) to fill, but we still like surprises so stay tuned – any of our next few champions could be him!

[ Link to Post ]

 

 

With Runic Echoes being nerfed next patch will you revert Elises MS nerfs

Elise Single Banner

Sotere New PortraitWe considered reverting the Elise MS nerf alongside the Runic Echoes nerf. We decided not to because we think she will be quite strong even with changes to RE. She was viable before the item, and will likely remain so after the reduction to its movement speed.

If it turns out we are wrong and she’s suffering, I don’t think we’d hesitate to put back her Movement Speed.

[ Link to Post ]

 

 

Will Taric get a new skin to accompany his gameplay rework

Taric Banner Single

Repertoir New PortraitI don’t think there are plans for any brand new skins when his update comes out, but I do think the plan is to re-imagine the existing ones. For example, Emerald Taric won’t just feel like “Green Taric,” and Fifth Age won’t just feel like “Pink Taric” (though it will still be outrageous).

[ Link to Post ]

 

 

Whats the purpose of the reworked Warlords Bloodlust on the PBE

Meddler Final PortraitThe revised Warlord’s is intended to be attractive to champions that repeatedly auto attack who are seeking sustain rather than damage (contrast with Fervor) and in a way that scales with offensive stats like crit, AS and Armor Pen, rather than defense (contrast with Grasp). We expect marksmen to be one of the primary groups Warlord’s appeals to as a result, though probably not the only ones. Fervor should be particularly appealing if you’ve got a team offering a lot of peel or are intending to grab lifesteal elsewhere, Warlord’s if you want some build path flexibility and have other strong damage sources on your team.

The strong crit synergy unfortunately felt like it restricted our ability to balance Warlord’s for a range of champions more than it allowed cool interactions with specific kits.

We also feel that masteries can’t be too spikey in terms of early versus late game performance. Some masteries slanting towards strength in particular parts of the game is fine. Masteries that just don’t contribute anything early game by contrast would need to be ridiculously powerful late game, given how the early game feeds into mid/late game.

[ Link to Post ]

 

 

 

Wont it be a goto choice for Marksmen so they dont build Lifesteal items

Meddler Final PortraitI think it’s reasonable to believe that some marksmen might forgo a lifesteal item and take Warlord’s instead, though we might not see that initially (or might see it too often if the launch balance is overtuned).

The healing from Warlord’s is going to be regular lifesteal but only against champions and minions. That will function against player summoned minions, but won’t do anything against wards or jungle monsters.

[ Link to Post ]

 

 

Will you revisit Swain now after the nerfs

Swain Banner Single

Meddler Final PortraitSwain’s one of the champions we’re looking at for smaller adjustments in the mid season mage patch, along the lines of those Lucian and Twitch got in the Marksmen update. No confirmed direction/details for those changes yet though.

[ Link to Post ]

 

 

 

Whats going on with Yoricks rework Is it still being worked on

Yorick Single Banner

Reav3 Final PortraitWe actually have 3 separate Pods on Champ Up now. So there is a group working on Taric, another group working on Yorick and a 3rd Group working on the Mage Roster Update. The new structure we have is much different the the old days so I wouldn’t expect such large gaps in between VGUs now. Taric and Yorick should almost certainly come out this year, in fact, those probably won’t be the only 2 large VGUs that come out this year.

[ Link to Post ]

 

Follow Up Banner

Reav3 Final PortraitI made no promises 🙂

Just said most likely. Want to try to be as transparent as I can about this stuff, but if we hit some major road block things can still become iceboxed. Once a champion goes up on the support page it means that a rework is far enough along that we feel VERY strongly it will ship.

[ Link to Post ]

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

 

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MidYear Mage Update

Statikk New PortraitHey all,

The next class update will be focused on “traditional” Mages and I’m here to give you guys and gals some of the initial details. Similar to the Juggernaut and Marksman releases, these updates aim to take look at an entire class of champions and accomplish 2 primary goals:

  1. Ensure the class as a whole is relevant and satisfying to play
  2. Differentiate each champion within the class

Why Mages?

Many Mages are intended to lack mobility but have not necessarily been given clear answers as to what they should do about it or why they work without it. For each sub-class of Mages (this is something we’ll dive into more in a different post) these answers will vary, but our intent is to make it clear that each of these champions is powerful in their own unique way.

On the flip side of the coin, many of them no longer meet our evolving gameplay standards of interactivity, depth, uniqueness, etc. This is also an opportunity to go back and adjust these champions (especially some of our older ones) making them more interesting to play as, with, and against.

Who are we working on?

Similar to the Marksman update, we’re aiming to release ~6 significant updates. The champions we are currently considering (but are still subject to change) are Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, and Zyra.

For each of these champions we aim for them to be 3 things:

  1. Distinct – offer a unique reason to be picked
  2. Cohesive – deliver on their core thematic and gameplay fantasy
  3. Healthy – balance-able and fun to play as and against at all skill levels

Note that given the scope of these projects, we won’t necessarily solve every issue on every champion – and fortunately we won’t have to since all of the champions already succeed in their own way at some of the above.

On top of the 6, we are again looking to do a sweep across the entire class (as we did with the Marksman) to find potential tweaks that will make them more unique, interactive, and exciting to play. The smaller-scale changes done to Twitch and Lucian are good examples of this.

What can you expect? When?

We’ve learned a lot from our previous projects and better understand the line between something unique and something unfamiliar. Our priority is to find ways to evolve and enhance the current direction of a champion while still accomplishing the above-stated goals.

In some ways, the feeling of change is unavoidable; we are updating these champions so things WILL be different. We’re confident that we can retain the things you guys love while adding new dimensions.

This is all still a far ways off, so don’t expect anything soon. As you can infer from the title, we’re aiming to release these changes around mid-year and we’ve only just begun to delve deeply into these projects.

How can you help?

We’d love to have your guys’ feedback and opinion on the Mages before and during their development process rather than only at the tail end – especially for the “big 6” (Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, Zyra).

We are most interested in the following about your favorite champion:

  1. What aspect is most core or sacred to their identity?
  2. What issue bothers you the most when playing them?

This doesn’t mean we’ll be magically giving everyone dashes or any other instant remedies to all their problems (weaknesses often exist for a good reason). Instead, this information will help us understand which direction to take each champion and where the opportunities lie.

We won’t be talking in the short-term about exact changelists since we’re still in such a state of flux, but we hope you guys are as excited as we are about the updates ahead!

[ Link to Post ]

 

 

Dont ruin Malzahars jungle potential with his voidlings

Repertoir New PortraitI can’t guarantee voidlings will be exactly the same as they are now, but this perspective is something I’m trying to strongly consider when working on Malz.

[ Link to Post ]

 

 

 

Why did you pick VelKoz for a rework and not Swain

Swain Banner Single

Statikk New PortraitSwain was definitely very high on our “want to do” list. What it really came down to is that we feel he really needs a full-on rework (gameplay, thematics, visuals) similar to Sion or Poppy in order to really deliver on an awesome version of Swain.

A large reason why we have chosen the current 6 is based off our confidence that we can deliver a solid update given the more limited scope they will get being as a part of a class update. We’re being a lot more careful about over-reaching since it’s definitely bitten us in the past.

[ Link to Post ]

 

Follow Up Banner

Statikk New PortraitReally substantial change for Swain’s likely to be quite a way off yeah (highly unlikely this year, can’t predict so usefully beyond that). We do think he’d benefit a lot from a full overhaul, he’s certainly not in Taric, Yorick etc tier though, they’ve got significantly bigger problems than he does.

[ Link to Post ]

 

 

Why are you changing VelKoz Isn’t he fine right now

Velkoz Single Banner

Statikk New PortraitVel’Koz is a great champion, but he honestly lacks Distinctness. He has some hints here and there of uniqueness (Q targeting, true damage from Deconstruct, etc.) but none of them are pushed to a point where it truly differentiates him.

Don’t worry, even within the 6, the amount of change each champion will see is pretty drastically different.

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Statikk New PortraitI think you guys will be pleasantly surprised, we’re pretty aligned on where there is potential for Distinctness in Vel’Koz’s kit. We just don’t agree that he’s there just yet.

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Meddler Final PortraitWe’re not going to be ready to talk details of what will/won’t change for quite a while. It’s likely that Vel’Koz’s changes will be at the small end of the spectrum though, he’s fundamentally solid apart from his lack of distinct enough outputs (what he does isn’t distinct enough, how his does it is very distinct though).

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What about Fiddlesticks Why isnt he schedule dfor a rework

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Statikk New PortraitFiddle is also a champion we considered, but ultimately felt wasn’t the right fit.

To do a quick rundown on our perception:

  1. Distinct – Fiddle is extremely distinct on the roster. Playing as and against him offer unique experiences.
  2. Cohesive – Fiddle is decent in terms of cohesiveness. He has a somewhat niche thematic as a terrifying scarecrow, but it’s understandably cool. It could probably be pushed a bit further especially in terms of the satisfaction from all his base spell (Drain, Terrify, and Dark Wind).
  3. Healthy – This is debatable, but Fiddle is certainly not the largest health problem in the game. Tactically, his spells’ gameplay could probably be more robust in terms of interactivity (counterplay). Strategically though, there are many ways to deal with Fiddle whether through vision, knockbacks, stuns, etc.

Fiddle is certainly a bit dusty and old-feeling, but that means he may be more in need of a visual / polish pass more than anything. It’s not like he wouldn’t benefit with some more significant work, but he’s a champion that we feel can be a put in a decent spot even with just some minor number tweaks.

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Dont ruin the botlane strengths of Champs like Zyra Brand and VelKoz

Statikk New PortraitReally good point. We don’t intend to destroy Support playstyles, but truthfully many of these champions’ fantasies and gameplay manifest best in a role where they can get gold and be the primary threat for their team.

We’re very aware that Zyra, Vel’Koz, and even Brand to some extent all have identities in the Bot Lane.

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I hope Zyra gets a new passive and more ways to interact with her plants

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Repertoir New PortraitWe haven’t yet started work on Zyra other than ideation, but one of the things we tended to be excited about was more plant interactions, like she brings the forest alive around her. Not sure where that means we’re going to take her, but I am excited to see what the team comes up with.

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Repertoir New PortraitThe more we work on these group champion projects, the more I think we tend to find that if someone already has something going for them (like Zyra an “counterengage mage”), it’s usually a good idea to start ideation with how we might be able to crank that current strength up to 11.

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Keep the reworks simple We dont need more Skarnertype minigames

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Statikk New PortraitSimple is a great rule of thumb to lean on. We’re definitely keeping that in mind for these projects.

We agree with you on the “mini-games” thing. Mechanics start feeling like forced “mini-games” when they feel arbitrary, uninteresting, or simply don’t align with the expectations and desires of the champion. We understand this space a lot better after the past few projects.

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Why did you put minigames like Skarners crystal spires in the first place

Meddler Final PortraitWe think mini games, when well done, can feel like a really fun, natural part of a champion’s playstyle in a way that expresses their personality/theme. Draven axe catching for example taps into his show off nature, Bard’s chime collecting fits well on a weird dude that wanders and saves things etc. If the minigame doesn’t feel compelling, or doesn’t fit with the champion it’s on however then yeah, that can feel pretty jarring. I’d agree Skarner’s an example of that – if he had a reason to really want to defend the crystals in the jungle it might be another matter (e.g. if they contained others of his kind, frozen, that could eventually come out late game and join his fight).

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Why isnt Ryze on your rework list

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Meddler Final PortraitWe’re going to try and tackle Ryze before the mid year, we think he’s enough of a problem we need to act sooner . Unclear whether that’ll mean some degree of rework or just significant balance changes.

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Do you guys plan on doing anything with Syndra

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Repertoir New PortraitIf I recall correctly, Syndra made it pretty far through the selection process, but I believe we determined that she either needed a ton of work to really spice things up on her, or that we could give her a little love on the mechanics side closer to release and still get pretty good mileage. As these projects tend to fall in between these two amounts of work, we ultimately passed on her in favor of others.

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Xeraths in a weird spot right now Have you considered him for your list

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Repertoir New PortraitI’m interested to know why you think Xerath is in a weird spot. Is it because of the state of the meta-game? Or is it that there’s something he’s failing to deliver that he seems to be intended to be doing?

As far as what we thought, Xerath seems to be up to par in Distinction, Cohesiveness, and Health. I’ve seen some people argue his gameplay is too similar to Lux to be considered distinct, but we actually see Xerath as more of an extreme range DPS mage, whereas Lux is more of an extreme range burst caster that relies heavily on catching squishies out and killing them with quick full combos.

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Whatre your thoughts on Irelias  E from a balance design standpoint

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Meddler Final PortraitI don’t think it’s a great ability, in particular because it can be really unclear what result will happen before she uses it, leading to press the button and hope plays that can feel unfair (in a way you can’t influence) to one player or the other. It’s also an ability that, due to the way it can punish fighting back and its nature as a targeted spell, can leave opponents without apparent options.

Having said that though there are a lot of other champions/abilities I think we’d be much better off looking at first that need the work more. An Irelia rework someday’s a definite possibility, think it’s unlikely we’ll do one this year though.

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Is Singed scheduled for a rework

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Meddler Final PortraitWe don’t have any plans to make significant changes to Singed (almost certainly balance adjustments at some point, but none currently planned). He’s got a distinct playstyle, a deep mastery curve, creates great high moments and certainly isn’t a jack of all trades. He is a bit weird thematically, but not in a ‘this guy’s failing to deliver on his core fantasy’ kind of way.

I’m not personally convinced the root from the Fling/Mega Adhesive combo’s sufficiently relevant to justify its existence on the kit, could imagine a world in which we took that out and replaced it with something a bit less niche. I don’t play Singed much myself though, so I might be just unaware of a bunch of value that interaction provides.

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Do youve any changes planned for the Dragon buff

Meddler Final PortraitWe’ve been experimenting with some possibilities over the last couple of weeks, including changing the 4th buff to something a bit more felt than minion/monster damage. Currently waiting to get some insight into how dragon’s being valued in the start of the ranked season/first couple of weeks of professional play though to inform how big our changes should or shouldn’t be.

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The 2016 ranked season is now live

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Socrates New PortraitThe 2016 ranked season is now live! Gather your allies and gear up for all new challenges as you climb the ladder in 2016. We’ve introduced a swath of changes over the course of preseason, as well as new dynamic groups — now you can queue for ranked play with any number of friends. With new champ select, you’ll queue up for your two best positions — you’re guaranteed to always end up with one of the two positions you select — and join a team of players who’ve done the same.

To learn more about the 2016 Season, visit the season homepage here or check out the patch notesover yonder. It’s a new season of GGs, and we’ll see you on the battlefield!

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Ready set play Earn Party Rewards all week long

Celebrate the launch of new champ select and the 2016 ranked season with Party Rewards. How’s it work? Simple. The larger your premade group, the larger the IP bounty you rake in. The bonus is even bigger for new champ select-enabled queues like Normal and Ranked draft. The All-Star bonus from Team Fire’s win at All-Stars is active in Taiwan, NA, and Korea!

Check out the details below!

Premade size New champ select queues Other queues
1 0% 0%
2 125% 50%
3 175% 75%
4 225% 100%
5 450% 150%

Party Rewards are live starting today (10:00AM PST on January 20) until 11:59PM PST on January 24. We’ll see you on the Rift!

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Dynamic Queue system disabled further details

Ymir New PortraitTL;DR Dynamic queue was disabled because of a load issue, Solo/Duo Ranked is temporarily re-enabled, and all matches played in this mode still count towards your future Dynamic ranking.

Earlier today, we saw an issue on EUW that required us to disable the dynamic queue system. This was due to an issue with player load on the servers. This has also affected the KR server in a similar way.

As a result of this, all ranked modes based on the dynamic queuing system were disabled and remained down while we continued to investigate. When deciding on a course of action we had two options:

a) Leave ranked disabled until the issue was resolved
b) Re-enable the previous Ranked Solo/Duo queue

We chose option b) because we wanted to ensure that those of you who enjoy ranked could still play your placement matches. As we did not have a clear ETA on a fix, we proceeded to re-enable Ranked Solo/Duo until the issue is resolved.

What does this mean for your placements and rating?

Any games played on the currently available solo/duo queue system will count towards your placements and ranking when the new system is back up. For example, if you already played 2 games before the issues began in Dynamic Draft and 6 more in Solo Queue, you’d have 8 games played – and these all count towards your placements.

Why are other regions not affected?

Before we introduced this feature, we used a simulated environment to load test the entire system. Live implementation was first conducted on TR and NA with no major glitches. However, some subsystems of the dynamic queues didn’t scale up correctly when running on a larger live environment.

What are the next steps?

Our engineers are actively working to fix and re-enable dynamic queues in EUW. As of now we have no ETA but our tech teams will provide an update when we have more information to share. Thank you for your patience.

UPDATE: To answer a question some of you may have regarding Party Rewards, a several day event that offers bonus IP for playing with friends. We’re holding this event back for EUW until issues are resolved. Once Dynamic Queues are back we’ll look to enable Party Rewards and make sure that players on EUW have the same amount of time to earn IP with friends.

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If you have large updates why not test them on the biggest server EUW

Ymir New PortraitWe don’t consider Live environments as testing platforms. That would be dangerous and unfair to our players. Most of our features go through similar process after the development phase: functional testing -> load testing -> initial deployment to previously selected environments -> few days of player behavior testing (collecting players usage data) -> full deployment everywhere else. The NA & TR deployments week ago just helped us properly understand player reactions, gather important behavioral data and eventually tweak and adjust the service globally. You know, hundreds of dynamic variables here and there…

There were some minor issues in NA, but in general the service was and still is stable. Load testing of large services is always tricky though as one has to simulate the load in development labs. You can’t just get millions of players to test your service live — it must be done artificially as a set of ongoing software trials. We always go much higher than the expected traffic, and usually get highly expected results, like the one with the months-long EUW load tests before the new data center deployment in AMS. No matter how precise you are, live environments can be unpredictable and sometimes even tiny unexpected factor is enough to get one subsystem’s thread on hold. Obviously there are larger systems out there in the internet, but they are usually distributed and can handle the load separately. Our environments work differently — there is a distribution in given service’ cluster, but in general EUW, NA, KR, etc, are single entities handling the entire traffic all by itself.

Sorry for longer post. We’ll obviously do our best to get back to you with fixed Dynamic Queues asap 😉

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Update on Dynamic Queues for all regions

Draggles New Portrait Update: Dynamic normal queue is now disabled in all regions worldwide while we work on a fix (as an fyi, NA began to see similar issues despite the earlier launch on that server). Still no ETA to give but will be sure to have someone update this thread when that changes.

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Riot Eambo Final PortraitHi guys,

The PB team are the experts on this one, and their updates mean a lot more than mine. However, Lyte has been posted HERE with information – while unfortunately there’s not much to be said at the minute, the team are hard at work trying to fix this issue, get it tested, and get it out to you guys. We are as excited for this feature as you are – I honestly couldn’t wait to get home yesterday to play it, and I plan on leaving my placements until it’s back up and running due to the less stressful nature of things in the new champ select.

I know you guys want updates, and it sucks when we can only post “we’re working on it” – but that’s the truth and update we’ve got at the moment. As per Lyte, there’s no ETA at the moment, but I advise keeping an eye on the boards and Lyte’s twitter for updates as they’re available.

Thanks for sticking with us on this – we know it’s far from a smooth experience, but personally I truly believe the new champion select and dynamic queues are great features, and cannot wait to see them (back) on live to get some games with you guys on the rift!

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Champion Mastery Level 6 7

Socrates New PortraitHey all,

When we first announced that Hextech Crafting and loot was heading to PBE, we saw a few questions about how champion shards would work for players who already had all champions unlocked. We weren’t ready to answer those questions then, we are now at the point where we want to reach out to the community for feedback.

Here’s our current, leading design:

  • All players (whether you have all champions unlocked or not) can use champion shards that are duplicates of champions you already own to increase the Champion Mastery level cap of specific champions up to level 7.
    • This will increase the level cap, but won’t increase your actual Champion Mastery experience or unlock any associated rewards (unless you already have enough mastery points on a champ to be level 6 or 7, in which case you’ll immediately unlock those rewards)
    • Example: You own Jax. Using a Jax shard, you can raise the Champion Mastery level cap to 6 for Jax.
  • Alternatively, you can combine 3 champion mastery shards to unlock another level on any champion you choose.
    • Example: You spend three random champion shards to increase Champion Mastery level and a pop up appears allowing you to select any champion. You select Renekton, raising his Champion Mastery level cap to 6.

We also plan to offer chests in the store that can be purchased with IP that would contain specific types of champion shards. For example, we might offer a Demacian Chest for a limited period of time which would contain champion shards for champions associated with Demacia. We might also offer chests like these via other means, like rewards for accomplishments in ranked.

Our goal with this is to ensure champion shards drops always feel like a step towards something players care about and to make to the highest tiers of champion mastery feel exclusive and valuable. Ultimately we think this will make it more meaningful when you drop your mastery badge emote after a clutch (or not so clutch) play. It’s possible that there could be some other reward types associated with higher champion mastery levels, but this is still TBD. We’re excited to get Hextech Crafting and loot out to you all and curious to hear your feedback.

Thanks everyone for all the testing you’ve done so far!

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Does that mean we need shards to drop to reach Mastery levels 6 and 7

Socrates New PortraitIt’s the level 6 and 7 cap that unlock not the experience required for the levels themselves. So you’ll still have to earn your way up. Since the chests require strong performances (S grades) on champs, it puts more weight on unlocking these levels.

Somebody else pointed out since these rewards are more exclusive they should probably be cooler. That’s a good point also.

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As always, here’s a short collection of recent fan-art:

 

Zed by Citemer:

C76v1p9 9B7oRhc

 

Swimsuit Lux by raichoo:

swimsuit_lux_by_raichiyo33-d9onwp6

 

A New Dawn by haonguyenly:

a_new_dawn_by_haonguyenly-d9ot6qn

 


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

 

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Challenger Nidalee’s splash art was previewed at the All-Star event recently. You can see the skin in-game HERE.

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Whats the state of Morgana

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Meddler Final PortraitShe’s got a distinctive playstyle, clear weaknesses, does things other champions don’t, has gameplay that matches her theme reasonably well and has decent counterplay. There’s room for a bit of visual improvement, though her texture and visual effects updates improved her a lot there. Expanded voice sometime would be nice certainly. Overall I feel she’s in a really good spot and would rather see work put into an enormous number of other champions than into Morg, returns there feel like they’d be pretty low for the time.

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Would Akali be one such Champion thats a higher priority than Morgana

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Meddler Final PortraitYup, though pick a champion at random and odds are high they’ll be more in need of work than Morg.

We’ll certainly want to make changes to Akali whenever we tackle assassins though. We did do some initial exploration into possible kit changes, which showed some promise, we’ve put that on hold until we have a go at the class overall though.

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What kind of kit changes do you have planned for Akali

Meddler Final PortraitDistinction from other assassins (Diana especially, Kat to some degree), better fallback/recovery options, better counterplay, more unique tools for her.

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Why did you nerf Tahm Kenchs W when the problem is his damage

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Meddler Final PortraitPeople tend to complain about the most distinctive things a champion does. Nerfing based off what people complain about can eventually end up homogenizing characters a lot, with everyone having a similar feeling kit and unique effects reduced from character defining to secondary sources of novelty. To combat that we instead map out what we think are appropriate strengths and weaknesses for each champion and try and nerf/buff to preserve (or accentuate) those. In this case nerfing the MS with an ally devoured was we felt the best way to do that for Tahm in 5.24.

That’s not to say player frustration isn’t a really useful thing to monitor and understand, it’s really valuable for helping to build or modify those intended strengths/weaknesses in the first place. Being really informed of player feedback, frustations, needs, wants etc’s something we believe’s really important. That’s not the same though as believing that whatever a lot of people are saying is necessarily the right thing to do though.

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When designing Champions do you predict what the player reaction will be

Meddler Final PortraitSome of the time, yes. We expected Tahm Kench’s ally devour to create quite a bit of frustration when it saved allies for example. We felt during his development (and still do now too) though that that was an acceptable cost given the positive moments and gameplay Devour creates.

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Do you think Sona is in a good place right now

Meddler Final PortraitOverall basically still the same as per my post in this thread:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/EkxbfyvO-so-lemme-get-this-straight

Preseason’s also increased her effectiveness a noticeable amount, so if we felt compelled to make balance adjustments to her I’d imagine they’d be nerfs not buffs. There are certainly some supports that are more dominant overall, we’ve either just nerfed, or are in the process of nerfing, those that are over the line though (some of whom will probably need further work too – looking at you Brand).

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Are there any plans to update Lissandra

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Meddler Final PortraitNo current plans on the gameplay side, alternative passive explorations didn’t work out so we opted for the heal on self cast ult instead.

Not sure on the Lore side, apologies, not my area of expertise. Would love to see advancement of that plot-line myself though, more revelations about the Watchers and the history there especially.

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Whatre your thoughts on VelKoz

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Meddler Final PortraitWe feel Vel’Koz is pretty balanced, generally feels fair to play against and has some solid points of mastery for the Vel’Koz player. Only real issue with him is that what he does isn’t sufficiently differentiated from other mages/poke champs, so we’d like to find him a unique strength or aspect at some point.

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What do you think of Poppy at the moment

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Meddler Final PortraitNothing too surprising so far, though it’s still really early days. We’re still seeing a lot of people playing the rework for the first time or two, so lot of initial mistakes being made and experimentation going on. No current plans for immediate changes, though we’ll reassess on Monday as well.

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What is the range of the new Assassin mastery

Meddler Final Portrait800 units, so it’s not a great choice in a duo lane, but should get some use in team fights if you’re diving at least a moderate distance in front of your team.

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Will the upcoming Diana skin be AllStar themed

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KateyKhaos Final PortraitIt won’t be an esports skin, just a cool fire-themed thematics for Diana. :]

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Is there a possibility well get a new Swain skin

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KateyKhaos Final PortraitTo the best of my knowledge, he’s eligible.

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INTRO Jeevun Jag Sidhu Game Designer Live Gameplay and Champions

Riot Jag Final PortraitWHO AM I?

Sup guys, I’m Jeevun Sidhu aka Riot Jag. I’ve been a competitive gamer my whole life, and before getting Diamond in League of Legends my video game mistress of choice was World of Warcraft, where I held onto a 9 consecutive season streak of getting Gladiator in Arena before I realized it may be time to do other things (will put away my horn now). I’ve also really enjoyed Starcraft, Super Smash Bros, the Batman: Arkham, XCom, and Metal Gear Solid series, and (might be dating myself a bit here) I have a soft spot for Goldeneye 007 and Mario Kart 64. I got into League through my WoW friends when the servers were down for maintenance. Someone in Vent said they just started playing LoL and it was really fun, and I replied that if I wanted to micro 1 unit for 45 minutes I’d just build a Ghost in SC2. I was a little ignorant at the time…

Aside from Video Games, I enjoy Sports Cars and Motorcycles. I’m currently running a Ducati Panigale 899 that I keep under armed guard, seeing as the last two bikes I got after moving to LA were both stolen in a matter of weeks. I’ve also always loved sports, particularly Football (Giants fan for life) and Basketball. I listen to a range of music, but am mostly into Hip-hop and House/Electro. My Spotify has been blasting a lot Run the Jewels and Disclosure lately, although my boy Kanye is never far off the playlist. Before I was a professional nerd for a living, I was something totally different – a software engineer at Microsoft.

WHAT AM I DOING AT RIOT?

Some of the fun stuff I’ve done at Riot include the Lucian mini-rework, Runeglaive and Zeke’s Harbinger, and most recently I lead the charge on Rift Herald. I’ve spent the last 2 years on Live Gameplay (aka the Rito balance team) nerfing your favorite champ, but I am moving to new Champion team to find new ways to add more anti-fun into the game. Until that happens, I’ve had front row seats to every balance and game health struggle that we’ve had in League for the past two years, so feel free to hit me up with anything in that area.

WHAT AM I GOING TO TALK ABOUT?

I’d like to talk about interesting struggles with the live state of the game, ranging from the intricacies of preserving game health, to how to interpret win rate metrics, to how we handle eSports concerns. I might also get into what it’s like for a novice champion designer to start taking on the task of building a brand new iconic experience in LoL. Finally, ADCs are my peoples, so if that’s your passion, or if you just need help with that Vayne build, I’m down with the clickers.

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Why was Lee Sin allowed to be the most dominant jungler for so long

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Riot Jag Final PortraitI really want to talk to you here but you have to give me something way better than “why do you love toxic stuff and hate good stuff”. Maybe give me some specifics on what you felt was off.

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It seems the balance team favors flashy plays over healthy gameplay

Riot Jag Final PortraitThis one I don’t get at all. I think if you searched through most of the pro games this year, you would find Leblanc and Zed to not be nearly as dominant as say Viktor or Azir in terms of pick rate. That aside, it seems like you’re creating a false dichotomy here between choosing between “flashy plays” and “healthy gameplay”. I don’t think we’d say someone like Zed has an inherently unhealthy pattern (I’d say he’s fairly healthy for an assassin), but there’s no reason why something can’t be fair and flashy.

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Cinderhulk was OP on release and was later nerfed so much that its useless now

Riot Jag Final PortraitAgain, it’s really an issue of balance here. You can’t argue with the level of power that Cinderhulk was giving to characters at the time. There are many reasons to like the teamfight-pacing presence that tanks give, but these champions had no tradeoffs at the time – they were becoming damage dealers with extreme durability and CC.


On that topic though, no one was happier about the success of Cinderhulk than me – that project was the combined efforts of Fearless and I (mostly him!), and I was overjoyed at the spike in competitive diversity that the Cinderhulk patch brought to the game. But the theory that we chased away diversity by nerfing Cinderhulk is false. The diversity spike partially arose due to the uncertainty of solving the game at a pro level since we upended the meta (tanks in Jungle instead of top lane, so now carries in top lane, so now different types of supports/ADCs that have to deal with top lane carries, etc.). The pro diversity levels were already falling quickly in the weeks after Cinderhulk came out due to them solving the meta rapidly, before we even managed to get the nerfs out to the servers that pros played on. So while Cinderhulk as a disrupting force was positive in driving diversity, it couldn’t ever hold that permanently – we have to keep making changes to the game to do that.

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Why are champs like Anivia nerfed and Lee Sin is either untouched or buffed

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Riot Jag Final PortraitLee Sin did get a small buff in 5.16. The previous five patches that he received a balance adjustment before that were nerfs. I am a little puzzled that the assessment is that he is getting unfairly privileged to be at a high power level that is inappropriate. However, I get that he has been at at stable level of power for a long time, and my answer to that is that I think he is a fairly healthy champion. He has a high level of execution required to succeed on the part of the Lee Sin player, he has some major weaknesses (particularly towards the late game), and he has always felt like a somewhat risky pick, even when strong.

I don’t speak for Riot’s future balancing strategy here, but for my 2 cents, Lee is a cool champion that still gives his opponent options when succeeds, which to me is something we can maintain as someone who appears in a lot of games.

In regards to Anivia, I’d ask you a question first – if very few people complained about her, but she was still incredibly powerful, almost unfairly so, should we leave her alone? Would we leave balance decisions up to capturing the tone of broad player perception?

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Riot Jag Final PortraitFor Anivia, the timelines are sorely mismatched here though. We’re not responding to Worlds (that was 2 months ago), we’re responding to preseason.

For Elise, I get that she’s still strong, but by no means has she flown under the radar – she’s been nerfed more than once in the past few months.

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Can you explain the thought process behind changing Anivia Swain and Elise

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Riot Jag Final PortraitI think our data put Anivia going up nearly 4% in win rate with preseason – most likely due to the efficiency of RoA and the addition of Deathfire Touch. That’s a pretty huge change.

With Elise, our changes this year have been intended to balance her as more of a mage threat, not as a tank. The 5.18 and 5.16 changes both hit base damages, not ratios.

Swain is just a tough guy to balance. He’s kind of a drain tank, and he’s largely about dot damage and healing, so nerfing the E seemed like the wrong thing to do there. The effectiveness of his CC seemed out of line with that type of champion, which is why we went with the W. I feel your pain there though, you could make compelling arguments to hit other areas.

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Any thoughts on how the new gold flow affects earlypower Champions

Riot Jag Final PortraitHmm, that’s interesting. I understand that their maximum window of being ahead may be smaller (because gold eventually catches up), but we have put a lot of changes in place in preseason to push forward rewards for early aggression (towers falling faster, Rift Herald, vision changes etc). I think most of our evaluations say that a lot of early-game champions got a big boost since preseason (Shyvana went up in win rate, didn’t she?).

I think there are specific champions like Pantheon that may have some itemization problems. The crew on the Systems team is hard at work on that one.

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Whats your opinion on KhaZixs evolution diversity

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Riot Jag Final PortraitAgree that he’s never really been diverse. There’s almost always one correct path and then a few wrong ones.

We have played with that idea for E before, but it largely resulted in the same thing (one optimal path, this time never with E). I think for Kha’zix’s evolution pathing to be in a state that isn’t solved before game start requires each evolution to power him up along 4 distinct axes/contexts, each of which are likely to change in relative importance within the game. That’s very very hard. Maybe not impossible though.

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What are your thoughts on the current Support ADC relationship

Riot Jag Final PortraitThis is a really interesting one. I think the solo Q Support/ADC relationship and the organized 5v5 Support/ADC relationship are so incredibly far apart they may as well be different games.

What’s really cool about a good duo is that they both have to constantly take “trust falls” in lane to be effective – you have to make a move KNOWING that if you eat a CC your partner will use a summoner at the right time to make sure the play works. The problem is that in solo q the communication is so sparse that this goes wrong fairly often, unless you’re just on the same page because your game knowledge is deep enough (this is one major reason why playing ADC is so painful at lower MMR ranges). There’s nothing worse than having a trust fall where your partner doesn’t catch you, and it can reshape your approach to laning in a very negative way. On the other hand, when two of you are on comms together and perfectly on point, it’s incredibly rewarding and one of the best experiences in League of Legends.

So, to bring it back to the designer’s perspective, where do we want to strengthen the experience? Do we want to create solutions that make a better play experience for the low communication solo queue game? That would lead us to creating mechanics and items that have low coordination requirements, low failure rates, and correspondingly low rewards for success. Do we want to reward the mastery of a competent duo playing properly? Well, then this is a mechanic that has a very limited reach, as the vast majority of players will not be able to enjoy it as consistently. When CertainlyT had to figure out how to balance Kalista’s W passive, or I had to figure out how to reward Zeke’s Harbinger properly, these are some of the things we had to struggle with.

Personally, I’d really love if we made another Conduit-style item like Zeke’s, but opened the space up a bit for different types of duos (maybe a double melee dive buddy item, for instance).

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What are some less commonly cited statistics you guys use to judge balance

Riot Jag Final PortraitA few metrics here that I really like are “win rate by game time” and “average experience level”. The game time graphs will occasionally give us a very sharp idea of where to address a part of the character that is really out of control. For example, pre-5.18 Veigar tended to win a fairly small portion of games that ended at 20 minutes, and a fairly large portion of games that ended at 45+ minutes. After the buffs to his W cast time, we saw a fairly small change at the 45+ minute win rate, but a huge one at 20+ minutes, which was a large indicator to us that we had changed Veigar’s power curve in a way that we were not comfortable maintaining.

That directed us to looking at base damages instead of hitting the cool thing about Veigar that players really loved (the infinite scaling fantasy), and gave us a pretty solid foundation for doing so. The “average experience level” one is one that’s really hard to convey to most players, but it basically indicates that if the vast majority of players on a champion have a huge amount of games under their belt, then we shouldn’t look at a champion’s win rate and be surprised if it’s high. For example (these numbers aren’t accurate, just using them to illustrate), if the average Riven player in your game has 70 games played on the champion, while the average Brand player has 15 games, it wouldn’t be a unfair statement to say that Riven could have a higher average win rate than Brand and still be equally powerful.

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Where do you draw the line between extreme changes and no changes at all

Riot Jag Final PortraitThat’s a tough one. I think for preseason in particular we’re aware that the game is very volatile and unsolved. Optimal item builds can shift (or be nerfed…), certain exploitative strategies may be removed, and most of all, preseason is a time to just have fun and play – so I think we’re reluctant to instantly smack a champion in the face unless they’re fairly far out of line. Which leads me into…

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Why did you nerf hidden OP champions like Malzahar

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Riot Jag Final PortraitA lot of the decisions to nerf the “hidden OP” champs came from being fairly confident that these guys were WAY far out of line. We have a fairly significant amount of data demonstrating that these guys had pretty obscenely high levels of power in this patch.

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Which patch drove the most players away from LoL even temporarily

Riot Jag Final PortraitI don’t know the answer to that question. I can tell you that I felt a lot of the same way as players did in 5.16, that the game felt pretty far off in terms of balance compared to what we’ve done historically. Everyone has taken a hard long at what went right and what went wrong there so we can improve on that in the future, which to me is something that’s cool about how Riot – we definitely have failures, but we do our best to make them mean something positive.

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Whats the state of Bard

Riot Jag Final PortraitOh man, Bard. Rarely do I see data tell me one thing that so heavily disagrees from my personal experience. I honestly feel like a Bard main is absolutely terrifying, but he can so easily cause catastrophic failures for his own team that his effectiveness can vary incredibly hard.

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How do you think the Mandrake Ward will affect Champs like Evelynn

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[ Note ] The Mandrake ward is an experimental ward on the PBE that gives no vision and only pings you when it detects Champion movement.

Riot Jag Final PortraitI think it would be a fairly good thing for Eve to be honest. I’m not so sure her current form of favored counterplay (Pink ward + ward her jungle camps) is sufficient that we can leave in her tuning in a satisfying place. That’s heavily speculative though.

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INTRO Chris Pwyff Tom Communications dude

Pwyff Final PortraitHi fronds,

Quick introduction here – I’m Pwyff. In previous lives I’ve played video games competitively, ghost-wrote college essays for tuition, wrote terrible movie scripts for free dinners, and did the whole video game journalism / editor-in-chief bit before arriving at Riot Games.

I come from a mixed competitive gaming background of: FPSes (CS 1.6, Natural Selection, TFC), MOBAs (DotA, HoN, Bloodline Champions), and MMORPGs (Ragnarok Online, FFXI, vanilla + TBC WoW), so my favorites tend to fall along those. In between games of League, DotA 2, and Duelyst, I was trying to speedrun Fallout 4 before dropping everything for the new Bloodborne DLC, but did not get very far. I think I rerolled twice, explored fifty million supermarkets, recruited Nick Valentine, decided to forcibly set my carry weight limit to 20,000 so I could hoard more things, realized I opened Pandora’s Box of cheat codes and shortcuts, set my melee stats to five billion, punched a few Deathclaws, and then couldn’t go back to a normal life.

Outside of those things, I read, write, walk, and talk a lot (often at the same time).

I currently own: 0 cats.

WHAT AM I DOING AT RIOT?

A tl;dr would be that I’m a communications lead, working on all things to do with… communicating. One of my first big projects was to improve the way we talk about change in League (particularly in design), and you may have noticed the experiments we’ve run over the years, especially with the patch notes.

These days, I’m focused more broadly on how we talk about what we do and why we do it. With the preseason just shipping and the 2016 season update on the horizon, I’m in the process of helping with our next Riot Pls update, getting this Dev Corner to a functional place, and thinking about what people actually want to hear about.

WHAT AM I GOING TO TALK ABOUT?

I’ll probably use my monthly slot as an open forum to talk about what new things you’d like to hear from other teams. If there’s a pressing topic you’d like to see discussed, feel free to chuck them in and I can understand what we should be thinking – or talking – about. Or if it’s just a miscommunication, I can talk about that as well.

WHAT WOULD YOU LIKE TO HEAR FROM ME?

Honestly? Let me know. I can tell you stories about life at Riot, or how teams work together, or about the cat I don’t own.

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The Patch Rundowns feel like fluff pieces

Pwyff Final PortraitNah, you’re talking to the right guy. So I’ve got Scarizard directly trying to tackle this issue next year to get the Patch Rundown to a more authentic place.

The question I’d ask is this: what should the patch rundown be for?

Right now I think the larger issue is we have one piece of video content trying to serve multiple purposes, and ultimately failing at all. If I could flip back the curtain, our goals are:

  • Humanize the League design team
  • Discuss contentious changes, show our thought process
  • Engage in a meaningful discussion on changes

For others, however, the patch rundown is seen as a vehicle to communicate what’s changing. Should that be our goal? Are players happier if we just tell them “this is changing and here’s why” a la patch note format, or do they want to see discussion on the topic with people they trust?

This is basically the space we’re grappling with. In an ideal world, I’d love to have two streams of content – one high level TL;DR of the patch notes for quick, easy consumption, and another focused on deeper context.

So what are your thoughts?

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Have Riot considered making a realtime strategy engine for LoLtype games

Pwyff Final PortraitThis is an interesting question.

Up front: I don’t think there are any plans to scope out pets into something deep and expressive. I believe the current view of pet controls is “tolerable,” if not very exciting.

You mention that adding pets / pet controls would add a lot more depth to the game while also offering more avenues of kit ideation (and skill expression), I wonder about that.

You can add any sort of mechanic to a game to make it more ‘complex,’ but good game design is about the right combination of complex mechanics. If CS:GO suddenly added bunny-hopping into the game, it certainly becomes more complex from a movement-shooter based perspective, but it loses out on the type of game it wants to be.

I’m assuming that adding a second unit to control beyond basic movement (aka the current system) will raise the mechanical complexity of the game, but if this assumption is true, should that be where League’s design focus is on? Most designers would say there’s a lot of really cool space to explore with single-champion kits. Perhaps there could be a champion designed with the ‘illusion’ of pet play – maybe a multi-unit champion with pre-defined positioning based abilities (hello, Orianna) – but the better question is what a complex pet system offers over other new systems.

Now that I’ve laid out the conceptual space, I can offer my own opinion.

I think there’s room for some cool pet mechanics in a game like League, but probably not the likes of Chen or Meepo. There’s this concept of transferable skills where if you learn, say, auto-spacing (heh) with Caitlyn, that’s a transferable skill to Jinx. At the very least this allows you to build macro-mastery of League (positioning, map movement, etc) while also investing in the micro-optimizations of a champion.

Looking at other games with pet champions, most characters with engaging multi-unit complexity reward the player for:

  • Cross-map macro play (Meepo teleports and movement)
  • Multi-unit micro-play (SC2 micro)
  • A really annoying radiance bear (Druid)

I do wonder if the skill investment for any of these is so different for League that a champion who rewards players on these axis just makes them a novelty. The issue with novelty champions who reward players on very unique mastery paths is is you end up with massive disparities between the haves and the have nots, and balance becomes a nightmare. Riven is a great example of this. Do we now balance Riven with the expectation that all players have learned to animation cancel? Or do we just allow this one champion who, when fully mastered, has access to more tools and more power than anyone else? I’m not saying Riven is objectively overpowered, but the more unintentional power a champion can access through clever mechanical manipulation, the higher chance a designer just didn’t account for it.

This paints a real black and white picture though. Could the pet system be improved even for the current pet-based champions? Absolutely. Is it an absolute priority for engineering to restructure how unit control occurs within League? I’m not sure.

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Here’s some awesome fan art from this week:

 

Sinful Succulence Morgana by Delectableredz:

sinful_succulence_morgana_by_delectableredz-d9jng70

 

Firecracker & Slayer Jinx by Citemer:

v2PNeoN

 

Demon Vi by muju:

8wwVCWR

 

 


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

 

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Quinn currently has a 73 winrate

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Repertoir New PortraitShe’s too strong. We’ll nerf her early game through some base AD and some Q nerfs, and then she should be in a better spot. I had some stuff submitted on Wednesday to the build that goes to PBE, but it looks like we didn’t ship to PBE on Wednesday due to the holiday week. Expect to see some stuff show up there on the next PBE build.

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Have you thought about tweaking how her passive scales with crits

Repertoir New PortraitYes, but I’m not sure what the right call is on that yet.

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What do you think happened to Quinn between patches 5 22 and 5 23

Repertoir New PortraitQ is dealing too much damage for the utility it provides, or it is providing too much utility for the damage it deals (or both).

Harrier is a bit stronger around levels 3-6 before she’s backed and bought any AD (because it now has a base damage that is scaling with her level rather than being all AD dependent).

Some other stuff that may be contributing:

  • She’s really good against Illaoi
  • Not having the option to rush Homeguards (which was fun, and many people were doing) may actually have been a buff because players are buying more combat-effectiveness in their early items.

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Why did you give Quinn her blind back

Repertoir New PortraitSo that in a balanced state she does not need to be snowballing incessantly in order to be useful for her team. That isn’t to say she’s balanced on this patch; she most certainly isn’t.

In a balanced state, she’ll be able to hit a good Q on a mage or marksmen to help her team win a fight, rather than having to have all her value loaded into her R and raw damage.

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Do youve any plans for Ezreal

Repertoir New PortraitEzreal feels like he fell a bit short of what we expected to see from him in the 5.22 preseason patch. We should look over him along with some others like Ashe, Sivir, and Twitch before the preseason ends. For him specifically, we nerfed some stuff to make room for the improved Q cooldown reducing effect as a precautionary measure, but it may not have been necessary.

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Repertoir New PortraitWe expected him to be fine, and he’s honestly not super far off. He tends to sit at a lower-than-average win rate when considered balanced by us and most players.

op.gg has him at a 48.5% win rate over the last week in Korea, where he has always been and continues to be a very popular pick, so that seems like decent evidence that he’s not horribly far off. I don’t think he requires much more than a slight adjustment, really.

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Can we please get some utility on Ezreals W back

Repertoir New PortraitIt is sad, and we’re not happy with it either. If we had the right low-cost approach (resources seem to mostly be allocated things at the moment), there may be something we could do. Of course there are things we could do, but it’s more a matter of finding a good long-lasting approach.

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Why is Veterans Scars being nerfed so hard on the PBE  from to flat HP

Repertoir New PortraitI’m not in charge of these changes, but one thing to keep in mind here is that changes to the early game power of something have a far greater effect than changes at all other points in the game. It’s why reducing someone’s base HP by 40 or base AD by 3 can result in substantial performance hits to champions.

I imagine this change is intentionally aimed at keeping it powerful in the early game (45 base HP is significant power, as noted above) without it scaling well into the late game. I do believe most the rest of the Resolve tree tends to scale very well into the late game.

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This nerf will make the midgame for tanky champions worse

Repertoir New PortraitVeteran’s Scars’ placement in the Resolve tree does make it accessible to more than just tank-types that are going down to Resolve keystones.

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Could tanks then also get a better secondary option than Veterans Scars

Repertoir New PortraitThat seems like a good solution if there is currently nothing attractive in the other trees.

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Why nerf the effectiveness of the tank tree so other classes can dip into it

Repertoir New PortraitIf we wanted trees to belong to only one class/archetype of champion, they would be 30 points deep instead of 18 so that you had to invest all your points in that tree in order to get to the keystones.

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FOLLOWUP Mordekaiser Update

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Statikk New PortraitHey all,

We’re going to be trying out methods of making our internal design reviews player-facing. These reviews are mostly done on major champion releases, updates, and systems tuning that we roll out. We may dig into our archives for recently released champions as well.

These reviews will probably not be very ‘polished’ in their presentation, rather, they’re meant to be a way of showing how we examine our work. By looking back at our original goals and then examining what’s currently working (or not working) in the present day, we can be more transparent about followup changes while also being able to discuss what ‘good’ looks like.

This is very much an experimental process, but hopefully it proves valuable in the long run. Our first trial is going to be… Mordekaiser.

Goals

  • Solidify Mordekaiser in the Juggernaut space (low mobility, high close-range threat)
  • Offer a different non-Marksman duo lane experience
  • Add new strategic meaning to Dragon

What’s Working

  • Strengths / Weaknesses profile aligns with Juggernaut space
  • Provides a different bot lane experience and has unique ally synergies
  • Dragon creates unique and memorable moments

Concerns

  • Extremely early / mid game dominant – lacks true, exponential late game scaling
    • Both Morde and Dragon follow this power curve
  • Too difficult to interact with in lane, due to sustain on top of sustain
  • High AP ratios (especially on R) still leading to Morde being potentially too bursty
  • Q damage ramping is extreme and readability is poor – leads to weird “what happened?” moments on Q3 hits
  • Tankiness is extremely inconsistent (unlike other Juggernauts) due to Passive’s scaling with direct damage output – increases snowball dependence
  • Dragon / pet controls are still clunky
  • Experience bonus passive may not be the optimal solution – it is effective and functional, but low in satisfaction and hard to understand

Next Steps

  • Lower sustain early, better damage scaling late
  • Dragon needs more late game relevance and potentially less early game power
  • Flatten Q damage out (more on 1, less on 3) while still preserving the 3rd hit as a big, high moment
  • Increase the importance of effectively utilizing Passive / E to survive in lane and fights

Hopefully this gives you guys a bit more insight into our current thinking on Morde and helps explain the direction we’re moving him in with the recent patch.

Feel free to chime in with any thoughts, questions, or concerns.

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Why havent you mentioned solo lane Mordekaiser in your post

Statikk New PortraitThis is a good point, definitely an oversight on our part.

I have personal opinions on this, but I don’t want to misrepresent the entire team’s analysis and design direction for Solo Morde.

I’ll try to get some analysis and thoughts back to you guys on this topic after the upcoming break.

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Its difficult to build Morde as a bruiser given the current AP itemization

Statikk New PortraitThis is an open question. In development, we didn’t think that Morde would continue to be so reliant on AP itemization. We envisioned him having access to the new Juggernaut items in addition to the hybrid AP / AD items.

What do you WANT to build when you play Mordekaiser? I think this would give us a better idea of where to push his itemization incentives.

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Follow Up Banner

Statikk New PortraitIf AP itemization is what Morde should be buying, I really like the idea of hybrid defensive / AP items being his mainstay (like you stated above – Rylai’s, Liandry’s, Abyssal, Zhonya’s make sense).

I think it’s a lot trickier when Morde’s optimal builds make him a glass cannon – so I’m pretty personally weary of pushing him into items like Nashor’s or Deathcap.

Would a build like Rylai’s + Gunblade + Tank items make sense for Morde?

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Why not nerf his AP ratios and give his

Statikk New PortraitI think more importantly than nerfing the AP build, we want to provide alternate build paths that allow Morde to truly live out the Juggernaut fantasy.

I can talk to the Live team / CertainlyT about the base stats situation.

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How about changing Mordekaisers shield so it decays slower

Statikk New PortraitWell if we made this change we would probably have to reduce how fast it generates as well, otherwise that would be a pretty significant buff especially in the lane phase.

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So your plan is to make the Ghost Dragons HP and damage scale with his ult ranks

Statikk New PortraitWell we’re not married to this exact solution, but overall we feel like an early / mid-game Dragon can be pretty overwhelming to deal with. As the game goes on though, the Dragon Ghost eventually just melts to the exponential late game damage scaling. We think this mostly has to do with survivability tuning.

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Why was Swain nerfed on the PBE

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Meddler Final Portrait We’ve felt Swain’s been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We’re now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC’s the best strength to hit, hence the change to Nevermove so it’s got a lower duration at lower ranks.

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When was the ratio on Master Yi

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Meddler Final PortraitLooks like it got changed during the rework. I’d assume it was part of the balancing sweep that happened in the last month or so before the rework’s release and documentation was missed.

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Whats the context for the Ziggs changes on the PBE

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Meddler Final PortraitWe feel Ziggs is in a weak spot at the moment, and has been for a bit. We’re not looking to go back to the days of endless wave stalling though, so we’re adding power to places where it’s more anti champion/objective than anti lane minion (sweet spot on ult, tower damage from passive).

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Why not give Ziggs a different AA animation when attacking towers

Meddler Final PortraitSounds like a really good idea. Will bring that up if we’re doing some animation work on Ziggs at some point we could bundle that in with.

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Whats with the Skarner nerfs on the PBE

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Repertoir New PortraitFrom what I understand, the team just wanted to try out a few different avenues as to how we want to nerf Skarner. Though it won’t show up on the PBE over the holiday weekend, I believe the plan is to go with a pared down version of these nerfs for final changes.

It seems worth noting here that it can be difficult to really try more than one thing out at a time in an effort to land on the correct change when it comes to nerfs and buffs, because we tend to get large reactions from players when we do so. I’m not saying that reaction isn’t justified (since we don’t have the greatest history of being fully transparent on every change you see on the PBE), but I do think that’s what is going on in this case.

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Why is he being nerfed in the first place

Repertoir New PortraitWe think he’s too strong. Incredibly overpowered? No. But slightly too strong, hence going with a small set of nerfs. You’re free to disagree with that assessment; that was my first reaction too. That said, this is a character that is around a 54% win rate, with an experienced player win rate that appears to easily break 60%, so it’s not unreasonable to assess him as overtuned.

Skarner does have a low play rate, so yes, he can probably be balanced resting north of a 50% win rate. These changes aren’t intended to (nor do I believe they will) be an enormous power hit, just a small power trim.

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Skarner already has a low win rate the ult nerf will completely gut him

Repertoir New PortraitFirst of all, you could hardly call a nerf to his ultimate “taking a dump on him,” so please don’t blow things out of proportion.

As to trying to address a low play rate, there is an assumption here that we would like him to be a popular champion, or at least more popular than he is now. It’s unlikely that Skarner will ever be popular, given the theme, fantasy, and kit of the character.

His theme and fantasy aren’t bad, just niche. And his kit just doesn’t really have the best gameplay built into it, and it never really has. Keep in mind, when I mention good gameplay, I don’t mean that the kit has never been and will never be fun; it’s more that his moment-to-moment power has always been very stat checky. We’d have a lot of work to wholly fix that, and though we tried to chip at it with the Juggernauts update, it would be disingenuous of me to say that it was fixed. He’s now more strategically interesting insofar as he thinks about and tries to set up where he fights you, but it’s still not particularly interesting how he fights you when he does.

For what it’s worth, this isn’t an isolated Skarner case. It’s pretty consistent with many of the melee guys out there, especially the ones that we made 3-4 years ago.

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Will you end up nerfing Skarners spires or other areas of his kit

Repertoir New PortraitWe still think the spires should be important to his success, but there’s also an argument to be made for him having too many eggs in one basket, so to speak. For now, I believe we’re sticking with the ult AD ratio and leaving the spire strength intact.

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What are your thoughts on Yasuo at the moment

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Repertoir New PortraitYasuo is likely too strong, though it’s hard to say by how much. Honestly, and I don’t expect this to be a popular opinion, he’s probably just more frustrating than he is actually overpowered.

This could be me not remembering correctly, but I was under the impression both Brand and DFT were getting nerfs on the PBE.

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If Yasuos frustrating but not too strong shouldnt he be reworked

Repertoir New PortraitMaybe. It depends how frustrating a champion should be. I think there’s an argument to be made that if a champion isn’t frustrating in one way or another, it’s probably not very compelling/unique/interesting, though of course that isn’t to say we should intentionally make frustrating champions.

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Follow Up Banner

Repertoir New PortraitYeah, Yasuo feels great to play because he often has so much agency over how his lane goes. Unfortunately, that often seems to come at the expense of his opponents’ agency, so it may be fair to say that’s what’s so frustrating about him.

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By agency in lane do you mean his opportunities for outplays

Repertoir New PortraitBasically, yes. It’s about how much control someone has over their fate. If a character is 100% in control of how a lane goes if played well, then that implies it doesn’t even matter what their opponent does to defeat them, and it sucks to be that opponent and know that I can play as well as I want and it doesn’t even matter all that much.

 

It’s just a barrier based on how well the person can play their champion. These champions are commonly ones that people claim are overloaded. Yasuo, Lee Sin, Nidalee (to use a champion that I was responsible for) have all been guilty of this, and this is some of why we see them needing to be balanced around lower than 50% win rates; because when you actually play things perfectly on champions like these, you leave little room for your opponent to do much of anything.

Unfortunately, these champions are also commonly very popular because they have that feeling of being able to do anything with them, so it does someone beg the question of whether we should be trying to make more champions like that (that players feel like they are in full control of their destiny), or ones with clearer weaknesses for opponents to exploit (at the expense of some of that control).

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Why was Hecarims unit collision ignore moved from his passive to

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Repertoir New PortraitI don’t have any deep insight into the particular Hecarim changes on the PBE, but I imagine it has to do with Hecarim’s perma unit collision avoidance being somewhat fundamentally flawed given the kit he has. He just gets near you and then spams circles of damage onto you. If he is stronger and you don’t have a tool to get away, he will win.

On the one hand, yes, he’s always been this way, so the need for this particular change on this very patch is probably no greater than on any other patch. On the other hand, if he’s deemed too powerful at the moment by the balance team (which seems to be the case), it seems like a good place to trim power.

For what it’s worth, permanently ignoring unit collision is probably not something we should just put on champion kits, and I wouldn’t really be opposed to us taking this from Fizz and Kassadin as well, even if it meant we had to compensate them with power elsewhere. It’s just not that exciting for how powerful it is. I don’t think anyone selects any of these champions primarily because they are excited about ignoring unit collision. As any of these champions, I’d rather have just about any of my spells be a bit stronger rather than always avoiding unit collision.

Even if someone was picking these champions solely for these reasons, this to me is more an argument that pathing/collision should be more tolerable on average than having players choose champions that ignore the rule.

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Why not just remove unit collision in general

Repertoir New PortraitI’m not really the guy to make that call, but I will say I’d prefer that we do that over having champions that selectively ignore it on a case by case basis.

Unit collision between champions is actually something I do think is good, and I do think it’s nice that my minions may cause small reroutes for enemies that are ahead of me, so unit collision isn’t all bad. However, I do understand how frustrating and inconsistent it has felt on Live lately, and that’s not ideal either.

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Do you have any plans for Rengar

Rengar Banner Single

Repertoir New PortraitI hope we have some plans for him, but I’d need to look into it next week.

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Meddler on various ingame mechanics

Why does…

Garen still have a silence

Fizzs ult increase damage taken

Veigar ult scale with other person ap

Udyr have Phoenix stance

Ahri charm not increase damage taken anymore

What’s the purpose of urgots ult

Enemies knocked back into bards magical journey not go through it

Meddler Final PortraitWe want to remove silences from highly mobile, high burst champions since those are the cases that leave very little counterplay if played correctly. Garen’s not very mobile, so we feel it’s appropriate he has a silence still.

Fizz ult has a damage amp on it so that more of Fizz’s burst combo is dependent on a long cooldown. That makes his choice of when he goes all in, and on who, more significant than if he can repeatedly use most of his full burst combo.

Veigar’s ult scales with the opponent’s AP so that Veigar has somewhat different target and match up preferences than other similar champions. It does add a bit more champion select counter feeling than we tend to prefer though, and can get drowned out by the sheer amount of AP he himself builds up, so there’s some debate over how appropriate a mechanic that is.

Phoenix is there to offer Udyr an AOE option should he wish it, and to add some nuance to his damage pattern, particularly while jungle clearing.

The damage amp was removed from Ahri’s E to shift her towards more of a mage pattern and less of a pick into kill model (contrast with Fizz being somewhat longer fight times, lack of untargetability, ranged versus melee etc).

Urgot’s a bit of a mess, and his ult doesn’t fit particularly well with the rest of his kit. It can lead to some cool plays, whenever we do an Urgot rework one of our goals will be to give him a kit with less conflicting notes to it.

While knocking enemies through Magical Journey would be cool it’s both quite a lot of power, in a really team dependent way, and likely to lead to a lot of unintended displacements. Bard’s already got a pretty hard to master playstyle and a fair bit of unreliability, so wouldn’t want to double down further on those elements.

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Fan Artist Feature Shilin

Hey Summoners! In today’s feature we’ll be hearing from Shilin, a talented community artist from Canada who enjoys telling stories and has her own original comic series! Continue reading to learn more about her awesome art and process.

You can also follow her on Facebook, Twitter, Instagram, and Twitchto see even more of her work!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

 

How did you get started creating League of Legends fan art?

My first league piece was actually the current Sona classic splash art that I had the honour of doing! I didn’t play league at the time because I was terrified of any PVP environment, but eventually my now girlfriend babysat me into the game through playing bots and learning about the champions’ stories, which inspired me to do a bunch of drawings as gifts for her of her favourites (Riven, Vayne). I also got a bunch of my own favourites after learning more about the champion lores, and out came all the fan art that I did!

 

What’s been your favorite piece to create, and why?

My favourite and most natural piece to create is the Nami/MF piece I did, Shipwreck. The composition came to me out of nowhere and the entire rest of the process was just putting what’s in my head onto the canvas, rather than battling the drawing to try to make things work out. I enjoyed thinking about the interaction between the two in the picture a lot, even more than the process of drawing itself. Did Nami strike at a time when MF is most vulnerable? Did Nami save MF from impending fiery doom and just savoring the moment before returning MF to the land? Thinking is the most fun part of drawing!

 

Do you have a dream project you’d like to work on?

I am extremely lucky because I am already working on my dream project–an original series called Carciphona (at carciphona.com). I don’t know how, but the public has given me enough generous support for me to be able to do this work of my own full time, write/draw/publish the story at my own pace, without the confines of a publisher’s deadlines and writing/art direction restriction, or fear of the series being dropped because it’s not mainstream or successful enough. Even to this day I feel baffled just putting this down in words; being able to do what you love for a living to this extent is like heaven for every creative, and I am so privileged to be there already.

Who’s your inspiration? Do you have any favorite League content creators?

In most cases, my inspiration lies in “what” rather than “who”. I feel most frequently inspired by things I see–even mundane things down the streets, stories I hear–be it a masterwork of fiction or the rundown of a friend’s day, news, experiences… There is so much to think about in everything that happens and there is always something to express through art.

 

But that is not to say fellow artists are not inspiring as well! I look up to many professional and peer artists alike and find motivation in seeing the fruits of their hardwork and gems of their genius. Some of my favourite League fan artists are:

Suqling – bask in her masterful storytelling and gorgeous art right before she strikes your vitals with her savage puns.
2gold – for her charming characters and beautiful colours!
Kaisinel – from monsters to people, kaisinel makes everything look SO GOOD.

Is there anything else you’d like to share with the community?

Please allow me a moment to convince you how awesome it would be to have a League MMO. Wouldn’t it be amazing to be able to explore all of the breathtaking lore and world building work Riot has put in!? MAYBE IF WE SPAM ENOUGH RITO PLS, WE CAN CHANGE DESTINY??? 😀

 
 
 

Last but not least, some awesome videos sharing Shilin’s painting process!

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

 

Free Champion Rotation November 4 Banner

The following Champions will be free-to-play until November 4th:

 

Brand Final Portrait

Lulu Final Portrait

Nami Final Portrait

 Rammus Final Portrait

Sejuani Final Portrait

Swain Final Portrait

Teemo Final Portrait

Tryndamere Final Portrait

Urgot Final Portrait

Vayne Final Portrait

 

 

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

 

 

Champion Skin Sale October 3 Banner

The following Champions and Skins will be 50% off until October 3rd:

 

 

Champions:

 

Morgana Final Portrait

Swain Final Portrait

Yasuo Final Portrait

 

 

Dragon Trainer Lulu – 675 RP

 

Lulu_DragonTrainerSkin


 

Pool Party Leona – 487 RP

 

Pool Party Leona Splash


 

Resistance Caitlyn – 260 RP

 

Caitlyn_ResistanceSkin



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

 

Champion Rotation Week 23 Season 4

The following Champions will be free-to-play until June 24th:


  • Draven – 6300 IP / 975 RP
  • Galio – 4800 IP / 880 RP
  • Graves – 4800 IP / 880 RP
  • Jax – 1350 IP / 585 RP
  • Maokai – 4800 IP / 880 RP
  • Nami – 6300 IP / 975 RP
  • Sona – 3150 IP / 790 RP
  • Swain – 4800 IP / 880 RP
  • Tryndamere – 1350 IP / 585 RP
  • Xin Zhao – 1350 IP / 585 RP



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