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Posts Tagged ‘tahm kench’

Patch 6.13 Content

June 27th, 2016

 

Patch 6 13 Banner

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.

 

PBE Round-up: Patch 6.2

January 22nd, 2016

 

PBE Round up 62 Banner

Patch 6.2 will hit live in the early hours of January 27th, assuming there are no delays. Here are its contents:

 

New Champion

Shen Rework

Balance

Store Content

Client

Miscellaneous

 

[ Note ] Radiant Wukong, Lunar Wraith Caitlyn & Morgana, the Rising Ward Dawn Skin and the four Lunar Revel Summoner Icons will be coming with this patch. You can find previews of them all HERE.

 

 

JHIN THE VIRTUOSO

Jhin will be available for 7800 IP/975 RP on release. After a week his price will drop down to 6300 IP.  He’ll also be available for RP in a bundle with his release skin – High Noon Jhin.

 

jhin-reveal-redirect-banner Jhin_0 (2)

Jhin_Square_0 (1)

 

MODEL EMOTES

Jhin Model 1 Jhin Model 2


ALL SPELLS

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

Jhin Final Portrait

General

  • Health: 540 [ +85 per level ]
  • Mana: 300 [ +35 per level ]
  • Auto-Attack Range: 550
  • Attack Damage: 53 [ +4 per level ]
  • Base Movement Speed: 325
  • Armor: 20 [ +3.5 per level ]
  • Magic Resist: 30 [+0 per level ]
  • HP-per-second: 1.1 [ +0.1 per level ]
  • Mana-per-second: 1.2 [ +0.16 per level ]

 

WHISPER PASSIVE

Whisper Final IconDeath in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.

Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).

 

Jhin Passive 1 Jhin Passive 3

Jhin Passive 2 Jhin Passive 4

 

DANCING GRENADE Q

Cooldown: 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.

 

Jhin Q 1 Jhin Q 2

 

DEADLY FLOURISH W

Cooldown: 14 seconds at all ranks || Mana Cost: 50/60/70/80/90 || Range: 2500

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.

Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.

 

Jhin W 1 Jhin W 2

 

CAPTIVE AUDIENCE E

Cooldown: 2 seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge

Range: 260 || Recharge Cooldown: 28/27/26/25/24 seconds || Maximum Charges: 2

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.

Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] to enemy Champions (minions and neutral monsters are dealt 65% damage).

 

Jhin E 1 Jhin E 2

 

CURTAIN CALL R

Cooldown: 120/105/90 seconds || Mana Cost: 50/60/70/80/90 || Range: A lot

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.

If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.

 

Jhin R 1 Jhin R 2

 

Here’s Jhin’s Champion Select quote:

 

And his login animation by frostyNinja:

 

 

SHEN REWORK

Shen’s rework features a brand new passive, Q and W, tweaked values on E and R and a visual update, including new splash arts for all his skins:

 

Shen_Splash_0 Shen_0 (1)

Shen_Square_0

 

Shen Final Portrait

General

  • Health: 540 [ +73 per level ]
  • Energy: 400
  • Auto-Attack Range: 125
  • Attack Damage: 60 [ +3 per level ]
  • Base Movement Speed: 340
  • Armor: 25 [ +2.6 per level ]
  • Magic Resist: 32 [ +1.25 per level ]
  • HP-per-second: 2 [ +0.15 per level ]

 

MODEL Banner

Shen Model 1 Shen Model 2

 

AUTO ATTACKS Q AND W

 

KI BARRIER PASSIVE

Ki Barrier Final IconAfter casting a spell, Shen gains a shield that absorbs 52-120 [+14% of Bonus HP] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].

Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.

 

Shen Passive 1 Shen Passive 2

 

TWILIGHT ASSAULT Q

Energy Cost: 140/130/120/110/100 || Cooldown: 8/7.25/6.5/5.75/5 seconds

Twilight Assault Final Icon

Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [+0.015 AP] % of enemy’s Max HP as bonus magic damage.

Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [+0.02 AP] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.

Minions and monters take 30/50/70/90/110 additional damage per empowered attack.

 

Shen Q 1

 

SPIRITS REFUGE W

Energy Cost: 40 at all ranks || Cooldown: 18/16.5/15/13.5/11 seconds

Spirits Refuge Final Icon

Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.

 

 

Shen W 1 Shen W 2

 

SHADOW DASH E

Energy Cost: 180 at all ranks || Cooldown: 18/16/14/12/10 seconds

Shadow Dash Final IconPassive: Shen recovers 30-40 energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].

Active: Shen dashes in a direction, dealing 50 [+12% of Bonus HP] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.

 

STAND UNITED R

Energy Cost: 0 at all ranks || Cooldown: 180/150/120 seconds

Stand United Final IconShen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [+1.3 AP] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.

 

 

BLOOD MOON SHEN Banner

Shen_Splash_4 Shen_4

Blood Moon Shen Model 1 Blood Moon Shen Model 2

 

FROZEN SHEN Banner

Shen_Splash_1 Shen_1

 

SURGEON SHEN Banner

Shen_Splash_3 Shen_3

Surgeon Shen Model 1 Surgeon Shen Model 2

 

TPA SHEN Banner

TPA Shen Model 1 TPA Shen Model 2

 

WARLORD SHEN Banner

Shen_Splash_5 Shen_5

Warlord Shen Model 1 Warlord Shen Model 2

 

YELLOW JACKET SHEN

Shen_Splash_2 Shen_2

Yellow Jacket Shen Model 1 Yellow Jacket Shen Model 2

 

Shen’s also received updated in-client lore to complement his rework:

 

”The Eye is blind to fear, to hate, to love, to all things that would sway equilibrium.”

Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.

 

 

Champion Changes

Cassiopeia Final Portrait

 

Quality of Life Box FinalTwin Fang Final IconTwin Fang [ E ]

  • Casting the spell will no longer cancel Move or Attack orders.

 

 

 

Dr-Mundo-Final-Portrait (1)

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Bonus AD decreased from 40/55/70/85/100 [+0.4/0.55/0.7/0.85/1 per 1% Missing HP] to 20/40/60/80/100 [+0.2/0.4/0.6/0.8/1 per 1% Missing HP]

 

Nerf BoxSadism Final IconSadism [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/85/70.

 

 

 

Elise-Final-Portrait1 (1)

General

  • Base Movement Speed in Human Form decreased from 330 to 325;
  • Base Movement Speed in Spider Form decreased from 355 to 350 (same change for spiderlings).

 

Nerf BoxVolatile Spiderling Final IconVolatile Spiderling [ W ]

  • Base Damage decreased from 75/125/175/225/275 to 60/110/160/210/260.

 

 

 

Gangplank-Final-Champion-Portrait1 (2) (1)

 

Nerf BoxCannon Barrage Final IconCannon Barrage [ R ]

  • Cooldown increased from 140/130/120 seconds to 160/150/140.

 

 

 

Karma-Final-Portrait (1)

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

  • Mana Cost decreased from 70/75/80/85/90 to 50/55/60/65/70.

 

 

 

Kindred-Final-Portrait (1)

 

Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Mana Cost increased from 30 at all ranks to 35.

 

 

Nerf BoxMounting Dread Final IconMounting Dread [ E ]

  • Base damage decreased from 80/110/140/170/200 to 60/90/120/150/180.

 

 

 

Nunu-Final-Portrait1 (1)

 

Change BoxIce Blast Final IconIce Blast [ E ]

  • Damage decreased from 85/130/175/225/275 [+1.0 AP] to 80/120/160/200/240 [+0.9 AP];
  • Slow strength increased from 20/30/40/50/60% to 40/45/50/55/60%;
  • Attack Speed and Slow debuff duration decreased from 3 seconds to 2;
  • Mana cost decreased from 75/85/95/105/115 to 70/75/80/85/90;
  • Cooldown decreased from 6 seconds at all ranks to 6/5.5/5/4.5/4.

 

 

Rengar-Final-Portrait (1)

 

Unseen_PredatorUnseen Predator [ Passive ]

  • When Rengar dashes, he will now land a small distance away from his target.

 

[ Context ] This is to prevent the mid-air Bola cast when on top of an enemy Champion.

 

Change BoxEmpowered_SavageryEmpowered Savagery [ 5-Ferocity Q ]

  • Total AD ratio decreased from 1.5 to 1.3;
  • Bonus Attack Speed and Attack Damage increased from 10% to 20%.

 

Nerf BoxBola_StrikeBola Strike [ E ]

While Rengar is dashing, Bola Strike will have a small cast delay.

 

 

Change BoxThrill_of_the_HuntThrill of the Hunt [ R ]

  • Range for exclamation mark to appear increased from 1250 to 1450;
  • When stealthed, Rengar will gain the Movement Speed buff, regardless of whether he’s moving toward an enemy Champion.

 

 

Tahm-Kench-Final-Portrait2 (1)

 

Nerf BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ]

  • Stacks now remain on the target for 5 seconds, decreased from 7.

 

 

Nerf BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Ratio on passive decreased from 4/6/8% of Bonus HP to 2/4/6%.

 

 

 

Item Changes

 

Buff BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Cost decreased from 565 Gold to 465 (Total Cost down from 2800 Gold to 2700).

 

 

Buff BoxCull Final IconCull

  • Attack Damage increased from 5 to 7;
  • Gold received for reaching 100 stacks increased from 300 to 350.

 

Quality of Life Box FinalCinderhulk Final IconEnchantment: Cinderhulk

  • Tooltip fix: now mentions the burn aura will only trigger while in combat.

 

 

Quality of Life Box FinalFarsight Alteration Final IconFarsight Alteration

  • Mouse cursor now changes color depending on where you want to drop the trinket:

 

Red – impassable terrain, don’t put trinket there over penalty of playing Teemo;

Blue – regular terrain, trinket can be placed;

Green – trinket will be placed in brush.

 

Blue Trinket 1 Blue Trinket 2 Blue Trinket 3

 

Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Cooldown on active increased from 60 seconds to 90.

 

 

Buff BoxMorellonomicon Final IconMorellonomicon

  • Recipe cost decreased from 765 Gold to 615 (Total cost decreased from 2550 Gold to 2400).

 

 

MASTERY CHANGES Banner

 

Change BoxAssassin FInal IconAssassin [ Tier 2 Cunning ]

  • Bonus damage when alone increased from 1.5% to 2%;
  • Bonus damage now only applies to enemy Champions, not minions and monsters.

 

Nerf BoxThunderlords Decree Final IconThunderlord’s Decree

  • Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level);
  • Window to stack 3 attacks/spells to proc the damage decreased from 5 seconds to 3.

 

 

HIGH NOON JHIN Banner

High Noon Jhin will be available for 1350 RP as soon as Jhin is released.

 

Jhin_Splash_1 (1) Jhin_1

 

ALL SPELLS

 

MODEL Banner

High Noon Jhin Model 1 High Noon Jhin Model 2

 

Recall Banner

High Noon Jhin Recall 1 High Noon Jhin Recall 2

 

WHISPER PASSIVE

High Noon Jhin Passive 1 High Noon Jhin Passive 2

High Noon Jhin Passive 3 High Noon Jhin Passive 4

 

DANCING GRENADE Q

High Noon Jhin Q 1 High Noon Jhin Q 2

 

DEADLY FLOURISH W

High Noon Jhin W 2 High Noon Jhin W 1

 

CAPTIVE AUDIENCE E

High Noon Jhin E 1 High Noon Jhin E 2

 

CURTAIN CALL R

High Noon Jhin R 1 High Noon Jhin R 2

High Noon Jhin R 3 High Noon Jhin R 4

 

 

BEAST HUNTER DRAVEN Banner

Beast Hunter Draven will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Draven_5

 

MODEL Banner

Beast Hunter Draven Model 1 Beast Hunter Draven Model 2

 

 

BEAST HUNTER SEJUANI Banner

Beast Hunter Sejuani will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Sejuani_6

 

MODEL Banner

Beast Hunter Sejuani Model 1 Beast Hunter Sejuani Model 2

 

 

BEAST HUNTER TRYNDAMERE Banner

Beast Hunter Tryndamere will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Tryndamere_8

 

MODEL Banner

Beast Hunter Tryndamere Model 1 Beast Hunter Tryndamere Model 2

 

 

New Summoner Icons

A few eSports summoner icons have been updated for Patch 6.2:

 

profileIcon1028 profileIcon1030 profileIcon1031 profileIcon1101 profileIcon1102

profileIcon1096 profileIcon1097 profileIcon1098 profileIcon1099 profileIcon1100

 

We also have a new anchor icon, presumably for OCE’s Ocean week:

profileIcon1103

 

 

HEXTECH CRAFTING Banner

This is a new in-client system that nets you rewards like skins and Champions. Below I’ve written down all the ways you can earn content and craft:

 

You’ll need Hextech Keys and Hextech Chests. You’ll earn Hextech Keys for winning matchmade games (meaning any game type except Custom games).

Chests are trickier; they’re rewards for performing well on a particular Champion. You earn chests through the Mastery system, but keep in mind that you can only earn one chest per season with a given Champion. Every time you get an S rank, you’ll get a chest, up to a maximum of four chests per month.

Alternatively, you can buy both keys and chests for 125 RP each in the store.

Crafting 1 Crafting 2

 

Once you have a pair, you can open chests using keys through the interface found by clicking on the shard icon below your username. After the animation, you’ll receive either a Champion Shard, a Skin Shard, a Ward Skin Shard, Cosmic Essence, Champion Essence or a combination of all those. Note that a chest will never contain essence only.

 

Think of Champion and Skin Shards as tickets for temporary access to Champions. You can do four things with those.

Crafting 4

 

First, you can re-roll both types of Shards into permanent Champions or Skins, respectively. To do so, you’ll need three Shards. The catch? Your reward is random.

 

You can disenchant both Champion Shards and Skin Shards for Champion Essence and Skins Essence, respectively.

Crafting 11 Crafting 12

 

You’ll need this essence to upgrade Champion Shards and Skin Shards into specific permanent Champions and Skins:

 

Lastly, you can rent Champions and Skins for 7 days. This will use up their respective Shards.

Crafting 13

 

The rent period will be displayed on your Summoner Profile. It’s also the place where you can check how many chests you can unlock until the end of the month and what Champions you’ve already unlocked a chest with.

Crafting 15

Crafting 14

 

Sometimes you’ll find Rare Gems in your chests. These contain one chest and one key.

Crafting 9 Crafting 10

 

You can earn Ward Skin Shards through these chests. These work the same way as regular Skin Shards.

Crafting 7 Crafting 8

 

You can also earn Summoner Icons. These will instantly be added to your account.

Crafting 5 Crafting 6

 

 

LUNAR REVEL LOGIN ANIMATION

[ Note ] You can find the official Lunar Revel teaser and all the new themed content HERE.

 

The Lunar Revel login animation will be coming with Patch 6.2, as well as a Snowdown-type store. Here’s the video by frostyNinja:

 

Here’s the still from the animation:

Lunar Revel Still

 

And the music from the login theme:

 

Also, a Lunar Revel store is now in place of the Snowdown shop in the client. It functions the same way. Try your luck when 6.2 hits live!

Lunar Revel Store 1

 

 

MISCELLANEOUS Banner

 

Keystone Masteries are now visible during the Loading Screen:

Champion Mastery Load Screen

 

Content that didn’t make it to 6.2 but will return for testing:

Lunar Revel content that will be released after 6.2:

 


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

 

PBE Update 14 01 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.

 

LUNAR REVEL STORE Banner

The Snowdown Shop button will now take you to a Lunar Revel-themed shop. There’s nothing in it yet and the interface is still the same as it was for Snowdown, but it’s an indicator that Lunar content will make a return. (including the new Lunar Wraith skins and Radiant Wukong).

 

Lunar Revel

 

 

Champion Changes

 

Tahm Kench Final Portrait

 

Revert BoxThick Skin [ E ]Thick Skin Final Icon

  • Shield duration increased from 4 seconds to 6 [ revert on the change in this PBE update ]

 

 

Item Changes

 

Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Ghosts now again slow players moving toward the user [ revert on the change in this PBE update ];
  • Cooldown on active increased from 60 seconds to 90.

 


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

 

Red Posts 11 01 Banner

 

Topics Banner

 

Recent News Banner

Dev QA Banner

PBE Roundup Patch 6 1 Banner

New Champion Select Live Testing Banner

 

Several screenshots of Jhin (the new upcoming ADC from the recent teasers) and his splash art were leaked on Reddit. Note that this unconfirmed and may not be official:

3OZz1Er

rxpGTwy

nT7UkYT

 

 

Turrets have unreliable targetting and deal way too little damage

Koalifier Final PortraitCaveat: I don’t design anything at all, I just like playing League of Legends.

Turret targeting is something that might be a point of improvement, but what would that look like? Clearly turrets should not prioritize champions, or pushing lanes becomes extremely difficult. I’m not a fan of the %hp idea, because it makes tanks less relevant, and they already struggle as a class with shifts in the meta.

What are some examples of how turret aggro should work better? Here’s my assumptions:

The tower shouldn’t switch targets if it’s already hitting a champ. The tower should prioritize champions only when there are no minions/pets, and only when they deal damage to friendly champions.

Tower aggro rules should be easy to understand and consistent. (e.g. doing damage to an enemy vs. hitting an enemy with non-damaging cc – either damage should trigger aggro, or any ability/damage should trigger aggro. Imo we should maintain the current functionality).Tower attack rate should be consistent (no tower autoattack reset on champ aggro).

[ Link to Post ]

 

 

Shouldnt turrets be able to deal with the frontline in case of a dive

Koalifier Final PortraitI think I just fundamentally disagree that towers should be able to take on mega-tanks. If they supplement your team’s damage and do around 10-15% of a tank’s HP in 5-6 seconds, that seems reasonable. Any change to towers that makes them threatening to tanks during all stages of the game either:

A. Makes building tank stats completely ineffective against towers (%hp true damage, massive armor pen) and results in tanks being significantly less useful and feeling like crap; or
B. Makes towers massively fuck up squishy champions, punishing minor mistakes really heavily (increased overall damage).

I don’t think either A or B encourages interesting gameplay; it just helps teams with strong waveclear turtle under towers and drag out games, which isn’t super fun imo.

[ Link to Post ]

 

 

Turret damage needs to ramp up against divers like Elise and Fizz

Koalifier Final PortraitHmmm, yeah, I think I echo that sentiment. If there’s anything that’s really coalescing for me in this thread, it’s that towers resetting while you are still in the middle of getting dived feels pretty bad. Like I’ve sad a bunch of times, I don’t work on this stuff, but I’ll chat with some folks about this thread and see what they think. I can’t promise that we’ll make a change along those lines as I don’t fully understand the design principles behind towers, but I’ll follow up on it 😀

[ Link to Post ]

 

 

What if turrets had an aggro bar and retargeted Fizz Elise after their E

Koalifier Final PortraitHm, the concept of an aggro bar does sounds pretty cool… like the tower is “activated” once it gets champ aggro and will now focus champs until it resets a-la patience timers on jungle camps.

I think the Dragon aggro thing made sense because of aggro juggling being borderline exploitative, and because Dragon actually moves. Turrets gaining range sounds really annoying.

[ Link to Post ]

 

 

Why cant Nocturne be unstoppable like Malphite while ulting

Nocturne Single Banner

Meddler Final PortraitNocturne’s ult behaves the same way Malph’s does. They’re both unstoppable during the ult, they’re not CC immune though, so can be CC’d and, if the duration’s long enough, will still be CC’d after the ult ends. Ryze snare or Veigar stun for example won’t stop them from completing their ults, but can limit them after they end if applied mid dash.

[ Link to Post ]

 

 

Will Tahm Kench be nerfed soon

Tahm Kench Single banner

Meddler Final PortraitWe’ve been talking about possible Tahm nerfs in 6.2 or 6.3, those aren’t certain yet though (want to make sure we’re nerfing the correct thing(s), want to investigate whether we should be buffing something like his ult’s useability at the same time).

Even if we do nerf him though I’d still expect him to be a pretty difficult match up for Vi. A lot of her power is in her ability to close distance reliably to get onto the target of her choice. That’s not very useful against Tahm direct, given you’re not going to be bursting down a tank, assuming similar XP/gold, and he’s absolutely fine with people putting themselves in his face.

[ Link to Post ]

 

 

Can you increase the AP ratio on MFs E to compensate for the 61 nerf

Miss Fortune Single Banner

[ Note ] Miss Fortune’s E will be nerfed in Patch 6.1. You can find the notes HERE.

Meddler Final PortraitI’ll follow up with the designer working on the MF changes and get back to you, see what his thoughts are on the current state of AP builds on her (not familiar enough with them myself). Can’t make any promises, if AP MF’s in a decent spot on live at present though might be appropriate to increase a ratio somewhere to avoid an unintentional nerf.

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitWe’re intentionally nerfing AD MF with nerfs to her passive and E. It’s possible AP MF may be getting unintentionally nerfed at the same time, I’m unsure whether or not that build’s been assessed internally relative to this change.

A base damage nerf and AP ratio buff would certainly change AP MF’s power curve, keeping that build generally power neutral overall should be doable though if we conclude that’s appropriate here.

[ Link to Post ]

 

 

Smurfing is unfair and ruins the experience for lowerlevel players

grrrlee Final PortraitBlah I understand this feeling too. I didn’t start playing until pretty much everyone and their super-cool grandmothers all had smurfs that queued up at the same time as I would. It was really confusing and frustrating that so many of my fellow lvl 6 ‘noobs’ could be so much better than I. It can be a pretty sucky experience in the game sometimes.

It’d be neat to do a study on smurfs — I wonder if I could have a chat with a few people around the office to see what we could learn about ’em. Noooo guarantees of course, but it’s definitely a topic I’d be interested in helping out with the research.

I appreciate being able to lurk these boards, particularly in ‘Player Behavior & Moderation,’ even if I definitely don’t get to read everything, and I don’t always comment on things I do get around to reading. Since I’m a gamer too, player pain is a very real thing to me, so these matters are of a particular interest to me and I’d love to be able to make an impact whenever possible.

[ Link to Post ]

 

 

Will future Champion reworks be accompanied by new lore for them

Repertoir New PortraitI can’t speak to much on the past on this one, since I haven’t worked on my full reboots of champions, but moving forward, I think it’s pretty safe to say that on big projects like Taric, Poppy, etc., you can expect new or updated lore, and you can probably not expect new lore on smaller stuff.

For Taric specifically, I’m not the writer of the lore, but I am one of the people that’s trying to help give feedback to the writer. I don’t think there should be a bunch of characters’ lore being reduced in the near future, and we haven’t written the final lore yet for Taric, but I’d expect it to be closer to 3 paragraphs than 3 sentences.

[ Link to Post ]

 

 

What are you planning to do with Nidalee

Nidalee Single Banner

Repertoir New PortraitI’m not sure what the immediate balance plans are for her at the moment, but if given the opportunity, I would like to be able to go back and re-evaluate her laning experience, which I think is pretty poor. Specifically, it feels like a constant struggle to manage the minion wave without getting chunked for half your health by your lane opponent.

[ Link to Post ]

 

 

How am I supposed to play against Garen

Garen Update Banner

Repertoir New PortraitGaren’s opportunities for opponents are intended to be via kiting or playing around his E cooldown, though I can see a legitimate case being made that he is too strong. Given the nature of his E, he can be a pretty binary matchup for other melee champions to try to fight, especially squishier ones, and I think that the introduction of items like Dead Man’s Plate gives a sort of inevitability to him catching up to people.

[ Link to Post ]

 

 

Do you have high ELO players thatre paid a salary to test changes

Repertoir New PortraitWe actually have a full-time team comprised of high Diamond to Challenger level players that spend most of the day playing upcoming content and giving us advice on how to hit our goals on it. These guys are really dedicated, too. Currently, they spend all day at work playing/testing 6.01 League of Legends internally, and then all night playing 5.24 League of Legends on the Live environment.

Riot Afic leads up that team. He could probably speak to it more if you could get a hold of him.

[ Link to Post ]

 

 

Would you allow silly builds to exist again like AP Miss Fortune

Repertoir New PortraitI think about things like that sometimes, and try to do it where possible, but it’s always important to make sure to do it in a way that doesn’t compromise the balance of the champion. Using this example, AP Support Miss Fortune is actually somewhat a thing at the moment, so you can see how buffing fun off builds might inadvertently cause issues.

[ Link to Post ]

 

 

Whats the scope of the immobile mage rework

Repertoir New PortraitNumber of champions is not yet determined, but as far as the level of change in a single kit goes, our mindset is generally that there is one highlighted change (usually in the form of a new skill) to the champion, with other small changes to the existing kit to support it.

[ Link to Post ]

 

 

Have you considered adding antimobility tools to immobile mages

Repertoir New PortraitYes, but we are trying to do it in ways that aren’t simply “stop dash in progress.” Hopefully we make some good progress in this regard.

[ Link to Post ]

 

 

 

Do you think AP Champions have enough item diversity at the moment

Repertoir New PortraitI think item diversity is pretty good for mages, strictly as far as options go before considering things like gold and slot efficiency, which I haven’t personally put a ton of thought into yet. As far as Deathcap goes, I can see a case being made that it limits design space and build diversity.

[ Link to Post ]

 

 

Can we have a timeline on the upcoming Ryze changes

Ryze Single Banner

Repertoir New PortraitNot really sure we have a specific timeline on Ryze. ricklessabandon was talking to me about some change opportunities here. I’ll have to follow up and see if there are any plans for Ryze in the short term.

[ Link to Post ]

 

 

 

When will Cassiopeia be fixed Shes in a terrible spot right now

Cassiopeia Single Banner

Repertoir New PortraitI’m not on the team that works on it, so I can’t really speak to the balance state of the champion, or what the particular reasons are for why she is balanced the way she is at the moment.

As a member of the update team, and as someone that comes here and reads Cass threads that pop up every now and again, all I can really say is that I’m aware of the identity crisis stuff she’s got going on, and that if we ever looked at her again from a ‘small update’ perspective, that is where I personally would start. There are a lot of champions that could use stuff in this regard, however, so no promises.

[ Link to Post ]

 

 

I think Anivias passive is too weak in most stages of the game

Anivia Single Banner

Repertoir New PortraitThough I understand where you’re coming from, I actually think Anivia’s passive is actually in a pretty good spot. The fact that it can fail makes it really awesome when it works, and provides some really cool tension in a lot of cases. Another thing to consider is that the power budget that would have to go into her passive would be much higher if it was much more resilient, and that would have to come from somewhere, as she’s not a low performer as far as her balance state goes.

[ Link to Post ]

 

Follow Up Banner

Repertoir New PortraitWe would probably do Ice Bird different today if it was a new champion, but I actually think Anivia’s kit has stood up well against the tests of time. It’s arguably lost some of its luster as mobility increases, but Crystallize (W) is still very, very powerful, for example.

[ Link to Post ]

 

 

Is the balance team shying away from making kits that scale with Armor

Repertoir New PortraitAnswering this question since it’s one I’ve seen less of, and I think the others have mostly been answered.

Generally speaking, we should avoid making either Armor or Magic Resist supremely more powerful on champions when compared to the other stat, unless it is a very specific intended strength/weakness. Taric falls into this category, where being an exceptionally good pick against physical damage teams is very much an intended strength. I intend on maintaining some of that in his upcoming update.

[ Link to Post ]

 

 

Why does the balance team rarely if ever revert nerfs

Repertoir New PortraitAs far as why we tend to not to strict reverts, I don’t think there’s any one rule for/against it that I know of. That said, we try to make changes that are directionally sound for champions/items/masteries when we make them, so that even if other factors that contribute to their balance change, we’re happy with the decision in the long run. Sejuani and Cinderhulk is a pretty common case people talk about here, but at no point do I think either of them was really unacceptably weak, and I think there are similar things going on with Swain and DFT right now.

Also, I do think that it’s easy for players to feel like their champion has been overnerfed. I’ve historically felt this way about champions I played as well. If you imagine all the various power levels that champions could fall at as a spectrum, it seems reasonable to say there’s a segment of that spectrum that could be considered allowable power levels. As someone who has felt this way in the past about certain champions, I think it’s easy for players to be biased into thinking certain champions power should rest at the upper end of that allowable part, while at the same time being perfectly comfortable with other champions they are less attached to resting at the middle or lower end.

[ Link to Post ]

 

 

Currently Caitlyn is under performing as a longrange marksman

Caitlyn Banner

Ranger XIV Final PortraitHey Napalm,

I’m a HUGE Caitlyn player also. She was the first champion I ever really took seriously and wanted to ‘main’. I’m also one of the people that worked on the Champion Update team helping mold Caitlyn into what she is right now.

 

With that being said, I do feel that Caitlyn changed a bit of her early game power to her late game power. I max Q first then go to E. I do love the traps but I find more reliable damage with the other two. I also get Warlord’s in the mastery tree because I feel that I am banking for that late game fight more than just doing the early game trade. This changes who I want to support for me.

Another thing I’m finding hard is that Caitlyn has a hard time securing kills in a team fight. She tends to hope that an auto kills them and doesn’t really have the ability to take them.

I was hoping you’d be able to tell me what masteries, runes and ability order you are going. I’d like to talk about this more, see how you feel more compared to certain match-ups. I think she should lose early to MF and Lucian. They have early game steroids and ultimates that can be used effectively mid trade compared to Caitlyn where you are charging something.

Excited to hear back from you 🙂

Ranger XIV

[ Link to Post ]

 

 

Caitlyns traps should be more powerful with fewer points in W

Ranger XIV Final PortraitDefinitely will be looking more into all this. There are eyes on this and we will not just abandon ship on Caitlyn. Caitlyn should be leaning more towards traps and that zoning aspect. I am not promising anything but no one likes when a champion feels worse than before.

Thank you for sharing your ideas and analyzing what issues Caitlyn has right now. A lot has changed, definitely hasn’t settled yet.

[ Link to Post ]

 

 

Fan Creations Instrumental Song for Shyvana by Sid88

https://soundcloud.com/bgbassphoenix/the-blood-of-my-father

Sid88: The Blood Of My Father (Inspired by and dedicated to Shyvana) by Sid

An instrumental track for the League of Legends Champion Shyvana. Artwork by Ae-Rie (http://ae-rie.deviantart.com)

This music is inspired by Shyvana lore. Mostly the bit before she joined Demacia as the Elite Guard. Here I wanted to make something which makes the listener be reminded of the origin of Shyv. Mostly about her being an outcast because of her mixed race and the death of her father who made her who she was. This isn’t a very angry song. But I’ve tried to make it as intense as possible with the limiter resources I have. I really hope you like it!

The artwork is by Ae-Rie and you can find the original art here.

Please do leave your thoughts below and please do tell me if I can improve on things here. I will try and incorporate it in the next one! 😀 Happy Listening! 🙂

[ Link to Post ]

 

Lastly, here are a few recent fan-made artworks:

 

Katarina by Valkymie

imb4FPW (1)

 

Caitlyn by 艦長代理

BYQc7CS (1)

 

Arcade Sona by phamoz:

sona_v12_by_phamoz-d9nfh6q

 


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

 

Red Posts 05 12 Banner

 

Topics Banner

 

Recent News Banner

QA Poppy Rework Banner

PBE Round up Patch 5 24 Banner

Riot News 03 12 Dragon Trainer Trist in Store

 

 

FOLLOWUP Tahm Kench

Tahm Kench Single banner

Zenonthestoic Final PortraitFollowing on from the Mordekaiser Update Follow-Up, here’s our internal design review for Tahm Kench. Please see Statikk’s post on Mordekaiser for more context on what these design reviews are.

I’ll paste the actual review in this first post, but I’ll also have a much more in-depth and verbose explainer posted as the first comment on this thread. I hope you like words, cause I got a lot of em.

I will leave this thread open until Monday.

Original Goals:

  • Make a tank who is not defined by AOE CC or single target pickoff
  • Offer a powerful and cool support function through ally devour
  • Enable strategic map mobility for two people
  • Can be played in multiple positions: both solo and support

What’s working:

  • Ally devour is a big, cool moment for Tahm and his team
  • Tahm is picked frequently as a support, mostly for devour
  • Tahm is played successfully in top, support, and jungle

Problems:

  • High level of frustration playing against:
  • MS away from enemy means ally devour is never the wrong move
  • Tough skin means killing Tahm feels like not an option either
  • Ult is mostly used solo, particularly outside of competitive play
  • High damage output means Tahm often chases down and kills people where it feels inappropriate for a support to do so

Possible next steps:

  • Ally W no longer has MS away from enemy (going live in 5.24)
  • Encourage cooperative use of R: minimum wait time but quicker arrival
  • Reassess E tankiness: reduce shield duration and/or grey health duration
  • Investigate why some champions cannot opt out of fighting Tahm (more on this below)

[ Link to Post ]

 

 

Zenonthestoic Final PortraitGreetings fellow riverboat captains!

Tahm Kench has been swimming up and down Summoner’s Rift for a few months now. At this stage, we typically do a internal follow-up where we sit down and talk about what did and what didn’t work, guided by our original pre-release goals. We’re making that player-facing. Before we dive in (heh), let me just say we’re very much aware that a lot of you feel Tahm is very frustrating to play against. We hear you and none of the things I’m about to say should take away from the validity of what you’re feeling. We may disagree on the why and the what to do about it, but your feelings are valid and we’ve heard you.

Alright, enough touchy-feely stuff. Let’s talk video games.

When we set out to make Tahm Kench, we wanted to make a “tank’s tank”; someone who can become ridiculously hard to kill while having a strongly felt effect on the game (internally we call these “outputs”: how does the game change for everyone else because Tahm is in it?) We also decided in the very beginning of production that his outputs should fall outside the usual tank outputs of “AOE CC an entire teamfight” or “lock down / pull in one guy and enable your team to kill them”.

Halfway through development we pivoted a little from wanting Tahm to be exclusively a gold-taking solo lane tank to embracing his support identity, but we liked the thought that we could deliver a champion who succeeds in different roles. We hadn’t made one of those in a while (Bard, Rek’Sai, Kalista, and Azir are all very strongly role-bound, and Gnar’s jungling is at best a super niche build) and we thought it’d be neat to enable player experimentation.

Some things we obviously nailed: Tahm is tanky as all get-out and cannot be ignored. His output is a uniquely powerful ally saving move; not only is it strong, it is also super cool. Saving that low health squishy with a flash W creates a strong “holy shit Tahm, you just saved my life” moment for your ally.

Here’s what didn’t work out: we expected that ally devour would be somewhat frustrating for the enemy, but we failed to predict just how bad it would be. We’ve clearly heard your feedback that the champion is frustrating to play against, but we also have other data points to back this up. When supports enter the top 3 of most banned champions, something tends to be off. Soraka’s recent rise in bans due to our changes to Grievous Wounds and the addition of the Windspeaker’s Blessing mastery is one good example of this. Clearly enough of you are so frustrated playing against Tahm that you’re happy to spend one of your three bans on him.

So let’s talk about this. We have always known that uniquely strong safety moves will create frustration. Some amount of frustration is absolutely a necessary part of the game. Frustration at your plans not working out or the enemy outplaying you is an essential low moment in a PvP game like League, which buys us the high moments when things do work out. So frustration per se is not a bad thing. It’s when a moment feels unfair or like there was nothing else you could have done that we have a problem.

Part of this was a last minute decision to give Tahm MS away from the enemy with an ally in his stomach. This came out of lane testing, particularly when Tahm and his ally lost their lane. It felt like there was absolutely nothing Tahm could bring to the table once the lane started to go against him. Particularly when the enemy kept ganking to drive the advantage home, Devour never seemed to help. We may have overreacted to feedback here.

Devour should feel like a sacrificial move. The Tahm player should feel like he saved an important ally’s life at the cost of his own or of at least a good chunk of his health. The 20% movement speed away from enemies means that not only does Tahm save a friend, he thereby also buys himself more safety. Stripping this mechanic was a no brainer; expect to see this change for 5.24.

There are two more contributing factors to the feeling of frustration I want to talk about real quick. One is that he just seems unkillable, and the other is that he outputs a buttload of damage.

Tahm’s E is a necessary tool for a tank champion, but the exact tuning may be off. The active should be the button that allows him to wade into the thick of things and pick up an ally in need, and the passive should make it so he doesn’t just straight-up lose to any amount of poke. Our current feeling is that both the amount of time over which the shield decays might be too long (turning the shield from an anti-burst tool to a “lol I got two health bars” tool over the duration of a typical teamfight) and the delay before grey health turns back into health might be too long, making it too easy for Tahm to get to full shield. We’ve not made up our minds about this yet, but it’s on our radar.

Finally, damage. Tahm has the potential to do an exceptional amount of damage for a tank. Abyssal Voyage’s passive is tuned to be very strong. On any champion who has the tools to get to you and stick to you easily this would almost certainly be problematic. But we cannot look at a mechanic in a vacuum (the poor guy would suffocate). Against most of our roster, Tahm does not have the tools to get to an enemy and stick to them. Nearly every ADC should be able to kite him, anyone with a mobility tool should be able to opt out of fighting him, and so on. We believe that as long as Tahm’s stickiness and catch potential remain as low as they are, it is okay for him to have the damage he does.

There are edge cases that may need looking at here. For one, if you go into a 2v2 trade that turns into a 1v1 and you’re now in melee range of a Tahm who already has 3 stacks on you, you will likely not be able to get away from him without a kiting / mobility tool. Yes, there are certain champions that don’t have any of these tools and they just never can 1v1 Tahm, which feels bad against a support. So the TL;DR on his damage is: yes it’s very high, but the problem is that certain champs can’t opt out of fighting him when they should be able to. If anything, we’d look at that.

We have some thoughts about the cooperative use of Tahm’s ultimate as well, but I’ve been going on for too long already. How do you feel about Tahm’s current state? Do you disagree strongly with any of the above?

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What are your plans for Malzahar

Malzahar Single Banner

Repertoir New PortraitWe haven’t really locked down which champions we’re likely to work on yet, as their ship date is still likely a long way out. For you or any other Malzahar players out there, what kinds of things would you like to see done with him? And what kinds of things would you not like to see or see left alone?

edit: Wow, I went to sleep and woke up and this has 60 new comments. Thanks everyone!

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Will it be possible to improve Malzahars auto attack animation

Repertoir New PortraitA lot of people mention this. Seems like it’s worth giving some love to.

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Why not change the AD scaling on his Voidlings It doesnt make sense

Repertoir New PortraitI think their oddness (especially their AD elements) may be really important to a lot of Malzahar players.

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The Voidlings are unreliable and they should be a core of Malzahars kit

Repertoir New PortraitI really like how you talk about the relationship between Malz and his Voidling. I think figuring out what the Voidling’s – errrrrrrrrrr Steve’s – personality is and how that blends into the pair’s relationship is probably really key to having the most interesting gameplay for Malzahar. Thinking about questions like “What does Malzahar want Steve to do for him?” but also ones like “What kinds of mischief does Steve go off and find himself in?” Personally, Steve is more interesting when he gets into some mischief, as long as that mischief is due to AI that seems reasonable and learnable by the Malzahar player.

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Malzahars current kut is awkwardly split between AoEs and DoTs

Repertoir New PortraitI have to admit, I don’t have particularly strong feelings towards W and Q, but that’s the kind of thing I’m trying to gauge here. For W, I think its uses in zone denial and anti-tank properties are nice and appreciable for the Malz player (and I like it’s old but cool particles), but the actual act of laying down an instant cast puddle under someone’s feet before ulting them isn’t actually skillful. For the Q, it’s a cool cast paradigm that feels pretty darn good to hit, but it’s odd that he frequently layers the suppression from his R over the silence on Q, effectively wasting a lot of the Q’s value.

That’s just mostly how I feel personally. Mostly interested in what others think, however.

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Can you share how Dragon Trainer Tristana legendary skin was developed

[ Note ] Dragon Trainer Tristana is available for purchase. You can find an in-game preview of her HERE.

Dragon Trainer Tristana Banner Single

Galetta Final PortraitYo!

So I was trying to think of any like note worthy things in development of the skin and I have a few.

  • The skin was actually started over a year ago before Tristana’s visual update, and by started I mean concepted based on her old model. But once we saw what champion update was cookin (CUTE STUFF) we decided to wait and re-concept her with the new model in mind. With the new model we were able to make Riggle bigger and it gave us ultimate freedom with her animations.

  • One of the first animation to be completed was her AMAZING death animation….the entire team (like 40 people) groaned and made sad noises when it was shown in our team review. Lol
  • Her animations were done by a team of all male animators, so a team of grown ass men made all dis cute! Even the dance. :3
  • Aside from that stuff we pretty much left nothing on the cutting room floor. We got all of the VO, SFX, animations, and particles that we wanted, this skin was a real labor of love. We really wanted the bond between Tristana and Riggle to feel as real as possible and I think we did it based on the community’s reaction to her. 😛

If you have any more questions let me know, and I can most likely answer them!

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Was Dragon Trainer intended to be a legendary skin before Tristanas VU

Galetta Final PortraitYeah even back then she was going to be a Legendary, but once we started concepting we quickly realized that he old model was going to restrict us greatly. Not just from an animation standpoint but from a modeling standpoint as well, she was so tiny and compact that her proportions compared to Riggle’s just didn’t feel great.

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Did you also make the Riggle ward skin

Galetta Final PortraitI did! I’m super appreciative to the animation team who allowed me to animate the ward. Since I’m currently being mentored by an animator at Riot I was super excited to get to work on an asset for League! I’m super biased in my opinion (for obvious reasons) but I would say pick up the Riggle ward since it’s so friggen cute and it’s one of our only wards that’s actually a living creature! :3

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Will there be future skins thatll use the Dragon Trainer theme

Galetta Final PortraitI think it’s safe to say that, like with most skin lines, we won’t stop with a single Dragon Trainer. When more skins come out and who they are for are up for community speculation at this point.

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What happened to Dragonmaster Swain Will the skin ever be released

Whist Final PortraitWe haven’t forgotten about this skin OP (TheBravoRay, skins-team’s Swain super-fan, talks about it weekly). Not sure when it’ll finally happen, I hope we can do it in 2015 but I can’t promise anything.

Swain needs a badass legendary skin and giving him some awesome Dragon transformation anims would be really fun. Hype hype hype. I wanna animate dragons.

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Follow Up Banner

Whist Final PortraitJust so nobody has any new expectations that will get crushed: Dragon Master Swain is not slotted for production at any point in 2016 currently. There was a glimmer of hope for the skin in 2015 when I posted that, but it wasn’t able to happen.

Sorry, I share your pain :\

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What happened to Zeds chroma pack

KateyKhaos Final PortraitYou’re not going to like my answer, but I’ll try to let you down easy. We have them. They still exist. We have a couple kinks we needs to work out with these and chromas in general.

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Here’s a collection of fanart I enjoyed from this week. You’re welcome to share more in the comments:

 

Elderwood Fiddlesticks by hiper:

elderwood_fiddlesticks_by_korhiper-d9ioccc

 

Fiora by Neo-TK/ecmsuitey:

LIDWk3a

 

Mistletoe Soraka by Lighane:

mistletoe_soraka_by_lighane-d9ikaro

 

Snow Day Syndra and Snow Day Skins by MizoreAme:

tumblr_nyns7zNv9d1sww1t3o1_500

 

lUWt6QD

 

M62Mvto

 

Lulu by muju:

whTzX3H

 


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

 

PBE 01 12 Banner 2

 

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

 

New Splash Arts

The Snow Day trio have received their shared splash art:

 

Bard_Splash_5 (1)

 

From left-to-right: Snow Day Gnar, Syndra and Bard.

GnarLoadScreen_3 SyndraLoadScreen_4 BardLoadScreen_5

 

Also, here’s the Snowdown login theme that will go live with Patch 5.24 (by FrostyNinja):

 

Here’s the still from the animation:

Snow Day Wallpaper

 

Below you can find the instrumental without the animation:

 

 

Champion Changes

 

Ashe Final Portrait

 

Buff BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Focus now caps at 4 stacks, decreased from 5;
  • Cost to activate the on-hit arrow volleys decreased from 5 to 4.

 

 

Kogmaw Final Portrait

 

Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • AD ratio on-hit removed (1.25% per 100 points of Total AD on live)
  • Now deals an additional flat damage of 2% (of target’s Max HP).

 

 

Miss Fortune Final Portrait

 

Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed on active decreased from 60/70/80/90/100% to 40/55/70/85/100%.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Slow strength decreased from 40/45/50/55/60 % to 28/36/44/52/60%.

 

 

 

Nidalee Final Champion Portrait

 

Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage decreased from 70/85/100/115/130 to 60/77.5/95/112.5/130 (nerf compared to the change in this PBE update, live value is 50/70/90/110/130);
  • Maximum base damage decreased from 210/255/300/345/390 to 180/232.5/285/337.5/390. (nerf compared to the change in this PBE update, live value is 150/210/270/330/390 )

 

 

Tahm Kench Final Portrait

 

Nerf BoxDevour Final IconDevour [ W ]

  • No longer gains bonus movement speed when not moving away from enemy champions with a devoured ally (gains half the MS buff from moving toward enemy champions on live)

 

 

Twisted Fate Final Portrait

 

Change BoxDestiny Final IconDestiny [ R ]

  • Cast range changed from 4000/5000/6000 to 5500.

 

 

 

Ziggs Final Portrait

 

Revert BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center decreased from 300/450/600 [+ 0.9 AP] to 250/375/500 [+ 1.1 AP].
  • Enemies outside the center now take 80% damage, increased from 66%

 

[ Note ] These are reverts on the Ziggs changes in this PBE update.

 


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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Topics Banner

 

Here are the most recent news in each category:

Red Post Collection Thumbnail Official Site Post Thumbnail PBE Update Post Thumbnail

Current Sale Thumbnail Current Rotation Thumbnail

 

 

Some gameplay work in progress general gameplay thoughts

Meddler Final PortraitHi all!

Wanted to share a few of our thoughts on where we’re up to on some currently topical gameplay stuff. Trying out a different approach here with just quick updates on a number of topics rather than a focus on a couple of things (feedback on that much appreciated!).


The Preseason:

  • We’ve been putting a lot of work into updates for the upcoming preseason patch over the last couple of months, with changes to champions, items, vision etc. We’re getting very close to putting that stuff on PBE (all going according to plan).

 

Kindred Final Portrait

  • Kindred have been out for about a week now and we’re starting to see players get to grips with their kit. So far we’ve been really happy with the state of their release balance, so 5.21 won’t contain any buffs or nerfs, just some bug fixes. Really interested to see where they end up over the next couple of patches, there’s some definite learning curve there and we’re also seeing people experiment with them in a range of positions with a mix of success and failure.

 

Mordekaiser Final Portrait

  • Morde’s a pretty topical dude at the moment. Our belief is that he’s too strong in a duo lane, despite previous nerfs, so we’re going to be reducing the amount of bonus XP he gets from his W in 5.21. Our hope is that that will then give us some room to buff his base stats, bringing his solo laning closer to his duo lane performance. That’s something we’ll likely do as a follow up change though (potentially in 5.22), once we’ve got a read on what the impact of the XP reduction was.

  • Thematic side note for anyone that’s interested and hadn’t already heard – we’ll also be changing his title to ‘The Iron Revenant’ rather than the previous ‘Lord of Death’ (Iron Revenant being a player suggested title update that we felt did a great job of merging different thematic elements from Morde).

 

Poppy Final Portrait

  • Works heavily underway on Poppy. She’ll be the next really big champion update that goes out (Sion/GP sort of scale, so full overhaul of abilities, visuals, voice etc). Her E’s the only ability effectively ported over from her old kit, feel we’re going for’s still very much small, noble, determined warrior who smacks others around with a large hammer.

 

World Champs

  • Worlds has been getting a lot of attention for the Gameplay teams of course. We’ve been really enjoying the diversity of picks in some positions (mid lane especially), though are seeing that some others could do with more help (jungle for example). Some outlier champions that definitely seem too strong (Morde, GP, Darius etc), some of whom we’ve already nerfed post 5.18, some of which we’ve got stuff underway for. A number of champions too that we don’t yet have plans for, but are keeping a really close eye on and talking about quite a bit (Tahm Kench for example).

 

Upcoming Champs

  • We’ve had a couple of trends with new champions recently that have helped opened up new gameplay space (non damage utility ults) and thematic space (creatures of myth). We’ve been pretty happy with how those explorations have gone, we don’t have to overdo them though. Next set of champs we’ve got underway are going for a bit of contrast with that as a result, with a few more damage/combat focused ults and characters who are somewhat more a part of the regular world of Runeterra.

 

General Balance Changes

  • Since a lot’s going to change in the upcoming preseason patch we’re generally holding off on smaller balance changes for a little bit, given which characters are a bit too weak or a bit too strong could change significantly in the near future due to systemic changes.

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I think we should get a developer post like this every 3 or 4 patches

Meddler Final PortraitI’m also interested in finding something along those sort of lines. Still trying to figure out exact format, frequency, style etc, with this post as one test of what works for people versus what doesn’t.

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Meddler Final PortraitI’ll be trying to do these every so often. Buffs/nerfs/updates are one of the things I’ll be best able to cover, new champ ideas by contrast we generally prefer not to talk about until the champion’s ready. Game modes and skins by contrast are outside of my own area of expertise, so I’ll leave discussion on those to the folks who work on them who are much more able to talk about them usefully.

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Has Ao Shin been scrapped delayed due to animation issues with his body

Ao Shin Single Banner

Meddler Final PortraitAo Shin got put on hold quite a while back, in large part due to technical issues with making a serpentine creature look like we wanted in game. Plan’s always been to look at Ao Shin again once we’ve got the tech to do those body animations properly.

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Will we get another champion this year

Meddler Final PortraitCurrent expectation is that Kindred will not be the last new champ of the year.

We will continue to look for opportunities to get classes into less common positions, that’s not going to be a good fit for some champion concepts though.

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Why are you scrapping Poppys Q in her rework

Poppy Single Banner

Meddler Final PortraitPoppy’s Q is a very functional spell, but we felt there was opportunity to shift to something with more play and interest to it.

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Meddler Final PortraitShe’ll be more focused at controlling a fight and fighting people over longer periods over time than exploding a dude really quickly.

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Will there be any changes to Sightstone in the Preseason

Meddler Final PortraitSightstone upgrades will be part of the changes. Intent is to still keep those in a position where they’re generally more appealing on supports than other classes though.

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Do you think Cassiopeias in a good state

Cassiopeia Single Banner

Meddler Final PortraitSpeaking frankly about Cass:

  • We don’t believe Cass is in a good state post rework.
  • We also don’t believe pre-rework Cass was in a good state either.
  • We would like to do some work (scale unknown, though extremely unlikely to be a full scale rework) on Cass next year.

  • How that work will be prioritized hasn’t been determined yet. There are a number of other projects it’d have to be traded off against on either the Live Gameplay (balance) team or the Champion Update (reworks) team (projects like Ryze, Azir, Taric, Yorick etc).
  • Even if we do do work on Cass next year I can’t offer any promises as to when that might be. Could be some small stuff early in the year and some medium work later, just balance/QoL changes at some indeterminate point, a moderate sized piece of gameplay work late in the year etc.

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Why is Azir on your Gameplay update list

Azir Single Banner

Meddler Final PortraitAzir’s kit is sufficiently difficult to learn that it doesn’t seem to currently be possible to put him in a spot where he’s sufficiently balanced for experienced players without being extremely inaccessible to people unfamiliar with him. Learning curve and skill ceiling are great of course, in this case Azir’s skill floor’s too punishing though. Current intent is to look at ways to make him somewhat more accessible, with if needs be, some nerfs to his top end if those changes buff him there too.

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Do you have any plans now or in the future to rework or remove crit

Meddler Final PortraitCrit’s definitely got some issues (feeling screwed by RNG when you did everything right especially), so at some point we do want to do some work on it. It does add some variance and risk to otherwise extremely reliable, consistent actions (right clicking/getting right clicked) though, and LoL’s arguably a little too predictable at times at present. We don’t want to simply replace it with a guaranteed damage multiplier as a result and, whenever we do work on it, would want to bundle that with some other systemic changes.

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Do you think that mana conservationmanagement are good mechanics

Meddler Final PortraitI feel mana management’s a useful lever to have, both in terms of the control it offers over champion power at various points in the game and as an expression of player skill. Having said that I don’t feel that all characters should be mana gated equally. Some melee should arguably be gated in lane, but free to use spells generally on CD later in the game, given the challenges they have getting onto targets. Other long range characters, or healers, by contrast should generally have significant costs throughout the game.

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Whatre your thoughts on energybased resourceless Champions

Meddler Final PortraitResourceless characters and energy users are both types of champion I feel have a good place in the game in terms of the different playstyles, pacings (in lane and after) and abilities designs they allow. I do believe it’s healthy to have mana as the default resource however, with occasional exceptions and we’ll be going through a period of new champions who consistently use mana for a while (last non mana user was Rek’Sai, next 4 upcoming champions at least will probably all use mana).

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Do you think highmobility Champions are crowding out lowmobility ones

Meddler Final PortraitI believe it’s very possible for high and low mobility champions to coexist in lanes, I don’t think we’ve always given lower mobility champions sufficient compensation for the low mobility price they pay however. Being a low mobility champ should allow you to get access to some pretty powerful stuff that wouldn’t be appropriate on champs with dashes/blinks etc. Kog’Maw and Anivia are good examples to me of where that’s been done right, with both of them being options that more mobile marksmen/mages respectively don’t offer.

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Are there any buffs planned for Syndra

Syndra Banner

Meddler Final PortraitWe’d still like to make some improvements to Syndra’s passive, probably in a way that added a bit of power to her to. No short term plans for that though, that’ll be a sometime post preseason project (timing uncertain, since our current road map for balance type changes primarily reads ‘Get preseason ready and then follow up on preseason’).

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What happened to Rivens Edge resource on the PBE Why was it reverted

Riven Single Banner

Meddler Final PortraitThose are currently on hold while the Live Gameplay team’s focused on preseason work. We’ll probably look at Riven against once that stuff’s out, unclear whether those specific changes are what we’d want to go with yet or not though. In the meantime we’re shipping a small nerf to Riven’s ult CD to take a bit of power off her.

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If you were to nerf Tahm Kench could you just revert some of the buffs he got

Tahm Kench Single banner

Meddler Final PortraitIf we were to nerf Tahm where we did so would depend on where he’s too strong. If that’s something we’ve recently buffed, then certainly, reverting a recent buff would make sense (e.g. if enemy Devour’s now too strong reducing the regurgitate range back down could be a good fit). On the other hand if the issue’s elsewhere reverting a recent buff might not hit the right issue (e.g. if his healing’s too strong nerfing devour range isn’t an appropriately targeted fix).

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Will the Marksman update be part of the Preseason changes

Meddler Final PortraitYes, Marksmen changes will be in the preseason. We haven’t decided yet which class we might tackle after that (enchanters also isn’t a name or clearly defined subclass we’ve got a consensus on, though it is a term some people have been using internally to describe caster supports like Janna or Nami).

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Wont Voice Chat solve ingame toxicity People dont say the things they type


Lyte Final PortraitIronically, I just answered a question about voice chat on Ask.fm, which is here:

QUESTION: Are you trying to make the game full PG? (Like even below PG-13) Couse it looks like you are trying to completely remove toxicity when there will always be people that act ughh… silly.Couse for example, voice chat would help immensly but your toxicity “excuse” ruins that idea…

League is a hardcore game, and it’s played by many adults so no, we’re not trying to make it a PG-13 game. In fact, we’re not against offensive language per se. For example, saying “Fuck I missed that skillshot” or “Fuck, that was a bad engage, sorry” is completely fine and is not punished. You’re only punished when you start focusing your language against someone else, for example, “Fuck you asshole, wtf was that play. Uninstll plz.” Of course, hate speech, death threats and more severe language is not OK in any context, and that stuff will be punished with pretty much zero tolerance.

With regards to voice chat, we’re not opposed to voice chat. A lot of research suggests that voice chat between friends is an awesome experience, but voice chat with strangers is more hit and miss. These are known problems with voice chat and these issues exist in every game. If we do voice chat, we’d like to try some new features to tackle these problems but right now, all our development teams are focused on other priorities.

To the OP though, there’s a huge difference between 3rd party voice chat and integrated voice chat. Players that already have a voice chat solution installed, and are willing to add a stranger to their personal voice chat friends list and voice chat in a game are a very different, self-selected population compared to the general playerbase. In many cases, you could say these players are more likely to want to voice chat with others and very few people would do this purposely to yell at someone or be toxic to someone. If we had integrated voice chat, it would be available for everyone in the game, which has very different player behaviors.

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The Risks of MMR Boosting

Rhojin New PortraitHey Everyone,

A couple months back I made a post regarding MMR Boosting punishments and the updated investigation and identification methods we created for the 2015 Season. Today I wanted to talk about something else in regard to MMR Boosting, the security of your account. By now I’m sure you are all aware of the announcement of the 2015 Ranked Season Rewards; and after seeing what waits for those who reached Gold or higher we have seen a large increase in the number of players receiving MMR Boosts. While it may be tempting to pay for a boost or getting your friend/family member to play a couple games to boost your rank up, there are some serious risks involved in receiving a MMR Boost.

First and foremost, you will receive a MMR Boosting punishment. Your account will be suspended for two weeks, any ranked rewards you may have earned in the past will be stripped from your account and you will be ineligible to receive the 2015 rewards. Now this isn’t an “IF” your account is caught this is a when your account is caught. No matter how elite a booster may claim their methods are, there is no hiding from us.

On top of the punishment looming over a boosted account, the security of the account could also be at risk. Far too many times have we seen players share their information with people offering to boost their account, only to have that person then run off with the account and either sell it to another party or use it for other nefarious means. There are boosters who will boost an account and then report it directly to us for whatever reason they may have. And then there are those who set up sting operations, offer to boost someone and report every player to us who says yes, and they aren’t even contracted through us to do something like this. This is something they do out of their own free will to ensure boosters are removed from the community they love.

But even after being boosted there is no guarantee that an account will remain in the ranking it was boosted to. Throughout the 2015 Season we have seen 35% of boosted accounts drop back down to the ranking they were at before being boosted or lower. So not only is there the MMR Boosting punishment being issued to an account, the numbers show you may drop back down in rank and expose your account information to unnecessary risk.

I will be checking this post throughout the day to answer any questions or concerns you may have.

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Will the system punish me if Ive played from different locations

Rhojin New PortraitYou shouldn’t have anything to worry about. We know players travel all the time and play from location other than home. When we investigate accounts we make sure to take this into consideration. The last thing we want to do is punish someone because they wanted to enjoy a couple League games while they were on vacation or visiting friends.

[ Link to Post ]

 

 

Does this include friends carrying others through Ranked

Rhojin New PortraitNah, you’re cool. Duoing with a friend is something we allow, even if they were the one doing the carrying. As long as you played on your own account you have nothing to worry about.

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Rhojin New PortraitAs long as both players are on their own accounts it is not considered to be boosting. Though chances are a challenger player is not going to have a legitimate smurf account that can duo with a bronze player but by some chance they have a legitimate smurf able to duo with a bronze friend it is not punishable in regard to boosting.

Now if the challenger player intentionally lost games to have a lower ranked account in order to stomp lower ranked players or to duo with friends, then the account would be open to another form of punishment.

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Are you guys sure youre able to catch every booster

Rhojin New PortraitWe are working around the clock on MMR Boosting investigations and we still have a large list of people who are set to be punished for their boosting participation this season. While nothing anywhere is perfect there is a very slim chance someone may get lucky now to avoid detection, but sooner or later their time will come. Also if you feel you have information pertaining to someone who had their account boosted you are more than welcome to send a report to us through the support site. We appreciate these types or reports as it does help us ensure we can identify those who have received MMR Boosts.

[ Link to Post ]

 

Can a player be punished as a result of a false report

Rhojin New PortraitWe never punish anyone based simply because a report was sent in. When any reports are sent in to us we begin an investigation into the reports player, gathering our own information and comparing it to what the reporting player may have sent to us. Only when we are 100% sure that the reported player is guilty will we ever issue a punishment. There are times when players have been reported to me for being boosted and it turned out that the account wasn’t boosted, rather they just had a bad losing streak in their Diamond ranking.

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You made it to the end! Here’s some fan-art to wrap up the red posts for Saturday:

 

Lux by Raikoart

KWRjNzO

 


Haunted Zyra by dotswap

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Female Thresh by Gumae

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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.

 

Balance Team AMA Part 2 Banner

The balance team made another pass of community questions, which you can find answered below:


[ Note ] Part 1 of the AMA can be found HERE.

BALANCE TEAM AMA Banner

 

 

Balance Team QA 2 Ask Us Anything Again

Scarizard Final PortraitEDIT: AMA’S DONE FOR TODAY! Thanks for coming out and asking questions – If you’re reading this and missed this one (or if we missed yours D:), we’ll be doing two more this month at the same time! We’ll see y’all at 12:30pm pacific, on Friday 10/030!

If you have follow-up questions or want to stalk us on the internet, you can follow almost all of us on ze twitters at (@RiotJag) (@RiotFeralPony) (@RiotTimeWizard) (@G_mang) (@ManWolfAxeBoss) (@SmashGizmo) (@ricklessabandon) and (@RiotScarizard)

Hey folks,

We’re back again for our 2nd AMA this month – another week of worlds has gone by and a new patch is on the horizon, and we still have tons of your questions to get to! Got something to say about balance, your favorite champions, or how free SmashGizmo’s sheik is? We’ve got you covered.

If you want to check out our Q+A last week, here’s a link to that one too! M O R E C O N T E X T

http://boards.na.leagueoflegends.com/en/c/miscellaneous/vWEoZ6X0-balance-team-qa-ask-us-anything

On deck, we’ve got:

RiotTimeWizard (thousand-year-dragon in training)

ricklessabandon (all lowercase, all the time)

SmashGizmo (plays 5 colors in EDH like a scumbag)

ManWolfAxeBoss (fire and blood)

RiotGmang (keeps talking so nobody explodes)

RiotJag (has a cool motorcycle)

FeralPony (photoshop artiste)

and yours truly! Got a burning question or top-of-mind curiosity? Fire away and we’ll start answering in an hour! (1:30 PDT)!

If you want some more behind-the-scenes insights on how League’s balance goes, check out these devblogs by RiotJules and King Jag The King, RiotJag himself!

http://boards.na.leagueoflegends.com/en/c/riot-official/xORLd02r-data-and-champion-balance-part-1

http://boards.na.leagueoflegends.com/en/c/riot-official/cBUqHAm5-data-and-champion-balance-part-2

[ Link to Post ]

 

 

Which Champions do players ask you guys to nerf the most

Riot Jag Final PortraitEarlier this year: Akali, Fizz, Kassadin, Leblanc

Lately: Vayne, Fiora, Darius, Morde, GP, Garen, Skarner

Always: Lee Sin, Riven

[ Link to Post ]

 

 

How do you guys deal with the stress involved with the game

Scarizard Final PortraitYou get thick skin doing this kind of work, but it’d be unfair to say that it doesn’t get to you.

I think the key thing to understand is that even the most angry, vile and vitriolic statements come out of passion for the game we all love and work on. Those people telling us we should be fired, and that we don’t know what we’re doing? They just want to have fun playing a balanced game, same as we do. In many ways, these can be viewed as motivators – when people are upset, we have a job to do.

It’s often thankless, but I think the nature of the constant, ever-evolving puzzle of a Live environment is a big draw for some. I’d also say we have a big emphasis on communication and teamwork within our group, and I’ve never felt like I’ve worked somewhere where I was both valued as an individual contributor and as a friend. It’s that ‘band-of-brothers’ (and sisters) feeling that means no matter how deep in the trenches we are, there’s always someone else with you ready to help out and make that next change the best it can be.

In the end, everyone’s got their own ways (many folks play other games in their off-time, many of us keep up with the gym, pursue art or personal projects, rick plays ffxiv, etc) but having a team of homies to back you up makes it all easier.

[ Link to Post ]

 

 

Current CDR AP items are underwhelming for mid laners Will you add new ones

SmashGizmo Final PortraitI mostly just disagree with this statement. Morellonomnomnomicon and Athene’s are both reasonably powerful in my estimation and we still usually see mages rush one of these two. I do think there’s a small gap here in terms of AP/CDR itemization for non-mana mages, but I also think this is a very niche market that we’re hesitant to provide easy CDR for due to how overbearing a, let’s say, Vlad can be when he can easily rush both AP and CDR in lane.

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Have you had balance ideas that sounded good on paper but were broken ingame

SmashGizmo Final PortraitLiterally tons. A lot of our early iterations on Rengar’s Q in the rework come to mind, where we did stuff like using ferocity on Q would give you 3 stacks to make it the sustain damage option on him, but really basically just made him murder you even faster.

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Why are Azir Ryze and Kassidan so hard to balance

SmashGizmo Final PortraitDifferent reasons on all of these. Kassadin’s the most straightforward, where it’s just about how his mobility profile gives him perfect control over when fights are happening, so the second he crosses a certain power threshold, he just consistently runs away with games. Ryze is currently mostly about the mechanical needs of the character and just how much power a player gains from properly executing his passive combos, which means that he looks very weak for our average player, but is secretly one of the highest winrate characters for experienced players. I could probably write a book on why Azir is a balance nightmare at this point, but in the interest of being able to respond to more posts today, I’ll just say that it’s very difficult to balance a hypercarry who has reliable means of ensuring their own safety and that Azir pushes the limits of both being a hypercarry and reliably ensuring his own safety.

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How closely does the balance team work with the design and reworking teams

SmashGizmo Final PortraitVery closely. We try our best to give them good counsel on how to balance their characters pre-release and they try to give us advice on how to balance their characters while retaining their intended identities.

[ Link to Post ]

 

 

 

Any chance of Ranked ever getting more bans

SmashGizmo Final PortraitThere’s a chance, but I think we’re really hesitant about taking this route, as it does really limit players ability to pick the character they want to play in any given game. I know there are some folks looking at pick/ban structure and I wouldn’t be surprised if over the next few years the pick/ban system changed significantly, but it’s not something we’re directly looking at in the short term.

[ Link to Post ]

 

 

People like to bring up crit removal is it a thing that might happen

SmashGizmo Final PortraitNot in the short term. There will be some crit shifting around in the pre-season, but we’re not going to do anything so drastic as fully removing it in the near future. I think long term, trying to shift random crits to conditional crits (like, say, every 3rd attack crits, or all your attacks from brushes crit, etc), might have some promise, but we’ve never really gotten a good enough model of this working to ship.

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Are there plans to tone down Tahm Kench without taking him out of the meta

Tahm Kench Single banner

Riot Time Wizard Final PortraitTahm Kench has definitely got some strength packed in that big ‘ol belly. If we do try to tone him down, we definitely won’t be trying to push him out of the meta or out of viability. After all, he’s only started picking up steam over the last couple of patches, so we wanna give him some more soak time before we just bop him!

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Will Janna be receiving buffs in the future

Janna Single Banner

Riot Time Wizard Final PortraitJanna is still in a pretty good place right now. Her disengage ultimate is one of the most reliable ways to counteract the menace of run-at-you tanky guys. She doesn’t seem to be in need of any boosts at the moment, but we won’t forget about her. We’ll need to re-evaluate a lot of champs when pre-season hits. 🙂

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How do you feel about Kindreds current state

Kindred Small Banner 2

Riot Time Wizard Final PortraitKindred is experiencing what almost every new champion does. Extremely high ban rate in games, and players are still picking them up and figuring them out. They’ve proven to be powerful (not ABSURDLY so, mind you) in the hands of players with many Kindred games under their belt. We tend to follow-up within a couple patches on new champions, and we will likely do something to adjust Kindred’s power. Again though, pre-season will be throwing everyone for a loop!

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ManWolf New PortraitThey’re still pretty new to the Rift and have a fairly steep learning curve, so a slightly lower than average win rate right now is appropriate.

I personally feel that they’ll be strong once people figure out all their tricks. Just give it some time.

[ Link to Post ]

 

 

How will the Marksman update impact Supports

Riot Time Wizard Final PortraitRegarding the ADC rework: since it won’t be much longer, I think I’ll have to go with a “wait and see” here. We don’t expect that supports are going to be adversely affected by the Marskman changes, though.

[ Link to Post ]

 

 

 

Are there plans to updated boring outdated Champion passives

Riot Gmang Final PortraitGood question, and I agree that there are plenty of passives that leave something to be desired.

Regarding your examples:

Some of the champs you mentioned have also been singled out internally and gotten some experimentation (like Heimer, Shyv, and Syndra), though I can’t speak to how they are prioritized among other projects in terms of urgency and which ones are planning to move forward (within our team specifically, the only one that springs to mind is Syndra, though no promises on exact ship date atm hah).

Regarding passive quantity:

This is a controversial topic, but I wanna just share a bit of context here. It’s important to keep in mind that we don’t design passives in a vacuum and then decide how many each champion gets. Passives are designed to serve the needs of a particular champion.

Say I’m a champion designer making a new kit, and I start with a particular gameplay loop that fits nicely on Q W and E slots. The kit is somewhat functional and unique, but there are still things to figure out (let’s say the W and E have some usability issues, certain lane matchups are very one-sided, my abilities late-game are confusing team mates, my spell rotation feels too unreliable, wave clearing is too easy, and my build paths don’t scale right). What I do with the Passive and R slots–indeed, what I do with all slots–are going to be about problems like these or addressing other higher levels goals (like delivering the fantasy better or more unique or something).

The answer to those problems might involve any number of changes, possibly demanding 0, 1, or 2+ passives. If I do add 2+ passives, it’s not because I just want the champ to be cooler or have more stuff than others. And it is going to come at the cost of power budget and complexity budget, not just added on top of an otherwise finished, balanced champion. A solution might even involve removing/nerfing passives so that we have more complexity and power budget to put on actives!

In the end, individual slots are not supposed to be balanced between each other, nor are “my champ passive(s)” vs “your champ passive(s).” Entire kits are supposed to be balanced between each other. “2 passives > 1 passive” doesn’t always follow. It’s very possible to design a kit with high agency, complexity, and fun with just actives, and it’s also very possible to design a super lame kit that has several passives! And it’s those kinds of properties (agency, fun, complexity, clarity, etc.) that we care most about: if a champion’s multiple passives leaves them with too much control over the game, or too much complexity, or something like that, that is a big concern for us (and we definitely aren’t perfect about these things!). But the actual quantity is usually not inherently good or bad.

Regarding passive quality:

Lemme give a different example: say we have a high-complexity champion who has everything BUT the passive slot locked down (you might have even had an awesome passive during development but it ended up being extraneous as other slots developed further). As in, “if our game hadn’t already set the precedent, I might actually give this champ 0 passives.” This can be a tricky spot: players expect each of their slots to feel fun and distinct, including the passive slot, but you don’t want to disrupt the balance and fun of your existing pattern/slots.

A lot of these passives end up being lower-budget passives: we could have made Jayce get multiple intricate passives, but he’s already so complicated and multi-faceted that it would probably detract from the kit to do so. Sometimes you make the call, “this champ is about these cool actives, and we should avoid detracting from that here.”

This isn’t to say that “lame passives” are a good thing, but sometimes the cost-benefit of trying to discover a perfect passive is outweighed by the value of delivering the champion to players with a not-stellar passive. The opposite is also true: sometimes we have a champion that’s bloated in complexity/abilities by the time we’re reading to ship, but we’re willing to make the trade-off for the sake of delivering what we feel is a good product to players.

All that said, improving lame slots is definitely on our radar; I just wanted to give context. I hope that provides a little clarity for why passives compare/contrast in the way they do!

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Did you plan on doing balancing when training to work in the industry

SmashGizmo Final Portrait100% yes for me. I came from a background of clinging onto competitive games for the long haul (been playing MtG for almost 20 years now, Smash Melee for 10, League for 6), so balancing and preserving the fairness of a game was always something super important and interesting to me.

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Whats an average day like for you guys

SmashGizmo Final PortraitWe work in 2 week sprints on each patch. Once during each sprint we plan out our work on what we want to ship in the upcoming patch, which is a combination of the things we see as off as players and the outliers in terms of metrics like pick rate/ban rate/win rate. Once we take on projects, we rapidly iterate and test changes until we get to changelists we’re happy with. We’re also constantly re-evaluating our work so that if something super broken emerges we can hop on it ASAP (for instance, runeglaive Ezreal).

[ Link to Post ]

 

 

How do you feel about the current meta

SmashGizmo Final PortraitThis question is waaaaaaay too big to adequately answer. I guess the tl;dr for me is that I’m happy we’ve hit the sort of diversity numbers in Professional play that we’re seeing in Worlds this year, but that I still feel like some things are really off in terms of feeling like a fair and enjoyable experience for most players. I won’t dive too deep into this, but basically, Professional diversity is great and certainly one valid measure of how the game’s balance is doing, but I don’t think it captures the full picture by any stretch of the imagination.

[ Link to Post ]

 

 

What are balance teams looking for on an applicants portfolio

SmashGizmo Final PortraitMake yourself visible as an expert on the game you’re trying to work on. This is pretty broad, but encompasses both getting to a relatively high rank and demonstrating your knowledge on the state of the game. Stuff like blogging, writing articles, and streaming can all be good means of getting exposure and demonstrating that you get the game on a very deep level. Also, perpetually seek the feedback of people who are already working on balance, as they can give great feedback about how you might be limiting your thoughts.

[ Link to Post ]

 

 

Any plans to make upgrading the warding trinkets less awkward

Scarizard Final PortraitI’d be looking for something along these lines with the upcoming preseason. I agree that it’s a major frustration to have people put off trinket upgrades for so long, and the entire trinket system has been a hot topic for the Systems team for 2016.

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Is there a particular direction you want to push Elise in eg mage or tank

Ricklessabandon New Portraithi, hi~

a lot of what you’ve been picking up on has been intentional—elise should have a path open to her that allows for gold to be spent on increasing her kill potential, and for less of that threat to be available ‘for free’ in the form of base stats/damages. since elise is a six-ability form swapper it’s more important for her overall fairness to ask elise players to use their early-game power spike to earn a gold advantage and then invest it wisely in order to keep that strength going later into the game. i personally think it helps her feel more like a mage/assassin pairing (which seems more aligned with who she wants to be), whereas the elise of old felt more like a support/tank pairing.

if i had to guess as to what areas we’d look at next, it would be ones that would let us stay on course with the last few changes—base damage past level 7 should be monitored closely, and scaling with gold should feel appropriately rewarding (and tied to success). if we ever needed to go harder on her, i’d imagine it would be thinking of cool ways to replace her w spells that would give us more ‘balance levers’ while keeping her feeling great to play.

[ Link to Post ]

 

 

Will you make Mordekaiser less reliant on duo laning to be viable

Mordekaiser Single Banner

FeralPony Final PortraitPower-wise we feel Mordekaiser’s too strong currently in the duo lane and too weak in the solo lane case. We’re generally okay if duo is his main role, but the disparity between those roles is currently too high. His solo lane is too weak and his duo lane is too strong.

Mordekaiser W is totally worth revisiting in regards to the solo vs duo cast, it can feel pretty lackluster and is a good spot to target to help bridge the gap between the Solo lane/ Duo Lane case. Not sure on specific changes we’d make, but we’ll be looking into Morde specifically more after the first big preseason patch (PBE Soon(tm)!)

I’m unsure specifically on % of shield conversion values. He’s pretty damn durable atm, and I feel the minimum shield threshhold helped him a lot more in lane than is getting generally credited, but adjusting the W sustain could grant us the option of increasing his shield growth since that skill in particular is currently double dipping in generating shield and restoring health.

[ Link to Post ]

 

 

Are you considering any changes to Lissandra

Lissandra Single Banner

ManWolf New PortraitWe very recently put in the change to her ult where she heals on self cast. Spell costs were something we looked at, but didn’t feel like she really needed anything there. The passive definitely has the biggest room for improvement. I messed around with some changes where she would spawn black ice around her and gain bonuses if she cast on top of them, but ultimately didn’t have time for that patch. Definitely something I’d like to continue work on later though.

That being said, we’ve seen her in a few games at worlds so far and think she’s in a decent place in terms of power.

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Any plans for Katarina

Katarina Single Banner

Ricklessabandon New Portraithello!

so, we’ll probably need to take a look at her sometime after the new season starts up (if nothing else, just as part of a follow-up pass on the different roles) but we don’t have any kat-specific changes already in mind. part of the issue with katarina is that, at present, she is intended to be more about ‘chasing a high moment’ and as such will rarely feel as fair as a lot of the roster (the players playing as, with, or against are kind of playing a zero-sum game over happiness/fairness).

we came around to that intention pretty explicitly around the time i put some very experimental changes out on the pbe, which i believe was about a year ago. essentially, we took a stab at what a more ‘healthy and sustainable’ katarina would look like. what came of that is that while we might have ended up with a katarina that more people could have been more happy with if she was commonly in their games, league of legends as a whole would have lost a type of character/playstyle that was one of the more unique offerings in the game. we likened it to the experience that draven provides—to make the ‘draven experience’ feel as fair as someone like lucian would almost certainly make our adc pool feel less diverse/rich, if not the game as a whole.

that’s kind of the long and short of it. for the time being, katarina represents a play experience larger than herself. if we ever reevaluate and decide that that experience doesn’t align with katarina, then we’ll certainly give her the time needed to give her the appropriate changes. outside of that though, she’ll likely remain in the ‘chasing a high moment’ camp. that said, i think more than a couple assassins could use some love right now, so she might be suffering from compounding issues—we’ll be sure to look into that once the next season gets rolling.

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Thoughts on Nami

Nami Single Banner

Riot Time Wizard Final PortraitShe definitely wasn’t weak prior to her buffs, but she does get harder and harder to succeed with as the game goes on. While people start to move faster with boots and items, her Bubble becomes trickier and trickier to hit. Would definitely be interested in doing even more cool things for her 🙂

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If Nasus were made today what would he be like

ManWolf New PortraitIf he were made today, I assume he’d be classified as a juggernaut and not have an infinite scaling mechanic. If he does ever get reworked, the late game raid boss fantasy is a must and I’d be sad if stacks got removed, but could live with that I suppose.

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How about locking Flash for everyone and adding a third Summoner spell slot

ManWolf New PortraitCurrently, we have no plans to implement a third summoner spell slot, nor do we have plans to lock Flash in for everyone.

We are looking into ways to diversify Summoner Spell choices, and that includes considering how Flash relates to other Summoner Spell.

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Will you guys revisit options for Syndra after Preseason

Syndra Banner

Ricklessabandon New Portraitthat is the current plan, i believe. we had some work in progress we really wanted to wrap up before starting on our preseason work, but we ran out of time. nothing is set in stone though, so that work is just ‘on hold’ until we have an opportunity to pick it back up which could technically be a while (or forever), but with luck it’s just around the corner.

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Do you guys feel you know what’s healthy for the game before you release it

FeralPony Final PortraitNot an easy question to answer. Sometimes yes, sometimes no. Generally, we go with the approach that we can be wrong but we tend to have a higher than average hit rate, and we can iterate and update when we make mistakes and get additional eyes and player feedback.

Scuttlecrab was an example of a design that got a ton of initial pushback both internally and externally and we got a lot of pressure to remove but was probably the best single addition we made in the previous preseason. It offered a lot of additional jungle routes, caused tons of tension and skirmishes – something the early game desperately needed, provided additional control and objective control gameplay, and was freaking cute as hell.

On the flip side we aired way too high on the power level of Juggernauts in combination of PBE feedback and with the our expectation that the additional playstyle changes would take a lot longer for players to pick up and adapt to.

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You shouldnt have to use bans for Champions with high winrate

FeralPony Final PortraitI pretty strongly disagree with this statement. The banning phase is exactly used for champions people feel are stronger than average. No champion currently has anything resembling a 64% winrate.

The top 10 bans currently in the game are Darius, Garen, Yasuo, Fiora, Kindred, Mordekaiser, Zed, Riven, Katarina, and Blitzcrank who have ~50%,52%,51%,51%,47%,50%,48%,51%,49%,52% win rates respectively. These numbers are not the end-all-be all statistic or the only thing we care about but the reality of the data is crazy far off from 64% you mention. These will of course fluctuate a little based off ELO, role/lane, and experience rate etc, but not substantially.

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Will Teemo be a part of your Marksman update

Teemo Single Banner

Riot Time Wizard Final PortraitTeemo isn’t currently a part of any marksman updates, so I think someone was trolling you. There’s discussion about doing some changes of VARYING scopes on the others that you’ve mentioned. Distinguishing play patterns is part of the aim for updating marksmen, so there’s definitely some work being done to enhance that. You’ll have to wait for more exact details, but not very long!

 

Yes, we have tempered our approach to the marksman update with our learnings from the juggernauts. As you say, pre-season will definitely shake things up, but that doesn’t mean we want to repeat any of the frustrations that we introduced with the juggernauts. We’re still being ambitious and creative while trying not to aim for raw power as a means of attaining viability. The marksman update in conjunction with all of the pre-season changes will likely cause a significant shift in a way that we’re working hard to make fun and refreshing.

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How often do you request a rework when balancing is too hard to do

Riot Time Wizard Final PortraitHmm. Lucian is a good example for me. That dude was just in every pro game for the better part of a year, so we actually sat down and did a mini-rework of him (Attack Range, E changes being pretty major here). There’s definitely some kits that you’ve seen us struggle with balancing in the past year or so that may be solved with some small tweaks, or may need some broader updates (Ryze, Azir, Kalista being decent examples).

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Do you playtest minor stat changes or do you just rely on spreadsheets

Riot Jag Final PortraitFor something like that we rely more on past experience, since we’ve seen what kind of power change a nerf like that has had on ADCs before (for example, Twitch got -3 AD last year and we could use that as a reference point for the Vayne nerf).

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Do you recall making small changes that ended up breaking Champions

Riot Jag Final PortraitI definitely didn’t see mid Ezreal coming when I was doing Runeglaive. 😛

I did the Nautilus changes at the beginning of this year, and I knew that he would feel more versatile as a champion, but I didn’t anticipate him being so powerful in the support role.

Most of these surprises were pretty cool though.

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Do youve any plans for Aatrox

Riot Time Wizard Final PortraitA-atrox is a pretty cool guy. We were actually just talking about him this morning. We don’t have any specific plans, though he will definitely be affected along with everyone else with the pre-season. What sort of things do you like about him? Also, have you considered his synergy with Kindred?? ;0

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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.

 

[ 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.

 

Project Skins Reference Banner 20 08 PBE

Check out the PROJECT skins for Fiora, Leona, Lucian, Master Yi and Zed!

 

Here’s the PROJECT login animation for Patch 5.17 by FrostyNinja:

 

And here’s the static image for the client login:

 

And here’s the music from the animation:

 

 

Champion Changes

 

Tahm Kench Final Portrait

 

Buff BoxDevour [ W ]Devour Final Icon

  • Mana cost decreased from 90 at all ranks to 70

 

 

ALL PBE UPDATES FOR PATCH 517 CYCLE

 


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

 

PBE 07 08 Banner 2

 

PBE 07/08

 

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

 

PBE 04 08 Reference Banner

Check out the four Academy skins, Arcade Riven, Battle Boss Blitzcrank, the updates toDarius,Mordekaiser, Garen and Skarner, as well as the Armor & MR item changes and the two new items –Titanic Hydra and Sterak’s Gage!

 

 

Champion Changes

 

Ahri Final Portrait

 

Nerf BoxEssence Theft Final IconEssence Theft [ Passive ]

  • Flat heal decreased from 2 + 1-per-level to 3/5/9/18 [values for levels 1/6/11/16]. AP ratio unchanged

 

 

Elise Final Portrait

[ Note ] Elise’s Neurotoxin was reworked into a DoT in yesterday’s PBE patch.

 

Revert BoxNeurotoxin Final IconNeurotoxin [ Q ]

  • Cooldown increased from 1 seconds to 6 [reverted to live status]

 

 

 

Garen Final Portrait

[ Note ] These changes are relative to Garen’s PBE update.

 

Decisive Strike [ Q ]Buff BoxDecisive Strike Final Icon

  • Duration of Movement Speed buff changed from 1.5/2.25/3/3.75/4.5 seconds to 2/2.5/3/3.5/4

 


Nerf BoxCourage Final IconCourage [ W ]

  • Bonus Armor and Magic Resistance per kill decreased from 0.3 to 0.25 [still an increase compared to 0.2 from yesterday’s patch]
  • Champion / Large Monsters / Epic Monster kills again grant 0.3 bonus Armor / MR, down from 1 [revert from this PBE update]

 


Change BoxJudgement Final IconJudgement [ E ]

  • Total AD ratio decreased from 0.47/0.49/0.51/0.53/0.55 to 0.46/0.47/0.48/0.49/0.5
  • Judgement’s damage once again scales with Crit Chance

 

 

LeBlanc Final Portrait

 

Buff BoxDistortion Final IconDistortion [ W ]

  • Travel speed increased from 1300 to 1450

 

 

 

Mordekaiser Final Portrait

 

Buff BoxSiphon of Destruction Final IconSiphon of Destruction [ E ]

  • AoE range increased from 650 to 675

 

 

 

Skarner Final Portrait

[ Note ] These changes are relative to the huge update Skarner got in this PBE update.

 

Nerf BoxCrystal Spires Final IconCrystal Spires [ Passive ]

  • Movement Speed buff around shrines decreased from 150 to 100

 

 

Buff BoxFracture Final IconFracture [ E ]

  • If Skarner stuns an enemy with Fracture [ E ] or Impale [ R ], he gains all the bonuses from his Crystal Spires for the duration of the stun / suppression and reduces the cooldown of Fracture by the same amount
  • Cooldown increased from 12/11.5/11/10.5/10 seconds to 13/12.5/12/11.5/11

 

 

Tahm Kench Final Portrait

 

Revert BoxThick Skin Final IconThick Skin [ E ]

  • Duration increased from 5 seconds to 6 [reverted to live status]
  • Shield once again rapidly decays over the duration [reverted to live status]

 

 

Teemo Final Champion Portrait

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Now additionally reveals stealthed enemies hit by a shroom

 

 

Item Changes

 

Titanic Hydra Final IconTitanic Hydra

  • Recipe changed: Now requires a Giant’s Belt [1000 Gold], not Ruby Crystal [400 Gold]. Combine cost decreased by 600 Gold (total cost unchanged)

 

[ Note ] Titanic Hydra is a new item that introduced in this PBE update.

 
Titanic Hydra
 


Steel Legion Garen Villain VFX

Steel Legion Garen’s received unique VFX for his Villain passive on Demacian Justice [ R ]:

 

Steel Legion garen Villain 1 Steel Legion Garen Villain 2

 

ALL PBE UPDATES FOR PATCH 516 CYCLE

PBE Reference August 6

 


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