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Posts Tagged ‘ultimate skin’

 

Reworks Urf and Dragons Banner

 

 Season 5 is fast approaching and we’ve been given some clues as to what we can expect. I’ve organized the major events in this article; note that while these are all confirmed, there’s no timeframe, so they might not happen in 2015.

 

 

Poppy Rework Banner

 

  Poppy is first on the gameplay update list and likely the high priority for the rework team right now. Morello has personally stated that Poppy is in a dire spot and needs a complete overhaul, one that would keep her theme of a hammer-wielding Yordle.

 Poppy is an example of Riot’s old design philosophies; making Champions that fit one purpose on the map and have clearly defined weaknesses. That was the intent. However, Poppy isn’t exactly handing out counterplay tips. Her main cons – an abysmally small mana pool and lack of wave-clear – don’t give enemies an opportunity to abuse; they just keep Poppy toned down so she doesn’t dominate. She’s more of an obstacle to play around rather than a Champion with interactive mechanics.

 The main offenders are her passive and ultimate. Blocking chunks of damage innately and constantly is just raw statistical power. The enemy gets hardly any feedback, visual or number-wise, when spells hit Poppy for halved damage. It’s not really a passive you can play around in a teamfight or even in lane, unless you’ve true damage or low-cooldown spells. Worse, still, this passive defines Poppy as a bruiser, meaning her appeal lies in bad design. Not the easiest Champion to rework.

Poppy Concept

 Diplomatic Immunity reminds me a bit of Magic The Gathering’s Black Lotus, in that almost every Champion can replace their ultimate with Poppy’s. It’s the best carry spell by miles, because it eliminates the threats that prevent a carry from carrying. In a game that’s focused around teamplay and Champion interactions, Poppy’s ultimate is deliberately made for zero interaction. And it’s another defining strength of Poppy’s; Diplomatic Immunity has existed for so long only because Poppy isn’t popular enough for it to be a considerable problem.

 At her core, Poppy is a fearless front-liner who smashes targets with a big hammer. That’s a cool concept, but it can definitely use less ridiculous mechanics to function. I’ll aim to cover her in a future Rework Forge article with ideas that might preserve her theme.

 

 

Ultimate Skin Banner 2

 

 2014 passed without an ultimate skin and I think it was a good decision. Why? Two things were clear; one, DJ Sona was meant to be the year’s ultimate skin and two, the community’s feedback on the concept was mostly negative. Riot could had gone forward and made the skin in 2014 and it would likely had sold very well, but they listened to what players thought.

 With DJ Sona possibly being remade into a legendary skin, we don’t yet know who will get the ultimate skin. Rioters have teased info before, like that the chosen Champion has few skins and some have narrowed down choices to Lux or Xerath.  Regardless, we won’t know for sure until the skin is patched onto the PBE. Maybe we’ll get Dragonmaster Swain after all.

 

 

Tristana Update Banner

 

Tristana is one of 16 Champions who were released during League’s Alpha in 2009. Her visuals are as outdated as they can be, so her being on the update list is great news.

Tristana RenderTristana’s kit may be 5-years-old, but it still holds up quite well in the meta, as we saw this year when itemization favored hyper-carries. Still, there are aging mechanics littered throughout. The obvious one is that Explosive Shot [ E ] is not a toggled spell. Since it can’t be disabled, it forces Tristana players to manage their last hits so one kill doesn’t ruin another. It also means a Trist player who has a point in E can’t freeze lanes. It’s certainly unique; no other Champion forces a player to think about last hitting ahead-of-time like that.

But this added difficulty isn’t essential for Tristana’s kit. It’s just there because you can’t have both a toggle and an active bound to a single key. It’s restricting game design, something Riot have gone past in recent years. If Tristana were released today, her E would, for example, make every X shot explode for bonus damage. It would certainly be streamlined to where players aren’t stuck with a passive they might not want.

There are technical issues to Tristana that the gameplay update will likely address. Her Rocket Jump is only visually a jump; it behaves like a dash, meaning it won’t go over Caitlyn’s traps, a Blitzcrank hook, a Bear Stance Udyr or any triggered stun. Speaking of stuns, those only affect Tristana after she’s landed, so if you Bandage Toss her as Amumu, you’ll stop at the point where you’ve landed the stun and not where Tristana will land at. Mechanically, the spell is inconsistent and just confusing for players who assume Rocket Jump interacts in certain ways, but it doesn’t.

Lastly, AP Trist. Although it’s most often a build for pub games, it will likely be gutted with the update. Riot have been adamant about multiple builds and Champions who are played in “unintended” ways usually get the short end of the stick when the patch hits. An AP build makes Tristana’s playstyle completely opposite to that of AD Trist which, in itself, is worth keeping.  But, given Riot’s history with alternative builds (Tryndamere, Rengar, Alistar, Lulu, Soraka, Katarina, and, most recently, AP Rek’Sai) they likely won’t be balancing Tristana for both options.

 

 

Urf Mode Banner

 

 U.R.F was a massive hit with the playerbase in April of 2014. It was the most popular featured mode and the most requested one. Its roots are in DotA’s WTF mode and it’s great fun, but was taken away just a short month after its release.

 To say U.R.F was imbalanced would be an understatement. For example, Sona had a 77% winrate on U.R.F. Alistar could play tennis with your mangled corpse, Yorick was a god, most AD bruisers who are otherwise gated by CDs were ridiculous and you could watch the entire Lord of the Rings trilogy while being chain-snared by Morgana.

 Looking back at it, we all agree U.R.F was great, but we can’t deny it was a love-hate relationship. Balance is part of the equation when playing a competitive game for fun and players naturally tunnel on what’ll let them win easier, since winning is fun for most.  Featured modes are imbalanced, which is why they’re rotated out. If we want U.R.F to stay, we should view it in long terms; unfair picks would burn us out on an otherwise great addition to League.

 When Riot pulled the plug on U.R.F, they did so to fix the issues the mode had. We’ll most likely see it return in 2015, if not as a permanent mode, then at least as a better, more refined version of the old crowd favorite.

 

 

New Tribunal Banner

 

It’s been 8 months since the Tribunal was brought down for an overhaul. In that time, we got Chat Restrictions, bans from Ranked, 2-week bans and bans for intentional feeding to handle the toxicity (of our city). Though reports are still handled by real people, the lack of players reviewing cases has slowed down punishment to a crawl. You could be a dick to someone and not learn of said dick behavior until a few weeks later.

justicereview

 

 The Tribunal will, above all, distribute punishments and rewards faster. It will only take a few days following a closed case for action to be taken. To contrast, punishments at the moment are handed out in “waves”, meaning negative players are clumped together and restricted at the same time. The “pardon period” will also be made a lot shorter – a punished player will only get one warning and two chances before they lose their account.

 The new Tribunal will also be reviewing positive players for rewards in addition to its older features. This change may give players a tangible reason to act decent and that puts a welcome spin on how community behavior is handled. Every year the best Tribunal contributors will receive in-game rewards for their work.

 

 This mix of punishments and rewards will, hopefully, cover all types of players. Those who want skins may, for example, receive an exclusive skin for positive behavior. Respectively, negative players may be denied the Season’s Victorious skin. Players who value in-game status may earn or lose loading screen borders, etc.  To sum up, neutral and positive players will have in-game goals to strive for and remain neutral or positive and negative players will have punishments to keep them in line.

 Justice Reviews will be easier to manage. These are, in essence, “scoreboards” for Tribunal users to track their contribution to solving cases. They’re a good incentive for the “jury” to remain active, so making them more accessible means more people will stick around to keep the Tribunal functional.

 What’s missing from the list of features is, still, pre- and post-game chat logs. I personally think most toxicity takes place in Champion Select and if that area of player communication isn’t monitored, then the Tribunal loses a lot of its evidence for a case. I hope Tribunal users will be given access to these.

 The new Tribunal is taking similar time to develop as an average game by EA. And, while relying on slow systems for months-on-end is a tad aggravating, we’ll be getting mostly every feature requested. Let’s hope we can instantly ban people whose chat logs include “X or feed”.

 

 

Fiora Rework Banner

 

Fiora’s rework was an update teased too early, akin to Yorick’s rework. We know she’ll be getting a complete overhaul, but she isn’t a priority for the moment so shooting for 2015 is perhaps wishful thinking.

It’s evident why Fiora needs changes; a condensed explanation would be that she’s meant to be a Melee DPS, when she’s really a glorified assassin. Outplaying Fiora is rarely an option, since she’s effectively a lump of stats and targeted dashes. Similarly, she can’t outplay enemies herself. Put the two together and you get a one-trick pony whose success depends mostly on the match-up and rarely on mechanics or strategy.

Personally, I don’t think Fiora is a balance issue, but I consider her a failed concept. She’s the Grand Duelist, but only on paper. A duelist would time her attacks and wait for a crack in the enemy’s guard, but Fiora mostly relies on her three steroids to win fights. Her rapier could be Xin Zhao’s spear and little would change.

FioraUltSample (1)

Game Designer Guinsoo has shared ideas for Fiora in the past and they’re in a similar ballpark – more mobility and opportunity to outplay, at the cost of burst damage. Her role would change from a top laner to a mid laner or a jungler; the latter is interesting, since Melee ADCs have never really been competitive junglers.

 The rework team seems to be leaning towards excessive mobility to make Fiora viable. Given the over-abundance of mobility that’s currently in the game, it may be the only solution to make a Melee ADC competitive. But will that mobility take from the Champion’s power budget or will it just be tacked on?

 The main problem with Fiora will be the problem of Melee ADs in League. The archetype is usually too risky to warrant picking over Ranged ADs and bruisers. It makes Fiora’s rework that much more important for the game, since it can be an example of how melee carries should be designed in the future.

 

 

Warwick Rework banner


Warwick’s rework was teased several months ago on Reddit by Champion designer ZenonTheStoic. We already saw a preview of how unfun Warwick can be if left to his own devices in Patch 4.20. He’s a simple character with simple counterplay and that’s good to have for new players, but it’s hard to make the formula competitive and fair. The suggested rework has a lot of skillshots and requires proper positioning, which would make Warwick much easier to balance, since enemies can interact with him beyond buying QSS.

 

Eternal_ThirstEternal Thirst [ Passive ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

 

Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

 

Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

 

Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

 

Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

 

 There’s no set date for when we’ll see Warwick’s rework and no evidence that the suggested rework is anything but an experiment. He isn’t on the gameplay update list (yet), but he’s being worked on and we’ll likely see him revamped this year.

 An interesting observation is that Warwick hasn’t received a texture rebalance. Given that his model and animations are outdated, it suggests a visual update is on its way to complement his gameplay rework. And it may happen way sooner than we expect.

 

 

Ao Shin Banner

 

Ao Shin was a hot topic in 2013 when he was teased, but since then there hasn’t been news on the Champion. The gist of the design is an Eastern-themed storm dragon that can both support allies and be a teamfight threat. He’s meant to fill concepts that aren’t already occupied by Shyvana (half-dragon) and Janna (storm sorceress). Being an interpretation of a Chinese dragon, he won’t be breathing fire; his powers will be based around controlling elements.

Ao-Shin-Sketches

From the teaser:

 “Ao Shin embodies this elemental duality, capable of raining good fortune on his allies and, in the very next breath, bringing stormy, thunderous ruin upon his foes.”

 Gameplay-wise, the direction seems to be a hybrid between a support character and an AoE mage. This may mean Ao Shin will have dual-effect spells that change depending on who they target, like Lulu. Also, given that most new Champions don’t use mana, he might have a completely new resource to fuel his hybrid kit.

 The teaser mentions that Ao Shin will come when Ionia is faced with its biggest crisis, so his release will likely be tied to a major lore event. Again, we may not see him this year, but if we do, we’ll get plenty of forewarning. For now, we’ve Champion Designer Meddler‘s explanation why we won’t be seeing Ao Shin for a while:

 

When will Ao Shin be released

Meddler Final PortraitTLDR: Ao Shin someday, won’t be soon.

Slightly longer version: We spent a bunch of time working on Ao Shin but ultimately concluded he wasn’t hitting the mark so put him on hold for a while in order to figure some things out. We still think his concept’s really cool, as is some of the stuff we were trying with him, so do intend to make him someday. Don’t expect to see him anytime soon though, we’d rather be slow, but do a better job of delivering on his potential, than quick.

That’s a process some other champs have also gone through (Lee Sin, Elise and Azir for example), where it took a few different takes to hit on what we felt was the right one (Lee Sin originally as Blind Monk way back pre launch, Elise originally as Priscilla the Spider Queen, Azir originally as Seth the sand mage), ultimately yielding better champs in the long run we feel.

[ Link to Post ]

 

 

Replays & East Coast Servers

Both will be available as DLC for Half Life 3.

 

 

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

 

 

News Update August 12 Banner

 

Summary

A new tier called Master Tier will be implemented in Ranked to deal with past grievances of Challenger players being demoted shortly before the season’s end, CLG will be fined $1250 per member for account sharing in Korea, Vesh continues his discussion on Soraka’s infuse-healer rework, Gnar’s Champion Spotlight has been released, the next Champion/Skin sale for NA will be delayed due to maintenance and an explanation on why icons from the Sugar Rush event won’t be available for IP.

TL;DR here

 

Recent News

Patch-4-14-Notes-Banner

Sugar-Rush-Sale-Banner

Interview with Bjergsen Banner

 

 

Master Tier Banner

Image was taken from a tweet by Snoopeh, here’s what it states:

 

As one of the best League of Legends players in the world…

Your spot in Diamond 1 or Challenger tier means we wanted you to be among the first to know we’ve updated the design of our ranked play system specifically to address feedback around the end of Season 3 and Challenger.

We take ranked competition seriously, and we know challenger immunity caused issues with transparency around standings at the end of last season. Not knowing whether or not you were about to get kicked out of the tier you’d worked so hard to reach, or earning 0 LP three times in a row sucks.

So we’ve developed a new ward to challenge your skills, The Master Tier, which brings with it some improvements to the old system. Master Tier will share the same LP ladder as Challenger, but unlike Challenger, there is no hard player limited to Master tier. Once released, players who reach their promotion series at the top of the Diamond 1 will enter Mater Tier if they are successful. And yes, that means that on release there will be no players in Master Tier,  but it will begin to fill as soon as players start winning their promos.

When Master Tier Launches, players in Challenger will remain in their current position but the competition kicks off right away as Challenger will now rotate on a twenty-four hour schedule with no immunity.

Each time the clock hits zero, it will recalculate the top 200 players or 50 teams; promoting any players from Master who are now in the top 200 or teams in the top 50 in LP, and removing players who have fallen below the top 200 and demoting them to Master.

We’ll be making a wider announcement in the coming weeks ( for example we’ve also eliminated LP clamping ) along with more about the end of the season, but as one of the players most impacted by this change, we wanted to each out to you directly.

Thanks for playing ranked, and GLHF for the rest of the 2014 season.

BuyA9DdCAAE1-mc (1)

 

 

Clarity on demotion and immunity period

Socrates New PortraitHey all, to clarify on one point: there is no hard limit to the number of players in master tier like the current challenger 200 spots. This doesn’t mean these players will be immune from demotion once they achieve the tier. So master tier could be the top 511 or 534 players in a region based on the amount of participation in ranked, etc. Players who achieve Master tier will have a short immunity period and then be vulnerable to demotion if they don’t maintain their performance at that level.

[ Link to Post ]

 

 

How will the demotion from Master to Diamond 1 be calculated

Socrates New PortraitDemotion will work similarly to other tiers, where there are a few checks before you fall. A player will fall back into diamond 1 if they lose enough games in master tier.

We expect to be on PBE in the next few days.

[ Link to Post ]

 

 

Where will the first 200 Challenger players be allocated

Socrates New PortraitThe experience of the first 200 players would be like this: enter diamond 1 promos and win, enter master tier, challenger clock hits 0, enter challenger tier.

[ Link to Post ]

 

 

 

Is there going to be a new border reward for Master Tier

Socrates New PortraitYes, there will be a unique loading screen border for master tier.

[ Link to Post ]

 

 

 

 

CLG Fined Banner


 

Organization: Counter Logic Gaming
Players: Austin “Link” Shin, Marcel “dexter” Feldkamp, Yiliang “Doublelift” Peng, Zaqueri “Aphromoo” Black
Region: North America
Date of Ruling: 8/12/14
Subject: Fine; Violation of LCS Ruleset

 

FACTS

 

During Week 11 of the NA LCS, Counter Logic Gaming (CLG) sent five of their team members to Korea to practice for upcoming live events. On the day prior to their departure, CLG management requested live accounts from Riot.

At this time, Riot miscommunicated to CLG that, according to standing policy regarding Korean accounts, CLG could receive Tournament Realm (TR) accounts, but not live accounts. Further internal investigation revealed that this was actually not the standing policy. The correct policy is to give teams visiting Korea for non-tournament purposes Live accounts, not TR accounts. This policy is necessitated by the potential instability of the Tournament Realm and security exposure entailed by giving non-OGN teams access to Korean TR accounts.

Recognizing our error and CLG’s urgent practice needs in Korea, we provided CLG with provisional TR accounts within 24 hours of their landing as a temporary measure for practicing while the error was corrected.

During this time, it was brought to our attention that members of CLG were engaging in illicit account sharing despite having a legitimate practice option pending in the provisional TR accounts while also being aware that such an action was against the rules.

After the correct policy was ascertained, Riot granted CLG official live accounts and retracted the TR accounts in accordance with standing Riot policy.

Our own miscommunications are a mitigating factor in assessing penalties, but account sharing constitutes a clear violation of the League of Legends Terms of Use, no matter the situation.

 

RELEVANT RULES

 

Section 10.2.7 of the official LCS ruleset states:

If LCS or Riot determines that a Team Member has violated the Summoner’s Code, the LoL Terms of [Use], or other rules of LoL, LCS officials may assign penalties at their sole discretion.

The League of Legends Terms of Use prohibits players from sharing, transferring, selling or trading user accounts and/or login credentials.

 

RULING

 

Members of CLG engaged in the act of account sharing, which is in violation of LCS Rule 10.2.7 as well as the League of Legends Terms of Use, and will be subject to penalties.

 

COMPETITION PENALTIES

 

The following players will be fined $1,250 each for their transgressions:

  • Austin “Link” Shin, Marcel “dexter” Feldkamp, Yiliang “Doublelift” Peng, Zaqueri “Aphromoo” Black
  • These players are also subject to sanctions by Riot Korea, including a 2-year ban from OGN and KeSPA-owned tournaments including but not limited to OGN Champions, Masters, and NLB. Read here for more details (Riot Korea ruling). 

[ Link to Post ]

 

 

Infuse Healer Soraka Banner


 

Related collections

 

More-on-Soraka-Banner

Updates-on-Soraka-Banner (1)

Soraka’s-new-gameplay-Banner (1)

 

 

Why does Soraka’s W heal grant bonus Armor

Vesh New PortraitThe armor was placed on the W so that it had a clear combat-only success case. 

The new model will actually allow us to move away from that since Soraka will still be paying meaningful costs if she uses it to “sustain” her ally.

[ Link to Post ]

 

 

Soraka building resists doesn’t help mitigate her %HP costs

Vesh New PortraitThis would be correct if you started with a set amount of HP and didn’t factor in any regends.

If your Q gave you a flat health return however, then resists become MUCH more valuable since you are recovering more effective health per cast

[ Link to Post ]

 

 

Won’t Soraka paying health for her heals make her too risky to pick

Vesh New PortraitI also play healers in every game I play. I think one of the core things that make healers feel awesome is getting to make giant impacts on the health bars of your allies. If we want to allow Soraka to heal a guy from 1% to 50% or more, she is going to have to make some serious tradeoffs for that kind of (particularly frustrating) power. She will need to put her self at more risk the more crazy her healing is on a target.

I was particularly skeptical of this type of healing pattern at first too, but as I started implementing and testing stuff I was really excited by how fun it was. It feels really great to heal someone crazy amounts, and this paradigm allows her to do that in a healthy way that enemies can feel is more fair (because they can just switch to Soraka and kill her if she starts dumping heals on someone)

[ Link to Post ]

 

 

The trade-off for Soraka’s heal is her lack of CC and reliable poke

Vesh New PortraitIf we had a champion that had no abilities except a 1 second cooldown “heal ally for 50” button, would that be a fun or satisfying character in our game?

Sure we could give her tradeoffs by giving her NOTHING else, but that would not create good gameplay. The game as a whole would be worse off. What we want to give her are meaningful tradeoffs that create fun and engaging gameplay for all 10 players in the game.

[ Link to Post ]

 

 

Single Posts banner


 

 

Champion and skin sales delayed in NA

Link to the sale in question.

Wizardcrab New PortraitHey Summoners,
Due to some store maintenance, we’ve had to delay the regular champion and skin sales for 24 hours. Instead of starting 8/12 and going through the 8/15, they will begin 8/13 and run through the 8/16. Thanks for your understanding.
-WC

[ Link to Post ]

 

 

Gnar, Champion Spotlight



Skin Teaser Image “The Final Boss approaches”

 

If this helps you visualize the picture, imagine the three arcade skins are your money and the robotic hand is your hand reaching for it when you see this year’s ultimate skin.

 

TI

[ Link to Post ]

 

 

On reporting and warnings

Lyte New Portrait

Hi,

1. If you are in game and say nothing that is toxic but get reported. The warning, is that because of player reports or because of the system thinking you are toxic?

Warnings are given for a string of games. A common misunderstanding is that the warning was for the immediate last game, so players wonder how they got a warning if they never chatted or did anything the immediate last game. However, if you do get a warning, it means you’ve been reported and the system thinks you’ve been trending negatively in your last stretch of games.

2. Follow up to question 1. How does the system filter between actual toxic and troll reports?

Every report is basically validated by the Report System. If the system believes a behavior is toxic, and you reported it, your report weight goes up. If you report a behavior that isn’t considered toxic, your report weight goes down. There’s a lot of nuance to this system, but that’s the simple explanation.

3. Once chat restricted, do you have to communicate or can you finish your chat restriction without saying anything? So if you finish, your 10 chat restrictions without saying a word, will that count as improvement and free you of the chat restriction or no will you get the same amount as before?

It’s possible to finish your chat restriction without communicating anything. Most players don’t type much in games and just use smart pings, and that’s a perfectly OK way to play League.

4. In the past we had 1 day, 3day, 7day, 14day followed by perma banned i believe. Is now the only thing 14 day into perma banned?

In the future when Tribunal comes back up, we’ll probably only have a few tiers of punishments. We generally see that players willing to improve do so in the first 2 tiers of punishments.

Right now and in the future, if your offenses are severe enough, you can get escalated straight to a 14-day punishment, or even a permanent ban.

5. In regards to the new system, i went 0- something one game with barely any assists, had a terrible day. How will it tell if i am having a bad day or trolling? Especially if i am NOT communicating anything.

Thank you!

We won’t be going too much into detail for the intentional feeder system yet, but one of the main goals is to avoid punishing players just having a regular bad game.

[ Link to Post ]

 

 

Why aren’t the Sugar Rush Event icons available for IP

 

[ Context ] Over on the forums, a Summoner expressed criticism that eCommerce associate WizardCrab promised in a past comment that event-based Summoner Icons would be available for IP but the latest ones, from the Sugar Rush event, aren’t.

 

Wizardcrab New PortraitHey guys.

This thread is a bit of a minefield so I’ll probably only post in here once (although I’ll continue to read it).

 


I would like you to look back and read the post that I wrote. I still stand by every single word I said there. I did not make you a “promise” there. I made it very clear that I wasn’t making a promise. The only thing I didn’t outright say is “This is not a promise” but I don’t feel I need to say that. If I’m promising you something, I promise you that I’ll use the phrase “I promise.” I very clearly stated that we are forming a strategy that is “malleable” and would likely take a form similar to what I said.

And I stand by that it still takes exactly that form. This is why I tried to explain that an “event” that would cause us to put an IP price on an icon was more than a promotional site or themed skin release. Do you really think Sugar Rush is like the Freljord event, one with a big lore tie-in? Or Harrowing/Snowdown/Lunar Revel, events related to real world holidays that many people participate in? Or something truly special like the release of a full-on, in house music album? Or on the scale of something like possibly the biggest global sporting competition that only happens every four years? When I said that an event “for just this context” is more, I meant that. AND the reason I added that bold phrase about it being for that specific context in my original post is because I meant that it was for just that specific context. The word event can be used by anyone at anytime to mean anything. PAX is an event, but it doesn’t apply here, because I’m only talking about this context. The super moon yesterday was an event but it doesn’t apply because I’m only talking about this context. I’m begging that you read the words I’ve written and take them at face value, because I 100% will not lie to you because I just don’t ****ing do that.

I will also try my best to be as clear as I can so I don’t mislead you by accident, which it appears that I’ve done here. I’m sorry that I unintentionally misled you. I really did not mean to. But don’t come in here and tell me that I’m lying to you when I’m not. I really don’t appreciate that.

For this particular candy-themed adventure, you can purchase one icon for RP, and unlock another through participation in gifting. There will be many more icons, many of which will be available for IP. If you don’t feel that the RP only icon is worth the money, please don’t buy it. Buy the stuff you like, leave the rest on the (virtual) shelf.

/saltycrab

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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.