Archive

Posts Tagged ‘vayne’

 

Ping Winrate and Vayne Probs Banner

Riot’s latest dev blog explores how high ping affects winrate depending on a Champion’s skill cap:

 

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ARTICLE BY CHRISTOKKIES, DESIGN BY NANCYMON

Nothing quite kills the joy of online gaming like latency. At one time or another we’ve all experienced the pain of lag spikes during a pivotal, game-deciding moment.

One thing that I’ve been mulling over when it comes to latency (or lag) is how champions in League of Legends might be affected differently by slow communication between a player’s client and the game server.

My brother, who lives in Japan, plays on the NA server so we can play together. He intentionally avoids playing AD carries because, his logic goes, this mechanically intensive role is not conducive to being played in conditions of high latency.

But just how true is his supposition? Are certain roles (or champions) more susceptible to a drop in performance from increased latency?

 

METHODOLOGY Banner

To test this, I went all out. I created a series of statistical models that attempt to predict a game’s outcome (win or loss) based on one’s ping. As it turns out, the use of latency as a predictor of a game’s outcome is contingent on the champion being played. In other words, the outcome of a game with bad ping is easier to predict with certain champions more than with others.

The use of latency as a predictor of a game’s outcome is contingent on the champion being played.

Classical linear regression models make predictions about continuous variables, where numbers have a logical order (such as age or or number of wins on a champion). Because the outcome variable in this case is categorical and binary (win or loss), a type of regression known as logistic regression was used to determine the estimated probability of an outcome given latency. I analyzed over 95 million different occurrences of a champion appearing on Summoner’s Rift. To emphasize relative differences in latency between players, I used difference from the average in-game ping (which we’ll just call ‘ping difference’ going forward) as the predictor variable rather than the absolute ping values. For example, if a player’s average ping during a game is 75, while the average ping of the game for everyone else is 70, that predictor value will be 5 (rather than 75).

 

FINDINGS Banner

It appears that more mechanically intensive champions are more affected by latency, while tankier champions or those with point-and-click abilities are less affected by latency.

The graph below shows the estimated probability of Vayne being on the winning team as a function of ping difference. As the graph demonstrates, the lower the average difference in ping, the better chance this champion that relies on extremely precise positioning will tumble into victory rather than the enemy team.

Vayne Stats 1

The estimated probability of Vayne being on the winning team as a function of her difference in ping from the average in game.

coeff. = -.0014, z-value = -41

 

This relationship is similar for Xerath. The higher a Xerath’s latency is relative to other players in the same game, the harder time the Shurima demigod has landing skillshots on his opponents.

Xerath Stats

The estimated probability of Xerath being on a the winning team as a function of his difference in ping from the average in game.

coeff. = -.002, z-value = -20

 

I believe this intuitively makes sense. Landing a Xerath ultimate or a Vayne condemn when your opponents’ movements are more responsive than your own is difficult to put it mildly.

 

PRESS R TO WIN Banner

Certain champions, however, do not exhibit a strong relationship between latency and estimated probability of winning.

Looking at Warwick, for example, differences in the average latency between other players in the game is not a strong predictor.

Warwick Stats

The estimated probability of Warwick being on a the winning team as a function of his difference in ping from the average in game.

coeff. = -.0002, z-value = -4

 

Similarly, Singed’s probability of landing on the winning team does not seem to be affected much by latency.

If a Singed has 30 less ping than the average champion in that game, he has a roughly 50 percent chance of being on the winning team. And if that Singed has 30 more ping than the average champion, the chance of him being on the winning team is…well… still around 50 percent.

My interpretation is that the skills necessary to excel at Singed are what I would consider more strategically focused. When and where do I ward? When do I split? When do I TP or group?

Latency should only be affecting the outcome of a match to the extent that it differs from that player’s normal ping.

Further, I am reluctant to rule out any effect of lag on Warwick’s or a Singed’s ability to win. Matchmaking is designed with the intent that players are matched against other players in such a way that they win 50 percent of their games on average. If high latency is systematic for a player, then the effect of lag on a champion’s ability to win should be muted. For example, if a player who normally has good ping suddenly has bad ping, then that player will probably be far more likely to lose that particular game than if that player consistently plays with bad ping from game to game. In other words, latency should only be affecting the outcome of a match to the extent that it differs from that player’s normal ping.

Finally, I would like to caveat these findings by noting that the interaction between latency, champion, and the estimated probability of winning may not be causal. The models shown here only have a single predictor variable, and it’s possible that if we throw other variables into the mix that the effect of latency disappears. Having said that, I think that the data support the hypothesis that the effect of latency on the outcome of the game differs by champion. A future analysis using more complex models could perhaps provide more evidence of causality.

Singed Stats

The estimated probability of Singed being on a the winning team as a function of his difference in ping from the average.

coeff. = -.0003, z-value = -2

 

CAN WE GENERALIZE THESE FINDINGS TO ROLES

Let’s come back to the question of whether my brother is correct to avoid playing as an AD carry because of his high latency. To answer this question, I ranked the champions by the extent to which their estimated probability of winning was affected by latency (for the more statistically inclined, I ranked the champions by the normalized regression coefficient given by the Z value). I then took the median of the rankings for each champion by role. For example, Yasuo appeared to be the most affected by lag, so he was rank 1. Vayne was the second most affected—making long-distance duo-queuing with a Vayne main somewhat ill-advised.

We do see a difference in the effect of latency on the estimated probability of winning based on role.

As it turns out, we do see a difference in the effect of latency on the estimated probability of winning based on role. Champions categorized as ‘AD carries’ (median rank = 21) appear to suffer the most from latency, followed by the mid role (median rank = 50). Finally, support, top, and jungle all had relatively higher rankings (70, 79, and 93 respectively).

These findings are in line with the notion that roles are differentially affected by latency, and in fact, my brother is probably better off playing Top, Support, or Jungle over AD Carries or mid given his higher-than-average latency.

 


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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Here are the most recent news in each category:

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

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Also, check out Soulless Fire’s player cards for this year’s Worlds!

^9B9124C40317571144421D48E3A2FCA3E51789751B83A5BBD0^pimgpsh_fullsize_distr

 

 

About the Harrowing
Slayer Jinx Single banner

Calisker Final PortraitHey everyone!

Some of you have questions around the Harrowing this year, and we wanted to give you a quick update:

In October, we shared that the Harrowing (and other seasonal events) are changing. You can check out the PBE Boards post here (sorry we didn’t post it to the main Boards as well, our bad).

In short: We’re releasing Legacy skins from past Harrowing events later this week. Zombie / Slayer skins are also rolling out soon, so get those chainsaws ready. We wanted to get you in the mood with a dark and terrifying tale of the unliving, “Shadow and Fortune: A Harrowing Story,” as well as updated biographies for some of our Shadow Isles champions.

And if you’re wondering about Snowdown, we have some great stuff in our bag of goodies that’ll look a little different from what you’ve previously seen. So hold on for info on that, we’ll share more once we have all the details sorted out.

[ Link to Post ]

 


How will melee Champions be able to lane against Ranged during Preseason

Reinboom Final PortraitFirst up, Base AD:

The base AD changes are a slight power curve shift (note: there’s an eventual base AD loss).
These were mostly done because last hitting felt bad due to the change in masteries (loss of flat AD). This was felt most by ranged AD characters.
5 AD is potentially too much but it’s a starting point. Marksman AD can be dropped further from there.

Second up, and much more applicable:

Isolating some changes without calling out the other systemic changes on big patches such as these is very misleading.
For example, this topic does not mention that we changed “call for help” at all in favor of melee in lanes. There’s now a second response ring wrapped centered on the attacker that causes your minions to actually respond (notably to ranged attackers) when they’ve shoved you off minions hard.

[ Link to Post ]

 


Can you elaborate on what Call for Help means

Reinboom Final PortraitSure.

What is Call for Help:

If a champion auto attacks another champion, then find all allied minions and turrets in a “large” ring centered on the champion being attacked. Those minions and turrets found in that ring then check if the attacking champion is within their auto attack range (+ a rather significant search area increase of 400 units if the responder is a minion).

Here’s an example of the ring:

That part isn’t changing.

What’s changing is that there is now a second ring.

In addition to searching for allied minions and turrets around the champion being attacked, there’s a second search around the champions that’s attacking. This search is the same size, but only affects minions (not turrets). Minions responding to the second ring don’t search beyond their attack radius though. They respond only if they could naturally attack the attacker.

This looks like:

(red is the current ring, blue is the new secondary ring)

Also in the prior image, you’ll notice the ranged minions have aggro’d on Caitlyn. This would not have happened in the current game because those minions are outside the red ring.

[ Link to Post ]

 

 

Why is Vayne getting compensatory buffs for the BotRK nerfs on the PBE

Vayne Banner

Repertoir New PortraitVayne’s changes on the PBE are not compensation for BotRK nerfs. They’re a push in the direction of making the character a bit more about using Silver Bolts effectively to win and less about out statting her opponents through raw Base AD.

[ Link to Post ]

 


Follow Up Banner

Repertoir New PortraitVayne’s AD/lvl is getting reduced by more than other marksmen in the upcoming preseason changes, alongside the changes to Silver Bolts. Maybe this was less clear, but when I said Base AD, I meant AD at level 1 plus AD/lvl.

[ Link to Post ]

 

 

What if Vaynes ult buffed her Silver Bolts instead of giving her bonus AD

Repertoir New PortraitWe thought about a few things that Final Hour could do rather than just give AD, but we decided to take it slow and not force a big change when we didn’t feel like we had a great idea as to what to do.

[ Link to Post ]

 

 

Why not take risks and rework Vayne in some way so shes balanced

Repertoir New PortraitPersonally, I’m pretty willing to take what players would perceive as risks on most champions if I think the changes make sense. In Vayne’s case for the preseason, her change wasn’t really intended to be a major highlight of the preseason, but more that every marksman got at least a nudge in the right direction. If I thought I had a good direction for a cool, new ultimate (or a positive change to Final Hour) for Vayne, I’d probably try to make it happen. That kind of focus was not put into Vayne specifically for the preseason, however.

[ Link to Post ]

 


Why didnt Trundle Talon Aatrox or Pantheon receive compensatory buffs

Repertoir New PortraitI’m not necessarily saying the other 4 mentioned here won’t need some love in the new season, but Vayne’s changes were made to her not because we wanted to give compensation buffs of some sort. They, along with the numerous other changes made for marksmen in the preseason (all marksmen currently have changes planned for 5.22) were made to push her more toward a particular playstyle. I do understand that Silver Bolts isn’t the most loved ability out there by non-Vaynes, but it is what Vayne is all about, and there’s much more gameplay in making her get those Silver Bolts hits off than there is in her AD/lvl.

Anyway, I’ll try to make sure we keep an eye out for the other AD users that maybe aren’t feeling so loved in this preseason. Thanks for the post.

[ Link to Post ]

 

 

2015 Worlds skins icons and wards hit the road

worldsshopannounce_articlecard_092215_0

BY RIOT SHANTZILLA

As the 2015 World Championship wraps up, we’re getting ready to send off the skins icons, and wards that helped celebrate the big event. Championship Kalista and the rest of the legacy esports skins won’t be back until next year, so pick them up before they sail away on a flowing river of tears cried by those who ran out of time. Icons, wards, and bundles will also be joining Champ Kalista and crew when they depart at 23:59 PT on November 5!

[ Link to Post ]

 


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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[ Note ] You can find all the PBE changes discussed below HERE.

 

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Here are the most recent news in each category:

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Can you give us some context on Vaynes preseason Silver Bolts change

Vayne Banner

[ Note ] On the PBE, Vayne’s [ W ] currently has no base damage, but the % damage is increased to 6/7.5/9/10.5/12%.

 

Meddler Final PortraitVayne’s current damage against a 1000 HP target:

  • Rank 1 Silver Bolts – 60 (20 flat + 40 as 4% of 1000)
  • Rank 5 Silver Bolts – 140 (60 flat + 80 as 8% of 1000)

 

Vayne’s damage after the 5.22 change:

  • Rank 1 Silver Bolts – 60 (6% of 1000)
  • Rank 5 Silver Bolts – 120 (12% of 1000, also the minimum value for rank 5 Silver Bolts)

So, against a 1000 health target these changes are a slight nerf to the rank up value of Silver Bolts. At 2000 health rank 1 damage goes from 100 to 120, rank 5 damage goes from 220 to 240, so in both cases slight buffs. At present however Vayne’s also got a reduction of 1 AD per level, so at level 9 (assuming she maxed W first for sake of discussion) she’ll have missed out on 27 physical damage from those three attacks. Any attacks that don’t contribute to a Silver Bolts proc will also be weaker of course too, without the benefit of the extra Silver Bolts damage against a target that’s itemized at least some health.

Finally, to look at a later game scenario, let’s look at a level 15 Vayne with rank 5 W against a target with 3000 health. Previously she’d have dealt 300 damage per Silver Bolts Proc. With these changes she’d deal 360, though with at least 45 less physical damage as a partial offset.

TLDR: This change is neutral or a nerf against low health targets and a small buff, though one partially offset by lower AD/level, against health stacking targets.

 

 

That seems like a lot of work for whats essentially the same Vayne

Meddler Final PortraitYeah it’s a fairly small balance adjustment basically, aimed at focusing Vayne more on killing health stackers while weakening her damage against squishies.

[ Link to Post ]

 

 

 

Was the Graves range nerf intended to force him off the bot lane

Graves Single Banner

[ Note ] On the PBE, Graves’ auto-attack range has been decreased from 525 to 425.


Scruffy Final PortraitWe still intended him for bot lane, though if he has alternate styles in top or jungle it’s not a bad outcome.

[ Link to Post ]

 

 

 

With the Rift Herald added do you think duo lanes will move to mid lane Rift Herald Mini Banner

Scruffy Final PortraitI doubt they would a majority of the time because a lot of mages need that short lane to be safe in the early levels.

That said, I think it opens the possibility to switch up a strat and go for a duo mid, which could be a really exciting and viable move.

[ Link to Post ]

 

 

How powerful is the Rift Herald stat wise

Riot Jag Final PortraitRH is pretty durable, but getting the Eye Backstab proc off is a huge amount of damage, so taking it solo is considerably harder than duoing. It should be questionable in terms of trading for Dragon, depending on your team comp and win style (if you’re an early game push team then RH will obviously be better). More details on the reward here:http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/z44jEiXG-rift-herald-pbe-feedback-thread

I don’t think the top laner solo jungle start will work anymore since camps only give you level 2 if you have a jungle item. That’ll push Ignite/Exhaust viability up a lot, along with the TP CD nerfs we have in.

[ Link to Post ]

 

 

How is Rapid Firecannon going to work on melee Champions

[ Note ] Rapid Firecannon is a new AD item that passively builds stacks like Statikk Shiv and extends auto-attack range when it’s charged.

Reinboom Final PortraitIt’s a 35% increase that’s capped so it works pretty smoothly for most melee champions.

[ Link to Post ]

 

 

 

How does the Energized stacking mechanic on Firecannon work

Reinboom Final PortraitIt’s Shiv fast, but slightly slower than what shiv is now.

It’s a single shot.

[ Link to Post ]

 

 

 

Can you give us some context on the changes to Trinity Force

[ Note ] Due to the Preseason changes to Zeal & Sheen, Trinity Force now grants CDR instead of AP and most of its stats are lowered in favor of higher Crit Chance.

Riot Axes New PortraitWe’re standardizing item efficiencies across the board, and Trinity Force was one of a number of outliers – much too high.

For the crit specifically, the more closely your crit chance approaches 50%, the fewer attacks it takes for crits to average out (this is helped along considerably by some under-the-hood magic we do – crit isn’t quite true RNG). Basically, increasing the crit chance to 20% actually makes combat less RNG-driven for fighters. We’re aiming to have at least 20% crit on anything bigger than a Brawler’s Glove that has crit on it in the first place.

As for specific champions being impacted – most champions in the game are going to be impacted by at least some of these changes (even if they’re not strongly impacted by items, Keystone Masteries and general game tuning will have large effects on champion power levels). We will certainly be following up on champion balance as preseason progresses.

[ Link to Post ]

 

 

Why didnt you replace Zeal in the recipe with Recurve Bow for onhit damage

Riot Axes New PortraitWe explored this – it felt really bad. Few Trinity Force users expect to be able to basic attack repeatedly enough to use that much AS + an on hit effectively, and it costs you the % movement speed (or requires us to drive the price up).

Zeal went back into it because that version felt so bad to play.

 

 

Certain melee Champions really benefitted from the AP on Trinity Force

Sotere New Portrait

Historically most of the melee fighter champions didn’t want AP. Jax and Irelia didn’t feel TERRIBLE about it. Trinity Force was their go-to item because it was SUPER efficient despite stats that weren’t ideal (AP and Crit, which were also incredibly anti-synergistic with each other). Over time certain champions were balanced around that super efficient Trinity Force (Corki, Irelia, Jax, Hecarim). In tuning the efficiency down and shifting the stats, we might reveal that said champions need changes. We’re keeping a close eye on them in case we have to adjust.

[ Link to Post ]

 

 

Where is Riots stance on having a jungler build Sighstone as a core item

Fearless New PortraitWe gave junglers the Tracker’s Knife jungle item (essentially a jungler’s sightstone) because we believe that allowing them to easily opt into the vision game should be easier and a more recognized option for junglers.

[ Link to Post ]

 

 

Why did you remove Green Wards from the store

Fearless New PortraitThe vision changes are about making the vision portion of the game more of an effort for the entire team, and a more learnable game for all. Green wards as a stand alone purchase ensured that many players never fully engaged in the game. By putting many of the baseline vision tools in the hands of every player, in every game, and then augmenting the ways the game tells players about how the vision game is being played around them, players have much more access to understanding a vital part of the game.

[ Link to Post ]

 

 

Is it true that Trinkets will have two charges in the early game

Sotere New PortraitStarting trinkets will have multiple charges. It feels pretty good for coverage in lane, especially bottom where you get both people to draw from.

[ Link to Post ]

 


 

What will the removal of Mana Pots do to manahungry AP support

Fearless New PortraitWe’ve increased the mana regen on Frostqueen’s Claim, and we are actively tuning around the support mana usage. We’ll be watching these champs and some of the mana starved junglers to make sure they changes we’ve made for them are doing enough to keep them reasonable. Maybe not 3 mana pot start full, but able to cast their spells and have a strong impact.

[ Link to Post ]

 

 

Won’t the gold increase to Health Pots make sustain junglers better picks

Keeper Arcanus Final PortraitHealth Pots are 50g now, but remember the entire flow of gold has been changed. The price increase isn’t as disruptive as you’d think.

[ Link to Post ]

 

 

Sotere New PortraitDefinitely something for us to watch. There’s a LOT of systems in play, however. Our playtests haven’t shown sustain champions really thriving due to there being a lot of other sources of health regen and new flasks to keep people topped off.

[ Link to Post ]

 

 

How long will the Preseason changes be on the PBE before theyre patched on live

Sotere New PortraitPreseason will only be on PBE for one cycle. The content will be shipping with 5.22 on a normal patch cadence. Of course, we have a lot of follow-up planned once we see how the changes impact Live.

We’re trying to shoehorn supports into one mastery tree less. In fact, there’s no ‘Utility’ Tree anymore. It’s got a new name, and generally new purpose. While supports may still go down it for some of the tried and true gold generation masteries like Bandit, we expect them to explore other trees as well. 0/9/21 shouldn’t be the path that all supports need go down (as some could argue it is on Live).

Supports are generally going to be compensated through base mana buffs, itemization, and they also should be getting a bit more gold at the end of the day due to how ambient gold is going to scale (specifically towards the support team members).

[ Link to Post ]

 

Happy Halloween to all readers! Here’s a Halloween-themed fan art collection with Battle Bunny Riven for good measure:

 

Happy Halloween! by ikebanakatsu:

tumblr_nx3lqkIoMZ1s3dwpko3_1280

 

Happy Halloween! Trick or Treat by Sanphy:

53232569_p0_master1200 53232569_p1_master1200 53232569_p2_master1200 53232569_p3_master1200 53232569_p4_master1200

 

Gankbuster Vi by suqling:

OAQs0f3

 

Halloween Sona by MonoriRogue:

halloween_sona_doodle_by_monorirogue-d9evdt5

 

Battle Bunny Riven by Unsomnus:

riven___battle_bunny_by_unsomnus-d9en3bt

 


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

 

PBE Preseason Banner

The PBE patch isn’t out yet, I’m just compiling official notes here for an easier traversal once the changes start rolling on the test server.

Marvin says: DON’T PANIC!

[ Note ] Some awesome Redditors have found out the new items and Masteries.

 

You can find context for all the Preseason changes HERE:

Reds 28 10 Banner

 

General Changes

Champion Changes

Item Changes

  • Starting Items
  • New AD Items
  • Changes to Existing Items

Jungle Changes

Mastery Changes

  • Tier I Offensive Masteries
  • Tier II Offensive Masteries
  • Offensive Keystone Masteries
  • Tier I Defensive Masteries
  • Tier II Defensive Masteries
  • Defensive Keystone Masteries
  • Tier I Utility Masteries
  • Tier II Utility Masteries
  • Utility Keystone Masteries

Vision Changes

Places to Share Feedback

 

[ 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.

 

 

GENERAL CHANGES Banner

  • Starting Gold has been increased from 475 to 500.

 

 

Champion Changes

 

Ashe Final Portrait

[ Change Goals ]

  • Allow Ashe to interact with chance-based crit events in a way that doesn’t compromise her recently-new passive’s steady damage output.
  • Follow up the changes made to Ranger’s Focus (Q) earlier this year to make the spell a more interesting, engaging part of her pattern.

 

Change BoxFrost Shot Final IconFrost Shot [ Passive ]

  • Base slow decreased from 5/11/17/23/29/35% to 5/9/13/17/21/25%
  • Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
  • Ashe can once again crit, but for half the damage of regular crits.  Her crits will instead apply Frost Show’s slow with double strength (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow

 

Change BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Slow amplification and cooldown removed;
  • Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running;
  • Passive no longer stacks with Volley [ W ] and Enchanted Crystal Arrow [ R ].

 

 

Caitlyn Final Portrait

General Box

  • Scales 10% less with bonus Attack Speed

 

Buff BoxHeadshot Final IconHeadshot [ Passive ]

  • Damage now additionally scales with Caitlyn’s Crit Chance at a 2:1 ratio (e.g at 50% Crit Chance, it deals +100% damage);
  • Caitlyn can fire a double-range (1300 range) Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot and doesn’t use up her current stacks toward a passive.

 

Piltover Peacemaker [ Q ]Change BoxPiltover Peacemaker Final Icon

  • Skillshot missile is now more narrow, but expands to its width on live after the first target hit;
  • Damage on the first target has been increased by ~20%, but falls of harder on follow-up hits.

 

Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Now has a charge system instead of a static cooldown (think Heimer’s turrets);
  • Caitlyn’s first auto attack against a trapped Champion will be a guaranteed Headshot;
  • Traps no longer deal damage.

 

Buff Box90 Caliber Net Final Icon90-Caliber Net

  • Caitlyn’s first auto attack against a target hit by the net will be a guaranteed Headshot

 

 

 

Corki Final Portrait

 

Change BoxHextech Shrapnel Shells Final IconHextech Shrapnel Shells [ Passive ]

  • Bonus damage is now split between magic and physical, changed from purely true damage.

 

New Item BoxValkyrie Final IconValkyrie [ W ]

[ New Mechanic ] Special Delivery: Every ~5 minutes, Corki receives a special set of bombs on the spawn platform. When he picks up the package, he receives the Homeguard boots buff.

The bombs allow Corki to cast an improved Valkyrie. This mega W has three times the range of Corki’s regular W, knocks enemies aside when it hits them, deals increased damage and slows.

Corki’s normal Valkyrie is put on a 0 second cooldown after he casts the mega W.

Valkyrie’s normal range has been decreased.

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • Now deals magic damage, changed from physical
  • Now shreds both Armor and Magic Resist, albeit by smaller values than the current Armor shred on live

 

 

Draven Final Portrait

General Box

  • Attack frame improved by 30% (more responsive auto-attack animation)
  • Attack Speed-per-level decreased from 2.7 to 1.5
  • Basic Attack missile speed decreased from 1700 to 1600

 

 

Ezreal Final Portrait

 

Change BoxMystic Shot Final IconMystic Shot [ Q ]

  • Hitting skilshots now decreases Mystic Shot’s CD by 1.5 seconds, increased from 1
  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 6.5/6/5.5/5/4.5

 

Nerf BoxArcane Shift Final IconArcane Shift [ E ]

  • Cooldown increased from 19/17/15/13/11 seconds to 19/17.5/16/14.5/13

 

 

 

Graves Final Portrait

General Box

  • Basic attacks now fire multiple buckshots in a cone, like Buckshot [ Q ]. They deal more damage the closer the distance to the target is.

 

Change BoxBuckshot Final IconBuckshot [ Q ]

  • Reworked to synergize better with the new basic attacks

 

 

 

Jinx Final Portrait


Buff BoxGet Excited! [ Passive ]
Get Excited Final Icon

  • Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
  • Duration increased from 4 seconds to 6

 

Nerf BoxSwitcheroo Final IconSwitcheroo! [ Q ]

  • While using her Rocket Launcher, Jinx’s Total Attack Speed is decreased by 15%

 

 

 

Kalista Final Portrait

General Box

  • Base Attack Speed increased from 0.658 to 0.694
  • Attack Speed-per-level decreased from 3.% to 2.8%

 

Nerf BoxMartial Poise Final IconMartial Poise [ Passive ]

  • Jump speed now only scales with Attack Speed/Slows (is slower early game but scales up); no longer scales with boot tier.

 

 

Kogmaw Final Portrait

General Box

  • Base Attack Speed stats and Q’s passive Attack Speed have been adjusted so he is more dependent upon maxing both his Q and W to really approach his full damage potential.

[ Dev Note ] AP Kog’Maw will play a bit differently than before, but we believe it to be of about equal power to before.

 

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

  • While active, Kog’Maw Attack Speed is doubled and his Attack Speed cap is doubled to 5 attacks per second;
  • Basic attacks have a 0.6 Total AD ratio for the duration of W, but fully apply on-hit effects.

[ Dev Note ] During this time, Kog’Maw attacks so fast that attack-moving efficiently becomes incredibly difficult, so choose a time when you don’t need to move much, and go to

 

Change BoxLiving Artillery Final IconLiving Artillery [ R ]

  • Base damage and ratios have been adjusted
  • No longer deals increased base damage to Champions (200% base damage on live)
  • Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health

 

 

Lucian Final Portrait

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Number of bullets no longer scale with Attack Speed, but with ranks in The Culling (20/25/30 bullets)

 

 

Miss Fortune Final Portrait

 

New Item BoxImpure Shots Final IconLove Tap [ New Passive ]

  • Grants Miss Fortune bonus damage when swapping targets (this stacks with Q bounces).

 

 

New Item BoxStrut Final IconStrut [ Replaces Current W ]

  • Impure Shot [ W ]’s passive has been removed & replaced with Miss Fortune’s current passive, Strut. The bonus MS now scales with ranks in W;
  • Impure Shot’s current active remains on Miss Fortune’s new Strut [ W ].

 

Buff BoxMake it Rain Final IconMake it Rain [ E ]

  • Range slightly increased

 

 

Buff BoxBullet Time Final IconBullet Time [ R ]

  • Each rank of the ult now shoots more/faster waves
    Each ult wave can now crit (based on MFs’ crit chance). [ Note ] The crit check happens at the start of each wave, not per bullet

 

 

Sivir Final Champion Portrait

General Box

  • Base Attack Speed decreased from 0.66 to 0.625

 

Change BoxRicochet Final IconRicochet [ W ]

  • Cooldown now begins on spell cast rather than when the attack buff expires
  • Cooldown increased from 9/8/7/6/5 seconds to 12/10.5/9/7.5/6
  • Attack buff duration decreased from 6 seconds 4

 

 

Quinn Final Portrait

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Empowered attacks now deal a percentage of Quinn’s total AD rather than a base and bonus AD ratio.

 

Change BoxBlinding Assault Final IconAerial Assault [ Q ] (Name changed from Blinding Assault)

  • No longer blinds;
  • Now marks its primary target as Vulnerable (passive mark);
  • Deals up to double damage based on targets’ missing Health;
  • Half of Aerial Assault’s cooldown is refunded if it kills at least one enemy.

 

Quality of Life Box FinalVault Final IconVault [ E ]

  • Dash speed has been increased;
  • Should now more reliably return you along the vector you dashed in on.

 

Change BoxTag Team Final IconTag Team [ R ] 

  • Now has a 2-second channel time, but has no cooldown.
  • Grants a significant Movement Speed bonus;
  • No longer allows Quinn to do basic attacks or cast spells for the duration of the ult;
  • Skystrike has been retained, but deals less damage and does not deal increased damage based on targets’ missing Health.

[ Note ] If you fire a basic attack while in Tag Team, Quinn will instead perform Skystrike and end Tag Team.

 

 

Tristana Final Portrait

 

Change BoxRapid Fire Final IconRapid Fire [ Q ]

  • No longer reduces Explosive Charge’s [ E ] cooldown on-hit while active
  • No longer reduces its own cooldown when attacking a target with Explosive Charge [ E ] on
  • Cooldown decreased from 20 seconds at all ranks to 20/19/18/17/16

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage changed from 80/105/130/155/180 to 60/110/160/210/260;
  • No longer deals increased damage per Explosive Charge [ E ] stack;
  • Additionally, If Explosive Charge [ E ] explodes with maximum stacks, Rocket Jump’s cooldown is reset.

 

Buff BoxExplosive Charge Final IconExplosive Charge [ E ]

  • Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this;
  • Tristana’s abilities also add Explosive Charge [ E ] stacks;
  • Missile Speed increased from 1800 to 2400

 

 

Twitch Final Portrait

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Ambush’s cooldown resets when an enemy champion affected by Deadly Venom dies;
  • Quality of Life Buff: Entering stealth now cancels Twitch’s current auto attack order.

 

Change BoxSpray and Pray Final IconRat-Ta-Tat-Tat [ R ]

  • Buff Duration decreased from 7 seconds to 5;
  • Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q’s stealth no longer cancels stealth;
  • Mana cost decreased from 100/125/150 to 100 at all ranks.

 

 

Urgot Final Portrait

 

Change BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • No longer grants bonus 60/90/120 Armor/Magic Resistance
  • Now adds 30/40/50% Damage Reduction

 

 

Varus Final Portrait

 

Change BoxChain of Corruption Final IconChain of Corruption [ R ]

  • Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion;
  • Rooted targets gain 3 stacks of Blight [ W ] over the duration of the root;
  • Base damage decreased from 150/250/350 to 100/175/250

 

 

Vayne Final Portrait

General Box

  • Attack Damage-per-level decreased from 2.66 to 1.66

 

Change BoxSilver Bolts Final IconSilver Bolts [ W ] 

  • Flat Damage removed (20/30/40/50/60 on live)
  • Percent Health Damage increased from 4/5/6/7/8% to 6/7.5/9/10.5/12% (minimum damage is 40/60/80/100/120)

 

 

Item Changes

The bulk of these changes affect ADC items. The current tooltips I took from this Reddit thread and I’ll update with in-game tooltips when the PBE patch is out.

 

STARTING ITEMS Banner

[ Note ] Starting Gold has been increased from 475 to 500.

 

Change BoxBoots of Speed Final IconBoots of Speed

  • Cost decreased from 325 Gold to 300

 

 

New Item BoxCull IconCull [ New Starting Item ]

  • Cost: 450 Gold;
  • Grants 5 Attack Damage and 3 life on-hit;
  • Passive: Grants 1 Bonus Gold per Creep Score until 100 CS. At 100 CS, you gain 300 Bonus Gold and that passive is disabled afterward.

 

Buff BoxDorans Blade Final IconDoran’s Blade

  • Attack Damage increased from 7 to 8
  • Health increased from 70 to 80
  • Cost increased from 440 Gold to 450

 

Nerf BoxDorans Shield Final IconDoran’s Shield

  • Cost increased from 440 Gold to 450

 


Nerf BoxHealth Potion Final Icon

Health Potion

  • Cost increased from 35 Gold to 50

 

 

Buff BoxLong Sword Final IconLong Sword

  • Cost decreased from 360 Gold to 350

 

 

Removed BoxMana Potion Final IconMana Potion

  • Removed from the game.

 

 

NEW AD ITEMS Banner

 

New Item BoxCaulfields Warhamer Final IconCaulfield’s Warhammer

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total

 

 

Caulfields Warhamer Tooltip

 

New Item BoxSerrated Dirk Final IconSerrated Dirk

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total
  • Grants 20 Attack Damage;
  • UNIQUE Passive: Grants 10 Armor Penetration;
  • UNIQUE Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.

 

Serrated Dirk Tooltip

 

CHANGES TO EXISTING ITEMS Banner

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Health increased from 450 to 500
  • Magic Resistance increased from 60 to 70
  • Cost increased from 2700 Gold to 2900

 

Change BoxElixir of Wrath Final IconElixir of Wrath

  • Cost increased from 400 Gold to 500
  • Attack Damage increased from 25 to 30
  • BLOODLUST passive now heals for 15% of the physical damage dealt, increased from 10%

 

Change BoxIceborn Gauntlet Final IconIceborn Gauntlet

  • Armor increased from 60 to 65
  • Cooldown reduction increased from 10% to 20%
  • No longer grants 30 Ability Power
  • The size of the slow zone now increases with bonus Armor

 

Change BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Cooldown reduction decreased from 15% to 10%
  • Now additionally decrease the cooldown of Summoner Spells by 10%

 

Buff BoxKindlegem Final IconKindlegem

  • Cost decreased from 850 Gold to 800

 

Change BoxLast Whisper Final IconLast Whisper

  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + 425 Combine Cost = 1300 Gold Total 
  • Is now a component item used for new items
  • Total cost decreased from 2300 Gold to 1300 Gold
  • Now ignores 30% of Bonus Armor, not Total Armor

 

Last Whisper Tooltip

 

Change BoxPhage Final IconPhage

  • Attack Damage decreased from 20 to 15
  • Cost decreased from 1325 to 1250

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 35%
  • Now grants 30% Critical Chance and 5% Movement Speed
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5
  • Bolts can now critically strike and apply on-hit effects
  • (Unique) Passive buff to basic attacks has been increased from 15 physical damage on-hit to 10
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged)

 

Change BoxStatikk_ShivStatikk Shiv

  • Attack Speed decreased from 40% to 35%
  • Movement Speed decreased from 6% to 5%
  • Critical Chance increased from 20% to 30%
  • Combine cost decreased from 600 Gold to 550 (Total cost unchanged)
  • Passive damage changed from 100 to 50-150 (scales with Champion levels)
  • Chain lightning can now hit 5 targets, increased from 4, deals 50% bonus damage to minions and can still critically strike (as on live)

 

Change BoxThe Black Cleaver Final IconThe Black Cleaver

  • Cost increased from 3000 Gold to 3500
  • Attack Damage increased from 40 to 55
  • Health decreased from 400 to 300

 

Change BoxTiamat Final IconTiamat 

  • Cost decreased from 1900 Gold to 1250
  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 1250 Gold Total
  • Attack Damage decreased from 40 to 30
  • Bonus to Base Health Regen decreased from 100% to 50%

 

Change BoxTrinity Force Final IconTrinity Force

  • Now grants 10% Cooldown Reduction
  • Attack Damage decreased from 30to 25
  • Mana increased from 200 to 250
  • Movement Speed decreased from 8% to 5%
  • Critical Chance increased from 10% to 20%
  • No longer grants 30 Ability Power
  • Attack Speed decreased from 30% to 10%

[ Note ] Check the above changes to Phage and Sheen for context.

 

Buff BoxVampiric Scepter Final IconVampiric Scepter

  • Cost increased from 800 Gold to 900 (Combine cost up from 440 Gold to 550, Long Sword cost down 10 Gold)
  • Attack Damage increased from 10 to 15
  • Life Steal increased from 8% to 10%

 

 

Change BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Cost increased from 2700 Gold to 3200
  • New Recipe: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 1000 Combine Cost = 3200 Gold Total
  • Attack Damage increased from 30 to 65
  • No longer grants 15% Critical Chance

 

Death’s Dance [ New Item ]

  • Grants Life Steal;
  • Delays damage?

 

Executioner’s Calling 

  • Can now be bought again;
  • Costs less and is a compoonent item used to build new items.

 

Giant Slayer [ New Item ]

  • Deals more damage to high-health targets.

 

Change BoxCrystalline Flask Final IconCrystalline Flask

  • Cost increased from 345 Gold to X Gold
  • Bonus Health and Mana per charge increased from 120 and 60 (respectively) to X and X
  • Now additionally grants a minor damage-over-time buff to basic attacks.

 

Mini Flask [ New Item ]

  • Cost: 150 Gold;
  • Holds 2 charges, each of which restores 100 Health (no mana restore);
  • Can be upgraded to a Hunter’s Potion for a 250 Gold combine cost.

 

Hunter’s Potion [ New Item ]

  • Holds 5 charges; each charge restores 60 health/35 mana;
  • Killing a large jungle monster restores a single charge.

 

Buff BoxEssence Reaver Final IconEssence Reaver

  • CDR granted now scales with your Crit Chance (item can give upwards of 30% CDR)

 

 

Eye of the Watchers [ New Item ]

  • Made from combining Frost Fang + Sightstone;
  • Has Sightstone’s ward active and Frost Fang’s Tribute Passive;
  • Grants Health, AP, Gold-per-10 and Mana Regen

 

 

Infinity Edge

  • AD decreased from 80 to X

 

Mercurial Scimitar

  • Now additionally grants Life Steal.

 

Buff BoxPhantom Dancer Final IconPhantom Dancer 

  • Grants X bonus Movement Speed while near enemy Champions
  • You take X less damage from the last enemy Champion you hit

 

Rapid Firecannon [ New Item ]

  • Gathers charges when moving and attacking like Statikk Shiv
  • At maximum charges, it increases your Auto Attack range by X and gives you a fiery hit at the end (?).

 

 

Jungle Changes Banner

  • Base damage of jungle camps has been decreased.

 

Buff BoxHunter's_Machete_itemHunter’s Machete 

  • Cost decreased from 400 Gold to 350.

 

 

Hunter’s Talisman [ New Item ]

  • Grants health and mana regen per second, rather than damage on-hit and lifesteal.

 

 

RIFT HERALD Banner

The Rift Herald is a new jungle monster that spawns in the Baron pit before the 20th minute.

Killing the Rift Herald grants a single-target buff that helps with pushing down lanes and towers.

  • Location/timing:
    • Spawns at the Baron Pit
    • First appears at 4:00
    • Respawns every 5 minutes
    • Despawns at 19:45 unless in combat; hard despawns at 19:55 no matter what
  • Encounter details:
    • Melee-only attacker – but hits pretty hard. Need to be able to take a punch to tank RH.
    • The Eye will occasionally open, exposing RH to bonus damage on attacks from behind equal to 12% of RH’s Max HP as True Damage.
    • Takes 35% less damage from ranged Autoattacks.
  • Reward details:
    • 50 global gold to everyone on the killing team
    • Drops “Doom’s Eve” buff to the killer:
      • 10% increase to all Damage (except True Damage) and 40 bonus MS
      • Enhanced Baron Recall
      • Enhances nearby minions offensive power, same as Baron buff, with an additional attack speed increase. Does NOT increase their defensive power (don’t worry, you won’t have to deal with last-hitting Baron buffed minions in lane)

 

 

 

MASTERY CHANGES Banner

Masteries have been completely revamped. The final slot can now be unlocked with 17 points and is reserved for Keystone Masteries. Think of these as super-masteries – you can only pick one and that will change your general playstyle:

 

TIER I OFFENSIVE MASTERIES Banner

 

Nerf BoxFury Final IconFury [ 5 Points, increased from 4 ]

  • Grants +0.8/1.6/2.4/3.2/4% Attack Speed, decreased from 1.25/2.5/3.75/5%.

 

 

Unknown [ 5 Points ]

  • Grants +0.4/0.8/1.2/1.6/2.0% bonus Ability Power and Spell Damage.

 

Change BoxDouble Edged Sword Final IconDouble Edged Sword [ 1 Point ]

  • Melee – Deal 3% more damage and take 1.5% more (changed from deal 2% more and take 1% more);
  • Ranged – Deal and take an additional 2% damage, changed from 1.5%.

 

Change BoxFeast Final IconFeast [ 1 Point ]

  • Killing a unit now restores 20 Health on a 20 second cooldown, changed from 3 Health and 1 Mana without a cooldown.

 

Nerf BoxVampirism Final IconVampirism [ 5 Points, Moved from T3 Utility to T1 Offense ]

  • Grants 0.5/1.0/1.5/2.0/2.5% Lifesteal and Spell Vamp, decreased from 1/2/3% (with 3 points).

 

Natural Talent [ New, 5 Points ]

  • Grants +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18.

 

TIER II OFFENSIVE MASTERIES Banner

 

Bounty Hunter [ New, 1 Point ]

  • You deal 1% increased damage for each unique enemy champion you kill.

 

New Item BoxOppression Final IconOppressor [ New, 1 Point ]

  • You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.).

 

Battering Blows [ New, 5 Points ]

  • Grants +1.4/2.8/4.2/5.6/7% Armor Penetration.

 

Piercing Thoughts [ New, 5 Points ]

  • Grants 1.4/2.8/4.2/5.6/7% Magic Penetration.

 

OFFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Deathfires Touch Final IconDeathfire Touch

  • Your damaging abilities cause enemy champions to take [ 6 + 0.5 Bonus AD + 0.2 AP ] Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).

 

Warlords Bloodlust Final IconWarlord’s Bloodlust

  • Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).

 

Fervor of Battle Final IconFervor of Battle

  • Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

 

 

TIER I DEFENSIVE MASTERIES Banner

 

Nerf BoxRecovery Final IconRecovery [ 5 Points, increased from 2 ]

  • Grants 0.4/0.8/1.2/1.6/2.0 Health Regen-per-5 seconds, decreased from 1/2 HP-per-5 (with 2 points).

 

Change BoxUnyielding Final IconUnyielding [ Now T1 with 5 points, replaces T5 Enchanted Armor ]

  • Grants 1.2%/2.4%/3.6%/4.8%/6% Bonus Armor and Magic Resist, changed from 2.5/5/7.5/10% with 4 points in T5.

 

Buff BoxTough Skin Final IconTough Skin [ 1 Point ]

  • You take 2 less damage from Champion and Monster basic attacks, increased from 1/2 less damage from Monsters with 2 points.

 

Explorer [ New, 1 Point ]

  • Grants 12 Flat Movement Speed while moving in brush or along the river.

 

New Item BoxRunic Armor Final IconRunic Armor [ New, 5 Points ]

  • Grants 1.6%/3.2%/4.8%/6.4%/8% bonus to all shields and healing on you (includes Life Steal and HP regen).

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ 5 Points, replaces Juggernaut ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Health

 

 

TIER II DEFENSIVE MASTERIES Banner

 

Insight [ New, 1 Point ]

  • Your Summoner Spells have 15% reduced cooldown.

 

Change BoxPerseverance Final IconPerseverance [ New, 1 Point ]

  • Grants 50% Health Regen, increased to 200% when below 20% of Maximum Health, changed from regenning 0.35/0.675/1% of missing HP-per-5.

 

Change BoxSwiftness Final IconSwiftness [ New, 5 Points, merges Swiftness and Tenacious ]

  • Grants 3%/6%/9%/12%/15% Tenacity and Slow reduction, changed from 7.5%/15% Slow Resist with 2 points from Swiftness and 10% Tenacity with 1 point from Tenacious.

 

Nerf BoxLegendary Guardian Final IconLegendary Guardian

  • Grants 0.4/0.8/1.2/1.6/2.0 bonus flat Armor and Magic Resist for each nearby enemy Champion, decreased from 3 flat Armor/MR with 1 point

 

DEFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Bond of Stone Final IconBond of Stone

  • Grants 4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from Champions is dealt to you instead (cannot reduce you below 15% Health).

 

Grasp of the Undying Final IconGrasp of the Undying

  • While in combat, every 4 seconds your next attack against an enemy Champion is buffed to steal life equal to 3% of your max Health (halved for ranged champions).

 

Strength of the Ages Final IconStrength of the Ages

  • Siege minions and large monsters that you or nearby allies kill grant you 20/10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.

 

 

TIER I UTILITY MASTERIES

 

Change BoxWanderer Final IconWanderer [ 5 points, replaces Fleet Foot ]

  • Grants 0.6/1.2/1.8/2.4/3% Movement Speed out of Combat, changed from 0.5/1/1.5% bonus MS in combat and out.

 

Savagery [ New, 5 points ]

  • Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters

 

Change BoxRunic Affinity Final IconRunic Affinity

  • Bonus to buff duration decreased from 20% to 15%, but now also extends the duration of 5-stack Dragon & Baron buffs

 

Buff BoxSecret Stash Final IconSecret Stash [ New, 1 Point, merges Alchemist with Cullinary Mastery ]

  • Your potions, flasks, and elixirs last 10% longer
  • Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

 

New Item BoxMerciless Final IconMerciless [ New, 5 points ]

  • Deal 1/2/3/4/5% increased damage to champions below 40% health

 

 

Nerf BoxMeditation Final IconMeditation [ 5 points ]

  • Mana regen decreased 0.5/1/1.5% of missing mana every 5 seconds to 0.3%/0.6%/0.9%/1.2%/1.5%

 

TIER II UTILITY MASTERIES Banner

 

Buff BoxBandit Final IconBandit [ New, 1 point, merges Scavenger with Bandit ]

  • Gain 1 gold for each nearby minions killed by allied champions;
  • Gain an additional 3 Gold for Ranged/10 for Melee when hitting an enemy Champion with a basic attack (internal cooldown of 5 seconds).

 

Moved BoxDangerous Game Final IconDangerous Game [ Moved from T4 Offense to T2 Utility ]

  • Champion kills and assists restore 5% of your missing Health and Mana.

 

 

New Item BoxPrecision Final IconPrecision [ New, 5 Points ]

  • Grants 0.6/1.2/1.8/2.4/3 [ + 0.06/0.12/0.18/0.24/0.3 per level ] flat Armor & Magic Penetration.

 

New Item BoxIntelligence Final IconIntelligence [ New, 5 Points ]

  • Your Cooldown Reduction cap is increased by 1%/2%/3%/4%/5%;
  • Additionally grants 1%/2%/3%/4%/5% Cooldown Reduction.

 

UTILITY KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Windspeakers Blessing Final IconWindspeaker’s Blessing

  • Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target’s resistances by 15% for 3 seconds when used on an ally other than yourself.

 

Thunderlords Decree Final IconThunderlord’s Decree

  • Your third attack or spell on an enemy Champion shocks the area around them, dealing [ 0.2 Bonus AD + 0.1 AP + 10 per level ] magic damage to all enemies in the area. (30 second cooldown).

 

Stormraiders Surge Final IconStormraider’s Surge

  • Dealing 30% of a Champion’s maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown).

 

 

VISION CHANGES Banner

 

Wards that expire now leave visible remains on the ground, allowing teams to know where the enemy had an active ward.

Trinket upgrades are now free (250 Gold on live).

 

Ruby Sightstone Final IconRuby Sightstone

  • Health increased from 400 to 500;
  • (New) UNIQUE Passive: Item Active cooldowns are reduced by 10%;

 

Removed BoxStealth Ward Final IconStealth Ward

  • Removed from the store; can still be cast via Sightstone.

 

Buff BoxVision Ward Final IconVision Ward

  • Cost decreased from 100 Gold to 75.

 

 

PLACES TO SHARE FEEDBACK Banner

You’re always more than welcome to share your thoughts in the comments below. If you want your feedback to reach specific Rioters, you can post it in the following threads:

 


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

PBE Round-up: Patch 5.20

October 9th, 2015

PBE Roundup Patch 5 20 Banner

Patch 5.20 will hit live in the early hours of October 14th, assuming there are no delays. Here are its contents:

 

Store Content

Visual

Balance

Miscellaneous

[ Note ] Kindred will also be enabled with Patch 5.20. You can find an in-game preview of both Kindred and her release skin HERE.

[ Note #2 ] Riven’s “Edge” resource was reverted during this PBE cycle and may return at a later point.

 

 

COSMIC REAVER KASSADIN Banner

Cosmic Reaver Kassadin will be discounted to 675 RP for OCE, with profits going to a charity. For other regions, he’ll be available for 975 RP for 4 days on release, after which he’ll return to his original price of 1350 RP.

 

Kassadin_Splash_5 Kassadin_5

 

MODEL Banner

Cosmic Kassadin Model 1 Cosmic Kassadin Model 2

 

Recall Banner

Cosmic Kassadin Recall 1

 

NETHER BLADE W

Cosmic Kassadin W 2

 

FORCE PULSE E

Cosmic Kassadin E 1

 

RIFTWALK R

Cosmic Kassadin R 1

 

 

DEMON VI Banner

Demon Vi’s summoning will cost you 1350 RP. For the first 4 days after her release, the portal will only need 975 RP.

 

Vi_Splash_4 ViLoadScreen_4

 

MODEL Banner

Demon Vi Model 1 Demon Vi Model 2

 

Recall Banner

Demon Vi Recall 1

 

VAULT BREAKER Q

Demon Vi Q 1

 

 

SPIRIT FIRE BRAND Banner

You can purchase the superior version of blue Brand for 975 RP during the first 4 days of release, and 1350 RP afterwards.

 

Brand_Splash_5 Brand_5

 

Recall Banner

Spiritfire Brand Recall 1

 

MODEL Banner

Spiritfire Brand Model 2 Spiritfire Brand Model 1

 

SEAR Q Banner

Spiritfire Brand Q 1

 

PILLAR OF FLAME W Banner

Spiritfire Brand W 1

 

 

New Splash Arts

Five new splash arts will replace existing ones on live once Patch 5.20 hits live:

 

ASSASSIN MASTER YI Banner

Masteryi_Splash_1 (1) MasterYiLoadScreen_1 (1)

 

CHOSEN MASTER YI Banner

Masteryi_Splash_2 MasterYiLoadScreen_2 (1)

 

FROSTED EZREAL Banner

Ezreal_Splash_3 (1) EzrealLoadScreen_3 (1)

 

JADE DRAGON WUKONG Banner

MonkeyKing_Splash_3 (1) MonkeyKingLoadScreen_3 (2)

 

VANDAL BRAND Banner

Brand_Splash_2 BrandLoadScreen_2 (1)

 

 

Champion Changes

 

Darius Final Portrait

 

Nerf BoxDecimate Final IconDecimate [ Q ]

  • The width of the outer circle has been decreased from 270 to 220

 

 

Here’s a comparison between the values on live and PBE:

PBE LIVE Decimate Comparison

 

Nerf Box Apprehend Final IconApprehend [ E ]

  • Slow strength decreased from 90% to 40%

 

 

 

Dr Mundo Final Portrait

 

Quality of Life Box FinalBurning Agony

Burning Agony [ W ]

  • Health cost and damage-per-second now tick twice every second, updated from once. No number changes

 

Buff BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack deals bonus magic damage equal to 5% of Dr.Mundo’s total Health;
  • Casting Masochism also resets Mundo’s auto-attack timer

 

 

Evelynn Final Portrait

 

Nerf BoxDark Frenzy Final IconDark Frenzy [ W ]

  • Mana cost increased from 0 to 40 at all ranks

 

 

 

Fiora Final Champion Portrait

 

Nerf BoxGrand Challenge Final IconGrand Challenge [ R ]

  • Heal duration now lasts 2 seconds, increased by 1 for each Vital Fiora procs, up to a maximum of 5 seconds.

 

 

Teemo Final Champion Portrait

 

Buff BoxNoxious_TrapNoxious Trap [ R ]

  • Cooldown decreased from 35/31/27 seconds to 34/28/22
  • Mushrooms now take 1 second to activate, decreased from 1.5

 

 

Vayne Final Portrait

General Box

  • Base Attack Damage decreased from 53.5 to 50.5

 

 

ONEFORALL MODE RETURNS Banner

One-for-All is back, complete with several new champions and interactions since last time:

 

L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? :D

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. :D

[ Link to Post ]

 


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

 

PBE 02 10 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.

 
PBE Reference 29 09 Banner

Check out Demon Vi, Spirit Fire Brand and Cosmic Reaver Kassadin!



The glow on Cosmic Reaver Kassadin’s W is now slightly brighter:

Cosmic Kassadin W 1 Cosmic Kassadin W 2

 

 

Champion Changes

 

Dr Mundo Final Portrait

 

Change BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack no longer deals 5/20/35/50/65 bonus magic damage [revert on the change in this PBE update]
  • The Maximum Health ratio of Mundo’s next attack has been increased from 2% to 5%

 

 

Riven Final Portrait


Revert BoxRunic Blade Final IconRunic Blade [ Passive ]

  • Riven’s “Edge” resource has been reverted [revert on the mini-rework in this PBE update]

 

 

 

Vayne Final Portrait

General Box

  • AD per level decreased from 3.5 to 3.25 [revert on the change in this PBE update]

 

 

One For All SR featured game mode coming soon to the PB

L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? 😀

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. 😀

[ Link to Post ]

 

 

ALL PBE UPDATES FOR PATCH 520 CYCLE Banner

 


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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WELCOME TO THE WORLDS SHOP Banner

 

 

Why wasnt Championship Riven brought back for sale

[ Note ] You can find the list of Worlds store content HERE.

Championship Riven Banner

 

KateyKhaos Final PortraitChampionship Riven is a limited skin, as opposed to Kalista, Thresh and Shyvana which are legacy skins.

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Championship Riven was a Limited skin not Legacy

KateyKhaos Final PortraitThese are easily confused, as some of this content was actually ‘limited’ at one point. We did a switch in 2013, where this content was swapped over to a ‘legacy’ status.

You can check out which skins were originally part of this, and how we accomodated players who had already purchased the content here –http://oce.leagueoflegends.com/en/news/store/sales/plan-vintage-limited-edition-skins

[ Link to Post ]

 

Follow Up Banner

KateyKhaos Final PortraitShe’s also available if you correctly predict all of the Worlds Pick’ems this year.

Hippalus did mention the possibility of Championship Riven, however, we haven’t announced any additional information.

[ Link to Post ]

 

 

 

Are you considering nerfing Vayne

Vayne Banner

Meddler Final PortraitWe’re currently testing a small reduction to Vayne’s starting AD, our belief being that Vayne’s currently got too strong a lane for how powerful her late game is (with the strong late game a defining feature of hers and a strong lane not intended). That nerf’s deliberately being kept small given the changes to a number of marksmen and marksmen items in the coming preseason and the belief that we’re currently seeing a solo queue meta that’s very favorable to Vayne (lot of tanky dudes to fight). Post preseason disruption we’ll then assess both Vayne and marksmen in general, see where changes are or aren’t needed.

[ Link to Post ]

 

Can Vayne and KogMaw both exist in the same meta as tank killers

Meddler Final PortraitOur belief is that there’s room in the tank killer space for both Vayne and Kog, since they offer pretty different takes on it. While both are really effective against high health targets, and have at least some capacity to shred or ignore mitigation, they’re pretty different otherwise. Kog’s got a decent amount of poke, even with an AD build, has much greater average attack range come late game and offers some team utility (shred, slow, vision). He needs to be protected pretty carefully though, getting a lot of value from speed boosts and peel in particular, so places demands on his team’s comp. Vayne by contrast’s got high sustained mobility and functions well independently (she’s got a number of duelist traits). She brings very little team utility however, and lacks both AOE and ability to affect enemies outside of her auto attack range.

Whether or not the two are are appropriately balanced, relative to each other and other marksmen, gets a lot of debate, we’re pretty confident there’s enough room within the space of ‘tank killing marksmen’ for both Kog and Vayne though.

[ Link to Post ]

 


Why does Kassadins Force Pulse E require charges to be cast

Kassadin Banner 1

Meddler Final PortraitKassadin was created long before my time at Riot, some benefits I can see to the charge system though:

  • It allows Kassadin to use his E significantly more often in team fights than some 1v1s, giving a champion with strong duelist power a boost elsewhere
  • It modifies how favorable some match ups are for Kassadin, giving him an edge against certain opponents and therefore adding a bit of extra depth to the decision of when to pick him or not, without getting into hard counter territory.
  • It adds a small amount of extra decision making to both Kassadin’s play and his lane opponent’s (value of next spell cast changes slightly in some circumstances if it’s the one that allows an E cast).

Now, if Kassadin were to be buffed, we certainly could remove that gate on his E, that would add power to him. Initial reaction personally though is that it’s a mechanic that creates some optimization and adds a little bit of distinctiveness in some circumstances, so if we were to add power there would likely be more interesting ways to do so that created, rather than removed, gameplay.

[ Link to Post ]

 

 

Are any changes planned for Zilean

Zilean Banner

Meddler Final PortraitWe’ve got a few tweaks for him planned for somewhere around 5.21-5.22. Looking at some small responsiveness improvements to his Q (attach logic and feel improvements), plus we’re exploring some experiemental stuff with his passive (still giving XP to allies, but potentially in a way that generates at least a little more interaction on the Zilean player’s part).

[ Link to Post ]

 


Lets talk about the Server Skin

CptStupendous: Hey everyone,

I want to give you all an update on where we are at with the regionally-inspired skin.

Back in 2013 when the server first opened there was a history of offering a regionally-inspired skin as part of a server launch. We had some discussions with the skins team to do this for Oceania, but it soon became clear this would take a long time and we didn’t want to hold up the launch, so we unlocked Pool Party Ziggs as a bonus for coming over to the new OCE server.

We messed up soon after that by saying that a server skin would also come out.

resize

We went through an exhaustive process of coming up with ideas internally and reading every single boards/Reddit/social media post we could find. These ideas were then workshopped and taken through the standard skins criteria.

What made this process so challenging was trying to come up with an idea that represents all of Oceania, while also making sure it resonates with players no matter where they live. Themes like Dropbears, Ned Kelly, Kangaroos, Kiwis, and hundreds of others were where we went initially (we even started concepting on some of these). But the issue is that it would really only represent one of the countries that make up OCE and we needed something that represented everything. This took way too long and that sux.

There was also an expectation that this skin would be available for free. We really should have clarified this earlier for everyone. Because we already offered a free Pool Party Ziggs for everyone who transferred before 13 July 2013, we’re not going to unlock another free skin.

What will be happening is the regionally inspired skin will be discounted to 50% off only in OCE with all funds raised in the first two weeks from OCE going to charity. The type of charity will be chosen by a vote and be between:

  • Environmental
  • Animal Rights
  • Humanitarian Relief Efforts
  • Medical Services/Research

There will be more information about this process in upcoming posts after the skin hits PBE, but we wanted to share this news with you now.

If you have any questions about any of this please ask them below.

[ Link to Post ]



Reminder Third Party Applications

Riot Cluvie Final PortraitHey there, Riot Cluvie here for the Risk team. We’d like to provide some insight into how we work with the Dev Relations team to determine which apps are and aren’t allowed.

Quick preface: third party applications are sometimes difficult to classify, and we know that can make it hard at times to find consistency in what we do and don’t allow. We’ve tried to stay flexible in our decision making to keep up with the community’s innovation, but the lack of clear policy surrounding the use of unapproved apps just generates confusion. So with that in mind, we’d like to set fair expectations by calling out some features that definitely aren’t okay.

To reiterate our stance on 3rd party applications from about a year ago:

> No software should interfere directly with the in-game player experience between when you press “Play” and the end of game screen.

It’s been said before, but we absolutely don’t like applications that provide measurable player advantage. If there were ever any modification that were to become so standard as to be required for competitive play, the integrity of our environment just wouldn’t be viable. You shouldn’t ever have to go digging for add-ons just to stay competitive. Some examples of measurable player advantage include:

  • Exposing information that’s intentionally obfuscated (cooldowns or timers)
  • Taking actions on your behalf (botting or scripting)
  • Drawing conclusions for you (predicting enemy positions)
  • Otherwise altering your field of intelligence (zoomhacks or global ult alerts)

For now, custom models and artwork sit firmly in a “use-at-your-own-risk” category, but we’re keeping an eye on them. We can’t optimize for assets we don’t develop, and if they do become a concern in the future (ie. they provide measurable player advantage), we’ll take action based on the stance we just discussed.

Gray areas aside, there are definitely applications which are blatantly not okay, and while the number of players in this space are very low (think a fraction of a percentage), we remain vigilant and have been handing out punishments to those who show patterns of consistent abuse. Suspensions will ramp up in duration across multiple offenses and will be accompanied by ranked reward removal where applicable.

Hopefully this post hasn’t come across as too doom-and-gloom! The third party ecosystem is full of devs making awesome applications that don’t run afoul of any restrictions. Our goal today is just to ensure we’re being clear on our end to provide them with peace of mind as they continue to innovate.

[ Link to Post ]



Does this mean you guys are starting to detect scripters

mirageofpenguins: Can’t be too explicit into when or how, but I’ll keep this as informative as I can:

Yes.

[ Link to Post ]

 


What if 3rd party devs handed Riot their applications for approval

Sargonas New PortraitThis one is more up my alley than her’s, so I’ll chime in. (My team handles the 3rd party developer program)

It’s a good idea and something we have explored in the past. Ultimately however we’ve made the call (and least for now) to not dive into such a program. The problem is that the internet (links) and software (dev apps) are highly dynamic. What we review and approve on one day could the next be highly dangerous, either because the Devs pivoted in a new way, because their code was infiltrated (much like the recent security flaw that hit WeChat and many other common mobile apps due to malcious code snuck into 3rd party libraries they use), or multiple other concerns.

The amount of resources it would take for us to police this sort of ecosystem constantly to ensure that the “safe” list is 100% always safe is simply too large, especially when you factor in the damage possible by the ONE time that something snuck by. (For comparison, Apple has HUNDREDS of people who review apps for approval 24/7.) Instead, we prefer to create rules that say “if it fits within these policies it’s ok to use, in a policy sense, but the security and safety of your system and account are at your discretion.” This is also why we prefer to highlight and support web apps and tools that are cloud based, and not ones that require you to download software to your system. (It’s also why the most recent API dev challenge required all valid entries to not include downloaded components as well.) Truth be told, people SHOULD be scared about using these (downloaded) software, and we will always highlight that risk and concern. A lot of bad people out there want access to your info, and would love to use the popularity of league to further that agenda given the chance.

[ Link to Post ]



Werent Curse Voice and Razor Comms approved by Riot for use

Sargonas New PortraitI know it may sound like I am mincing words, but i think it’s important to point out that the link you shared of my post does not have an actual “approval” of Curse Voice in it. They key phrase included is “Because of this, the latest revision of Curse Voice (version 6.1.X) and Razer Comms (version 2.1.X) no longer violate our current guidelines. “

In short, I clarified that it no longer violated the policies, I did not however give it a clear “approval”, and I even addressed this later in the thread elsewhere by stating that we did not keep an approved list nor intended to. As Applications can always change by their developer without warning, it’s better/safer for us to state what does/does not comply with the rules than it is to give something an “official seal of approval” which we might then awkwardly have to retract later due to unexpected changes.

[ Link to Post ]


Follow Up Banner

Riot Cluvie Final PortraitWe will not be maintaining a list of applications that might be approved or denied, because honestly, we’re just not ever going to be able to continually audit every service or function for player security, especially in this ecosystem where devs so frequently improve and expand their apps. And just to clarify, Curse is not “100% approved” specifically either, though it is okay to use. We only spoke about it specifically by name to clear up confusion around the fact we did initially prohibit its use, but we want to make sure it’s clear that it is not “100% approved” as we do not make that statement about any particular app.

[ Link to Post ]



The fan art of Legends Rising


Hitstreak Prime: Hopefully you enjoyed Legends Rising! If you haven’t seen it yet, check it out here!

We featured some incredible fan art in Legends Rising Episode 1 – Faker & Bjergsen “History” and wanted to make sure to give credit where credit is due. Click on the links to go directly to the artist’s page where you can see more of their work.

“bjerg vs hai” by polkadotzombie
“Bjerg Zed” by Sasha-Cabbit
“Bjergsen [TSM]” by simoneferriero
“Bjergsen” by Roew
“Bjeeerg” by Polkadotzombie
“TSM-Bjergsen Leblanc FanArt” by Kanra-Tsuna
“TSM Bjergsen and Challenger Ahri” by SkyeExcalibur
“Bjergerking” by Annleigh
“TSM Bjergsen Speed Drawing – League of Legends” by sachos345
“Faker’s Zed” by OrekiGenya
“Faker-senpai” by Honolein
“SKT T1 Faker” by Pinoring
“SKT T1 Faker with plant” by Pinoring

[ Link to Post ]



Positive play icon unlocked

Lyte Final PortraitWhen 5.18 dropped, we powered up the instant feedback system and shared that positive players would earn an exclusive Summoner Icon. If you met the requirements (no restrictions or bans 6/15–9/15), your icon should be unlocked right now.

Thanks for being a positive force!

[ Link to Post ]

Here’s how the positive player icon looks like:

 


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

 

Red Posts 18 08 Banner

 

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Recent News Banner

NA SERVERS MOVE TO CHICAGO ON 25 08

SEPTEMBER SALES SCHEDULE Banner

PROJECT TEASER FOR 5 NEW SKINS

 

 

Update on NA Game Servers

Riot Noc New PortraitOn August 25, the NA game servers are moving to Chicago, IL. We anticipate zero downtime. However, ranked will be disabled from approximately 5:00am PDT to 12:00pm PDT (noon). The migration will take several hours and, until it’s complete some games will still be played on the old servers, so you may not immediately see a change in your ping. You may also bounce between Chicago and the old servers from game to game until the migration is complete. Read more about the server move here: http://riot.com/1E3AYXO

[ Link to Post ]

 

 

[ Taylor Meabon ] What’s your position on have 5 bans, maybe even 1 for each player? Its kind of frustrating to have none of your own input when 1 of 5 random people gets to ban 3. Also I think the champion pool is big enough to justify more bans?‎  

Ghostcrawler New PortraitTimely question. We have had a few meetings on this topic lately. Would be interested in community feedback right now on what problems you think the existing system has and your opinions about the right way to fix.

(Also specify if you’re talking about pro play or non-pro ranked play. We don’t strictly have to use the same system for both.)

[ Link to Post ]

 

Additional resources:

 

 

THORNMAIL CHANGES IN 516 AND RUBY SIGHSTONE IDEAS

Here are the changes to Thornmail that will hit live with Patch 5.16:

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

 

Can Thornmails passive trigger off all sources of physical damage

Repertoir New PortraitIf Thornmail comes out next patch and is too weak, it seems like the better approach to take would be to make it better at what it’s supposed to be good at rather than just making it good against all physical damage. It doesn’t really seem right that we should just make it really good against all physical damage. If we need an item that allows tanks and other frontliners to properly deal with Riven, we should make that item, rather than trying to balance an item with a largely different ideal case around also being able to do that.

[ Link to Post ]

 


What if Thornmail applied Grievous Wounds to enemies hitting the player

Repertoir New PortraitWe had something very close to this on Thornmail for awhile internally, but I believe it resulted in a question of what options auto attackers even have then if Thornmail not only damages them significantly, but also halves their Lifesteal.

[ Link to Post ]

 

 

What if Ruby Sighstone granted 20 CDR on item actives

Repertoir New PortraitWhat’s the intended outcome of this change? That Ruby Sightstone becomes generally more desirable to upgrade to? Or is it more that Ruby Sightstone feels better to upgrade to for a support when they manage to go full build?

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It doesnt feel good to upgrade Sighstone lategame even if its gold efficient

Repertoir New PortraitCool. Thanks for the interesting thread, Saixos. Sounds like people are maybe wanting more of an interesting transformative element when upgrading Sightstone. From what I’ve read, players seem okay with upgrading it late in the game, but even then, it’s mostly just because you can, and not that it feels good to do so.

[ Link to Post ]

 

 

 

IMMOBILE MAGES STATE OF LEBLANC VAYNE ZYRA SION

 

Immobile mages should be updated in the same style as Juggernauts

Scruffy Final PortraitImmobile mages definitely need the same treatment as what we’re doing for the juggernauts. Not because “buffs” (those can happen at any time), but because they really need true uniqueness from champ to champ.

If you asked the question “I’m a champ that brings a bunch of aoe spell damage and some CC, who am I?” you could answer Velkoz, Zyra, Syndra, Brand, Cass, Malzahar, and ziggs. Ideally we could find what makes these champs unique and sharpen it enough so that the reason you would bring those champs to your team isn’t just whoever has the highest numbers.

As for the buffs that you’re asking for, I’ll have to run it by the live balance team and they can better speak to if any of them are in an underpowered state.

[ Link to Post ]



Will Swain also be part of this update

Scruffy Final PortraitHe might need a bit more than some uniqueness sharpening.

[ Link to Post ]

 

 

 


Why is the balance team not considering nerfs for Vayne

[ Note ] There’s been some recent community feedback on Vayne’s early game being too strong. The posts from Repertoir are a continuation of those threads.

Repertoir New PortraitWhere did we say this? Just talking around the office, that’s really not the impression I get. If you had said, “The fact that Vayne isn’t getting nerfed in 5.16 is sad really,” then that’s more reasonable. I can assure that in the last few days I’ve had several conversations about Vayne that weren’t just on the boards.

Is she getting changes in 5.16? No. However, that doesn’t necessarily mean we aren’t aware of the community sentiment on the subject.

[ Link to Post ]

 


Meddler stated a month ago that Vayne is in a fine spot balance wise

[ Note ] You can find Meddler’s comment HERE.

Repertoir New PortraitOr at least she was about a month ago, but a lot can change in a month. I suppose I should just ask him in person!

[ Link to Post ]

 

 


Do you think Ryze is in a good state currently

Scruffy Final PortraitOne of the big issues that Ryze has currently that makes him feel weak is that for the “100 games played, master tier ryze player” he is actually very very strong, but for the average/majority of players that isn’t the case.

We’re slowly working on some changes that will hopefully shorten the gap in success between an insanely top tier ryze player and everyone else. Probably still a few patches out though.

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Whatre your thoughts on LeBlancs current state

Repertoir New PortraitShe may have been overnerfed, and I believe there are W speed adjustments in on 5.16 PBE at the moment.

That said, she historically falls into that Azir, Ryze, Kassadin, etc. category of champions that is balanced for higher levels of play when their solo queue win rate is in the ~45% range. This isn’t to say that any of these champions must be weak; it’s more that their performance dramatically increases with skill level and/or player experience, to the point that if they were balanced around a 50% win rate for all players, they would be 56/57%+ for experienced/skilled players. Most recently, we saw this on Ryze, whose experienced win rate jumped up above 60% by some measure despite being ~50% in solo queue at average elos.

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Are you planning on reworking LeBlanc

Repertoir New PortraitThere’s currently no rework planned that I know of.

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Zyra is a poke support who needs gold to function and sees zero pro play

Repertoir New PortraitWe actually generally agree with this assessment, and I believe we’re currently looking into what we may be able to do to help Zyra out. I’m not sure if it’s going to come right away, and it’s not likely to be a large scale change, but she should get some attention nonetheless.

[ Link to Post ]



How do you feel about Sions current state

Scruffy Final PortraitPersonal opinions INC but here’s my 2c:

  • Numerically he seems balanced, reasonable win rates on our data and all of the external sites like OP.GG etc
  • As most sion players (myself included) prefer top sion over jungle, there may be room for a slight power shift towards top sion rather than jungle
  • The W 2->3s delay nerf was warranted in terms of power, but the feels hit was probably not ideal. Maybe there’s a power neutral change that we can do to shorten that delay some without buffing him

[ Link to Post ]


Follow Up Banner

Does this mean Sion players will be forced to lane top instead of jungling

Scruffy Final PortraitNot at all what I mean. Sion jungle is stronger than Sion top statistically, so I was just saying there may be room for top love. I DEFINITELY wouldn’t want that at the cost of his jungle viability.

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Why was Lee Sins rework scrapped due to player feedback but Mordes isnt

Scruffy Final PortraitI wasn’t personally involved with the lee sin changes back then (not a ‘rework’ really just some live design tweaking), but I can give you my opinion for what it’s worth.

I actually think the community outcry then was totally legitimate and called us out on what would have been changes that would have pushed out some of the core late game functions that lee sin players actually liked and aren’t unhealthy for the game. For context the changes would have made lee sin more of an attack speed dmg carry late game rather than a pick focused tank like he his now. This is the type of feedback/response that I am glad that we are doing.

There have been a few other threads with some more in depth Morde discussion, but I can repeat/bring the discussion here. We have heard the feedback on morde and are both reacting to some of it before release and planning for possible future changes if things don’t turn out exactly as we hope when he goes live. The big asks I’ve been seeing for morde are about his solo lane viability, and we are aiming to not hurt his play there while also adding a very new and interesting option for him to play bot lane. Once morde goes live, we will be listening to the feedback from top, mid, and bot lane morde players and reacting with whatever changes are appropriate.

Some of the other comments you have about us “picking sides” or “changing the whole game around lee sin” must be a deeper level of conspiracy than what we even know ourselves. The strategy the balance/systems team has been taking on creating/improving jungle diversity isn’t centered around lee sin but rather the champion pool as a whole. Things like Cinderhulk and Devourer are general changes to support other jungle characters that don’t really have anything to do with lee sin’s balance.

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Why werent the changes to Cassiopeia Veigar Zilean reverted then

Scruffy Final PortraitI saw a good comment earlier in this thread about how the important thing isn’t about being right 100% of the time. Instead it’s about having a consistent mindset/approach.

So admittedly some reworks and balance changes don’t turn out as good as others. That doesn’t mean that we are or should be taking a different approach or use different values for each individual champion. The changes made to the three champions you listed were consistent with the same design values that we apply to all champs in league.

That said, I know we’re not satisfied if cass, veigar, zil players aren’t so I’m sure that we will continue to iterate on those champs and keep improving them in the future.

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Riot have released an official tech blog where they’ll share more under-the-hood aspects of updating League:


Hello, world! What a long, strange trip it’s been. Some things have held constant since the beginning of Riot engineering: we still hold the player experience above all else, we still focus on constantly improving ourselves and our technology, and we still love to play games. But other things have dramatically changed for our team: we no longer fit in 500 square-feet, we now serve players all over the world, and supporting 1,000 concurrent players is no longer our biggest challenge. At the beginning of this journey, we couldn’t have imagined the challenges that’d arise from the scale we face today, and that influence everything from the technology we create to how we shape a player-focused engineering team.

I’m excited to introduce Riot’s new tech blog where we’ll discuss engineering topics along the breadth of these challenges. League of Legends players have given us the awesome opportunity to tackle these problems, and we’ve learned a ton that we’d like to discuss. Our goal is to share with you, the engineering community, our journey developing technology while we learn from your questions and comments.

What you won’t find here is a discussion of technology for technology’s sake. Rather, what’s important is how and why we wield technology to ship value to players. In fact, Riot isn’t a technology company, which might sound odd in the context of announcing a tech blog: Riot’s a product company. We believe the only path to success is a focus on players, which means a focus on products.

A focus on products is why we’re not only building League of Legends, but also new games, esports experiences, a merchandise store, creative ventures, big data pipelines, and more. Our engineers create the technology for those products to succeed in delighting players. As players ourselves, we know the joy of truly great game experiences, and we’re dedicated to creating new ones.

We plan to discuss facets of our engineering challenges that we hope will resonate with the community. To release content at will, our teams must move quickly and own their work end-to-end; to support that need we’re developing private cloud infrastructure and working to evolve our continuous delivery platform. With our desire to make data-informed decisions, we’ve invested in our Insights Tech team and their work building out our global data pipeline to analyze petabytes of game data. In our quest to continually improve the LoL player experience, we’ve implemented machine-learning algorithms to better understand how players interact with our game, both positively and negatively. To maintain the highest level of availability of Riot’s game and web properties, we’ve placed them atop tech stacks comprised of both our own work and invaluable open-source technologies we couldn’t live without. And, in the constant battle to stay ahead of malicious attacks, we’re supporting our security team and their efforts running a bug bounty program, developing security tools, reviewing Riot code, and educating Riot engineers on cutting-edge trends and best practices.

Riot engineers from teams around the world look forward to sharing stories related to the topics mentioned here, among many others. This blog is our chance to engage with you and we want to focus on quality content and the dialogue that follows.

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

 

Free Champion Rotation March 10 Banner

The following Champions will be free-to-play until March 10th:

 

Karthus Final Portrait

Olaf Final Portrait

Soraka Final Portrait

Udyr Final Portrait

Urgot Final Portrait

Vayne Final Portrait

Vladimir Final Portrait

Xin Zhao Final Portrait

Ziggs Final Portrait

Zilean Final Portrait

 

 

 

Free Champion Rotation January 6 Banner

The following Champions will be free-to-play until January 6th:

 

Blitzcrank Final Portrait

Ezreal Final Portrait

Kassadin Final Portrait

Maokai Final Portrait

Rammus Final Portrait

Sejuani Final Portrait

Thresh Final Portrait

Vayne Final Portrait

Veigar Final Portrait

Zed Final Portrait

 

 

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