Â Riot is cracking down on 3rd party skin-selling websites and making codes unredeemable past July 23rd. Also,Â Ricklessabandon is on the community forums discussing the upcoming PBE changes to Muramana (and Manamune). IronStylus talks VU directions for Cho’Gath, Kassadin, Warwick, Pantheon and Zilean and explains why the Champion release schedule has been so inconsistent lately. Finally, in the Single Posts collection is a response to the “Featured Matches” presented on the client’s landing page and what LeBlanc’s poor win rate across ELO ranges can (or can’t) tell us about balance.
Getting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently weâ€™ve noticed an increase in fraud around 3rd party skin sites and skin reselling.Â
These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You canâ€™t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.
Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request toÂ Player SupportÂ and include proof of ownership. Weâ€™d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason.Â
For more information about codes and how to send Player Support a request, check out ourÂ code cards FAQ.
Followup: Player Support willÂ notÂ be retroactively removing content and skins that have already been redeemed prior to this announcement.
We won’t be deactivatingÂ skinsÂ that you’ve already redeemed on your account using a code. What it means is that we’ll be deactivating allÂ codesÂ that currently exist. So anything that hasn’t been redeemed yet cannot be redeemed using the code in the normal way.
If you’ve recently attended an event and received a skin code from a Rioter, and you haven’t had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).
Unfortunately, many of them were obtained in ways we don’t want them to be obtained, as well as that a high amount of those transactions that happened “on the internet” are very shady, and often result in people losing their money without getting the skin they bought.
A lot of our content creators have previously advertised skin shops in the past – we’re hoping that they will help spread the word via their channels. There’s also currently a thread on Reddit, and multiple Rioters are spreading the word on Twitter.
Most of these skin shops will be shutting down now as well. As was mentioned in the main post, we are also working with online payment processors to block payments going to 3rd party skin shops.
We are very much aware of drop hacks and DDoSes and have regular meetings and activities to try and decrease the impact and amount of them. Unfortunately, this is not a trivial problem to solveÂ Â but I can tell you that we are working rather hard on this topic!
tl;dr is that i’ve got some changes to muramana on the pbe and i’d love feedback for it! the most recent version of the changes should be in this post, along with a history of updates and a ‘frequently asked questions’ section. please leave any questions, comments, or concerns (on either the changes or this format for gathering feedback) in the comments section below!
and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!
thanks in advance!
Â muramanaÂ (last updated 2014.07.10 @ 03:06)
this will temporarily be off of the pbe while we prepare the 4.12 patch
[added] passive :: gains +10 bonus true damage (increased by 2% of maximum Mana if any number of azure stacks are active). also gain 1% attack speed for every stack of azure active.
[remade] active :: spend 60 mana to gain 10 stacks of azure, then doubles the current mana cost and stack gain of this active. azure has a fixed duration of 9 seconds, and when it expires this active resets its mana cost and stack gain and then goes on cooldown (30 second cooldown).
edit: to clarify, the passive mana-to-ad conversion from ‘awe’ is unchanged!
update!Â (2014.07.10 @ 03:06)
okay, got some really helpful stuff from the first iteration! i’m going to go forward with the build path changes to manamune in the 4.12 patch, and continue explorations with various muramana actives. the next version should hit the pbe sometime after 4.12 goes live. until then, i’ve updated the item details above.
also, there were several bugs affecting tear, manamune, and muramana due to a one-time refactor we did that should all be worked out. just need to get the new tooltips in after 4.12 ships and then things should look much more normal!
oh! one last thingâ€¦ i did want to mention that i’ve been reading every comment posted here as well as any tweets that mention me and a handful of forum/reddit threads. i haven’t had time to directly respond to them unfortunately, but they’re definitely read and count for something!
A)Â this turns out to be a fairly large question as there are a lot of reasonsâ€”the goal set for the changes hit a lot of things we’re hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we ‘gate’ with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion’s mana paradigm isn’t necessarily consistent across all kits there’s value in exploring systemic solutions to making mana much more interesting and meaningful.
of course, the ‘now’ is super important, so we’re doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion’s kit (which should already have awesome things like jayce’s shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don’t spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a ‘late game’ item.
Q) which champions are intended to benefit from a change like this?
A)Â champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog’maw,Â et al.
Q) what about current manamune/muramana users not in the above?
A)Â champions that tend to buy only one or two offensive items, and/or relyÂ very heavilyÂ on spells (in relation to their reliance on basic attacks) likely won’t appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we’re watching.
Q) what can apply the true damage?
A)Â basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze’s overload or syndra’s unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra’s ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce’s thundering blow no longer triggering the effect) so we’ll be watching for data related to those specific cases to make sure things are still just fine for those cases.
Hi. I wanted to try out the new function that should be listed below this box that says “show as flat” and see how the system works. I wanted to see if a conversation could be had using either or both of the views.
While we’re here! we’ll have a general ChampUp pow-wow. All casual, this is mainly just to test, but if you have any questions/ideas/feedback we can also jam on those. I’ll be on here for a little bit then head to bed. I’ll check the thread in the morning also.
Welp, I think he’s just a straight up fidelity update. I don’t think he’s slated for any time too soon, but at least I don’t think there’s a lot of challenge in just.. Mundo’ing up Mundo. Yeah, there’s just a lot of technical stuff I’d love to do with him. Bring him up to the goofy brute that he should be.
Yeah.. the “old guy” fantasy is a hard one to capture. I think there might have to be something in there that moves him more into the “cool mage” sorta area. It’s fine being wise and older, but he’s not quite up there with characters like Captain Picard, Professor X, Sauramon, Magneto, or other more aged gents of wisdom and badassery, Might have to dial him just a bit younger or just make him feel a bit more fit, not so much afro-santa guy..
Context: IronStylus mentioned awhile ago he was interested in updating Cho’Gath’s visuals. You can readÂ the discussionÂ here.
Well, we haven’t really even started concepting Cho, but he’ll have some pre-production work started on him soon. I still take the stance that I want him to be like a Kaiju of the Void. Whatever it entails to get that I’m up for! We have to scope it out though. That’s a big team discussion.
I’m not sure how much we’ll do with scaling or model changing in his normal state, though I’d like to see at least some body change. That’s just my opinion though! We haven’t yet full explored the ideas.
Hmm.. quoting in this thing is a bit awkward, gunna talk to the team about that.
Yeah, there’s a lot of discussion around Kassadin. For one, we could sorta just plug a new model onto him, but.. is that enough? Technically we’re not really happy with where he’s at in a number of places, especially animation. So the discussion is centered around scope. Since he floats it’s sort of a unique situation. It’d be REALLY nice to have a full fledged VU of him, but, is that too large of a production? Lots of questions being asked. That’s sort of what’s making up the discussion.
Not really a list per se, more of just a general understanding that a lot of our textures need balancing. Right now there’s no one committed to doing TU’s 100%, my hope though would at some point to have a concentrated effort to adjust those textures.
Indeed, things have slowed down a bit. I’m not 100% up on the skinny, as you said I don’t work on the team really, but I think there’s a general desire to make sure things are super cohesive when a new champion comes out. I think that can take additional bake time. Aside from that I’m not privy to the nitty gritty of production, but I think one of the reasons Relaunch has become a bit more consistent is to help out the churning of new content. In some cases are team is pretty much making a new champion. My feeling is that things will always sort of be a hybrid of champions, skins and now relaunches as being integral parts of content packages.
I understand though. Champions are the biggest hype potential in terms of content, and can really have amazing promotional content, community discussion, and general excitement surround their build up and release. The champion release is still our biggest bang I feel. It feels like something huge is being added to the game, which it is.
For me personally, I miss some of the old days of slightly faster cadence, but I trust that the guys over on the Champion Team know what’s up and are fully aware of what their goals and deliverables are, and how fast those things should be put out.
Pros: – less overbumped threads about bugs – people could track progress of any work – Maybe RIOT could have an indicator about things that they began working on, but hasn’t finished it for a while, so they could pick up lost “threads” faster
Cons: – I’m PRETTY sure that disappointed players would complain a lot about ongoing things they don’t consider important, while other things are not prioritized
Pros again: – With this, RIOT could have a good feedback about what they should work on first
Cons again: – There will always be people who are dissatisfied with the current priority list
So another big point I’d like to add to that:
We have a lot of stuff in development at any time, and by far not everything makes it to release. A few big and known examples are Magma Chamber or the Mac client (back in 2011). We really try not to raise any false expectations.
Another thing, although it’s easier to solve but not trivial, is a lack of context. Many people don’t know that it can easily take us way over a year for just 1 champion in development. The way we think about skins has also changed. When I just started playing league (back in 2009), skins were mostly recolours or just a small change in the skin. Nowadays, the skins are really a way higher quality.
Changing a feature from a technical point of view is also a lot more complicated than just.. assign it to an engineer and have it changed the next day. We have a ton of stuff all going on at the same time, so that list would also be very, very huge. And not everything will be going to release. Not at all.
Then another point to consider is that players may not know the context. Not everyone will understand that making a skin takes more than a few days of work, or that rewriting a large piece of software (hello Client!, see PBE news!) also is a huge piece of work, that also has implications on back-end and server workings.
For me, I’d feel a big blocker for doing this would be raising false expectations, or players having expectations that we in the end don’t meet. Also think of it from an Ultimate Skin point of view. PulseFire Ezreal and Spirit Guard Udyr are awesome skins, and the release events were a super nice experience. But it would be a lot more boring for players if they would be aware of how those skins were coming along in the moments before release.
zerocontext: TL;DR: We definitely know some players care strongly about the Featured Matches on the current client landing page, and we’re still working on the experience!
Okay, here’s our general design philosophy behind how we want to surface content (both on the landing page and elsewhere, like the website): We want all players to have an easy and intuitive way of finding the experiences that they enjoy, which could of course include Featured Matches.
One complication is that only a slim percentage of playersÂ frequentlyÂ interact with Featured Matches, which doesn’t mesh well with how much visual space we give to them at present (which we could be devoting to other exciting features). So, we think a happy medium can exist in which players whoÂ docare about spectating high-skill matches have an easy way to do so, while players who care more about other experiences don’t face the distraction of an Ã¼ber-prominent Featured Matches area on the landing page. Again, we’re still exploring how this experience might work in the new design.
We think the new client landing page that’s heading to PBE (and the new tech supporting it) will be flexible enough to allow us to do a better job of serving up more experiences that more players find relevant. It’ll take us a bit of time to fine-tune our approach, though, so I hope you’ll bear with us… and continue giving us regular feedback as we work to improve the experience. Fortunately, you won’t have long to wait before you can start judging for yourself the success of our initial efforts! 🙂
I think LeBlanc’s low win rate and popularity in LCS is likely an example of high skill floor and high skill cap. I definitely wouldn’t say that LeBlanc is a weak champion because her win rate is below 50%. I think you’re right, that most players playing LeBlanc haven’t played the champion enough to get the most out of her. However, players that ARE very good at the champion make her very threatening.
An interesting way of thinking about this would be to look at how win rate for a champion changed with the number of games played with that champion. With LeBlanc, you might see that, once players had played 100 or so games, their win rate with LeBlanc is ~70% (controlling for ELO). On the other hand, once players had played 100 or so games with Garen, the win rate might only increase to 55%.
Garen’s average win rate might be higher and his win rate might be higher if you’ve only played 5-10 games with him (vs. LB), but I wouldn’t immediately conclude he was the stronger champ. For a player without much experience with either champ trying to optimize for a single game, maybe Garen is a better choice. But for a player thinking about choosing a champ to climb ranked with (or a pro-team figuring out a comp) maybe LB is stronger. What do you think?
Itâ€™s nearly time to push a big update out to PBE and we want to provide context on whatâ€™s around the bend. As some of you have guessed, we’ve been working on an update to Summoner’s Rift for a while now. This effort is a big part of our commitment to continually improve League of Legends. Weâ€™re focusing on preserving the spirit of Summonerâ€™s Rift and evolving how the map communicates gameplay.
Given the importance of Summonerâ€™s Rift to League of Legends, the fundamental structure of the map remains untouched. Flashable walls, turret ranges, lane sizes, brush interaction and ward placements are exactly as they are on the current map. The intention is to keep moment-to-moment League of Legends the same while improving gameplay through additional clarity.
What clarity translates to is the updated map doing a better job of drawing eyes to the most important informationÂ of the moment. When fights break out, the environment should be the background, allowing particle effects and champions to pop off the screen and feed players the crucial data they need to make the right play.
Beyond this, Summonerâ€™s Rift should help players and spectators stay oriented. The western half of the map looks damaged by the emergence of Baron Nashor, while the eastern half feels ancient and overgrown. This, alongside each quadrantâ€™s respective buff, gives every jungle section thoughtfully placed landmarks and subtle color cues. Speaking of the jungle, a cadre of new monsters made Summonerâ€™s Rift home, sporting designs that more accurately reflect their respective gameplay characteristics. For example, the Krugsâ€™ (double golem replacements) rocky exteriors look like the damage soaking mini-tanks they are–and they appear weaker than the hulking Blue Sentinel.
Once the update moves onto the PBE, we will begin sharing a series of features to give you insight into the development of the update. You can expect:
Dev blogs written by artists, designers and producers on the team
Live Q&A sessions with the developers
PBE patch notes with the latest developments
The dev blogs will kick off soon, providing insight into the art and design of the update. Weâ€™re also creating a dedicated Community Beta environment for you to give us crucial feedback. On the technical side, new texture rendering tech requires a bit more RAM than the current map, but weâ€™re working on optimizations to mitigate the impact. This update absolutely shouldnâ€™t require you to upgrade your PC (or Mac) when it launches to live.
Even when this update ships to live weâ€™ll continue to make updates. Thereâ€™s always room for improvement and weâ€™ll be looking to you for ideas.
Q: Is this replacing today’s Summoner’s Rift?
Yes. Weâ€™re still ironing out the full launch, but this update will eventually roll out to every queue that loads up Summonerâ€™s Rift. More details to come.
Q: How much is gameplay changing?
Weâ€™ve made a number of quality-of-life changes around readability, but you wonâ€™t be fail-flashing because of the new map. Flashable walls, turret ranges, lane sizes, brush interaction and ward placements are all exactly as they are on the current map. Dragon and Baron feature reworked design and art, driving them toward feeling more intimidating and powerful. From a purely gameplay perspective, we focused on clarity, eliminating randomness in their attack patterns so skilled players can predict and avoid the monstersâ€™ attacks.
Q: When’s it hitting live?
We donâ€™t have an exact date right now. Weâ€™ll be squashing bugs, ensuring great performance and listening for playerâ€™s feedback throughout the updateâ€™s stay on the PBE. All the work ahead makes a firm date tough to pin down.
Q: How do I play the update?
The update will soon patch out to our PBE environments and thatâ€™ll be the only place to play until it goes live. Weâ€™re working to get the map ship-shape and will keep you posted as launch plans take shape.
Q: Will you do a Team Builder-style beta on live?
Weâ€™d love to open up such a great avenue for feedback and weâ€™re exploring the possibility, but technical hurdles like patch sizes and performance concerns make a live beta a tricky proposition for this update. Weâ€™ll keep you posted.
Q: Will I need to upgrade my PC or Mac to play?
At this very moment, the new map is more memory (RAM) intensive than the current map, however weâ€™re optimizing like crazy and weâ€™re committed to performance parity with the current Summonerâ€™s Rift. You will not need to upgrade your PC or Mac.
Q: What’s this mean for other maps?
Weâ€™re not quite sure yet. Weâ€™re laser-focused on getting this update to players globally.
If you have any questions, feel free to ask me atÂ @NoL_ChefoÂ or e-mail me at firstname.lastname@example.org. Â
Pentakill’s roster, Yorick, Karthus, Mordekaiser, Olaf and Sona, are all getting new Splash arts!
New art for the cover of the album, “Smite and Ignite”,Â has been teased on the PBE!
Â Â Â
OK, I was kidding about the last one, but the rest are real. Also, if you have Pentakill Sona or Pentakill Mordekaiser, check here to see how their new models look like on the PBE.
A song of ice and fire is coming for your wallet this week!
Craving something new at champ select? Get fed on these limited time bundles. Theyâ€™re flexible in cost, meaning the final bundle price will automatically adjust to reflect only whatâ€™s new to your collection.
Pool Party bundle â€“ 50% offÂ at 2813 RPÂ (5060 RP if you need the champions)
Pool Party Bundle
With the sun beating down and the water heating up, the gangâ€™s getting back together. Who brought the hot dogs?
Pentakill’s debut album is just a few days away! Learn more about the musicians starring in it and check out their awesome new songs!
Two more Pentakill songs have been uploaded!
Pentakill – Deathfire Grasp
Pentakill – Ohmwrecker
Q: How do you get musicians on board with your idea for a Pentakill album?
Â Â Praeco:Â We just ask them. 😉
It’s often very tricky, since, you know, a video game developer comes around the corner and says “Ayo we’re writing a metal album, wanna trust us blindly that it’s legit and sing it?” – I myself would be rather hesitant to believe that it’ll work out without having the musical context. 😉 But all of the musicians that we collaborated with on the Pentakill album are very passionate musicians and really cared about creating something awesome, so after spending some time with them on a creative level, we were able to gain their trust.
Â fizznchips:Â Also we kidnapped their families.
Q: Will you postÂ more ofÂ these songs on Youtube before the album is released?
Â Â Praeco:Â All of the songs will be available on youtube, yes. once the album goes live, or once we leak them. 😛
Q: Will the album also be available on Spotify?
Â Â Praeco:Â Yes it will be.
Q: Will it be available via Google play?
Â viranimal:Â Yes, it will 🙂
Q: Will there be a download link on the Pentakill page for the whole album?
Â Â Praeco: Yes.
Q: Do you think the lyrics of “Deathfire Grasp” take away from the song?
Â Â Praeco:Â That’s fair. It’s definitely the song on the album that refers to the game the most in such a style, it’s a direct homage to playing the game. Lightbringer and Thornmail are very different, they rather tell a tale. I think you will probably really dig Thornmail. All of the songs have a pretty different approach lyrically.
A lot of our musical / lyrics writing approach for the whole album was to create something that is very diverse, and is a true homage to metal as a whole, so all the songs will be touching sub-genres of metal.
Q: Will you sell a physical copy of the album?
Â Â Praeco:Â There will be a physical copy, once we figure it out. ;P should be available within a few weeks.
Q: Is the singer from “Deathfire Grasp” ZP Theart, ex-singer from Dragonforce?
Â Â Praeco:Â ’tis.
A recent Reddit threadÂ sparked some discussion about Evelynn’s need for a VU.
No new Evelynn skin before her Visual Update
Â Â IronStylus:Â So, we did a proxy model from a concept I did for Eve. (Proxy meaning a low-rez, less detailed, more dirty version of a final in-game asset) At first glance it actually looked decent. It was cool to see the new “base” in Eve’s signature pose. However, as soon as we began to run her around the problems were overwhelming. Her rig is a mess. Animations are clunky. She was made before we had as many bones as we do now in our rigs, and it wouldn’t accommodate any new animations for a new base or a new skin. The tassels maybe have.. 5 bones? That’s not enough for an animator to make as nice looking cloth as we’ve been able to do on Karthus.
So yeah. Chances are she won’t get a new skin until we get that VU in order. We’re currently still in early ideation for her, and actually we’ll be having a meeting soon to see where she will fall in our slotting priorities.
Q: When will we see Evelynn’sÂ new visuals?
Â Â IronStylus:Â I doubt she’ll happen this year, but that’s just a guess. We’ll have a better idea during our slotting sessions where we’ll prioritize what’s next.
Q: Why is Evelynn problematic to update, visually?
Â Â IronStylus:Â There are a lot of champions that suffer from ailments aside from not looking good. Taric, Eve, Sion, etc, all have some fundamental thematic questions that need to be answered before we can throw them into production.
One of the reasons Karthus was straight forward is because he’s essentially an undead lich death-pope. Not a lot of thematic tinkering there.
Battle Boosts in the new One-for-all Mode have sparked a lot of controversy. Are they a good addition to League?Â
Â Q: Aren’t we supposed to be refunded the Battle Boost RP cost in the case of a queue dodge?
Â BuboBubo:Â Yes – no RP is supposed to be charged for dodged games. Please submit a ticket if this bug happens!
Q: Where can I see the bonus IP I’ve earned from a Battle Boost?
Â Â BuboBubo:Â I think the IP you earn is indicated in the little symbol next to the IP bar. This is unclear but changing the bar was a surprisingly big undertaking (thanks old code!). Noting this to improve for next time.
Â Â BuboBubo: Hem not sure what I can add beyond my explanation just above – there should be a green arrow next to the IP bar and mousing over it will show that you were credited the IP. But there does seem to be a potential for bugs with transferred accounts
The IP happens regardless of outcome.
I appreciate the patience but it would be a big deal if we said it’d grant IP and then it didn’t! Let me know if it’s still unclear or not working.
Q: Why don’t we have the option to pay for Battle Boosts with IP?
Â Â BuboBubo:Â I don’t think we have ever offered access to skins for IP. I hear ya that there is demand but it’s a really really big bridge to cross and this didn’t seem like the right time or place.Â
We always want purchases priced to be a fair value, if not better – what part makes it feel unfulfilling to you? I’d love to hear any thoughts you might have on how would you have priced this and what you would base it on.
Thanks for the feedback! Hope you enjoy the game mode all the sameÂ
Opinion: The Battle Boost is worth it only if you’re playing with premade friends
Â Â BuboBubo:Â Thanks for the responses guys – one thing I noticed is that people who judge this as a single game skin trial for themselves find it really really not worth – Noted. This wasn’t really the goal, but since there is no way of trailing a skin and players want that, it’s judged against that standard.
IRXS’ explanation is much closer to what we had in mind – Our intended goal was to complement the ‘team’ side of one-for-all. We’ll be collecting feedback more systematically from purchasers and nonpurchasers but I appreciate you all sharing your thoughts!
Suggestion:Â Allow playersÂ to test skins for free in custom games with bots
Â Â BuboBubo:Â Ah my apologies if this came off as it’s impossible – I meant to acknowledge that no such method is available right now.
I think your story is a legitimate example and one that many players can relate to. Thanks for the suggestion as well!
Q: Why is feedback on Battle Boosts neglected?
Â Â BuboBubo:I deeply appreciate all the feedback and will take it lumps and all because it’s core to us getting better. But sometimes player feedback comes in pretty harsh packages and it’s not uncommon to see some pretty cynical viewpoints which takes some getting used to. Not to absolve myself of blame either – we do make mistakes and earn our share of ire. Hopefully we can continue to get better to the point where we earn your trust and the benefit of the doubt. I’ll personally keep chipping away at this and every other Rioter I know is working towards this too.
Forums are getting a rule makeover . Live services Rioter Tamat has you covered on what the new requirements are.
Â Tamat:Â Hello superfriends,
I’d like to make you aware thatÂ there’s a new threadÂ on the beta boards about the rules we’re going to be implementing as part of our new approach. I post this in GD because I know that many of you will have strong feelings on this subject, so I’d like to invite you to come over and check out the discussion.Â
Fair warning, some of the rules we’re discussing are in full effect, so please take heed before posting.
LAST THING! If you do decide to go over and post, if you can use the up / down vote to rate content by how valuable you think it is for the discussion, that’d help us test some stuff!
Thanks in advance!
Q: Will you properly communicate the issue with punished players?
Â Â Tamat: I hope you’ll be pleasantly surprised. We’re putting a lot of thought into our approach here.
Q: What does the “overly sexual art” rule imply?
Â Â Tamat: I’ll cross-post a reply that I made in the Rules WiP thread.
“Art that shows partial or full nudity (by social standards) or is heavily sexually suggestive. The intent of the rules is to spell that out in a way that everyone can understand. I’m not sure if it is right now. What do you guys think?“
Follow-up Q: Does that include the Splash arts of Zyra, Evelynn, Leblanc, Elise, etc.?
Â Â Tamat: No. None of those come anywhere close. Does that make it clearer?
Q:Â Why don’t you make a sticky thread with the new rules on GD?
Â Â Tamat:Â Because we’re not equipped to moderate these boards by that strict a standard at the moment. You have to remember that the volume of posts in these forums is much, much higher than the CB boards. If you consider how much of that volume would currently be in violation of these rules, we’re talking serious business. We’re figuring our approach for moderation here, but nothing has been decided yet. Would love to hear your thoughts.
Â Q: Why must the community beta forumÂ replace the existing ones? Can’t they both be used by players?
Â Â Tamat:Â Real talk for a second here guys. These forums are powered by a system that was originally architected back in the 90’s. The amount of hacked development that we’ve done to get them to where they are today was a herculean effort, and one that accrued a lot ofÂ tech debt. There will come a day when these forums could crash and burn. Worse case scenario, who knows what could happen.
We don’t want to wait for that, so we’re trying to solve that problem with the CB boards. Please don’t go torches and pitchforks on me, I’m just giving you some transparency into the reality.
Q: Will the community beta forum layout be updated?
Â Â Tamat:Â We’re actually working on that right now. I hope you’ll be pleasantly surprised with an update down the road.
Q: Why aren’t these rules worded more professionally?
Â Â Tamat:Â News flash: you can be professional, and use language that you use in your everyday life. Do you want us to be a suit and tie Rito, or a Rito ran by a bunch of gamers with personality?Â
If you have any questions, feel free to ask me atÂ @NoL_Chefo.
Come closer, my children, let me look upon you. So many new faces, searching and uncertain. Many find their way to this consecrated land without knowing it to be their destination. But this pilgrimage was no accident; you have suffered, and you seek a convalescence of the spirit. Look around. You are not alone.
We are gathered here this day to mourn those lost to us. To weep, to wail, and cry out for those souls whom we hold so dear, yet who remain out of reach. Speak now and let them hear us. Let them hear our pain! Let them hear our anguish! Let them know in their hearts that they are not forgotten!
These pitiable creatures are pale reflections of ourselves, shrouded in a haze of false light, groping blindly for some scrap of meaning. Shackled to a hollow existence, they languish, unaware of what they are or what they could be. Every second, secretly begging for release.
My children, we are their shepherds. Only when they hear our voices do they stir. So call to them! Raise them up from their aimless stupor. Sing with all your longing, your hatred, your hunger! Fill their empty lives with dread; remind them of their inevitable mortality.
Go forth, you faithful, and offer these wretches freedom from lifeâ€™s prison. Deliver unto them the word of death, and bring their wayward spirits home.
Death frees us all.
While others are bound by the shackles of death, one man embraced the yearning darkness stretching on beyond lifeâ€™s boundaries. And though he chose to forgo mortality on the lost lands of the Shadow Isles, Karthus has yet been born anew, and drifts now towards the PBE bearing new-found morbid resplendence.
Next in our sights for a champion update is the Deathsinger himself! Part of Leagueâ€™s launch back in 2009, Karthus has seen almost 80 champion releases since he first graced the Fields of Justice. Over the last five years, weâ€™ve brought in a whole host of tech updates, design improvements, narrative world-building and art upgrades to champions and maps. Itâ€™s time to bring Karthus up to date, too.
But how? Well, just as with ourÂ previous updates, we had to first identify what the goals of Karthusâ€™ update were. Hereâ€™s what we came up with:
A True Shadow Isles Champion
On his release, Karthus was a champion from the Shadow Isles, or at least created there. Awesome! What did that mean at the time? Very little, honestly. But since then, weâ€™ve taken pretty extensive steps to really define the Shadow Isles. Twisted Treelineâ€™s set there, for example, and weâ€™ve created Shadow Isles champions like Elise, Hecarim and Thresh who each share the same thematic ties and cool blue-green color palettes. Updating Karthus means we can add his own spin on the place while aligning him to the world that weâ€™ve since established.
A Unique Lich
Weâ€™ve also taken the chance to really cementÂ whoÂ Karthus is with his update. In 2009, we had just 40 champions, and Karthus had the whole â€œevil and malicious undead baddieâ€ archetype to himself. He had a whole nine lines of voice over to convey character, too. Now we have close to 120 champions, and old Karthus has had to cozy up with all the half-dead, dead, extra dead and spectral characters weâ€™ve since created. Updating Karthus gives us a chance to expand his breadth of character so he again fills a unique niche. New Karthus has significantly expanded voice over (over 200 script lines, all voiced by a new actor!) and characterful animations that really nail his personality.
A 2014 Champion
Updating Karthus means we can apply all the tech and knowhow that weâ€™ve picked up since launching the game. For example, weâ€™re actually going to animate his robes so heÂ doesnâ€™tÂ look like a jellyfish in his idle state, and weâ€™re building a whole range of Lay Waste animations so he Qs with variety. On top of that, weâ€™re greatly increasing the fidelity of his model. Karthus looks a little different â€“ weâ€™ve made him lessÂ bare-bonesÂ â€“ because we now have the tech and expertise needed to display the level of detail that a withered necromancer visually demands. In addition, the change means players around the world can enjoy the same awesome Karthus without us having to switch things up for various cultural sensibilities.
Karthus VU + Skins
Karthus will be on PBE soon. Before he brings death to the live servers, give him a spin and let us know your thoughts below!
This prey was smarter than the rest. Good. It had been too long since heâ€™d had worthy game. Night Hunter Rengar cloaks his lithe frame with the shadows themselves, fading into invisibility as he begins his hunt. He approaches from downwind, drawn by his quarryâ€™s pounding heart. This is what he lives for. This is why he embraced the darkness. Eyes glittering in the moonlight, Rengar readies his dusk-touched bola before hurling it at his target. The chains catch. Shadows dance as they start twisting around the hapless markâ€™s legs, dragging them squealing to the ground. Rengar is ready. The forest shakes as he leaps from the brush, dispelling the shadows wrapped around him. Black flames emanate from his sinister blades as he lines them up. With a sharp thrust, his quarry gasps one last, painful, breath. Night Hunter Rengar lives for the hunt.
Embrace the darkness withÂ Night Hunter Rengar, available now in the League of Legends store forÂ 975 RP.
Here’s a list of Champions that will be getting major updates in the near future.
Â RiotSeb:Â Hey guys,
RiotSeb here for the Champion Update team to give you a bit of insight into some of the projects our team is working on at the moment.
In case you missed it, the Karthus Visual Update is headed to PBE! Read moreÂ here.
Our teamâ€™s mandate doesnâ€™t end when updates hit Live â€“ we aim to keep fine-tuning them until their foundational elements are sound. For example, weâ€™re still working on a couple of Twitchâ€™s oddities such as his ultimate rendering him unable to attack structures.
Skarner is a major ongoing focus at the moment, as his initial Gameplay Update had some issues that weâ€™re still committed to solving. Skarnerâ€™s adjusted kit didnâ€™t fully live of up to the fantasy players had come to expect when playing him, so weâ€™ve been looking at ways to get back a bit of that magic while preserving his healthier new gameplay. As we mentioned inÂ this thread, weâ€™re currently experimenting with some passive / Q functionality tweaks aimed at increasing his stickiness, and weâ€™re excited to see all you scorpion lovers try the changes out once weâ€™ve nailed them down. We know this has been a major pain point for you Skarner players out there, and weâ€™re hoping to get this next iteration on PBE within the next patch or two.
The huntress is a pretty polarizing figure, and weâ€™ve slated her for an upcoming Gameplay Update focused on evening out her most abrasive elements while opening up a fresh gameplay pattern centered on a new â€˜Huntâ€™ mechanic.
Nidaleeâ€™s current ability to project the bulk of her damage (and potentially massive damage at that) from extreme range with hardly any threat of retaliation is something we want to significantly tone down. Doing so will allow us to add some more interesting power in the form of â€˜Hunt,â€™ a mechanic that creates interesting decision points by increasing Nidalee’s overall strength against Hunted targets, especially in Cougar form. Updates to some of Cougar formâ€™s abilities that contextualize their effects based on target and facing will further help Cougar form mature into a more interesting and co-equal component of Nidaleeâ€™s engagements.
Head over toÂ this threadÂ if youâ€™d like to chat with Riot Repertoir and learn more about the upcoming Nidalee GU.
Yeah yeah Seb, but whatâ€™s next?
In the past weâ€™ve havenâ€™t usually talked much about our pipeline, mostly because the team was still spinning up and we didnâ€™t want to create false expectations about how quickly updates would come out. When youâ€™ve found out about things weâ€™re working on itâ€™s mostly been through early designer discussions and hints, or when we officially announced updates. And while we definitely like surprising you (and hopefully will continue to do soÂ evil grin), weâ€™d also like to start giving you some idea of whatâ€™s coming down the line.
Keep in mind the following does not represent a comprehensive list of whatâ€™s on our radar or even being worked on. Champion Updates are a major part of League of Legendsâ€™ ongoing evolution, and weâ€™re committed to the long-term maintenance of the entire League roster.
A note on our upcoming aims â€“ with Heimerdinger, Twitch, and Karthus weâ€™re closing out a stretch of art-focused updates and moving into a period where weâ€™re shifting the emphasis to gameplay. This does not mean weâ€™re abandoning art; Gameplay Updates will still be supported with visual retouches where necessary, and for our more comprehensive projects weâ€™re looking at champions with outdated / irrelevant gameplay in addition to lagging visuals (i.e. a certain undead behemoth).
Everything mentioned below is tentative, not tied to dates, subject to change, delay, cancellation, etc. When updating everyoneâ€™s beloved champions, our overriding goal is to do the job right; speed comes a distant second. Seriously, Soonâ„¢, if you try to hold me to whatâ€™s said below Iâ€™m taking a poro hostage.
Sonaâ€™s planned Gameplay Update is currently a bit more surgical than most â€“ sheâ€™s got several existing strengths and high points that players love. Specifically, weâ€™re currently exploring ways to make the choices attached to Sonaâ€™s basic abilities more exciting and looking at more satisfying uses of the power currently held by her auras. Ultimately, we want to condense Sonaâ€™s power into actions that create skill expression for Sona players, greater clarity of interaction for allies, and have possible counterplay for opponents. Doing so will allow us to create more meaningful moments for players with a champion that is still Sona, but with bigger pay-offs and a lot more to care about from moment to moment.
Fiora occupies a cool gameplay space, one weâ€™d like to further by making her feel more like a fencer/duelist both mechanically (how her abilities function) and thematically (how her abilities look, sound, and relate to her identity). Currently, Fiora is mostly an Assassin, using all her abilities to jump on a squishy target and quickly deal tons of damage in the hope of killing it dead. While we’d like to elements of that play style, we also want to nudge her towards being more of a Light Fighter, dealing good long-term DPS, staying in or near the fight at almost all times, and satisfied to switch between targets as fights change/move. This means making her more mobile and elusive in fights, with bigger periodic damage spikes rather than one large burst at the start of a fight. We also want to make her more mechanically intense (using her abilities more frequently, with a better reward for using them properly).
Inorite? Everyoneâ€™s favorite undead juggernaut is firmly in our sights and has grown into one of our biggest projects. There are a lot of challenges here – to be frank, Sion is OLD, pretty much across the board. At the same time, he occupies an awesome and iconic thematic space, so from gameplay to art to creative background weâ€™re taking a ground-up approach to re-tooling Sion into the best possible expression of his role as Noxusâ€™ undying champion. Heâ€™s definitely a ways out (as I said, we aim to get it right!), but we canâ€™t wait for him to reemerge and strike terror into mere mortals everywhere.
As I mentioned, weâ€™d like to continue periodically doing updates of this sort when we send projects to PBE or Live. Weâ€™ll also be back with more specific discussions as the above projects (or others!) get closer to completion. Until then, happy rifting!
Q: Will Sona’s rework scrap what’s unique about her? (eg. Skarner, Karma)
Â Â RiotSeb:Â I agree with you about our inconsistent record of maintaining a champion’s identity through some of the updates in the past. One of the goals of adjusting our team’s scope was to make sure that we have art and gameplay working together to make sure our updates are cohesive and true to the champion in every way. Before, when we had more piecemeal updates from various different teams, it was more difficult to coordinate and communicate about this.
Sona is a project we’re taking very seriously because she’s well liked by players and picked quite often (in general play, not necessarily in LCS). There are major elements of Sona that players really like, so we’re making sure to take that into account– that’s integral to our strategy when revisiting old champions.
Q:Â Are you slowing down on Visual Updates?
Â Â RiotSeb:Â Not necessarily– visual updates are a really important and valuable thing our team works on! It’s just that in between visual updates, the team will also be delivering gameplay-focused updates as well. Our goal is to bring champions up to the quality bar, whether they need cosmetic upgrades, gameplay changes, or whatever combination.
Nidalee’s long history of being a problematicÂ gameplay element in League is coming to an end. Here are the notes for her upcoming rework.
Â RiotRepertoir:Â Hey guys,
As you may or may not be aware of to this point, weâ€™ve been pretty hard at work trying to address some problems weâ€™ve identified with Nidaleeâ€™s gameplay.
Nidaleeâ€™s current pattern of nuking from very long range and being uncatchable is problematic for the game. It creates scenarios where there is no reasonable strategy that can be used to beat her, and it edges out most of the interactive gameplay we try to encourage. While working on her, we definitely want to make significant balance changes to Javelin Toss and her overall escapability, but we also want to make a more complete shapeshifting character that uses both forms in most of its success cases. That being said, Nidalee is a pretty cool character, and we donâ€™t want to necessarily rebuild her from the ground up. In light of this, none of her abilities will be replaced by completely new ones, but playing as and against her will definitely be a different experience.
Before we get too far into this, please understand that we are still making minor tweaks and balance changes and that some of this (particularly the numbers part of it) is stillÂ SUBJECT TO CHANGE!!! With that out of that wayâ€¦
Probably the two biggest changes to the character are her Cougar kit and her character passive. Aspect of the Cougar will now have 4 ranks and automatically be trained at level 1, and its Pounce and Swipe abilities will direct toward the playerâ€™s cursor. As for her passive, it reads close to the following:
Moving through brush increases Nidaleeâ€™s Movement Speed by 10% for 2 seconds, increased to X% toward visible enemy champions in a large radius. Hitting enemy champions with Javelin Toss and Bushwhack causes her to Hunt these targets for 3 seconds, granting Prowlâ€™s increased Movement Speed toward them and enhancing the first of each of her Cougar abilities against them.
This naturally leads to a few questions:
How big is X%?
This is a balance decision that will continue to be sorted out up to her release, but we want there to be a very meaningful difference between pursuing and fleeing as Nidalee.
How large is â€œa large radiusâ€ actually going to be in game?
Since this is another variable that is still open to balance tuning, weâ€™re not settled on a final value, but weâ€™d like it to give her interesting ways to approach fights.
And most interestingly, how are her Cougar abilities enhanced?
Takedown: using Takedown on a Hunted target causes it to deal increased damage to the target.
Pounce: can be used to jump to Hunted enemies at about double its normal range.
Swipe: using Swipe on a Hunted target resets Pounceâ€™s cooldown to a set value if it is currently above that value.
Aspect of the Cougar: as a Cougar, Nidalee gains vision of all Hunted enemies.
In addition to these changes, there are numbers changes across the kit. Significant examples include, but may not be limited to:
Javelin Toss [ Q ]
Base damage and Ability Power ratio reduced
Cooldown scales down with rank in Aspect of the Cougar (R)
Applies the Hunt debuff to enemy champions
Bushwhack [ W ]
Cooldown and Mana Cost reduced dramatically
No longer shreds Armor and Magic Resist
Applies the Hunt debuff to enemy champions (still deals DoT, Hunt limited to 1 target)
Primal Surge [ E ]
Base healing and Ability Power ratio adjusted
Aspect of the Cougar [ R ]
Now has 4 ranksÂ with a point in level 1, CD scales down with rank
No longer passively grants 20 Movement Speed
Cougar ability base damages and scalings adjusted across the board
Takedown [ Cougar Q ]
Now fully deals magic damage and has an Ability Power ratio in addition to its Attack Damage ratio and missing Health scaling
Deals increased damage to Hunted targets
Pounce [ Cougar W ]
Now targets toward the playerâ€™s cursor; Cooldown increased
Can be used to Pounce to targets at increased range
Killing a unit resets Pounceâ€™s cooldown to a set value if it is currently above that value
Swipe [ Cougar E ]
Now targets toward the playerâ€™s cursor
Swiping a Hunted target resets Pounceâ€™s cooldown to a set value if it is currently above that value
About Ruining AD/Bruiser Nidalee…
A lot of people seem to be concerned about AD or bruiser Nidalee no longer being possible. I think it’s because of Takedown dealing magic damage and having an Ability Power ratio. I should mention that the Ability Power ratio isÂ in additionÂ to the current Base+TotalAD damage paradigm. If the concern is just about dealing full magic damage and that will ruin her in top lane, then that’s something I’ll want to give consideration to. The original post above has been edited to reflect that this ability, outside of switching damage types, is only seeing gains.
About Pounce and Swipe targeting…
Truthfully – and as a Nidalee player myself – I held off on changing her cougar targeting for a long time as we began to explore the character. However, when I finally did, it felt better not only to new Nidalee players, but to experienced ones as well. It took a game or two to adjust to, and ever since it’s just much easier to control. I guess it’s one of those things that you’ll just need to take my word for until you get your hands on it, but I’m pretty sure you’ll agree at that time, even if it takes a game or two to adjust to. Also, there’s some scripting logic in there so that she still pounces straight forward when your cursor is far from her (for example, Pouncing back to lane).
About Nidalee being too squishy to ever go into melee…
If it ultimately proves true that she just dies too much, this is a problem that we can solve. We could give her resists in Cougar, or while Hunting, or just higher base stats. We could give her high base damages so that she can afford to build a bit tankier. Being too squishy to be a melee character is solvable.
For Nidalee players worried about me gutting Nidalee…
I hear you on this concern. I mained Nidalee all of last season as well, and she’s still one of my favorite champions. I know we haven’t hit the balance mark on our last few champion updates on release, but I think we’ve learned enough from them to not make that mistake again. One of the great things about making these changes is that we can tune things to where they can feel satisfying and powerful in ways that are reasonable, with her engaging in proper risks and having incredible success cases. I’m really open to feedback that is well thought out and explained, because it’s important to me that she’s a blast to play following any changes made, so keep it coming! 🙂
Q: Why is Takedown’s damage type changed to magic?
Â RiotRepertoir:Â The goal with changing Takedown to magic damage was to unify her damage type, making her feel better about penetration for all of her abilities, and making it so that opponenents don’t feel like there’s no right answer for itemizing defensively against her.
Q: Won’t these changes make Nidalee weak in Human form?
Â RiotRepertoir:Â Bushwhack and Primal Surge are an important part of her kit, and I totally get that. It’s definitely not my intention to put them in a place where she’s going to struggle in human form. If anything, her two forms should now complement each other a bit better now regardless of build.
Q: Can you elaborate on how Cougar form abilities are enchanted against enemies marked by Hunt?
Â RiotRepertoir:Â To clarify on this, it enhances the first Takedown, the first Pounce, and the first Swipe for each Hunt window.
Q: Will Nidalee be getting a Visual UpdateÂ as well?
Â RiotRepertoir:Â She’ll be getting some particle work to go along with some of the new mechanics, but she won’t be receiving a full visual update.
Q: How would you describe Nidalee’s core gameplay pattern?
Â Â RiotRepertoir: This kit is all about using both forms to succeed. Skillful Javelin Tosses and well placed Bushwhack traps allow her combat advantages over certain opponents. Primal Surge continues to support her role in a poke heavy composition. As a human, Nidalee wants to fish Javelin Tosses toward valuable enemy targets, and when they hit, she has a decision to make; can I go in on this? Meanwhile, she wants to think about her traps for where she’ll need them 10 or more seconds in the future.
If she hasn’t hit a valuable squishy with Javelin Toss, she can still trap up her team’s backline and help her carry deal valuable damage to enemy tanks. As a Cougar, Nidalee wants to deal damage to her ideal target, and this is usually decided by who she was able to Hunt to do so. Outside of a specific engagement, however, Nidalee uses vision and map mobility to create numbers advantages for her team, rewarded by combat advantages in her Cougar form against targets she has successfully begun the Hunt on.
Q: Will Bruiser Nidalee remain viable?
Â Â RiotRepertoir:Â The exact item build may not be the same – for instance, Void Staff or Liandry’s Torment may appear due to her dealing magic damage on Takedown – but the playstyle should remain largely unchanged.
Q: Won’t increasing Nidalee’s already high Cougar form damage become a problem?
Â Â RiotRepertoir:Â Yeah, that’s certainly a valid concern, but don’t forget thatÂ Cougar ability base damages and scalings have been adjusted across the board. All damage changes made to abilities are being done so with consideration to her full kit, not just Javelin Toss and Takedown.
Q: What do you see as healthy changes for Nidalee with this rework?
Â Â RiotRepertoir:Â I think one of the best parts about these changes to the character is that she now has to at least fight people up close. Once she’s there, if she’s doing too much damage or living too long, we can tune her numbers in a way that reflects that.
Q: Is the AD Ratio from Takedown now removed?
Â Â RiotRepertoir:Â I made an edit to my original post above to reflect this, but the AD ratio has not been removed from Takedown, and it’s something I’ve never considered changing. I’m not interested in removing AD from playability or anything like that.
Q: Why is Nidalee lacking Crowd Control?
Â Â RiotRepertoir:Â Giving her CC was something that we gave consideration from time to time, but it never really felt like something she should have. It’s actually pretty defining that she’s one of the few characters in the game with now crowd control whatsoever. The way I see it, having no crowd control on the kit lets us really ramp up the Movement Speed on the Hunt.
How will this new “Hunt” mechanic play out?
Â Â RiotRepertoir:Â Tuning the numbers properly here is really important. I’m looking to hit a ground where if an enemy runs from a max range spear when they’re hit by it, they won’t get caught, but if they don’t make a play against her for the duration of the mark, she will be fast enough to get to them and execute her combo between a the Movement Speed on Hunt and the increased Pounce range.
The relationship between Hunt duration, Hunt Movement Speed, Pounce range, and Javelin Toss cooldown has been very evident ever since we landed on this kit.
Following the recent controversy with Pantheon’s stealth-changes and the sale of his new skin, Hippalus from eCommerce came up to the forums to announce that refunds are available.
Â Â Hippalus:Â As a Pantheon main, I agree the changes suck. But even if I beg Morello in the elevator, our team has no say on balance changes, bug fixes, or anything else. And they don’t tell us what’s coming.
Also, I believe Player Support has been giving refunds in situations where players no longer want the skin because of these changes (EDIT – confirmed but only through Friday). There haven’t been any announcements because it only affects a few players, but I don’t think there’s still an open issue there. I’ll make sure Bubo knows the latest so he can stop arguing about itÂ
Q: Isn’t it a problem that the balance team doesn’t communicate with the rest of the company?
Â Â Hippalus:Â You’re missing the point – there’s nothing to plan for. Balance changes don’t affect pricing and content launches and vice versa. Why would we need special access to information? It would only create the temptation to do the kind of underhanded stuff that you like to accuse us of.
Q: Didn’t the company choose profit over player trust in the case of Pantheon?
Â Â Hippalus:Â There is no Rioter I know that would want to work for a company that made choices like that. Sacrificing team morale and player trust for a few pennies may be the norm at some companies but it’s the furthest thing from reality here. Almost everyone at Riot (me included) was a player first and still has that mindset.
And because it’s random, there are so many examples where we nerf champions before skin releases as well. Then we get threads talking about how we’re stupid instead of devious.
Â Phreak:Â I actually want to hop on something here:
The Core Gameplay guys do work with new skins sometimes. But I want to raise two things to your attention to specify how:
1. The team plans its changes in advance. They’ll say, “Okay, let’s take a look at X champion.” “Alright I’m working on it. When the changes are ready, I’ll submit them.” Sometimes that happens to be the same patch as a skin, sometimes it’s a change in isolation. Either way, the patch planning is done by the team itself, not by Hippalus saying, “Yo guys, buff this guy before his legendary comes out.”
2. Core GameplayÂ doesÂ playtest the new skins, but they test it for feel, readability, etc. Numerous times, they send the skins BACK, make the skins artists take MORE time on them, DELAY the release, and ultimately suck up resources that “could” be used to make more skins or whatever. The playtests literally cost us money because their goal is releasing skins that work better for you guys in game.
Â Â Hippalus:Â Just confirmed with Player Support that any Dragon Slayer Pantheon refund requests will be processed as long as they are submitted by Friday.
Rioters are all over the forums & Reddit to answer questions regarding the announced Karthus VU.
Â Â Ququroon:Â I hope you guys like this update to the Deathsinger! The Champion Update team worked hard to update his visual fidelity while providing a little more of that creepy feeling.
He also finally makes good on his title!
Q: Why did you remove his book?
Â Â Riot Whist:Â His book is not gone. …?
Watch the ability demo closer, he starts out with his book pulled out.
He has a different ult animation when he’s not dead. It features 100% more book.
Q: Does he hideÂ the book when in combat?
Â Â Riot Whist:Â He holsters his book on his belt. It’s hard to see at the angles shown in the image on the bottom of the page. However I’m pretty sure the pose on Statue of Karth is from his ultimate, and as you can see he has maximum bookage.
In terms of his passive death, I had noted during production that his book and staff are not carried with him. Curiously, his clothes are though. I asked Relaunch team to also have his robes fall off for it and leave Karthus naked for realism, but they didn’t seem to like that idea for some reason.
The decision to lose the book and staff was not actually something I was involved in and thus can’t give you a real answer.
Q: How hard was it to update Karthus?
Â Â IronStylus:Â On the scale of changes, we basically “Master Yi’d” him. Where there were just color changes or very mild geometry changes we pushed him a bit further. We try to make slight changes into more variety when it comes to the existing skins.
Q: Why are his spells so similar-looking?
Â Â Ququroon:Â We wanted to make Karthus look more unified in direction, which is why the particles look the way that they do. We’re very sensitive to if this impacting gameplay or not.
When Karthus arrives on PBE, could you let me know if you have the same concerns?
Riot Preetihas posted aÂ fan art showcase for the League’s latest additionÂ – Braum. Poros not excluded!
Q: Is Skinsforlol.com a safe website?
Â Â BuboBubo:Â I would advise against all such sites. It’s really common to get scammed – a quick google/forum/reddit search will show a ton of such examples.
Q: What keeps you coming back to GD?
Â Â BuboBubo:Â It’s where a very passionate subset of players let us know what’s on their mind.Â
Some regular contributors make great posts and seem like cool people in general. The art sub forum also has some great stuff.
Q: What’s the one thing Riot does better than Valve?
Â Â BuboBubo:Â We are the number one company at allowing you to kill teemo. No other company even comes close. And based on how much time we all spend engaging in this activity, I can guarantee that this is the most important part of any game, sport or spiritual undertaking.
Update: Who made the splash arts for Night Hunter Rengar, Dragonslayer Pantheon and Nocturne?
Â Â Riot JxE:Â So I lied about it being different artists, my memory was way off. The artist that made all of those was Alex Flores:http://alexflores.deviantart.com/
Upcoming Splash Arts
Â Â Riot JxE: Also just so people stop asking if their favorite champ is going to get a new splash, we will be updating everyone’s base splashes eventually, quality work takes time, but it will happen.
Braum Price Reduction – 6300 IP
It’s been a week since Braum’s release and his price has gone down from 7800 IP to 6300 IP.
1. Karthus is getting a full visual update.
The VU includes several Lay Waste [ Q ] animations, more than 200 script lines and a completely new model rig to make Karthus look less bare-bones when idle.
Karthus now holsters his book while casting spells.
The spell animations follow a visual pattern and so look somewhat similar, but this is subject to change once the Karthus VU hits PBE for testing.
2. Night Hunter Rengar is now available inÂ store for 975 RP.
3. A number of Champions are in line for changes soon.
Twitch will be getting minor adjustments, including a bug-fix to his inability to hit structures while using his ultimate.
SkarnerÂ will have an easier time sticking to targets with buffs toÂ how his Passive and Q work.
Sona currently isn’t conveying her power to allies well and her kit has almost no choice involved. Future changes will add moment-to-moment decisions to her kit, but her aura play will be preserved.
Fiora will have her damage spread over longer periods of time, with added mobility and easier target-switching. Her rework will reclassify her from Assassin to Light Fighter.
Sion will be completely reworked. His theme is valuable to Riot and so the team have chosen to take their time and do the Champion justice.
4. Nidalee is being completely reworked.
She’s getting a new mechanic – Hunt. Human form abilities apply Hunt, while Cougar form abilities consume it. While in Cougar form, Nidalee has true sight of HuntedÂ enemies.
Prowl [ Passive ] now additionally grants NidaleeÂ %Â bonus movement speed when moving towards Hunted targets.
Her Cougar FormÂ [Â R ]Â will be available at level 1.
Javelin Toss [ QÂ ]Â will deal lower damage and it’s cooldown will scale with ranks in Nidalee’s ultimate. Applies Hunt.
Bushwhack [ W ] no longer shreds resists, its cooldown and mana cost are going way down, and it also applies Hunt.
Takedown [ Cougar Q ] now deals magic damage that’s still an execute and scales with both AD and AP. Damage is further increased if the target is Hunted.
Pounce [ Cougar W ] is now cast towards the direction of the cursor, its cooldown is going up, but killing a target partially resets the CD. Can consume Hunted debuff to leapÂ toÂ a target fromÂ double the ability’s normal range.
Swipe [ Cougar E ] is also cast towards the direction of the cursor. Swiping a Hunted target partially resets the cooldown of Pounce.
Bruiser Nidalee may need to pick up a Magic penetration item, but the build willÂ still be viable.
5. Following yesterday’s controversy with the stealth-changes to Pantheon, Riot is offering refunds of Dragonslayer Pantheon until Friday.
6. Braum now costs 6300 IP, down from 7800 IP.
If you have any questions, feel free to ask me atÂ @NoL_Chefo.
“The rumors have substance. Zaunâ€™s toxic sewers, already responsible for creating the great Plague Rat known as Twitch, have mutated him further still. Heâ€™s been spotted â€“ smelled, rather â€“ cackling and scuttling towards PBE, giving horrified onlookers a first glimpse at contemporary pestilence.
Weâ€™ve had our sights set on a Twitch update for years now. While some older champions in our game had (and in some cases, still have) the famous pizza feet, old Twitch barely had feet at all. In fact, because he was mostly hidden beneath his huge cloak, his animation rig (the skeleton we add joints to so we can create animations and emotes) was extremely limiting, making it hard to create new or different skins for the champion. So instead of fudging our way through and doing our best with old Twitch, we figured itâ€™d be best to start from scratch and create a completely new Plague Rat.
Now, champion updates are always going to be a sensitive topic: there are 118 champions in League of Legends right now, and every one is near and dear to someoneâ€™s heart. So, in order to satisfy existing Twitch players while potentially opening up the champ to new players, we needed to identify what made him lovable in the eyes of the players that love him. After surveys (both internal and external), here are the key pillars we set out for Twitchâ€™s update:
Comically crazed and sinister
We loved Twitchâ€™s character, and took active steps not just to preserve it in the rework, but give it avenues to really shine. Now, his models, animations and voice over reinforce the same slightly manic and silly-but-heâ€™s-still-killing-me-ow-my-face persona. Check the video above to hear a couple of his lines.
Twitch was initially released way back in 2009, so we had five yearsâ€™ worth of tech and vision improvements to implement in his update. Weâ€™re adding some ground-breaking features in here byrigging the lower half of his body (imagine that!), and showcasing his character through flavorful animations that flow through his entire body, including his tail. Of course, weâ€™ve also included a bunch of small touches we now deem standard, such as different run animations depending on movement speed, extra VO lines and a suitably odious new splash (coming soon!).
Quality of life improvements
Not all of Twitchâ€™s changes need toÂ blow your minds. While we were working on the new models, we added in a few nice QoL tweaks that should help out both Twitch and his enemies:
We added a sound effect and puff of poison particles to better indicate the moment when Ambushâ€™s invisibility kicks in. This should better indicate to Twitch players when theyâ€™ve turned invisible, particularly when theyâ€™re being attacked.
We gave Expunge a range indicator, and added a particle linking Twitch with his Expunged victims. This should help players on the opposite team understand why their health just took a nosedive.
We added extra particles to Spray and Pray that show who else is being hit by Twitchâ€™s ult. This should help both Twitch and his enemies see where his damage is going.
THE SEWER MEN
“Yeah, weâ€™d all tell Twitch stories down there, but he werenâ€™t the only bogeyman weâ€™d talk about. Twitch, the Screamers, Hunch, the Wilton twins… all fings weâ€™d chinwag over to keep our spirits fair while we’re knee-deep in slop. But this… this was â€˜im! Knew me, it did. Knew me name, whispered it from the shadows. I all but messed me pants, but then Jimmy shows up anâ€™ the whisperinâ€™ stops. Must be me â€˜ead, I says, so I carry on workinâ€™, only then it â€˜appens again. See, few minutes later, Jimmy anâ€™ me â€˜ave made our way down to the drain weâ€™ve come to unclog, anâ€™ Iâ€™m there, elbows in, when I sees it proper.
Came at me, it did, hissed at me, told me to leave â€˜is fings alone, only I was jusâ€™ unclogginâ€™ this soddinâ€™ drain. Woulda killed me if Iâ€™d stayed, sure of it, but soon as I saw it dartinâ€™ after me, I was out of there fast as a flash. Ran quick as me legs would carry, but Jimmy werenâ€™t nearly as nippy, not wiv the bag of rot ovâ€™r his shoulder. Told â€˜im to drop it, but â€˜e werenâ€™t listeninâ€™. Face as pale as the moon, was Jimmyâ€™s, so I turned and ran faster still. Heard the monster chasinâ€™, heard it scratching the walls, heard Jimmy screaminâ€™ for me… but I ran.â€Â
â€œAnâ€™ thatâ€™s how you escaped?â€Â
â€œYeah. Tore straight up through the closest shaft and near shattered the sewer cover, so eager was I to unfasten the fing. Only went down later that eveninâ€™ to find Jimmy. Took three sec-men with me. Armed to the teeth, we was.â€Â
â€œAnâ€™ you found him.â€Â
â€œAye. Dead as a doornail. Lyinâ€™ in a pool of grime anâ€™ with a round of bolts buried in his back. Funny thing was though, Jimmyâ€™s stuff was all on â€˜im still. Still â€˜ad his gear, still â€˜ad his clothes, still â€˜ad his rations. All Twitch took was the bag oâ€™ rot. Donâ€™t understand it. Donâ€™t understand it one bit.â€”
Summary:Â Blood Wellâ€™s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Tormentâ€™s damage has been reduced (equal at lower levels, lower at max levels).
Context:Â Any champion can be frustrating to play against when theyâ€™re capable of building very tanky while still outputting considerable DPS, so we’re lowering some of Aatroxâ€™s innate damage. With this change, Aatrox must build items for damage and wonâ€™t be able to simultaneously tank and smash face as easily.
Blood Well ( Passive )
Passive Attack Speed changedÂ from 50% flat to 30/35/40/45/50/55% (upgrades every 3 champion levels)
Blades of Torment ( E )
Damage reduced from 75/120/165/210/255Â to 75/110/145/180/215
Â Â Â Â Ahri
Summary:Â Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush’s base damage and AP ratios have been slightly reduced.
Context:Â Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahriâ€™s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:
Make Ahriâ€™s default lane patterns more clear, so both Ahri and her opponents can make plays around them
Make Ahriâ€™s â€œall-inâ€ gameplay more closely tied with landing Charm to establish Charm as Ahriâ€™s â€œkiss of deathâ€ that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
Keep Ahriâ€™s core gameplay intact while trimming away strength from the low-gameplay patterns that donâ€™t feel rewarding
Essence Theft ( Passive )
Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy, changed from 35% Spell Vamp flat
Fox-Fire ( W )
Mana cost reduced from 60 at all ranksÂ to 50
Diminishing returns effect on same-target hits increasedÂ (means less damage) to 70% (from 50%) (best case is now 100% + 30% + 30%)
This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount
Charm ( E )
Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
Mana cost changed from 50/65/80/95/110Â to 85 at all ranks
Spirit Rush ( R )
Base damage reduced from 85/125/165 (+0.35 Ability Power)Â to 70/110/150 (+0.3 Ability Power)
This reduces the max damage per target from 255/375/495 (+1.05 Ability Power)Â to 210/330/450 (+0.9 Ability Power)
Â Â Â Corki
Summary:Â Corki’s base attack speed has been reduced. Missile Barrage’s base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
Context:Â Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he’s too overwhelming to play against. Here we’re reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.
Base Attack Speed reduced from 0.658Â to 0.625
Missile Barrage ( R )
Base damage reduced from 120/190/260Â to 100/180/260
Cooldown between missile shots increased from 1.2Â to 2 seconds
Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
Â Â Â Â Fizz
Summary:Â The active ability power ratio of Seastone Trident has been reduced significantly.
Context:Â Weâ€™re aiming to reduce some of Fizzâ€™s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
Seastone Trident ( W )
Active Ability Power ratio reduced from 0.35Â to 0.15
Playful / Trickster ( E )
Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
Â Â Heimerdinger
Summary:Â Heimerdingerâ€™s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.
UPGRADE!!! makes Heimerdingerâ€™s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage on impact and applying the base ability’s CC).
Context:Heimerdingerâ€™s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimerâ€™s abilities comes with its own form of gameplay and interaction â€“ players will need to think carefully about how to use each in an optimal way. Raise your turrets!
Passive: Techmaturgical Repair Bots ( Passive )
Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen
H-28G Evolution Turret ( Q )
Places a Turret at target location. Turret attacks prioritize Heimerdingerâ€™s targets and enemies attacking Heimerdinger
Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
Attack – Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
Maximum Turrets: 3
Hextech Micro-Rockets ( W )
Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
Targeting the ability closer to Heimerdinger increases projectile spread
Cost: 70/80/90/100/110 Mana
CH-1 Electron Storm Grenade ( E )
Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
Enemies in the center of the blast are also stunned for 1.25 seconds
Cost: 85 Mana
UPGRADE!!! ( R )
Heimerdinger’s next basic spell is free and has bonus effects
H-28Q Apex Turret: ( R+Q )
Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds
Hextech Rocket Swarm ( R+W )
Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))
CH-3X Lightning Grenade ( R+E )
Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
Cost: 100 Mana
Â Â Â Â Â Jinx
Summary: Switcheroo!â€™s Minigun attack speed bonus has been reduced at early ranks. Zap!â€™s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.
Context:We feel that while Jinx’s kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinxâ€™s early damage potential while trying to minimize effects on her late game.
Switcheroo! – Minigun ( Q )
Total Attack Speed bonus reduced from 50/70/90/110/130% to 30/55/80/105/130%
Zap! ( W )
Base damage reduced from 30/75/120/165/210 to 10/60/110/160/210
Mana cost increased from 45/55/65/75/85 to 50/60/70/80/90
No longer reveals stealthed units
Summary:Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalkâ€™s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.
Context:Currently we feel like Kassadinâ€™s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.
Magic Resist per level reduced from 1.25 to 0
Null Sphere ( Q )
Base damage reduced from 80/130/180/230/280 to 80/115/150/185/220
Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2.0/2.25/2.5 seconds
Mana Cost reduced from 70/80/90/100/110 to 70/75/80/85/90
Riftwalk ( R )
Base damage increased from 60/70/80 to 80/100/120
Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
Added 0.1 Ability Power ratio per stack
Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion
Â Â Morgana
Summary:Morganaâ€™s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although thereâ€™ll be some variation due to how the new Tormented Soil works.
Context:This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage.
Attack Range increased from 425 to 450
Base Attack Speed increased from 0.579 to 0.625
Improved basic attack responsiveness
Tormented Soil ( W )
Damage per second changed from 25/40/55/70/85 (+0.2 Ability Power) to 24/38/52/66/80 (+0.22 Ability Power)
Tormented Soil’s damage now increases by up to 50% based on the enemy’s missing Health
Damage now ticks every 0.5 seconds, instead of every 1 second
No longer applies a Magic Resist reduction debuff
Â Â Â Â Olaf
Summary:Undertowâ€™s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.
Context:We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that weâ€™ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when heâ€™s landing his skillshots properly, which will, in turn, allow him to better melt face when heâ€™s in the zone.
Undertow ( Q )
Slow duration increased from 1.0 to 2.0Â to 1.5 – 2.5 seconds
Mana cost changed from 55/60/65/70/75Â to 60 at all ranks
Vicious Strikes ( W )
Attack Speed increased from 20/35/50/65/80%Â to 40/50/60/70/80%
Reckless Swing ( E )
Self-damage reduced to 30% damage dealt (from 40% damage dealt)
Summary:Sivir has received a visual upgrade! Sivirâ€™s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesnâ€™t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).
Context:When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivirâ€™s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics theyâ€™ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics. General
Sivir has received a visual update!
Attack Speed per level reduced from 3.28Â to 1.6
Ricochet ( W ) – Reworked
Now when activated, Sivir’s next 3 basic attacks will Ricochet
No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
Now bounces to the closest target (instead of a random target within the bounce radius)
Deals 50/55/60/65/70% damage to all secondary targets
No longer has a base damage
Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)
Spell Shield ( E )
Mana cost removed
Mana return reduced from 150Â to 60/75/90/105/120
On The Hunt ( R ) – Reworked
No longer has a cast time
Active no longer grants Attack Speed
Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
Cooldown changed from 100/90/80Â to 120/90/60 seconds
Â Â Â Â Zed
Summary:Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zedâ€™s starting position rather than behind the target. Death Markâ€™s shadow will stay around longer and Zed can switch places with it at any range.
Context:Zedâ€™s been a balance pain point for a while, especially at the competitive level. In particular, Zedâ€™s current play patterns â€“ while satisfying for the player â€“ can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zedâ€™s gameplay for free with little execution needed beforehand. Because Zedâ€™s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how heâ€™ll use his tools to assassinate his targets.
Living Shadow ( W )
Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)
Death Mark ( R )
Now spawns the Living Shadow at Zed’s starting position rather than behind the target
Increased the time Zed remains untargetable before dashing to the target to from 0.35 seconds toÂ 0.75
Death Mark shadow duration increasedÂ from 4 seconds to 6
Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)
Â Â Â Ziggs
Summary:Weâ€™ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge’s radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.
Context:We’ve improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!
Short Fuse ( Passive )
Max damage increasedÂ from 139 to 150 (now scales non-linearly)
Bouncing Bomb ( Q )
Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)
Satchel Charge ( W )
Radius increased from 275Â to 325
Hexplosive Minefield ( E )
No longer deals reduced damage on multiple hits to minions
Damage radius per mine increased from 135Â to 150
Mega Inferno Bomb ( R )
Now deals double damage to minions
Â Â Â Â Zyra
Summary:Deadly Bloom’s damage has been reduced overall but her AP ratio has been increased. Rampant Growth’s passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. Weâ€™ve also improved Zyraâ€™s overall feel by making seed transformation/enraging plants more intuitive.
Context:Our overall strategy here is to tone down Zyra’s early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.
Deadly Bloom ( Q )
Range reduced from 825Â to 800
Damage changed from 75/115/155/195/235 (+0.6 Ability Power)Â to 70/105/140/175/210 (+0.65 Ability Power)
Rampant Growth ( W )
Passive Cooldown Reduction reduced from 4/8/12/16/20%Â to 2/4/6/8/10%
Plant base damage changed from 26 (+6 per champion level)Â to 23 (+6.5 per champion level)
Reduced the delay before seeds can be stepped on by enemies from 3 seconds to 1.5
Range increasedÂ from 800 to 825
Fixed a bug where spells would rarely not turn seeds into plants
Stranglethorns ( R )
Stun no longer persists after the knockup ends
Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
Minor Changes and Bug Fixes
Â Â Jarvan IV
Context:This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
Dragon Strike / Demacian Standard ( E+Q )
Jarvan’s knockup collision radius reducedÂ from 260 to 180
Â Â Kha’Zix
Void Spike – Evolved Spike Racks ( R+W )
Slow increased from 20% to 30%
Â Master Yi
Context:Our original reasons for having Meditate’s mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.
Alpha Strike ( Q )
Master Yi will no longer be hit by targeted spells during Alpha Strike
Meditate ( W )
Mana cost reduced from 50/65/80/95/110Â to 50 at all ranks
Â Â Â Nasus
Siphoning Strike ( Q )
Fixed a bug where Siphoning Strike ignored Spell Shields
Â Â Â Rengar
Context:Rengar’s leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.
Thrill of the Hunt ( R )
Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth
Â Â Â Â Shen
Context:Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.
Shadow Dash ( E )
Collision radius has been reduced at the start and end points of the dash
Â Â Â Â Swain
Context:We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.
Carrion Renewal ( Passive )
Now additionally restores 9% of maximum Mana on champion kill/assist
Â Â Â Syndra
Summary:Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.
Scatter the Weak ( E )
Range increased from 650 to 700
Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
Unleashed Power ( R )
Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired
Â Â Â Teemo
Noxious Trap ( R )
Fixed a bug where mushrooms gave experience
Â Â Thresh
Attack Speed per level increased from 1% to 3%
Thresh’s basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%
Context:Weâ€™re trying to reduce the overall map mobility of Tryndamere so itâ€™s harder to safely split push all day, but to do it without hurting his mobility in team fights.
Spinning Slash ( E )
Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)
Â Â Vladimir
Hemoplague ( R )
Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell’s 0.5 second cast animation
PvP.net Service / Client
We made some changes that allow us to dynamically provide â€œLoss Forgivenâ€ to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
We can now disable in-game items and features on the fly, so if there are new bugs or exploits, weâ€™ll disable things on a more sophisticated level rather than turning off all ranked games
Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
We’ve also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
Fixed an issue where purchased champions or skins would disappear in rare circumstances
Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
This will fix the following:
Online friends appearing offline
Opening the wrong friend when clicking on another
Friends appearing to be another friend
Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
Group Chat Panels received a visual update to match the new updated friends list
Fixed a bug where some options, such as move camera on respawn, would not save
Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom
Attack Speed slows
Summary:Attack speed slows (IE: Nasus’ Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.
Context: Weâ€™re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we’re looking to treat all slows the same, whether they’re movement or attack speed based.
Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
Affected champion abilities and items:
Gragasâ€™ Barrel Roll
Malphiteâ€™s Ground Slam
Champions with dashes tied to their ultimates
Summary:The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the championâ€™s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
Context:We’re adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete their ability, but be snared at the end.
Crowd control effects can now be received during “unstoppable” movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
Jarvan IV’s Cataclysm
Vi’s Assault and Battery
Malphite’s Unstoppable Force
Hecarim’s Onslaught of Shadows
Stealthing now causes a self-only screen tint visual effect.
Mana Cost reduction on Ultimates
Context:Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.
Â Â Â Ashe
Enchanted Crystal Arrow ( R )
Mana cost reduced from 150 to 100
Â Â Â Leona
Solar Flare ( R )
Mana cost reduced from 100/150/200Â to 100
Â Â Soraka
Wish ( R )
Mana cost reduced from 100/175/250Â to 100
Â Â Â Varus
Chain of Corruption ( R )
Mana cost reducedÂ from 120 to 100
Â Â Â Viktor
Chaos Storm ( R )
Mana cost reduced from 125/175/225Â to 100
Alternate Map Balance
Twisted Treeline out of beta
Context:With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn’t mean design iteration will stop â€“ we’ll continue with champion balancing, system tweaks, and maybe even a new item or two!
The following changes are for the Crystal Scar only
Context:Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it’s only hurting champions that rely on regen or healing to be effective, so weâ€™ve removed it.
Context:The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
Speed shrine buff now decays over its duration
Â Â Â Teemo
Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets
Crystal Scar, Howling Abyss, and Twisted Treeline
The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only
Grez’s Spectral Lantern
Summary:Grezâ€™s Spectral Lanternâ€™s combine cost has gone up and the damage has been reduced slightly. The activeâ€™s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
Combine cost increased to 350 Gold (from 150)
Total cost increased to 1450 Gold (from 1250)
Damage reduced to 15 (from 20)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
Summary:The Lightbringerâ€™s cost is being increased (partially due to Grezâ€™s Spectral Lanternâ€™s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The activeâ€™s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
Combine cost increased to 575 Gold (from 300)
Total cost increased to 2500 Gold (from 2425)
Now builds from Ruby Crystal instead of Pickaxe
Now grants +200 Health
Damage reduced to 20 (from 50)
Armor increased to 25 (from 20)
Lifesteal increased to 15% (from 12%)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range reduced to 800 (from 1200)
Summary:Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The activeâ€™s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.
Context:Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don’t want to change that, but we’re making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We’re also giving it a cooldown reduction boost to help out with some AP itemization issues.
Combine cost increased to 530 Gold (from 200)
Total cost increased to 2300 Gold (from 1920)
Now builds from Fiendish Codex (from two Amplifying Tomes)
Health reduced to 250 (from 300)
Ability Power reduced to 40 (from 50)
No longer grants Movement Speed
Cooldown Reduction increased to 20% (from 10%)
Cooldown Reduction is no longer UNIQUE
Vision dust duration reduced to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
Context:At 50 AD, this item was too cost efficient for what it offered. Weâ€™ve reduced some of the stats and raised the cost in order to bring this item more in line.
Combine cost increased to 600 Gold (from 500)
Total cost increased to 2275 Gold (from 2175)
Attack Damage reduced to 40 (from 50)
Â Â Â Shaco
Jack in the Box
Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer
Twisted Treeline and Crystal Scar
The following changes are for Twisted Treeline and Crystal Scar only
Turrets now have inventory items that describe turret mechanics
Summary:Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.
Context:Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Crystal Scar.
Combine cost increased to 970 Gold (from 720)
Total cost increased to 2650 Gold (from 2400)
Now grants +10% Movement Speed
Magic damage amplification decreased to 4 seconds (from 6)
Summary:Twin Shadowsâ€™ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.
Context:Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It’s been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.
Combine cost reduced to 535 Gold (from 735)
Total cost reduced to 1700 Gold (from 1900)
Ability Power reduced to 30 (from 40)
Magic Resist reduced to 30 (from 40)
Cooldown on active reduced to 60 seconds (from 120)
Wraiths are now affected by speed shrines
Tutorial, Co-op vs. AI, Custom Games with bots
The following changes are for bot game modes only
Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu
Players who earned silver in Season 2 will now have silver profile borders until the end of the season
Limited Edition Skins and two brand new ones are available in the store!
Pumpkinhead Fiddlesticks -Â 520 RP
Bewitching Nidalee -Â 975 RP
Nosferatu Vladimir -Â 975 RP
Officer Vi – 975 RP
Haunting Nocturne – 520 RP
Zombie Brand – 1820 RP
Haunting Zyra – 1350 at launch, 975 after
Other skins also on sale:
Kitty Cat Katarina –Â 975 RP
Zombie Ryze -Â 975 RP
FrankenTibbers Annie -Â 975 RP
Definitely Not Blitzcrank -Â 520 RP
Pirate Ryze –Â 975 RP
Headmistress Fiora -Â 975 RP
Haunted Maokai -Â 975 RP
Underworld Twisted Fate –Â 975 RP
Headless Hercarim -Â 975 RP
Mundo Mundo -Â 975 RP
Lolipoppy -Â 975 RP… I mean 1820… I mean 6500! Don’t buy it!
Â Ququroon:Â Nasus is shaking off years of rough abrasion from the sands and returning to the battlefield with a complete visual update. Armored with refined plate and a higher fidelity look for his signature halberd, Nasus’s new model reflects his unbounded intellect and immense power.
Beyond the new model, all of Nasus’s abilities, animations and particles have been updated. His ultimate, Fury of the Sands, summons the ferocity of the desert tempest, and Spirit Fire burns with arcane etching upon the ground. Along with his model and visual changes, the Curator of the Sand’s sound effects and voiceover have been updated and expanded, exposing more of the vast archive in Nasus’s mind.
Preseason: Jungle Changes
A preview of what we can expect for junglers in Season 4!
Â Â Solcrushed:Â Weâ€™ve got some big things coming for the jungle this preseason. The overarching philosophy for our jungle update is to create more options and possibilities for junglers of all kinds. This moves us closer to the larger goal of ensuring that all roles and positions within League of Legends can feel strong throughout and make a big impact on the endgame. Letâ€™s take a look at some of the changes:
The Season 3 jungle
Junglers are very strong early, but many are pushed into more of a supporting role by mid-game
Junglers frequently run out of camps to farm due to laning teammates â€˜poachingâ€™ jungle monsters
Junglers who can gank early are favored over any other type of jungler
Junglers who fall behind early have a very difficult time getting back into the game
Why do these things happen?
Jungle monsters donâ€™t scale well
Jungle monsters grant more experience and gold (relative to minions) early in the game but donâ€™t scale as well as minions. Therefore, â€˜carryâ€™ junglers canâ€™t carry by farming the jungle â€“ they must take lane farm or have multiple successful ganks if they want to achieve the same amount of gold and experience as laners.
The tradeoff between ganking and farming is not optimal
Farming the jungle does not provide enough reward compared to the potential pay-off of early ganks. Additionally, itâ€™s easier for some champions to keep the jungle cleared while maintaining gank pressure.
It is better to concentrate gold onto a Marksman or Mage
In the Season 3 meta, gold was nearly always more efficient on a Marksman or Mage, regardless of position. This leads to rampant poaching of the jungle and junglers often find themselves at a clear gold disadvantage as compared to Marksmen or Mages.
Our new season jungling goals:
Flexibility in the jungle
We really want more playstyles to be viable in the jungle. Junglers will have more flexibility in choosing jungle routes, and the optimal jungle route will vary more depending on your champion.
Junglers who are more farm-centric will be able to obtain gold and experience similar to that found in solo lanes, offsetting the map pressure and lane support they give up by farming. â€œFarming Carryâ€ and â€œGanking Supportâ€ will both be viable play styles, with each bringing its own set of advantages and disadvantages.
More comeback mechanisms in the jungle
While counterjungling will remain a viable strategy, the jungler who is behind will now have more ways to get back into the game. (Some) Preseason jungling changes:
Here are some of the changes we are planning.
Weâ€™ll be adding an extra camp near blue buff and the wolf camp
By adding another camp, players can add some diversity to jungle routes and farm more resources. The extra camp creates further tradeoffs between ganking and farming the jungle because itâ€™ll now be more challenging to keep the jungle clear. Besides that, the camp adds one more lever for us to balance area-of-effect vs. single target junglers. The additional camp also equalizes the number of camps on the north and south side of the map, bringing the blue and purple sides of the map a little more into balance.
Jungle monsters will scale with champion levels
Monsters will now have a â€˜levelâ€™ thatâ€™ll be determined each time they spawn. This level will scale according to the average level of champions in the game. Bonus experience will be doled out if jungle monsters are a higher level than the champion killing them.
By introducing dynamic scaling and varying rewards on monster kills weâ€™re aiming to encourage jungle farming as a viable playstyle. The varying rewards will act as a comeback mechanic and an incentive for allies to leave monsters to players who are a bit behind in the game. With the extra camp, poaching becomes less detrimental to junglers and remains a feasible way for laners to claw back an advantage in their matchup.
More gold flow options for junglers
No specifics today, but weâ€™re looking to pour a little more gold into junglersâ€™ pockets. Weâ€™re exploring the idea of tying additional gold income to things like jungler-specific items instead of Smite. This idea and having more reliably scaling monsters should increase gold flow for junglers. Again, these are a few of the changes weâ€™ve got planned for the jungle. Weâ€™re looking forward to seeing how everyone adapts and even more excited to see how the jungler position evolves in the new season!
Improved Jungle Items
Â Solcrushed:Â An introduction to jungle items without going into specifics
Now the item for farming junglers, grants very bad combat stats but gives a very big increase in gold from jungle monsters
Spirit of the Ancient Golem
Now intended for support junglers who will move with the team more than farm the jungle. Allows you to ‘bank’ the gold bonus for a little bit of time which you can cash in by killing jungle monsters.
Spirit of the Spectral Wraith
Now intended to help mage junglers who are hurt by not having blue buff and needing to spend too much resources to clear jungle mid-late game. Will give Health and Mana back equal to a % of spell damage you deal to monsters. (Vlad and co. will still have their selfish spellvamp item – it just won’t be Spirit Wraith)
Have there been changes to Spirit of the Elder Lizard?
Â Â Solcrushed:Â Its been changed but I reserve my rights to tease.
What is the new camp like and how will it impact the game?
Â Â Solcrushed:Â For now it is a big bad red Wraith. Hopefully we will be able to make it awesome later on.
Â Â Solcrushed:Â The new camp is a single monster who hits really hard.
Since we now have camps that consist of 1, 2, 3, 4 monsters it is easier for us to adjust the balance between single target and AOE since you now have enough camps to choose your route, opposed to before where we had to adjust the entire jungle.
Will jungle camps still scale with time?
Â Â Solcrushed:Â We are doing away with the time scaling, monsters will only scale with level now.
Have you considered having jungle items with bonuses that only work if you take smite as a summoner?
Â Â Solcrushed:Â I would shy against having very forced synergy, for one tying everything to Smite also kills builds such as Teleport Ghost jungle, Exhaust Flash jungle etc.
The level scaling will take into account AVERAGE level of champions in the game, so people who are lower level gain more from killing monsters in the jungle compared to higher level.
What will happen to the real tank junglers?
Â Â Solcrushed:Â We will need to make sure they do not fall behind too easily. If it becomes a problem we can make them jungle better mid-late game or introduce an item for those characters.
Have you considered making double jungle a viable meta?
Â Â Solcrushed:Â We will not force such changes, but if they become viable in a way that we feel makes the game better, we will definitely support them.
Will this new camp make junglers who need their ult quickly overpowered?
Â Â Solcrushed:Â We will need to balance junglers again once the changes have shaken out.
Isn’t gold still better spent on a Mage or Marksman than a jungler?
Â Â Solcrushed:Â That is still the case.
Difference is the jungler gets MORE gold than mages and marksmen from monsters.
Is 200 gold for the mage more efficient than 300 gold for the jungler? The answer is no longer always ‘give farm to the mage’ (or we would place it where it would not be)
What stops other lanes from farming these camps for more gold?
Â Solcrushed:Â It does not provide more gold and exp for each individual camp, actually the individual camps give less rewards to compensate for there being more camps. So poaching is less strong than before.
Will the changes also apply to Twisted Treeline?
Â Solcrushed:Â For now this is all for SR only
Is this a nerf to counterjungling?
Â Solcrushed:Â It is a possibility we are worried about, but our tests to this point have signaled that counterjungling is still strong.
Specifically, since there are more resources in the jungle the jungler who is controlling it can get strong very fast.
How will ganking impact the jungler’s power curve?
Â Solcrushed:Â If you get an efficient gank, you will still have an edge as should be. (It is a risky move)
If you waste time ganking, the enemy jungler will be ahead as he has more resources to farm and monsters only adjust their level when they spawn.
How can junglers who are behind catch-up?
Â Solcrushed:Â Characters who are behind in level to monsters gain more rewards from killing the monster. Jungle monster scaling is also set up so that the first few levels do not grant much stat increases.
There is a very big gap between ‘first advantage wins the game’ and ‘early advantages don’t matter’. Our game even with these changes are very far away from the latter.
How can ganking equal a better shot at winning than just farming camps?
Â Solcrushed:Â By snowballing lanes and gaining map control, the ‘guaranteed ‘ gold is not so guaranteed when your lanes are weaker than the enemy’s and you cannot fight against their invades.
Preseason: Game flow Changes
How will Preseason affect the Rift? Find out below!
Â FeralPony:Â Hey everyone,
FeralPony here to run through some high level changes coming this preseason that fall under a topic we’re calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It’s how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It’s the systems in place that aren’t under direct player control.
So what does it include? Here’s a look at some of the changes we’ll be implementing this preseason:
Game and objective timings (when things spawn etc)
Jungle (this is a large enough system it’ll be included in another post)
Tons of Changes!
You might be saying, “By the factions of Runeterra, Pony, that’s a lot of changes!” You’d be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.
We’re making some adjustments to global objectives in Summoner’s Rift.
Dragon:Â The gold and experience rewards for slaying Dragon will now increase over time.
In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.
Baron:Â Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)
We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.
Turrets:Â The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.
This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.
Super Minions & Inhibitors:Â Downed inhibitors will no longer makeÂ allÂ minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.
Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two.Â That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.
Other underlying systems:
In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:
Bounty Calculations:Â We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.
Minion and Jungle Spawn Timers:Â All minions and jungle camps will spawn earlier in the game.
We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.
Brush Changes:Â We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.
In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.
We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward.Â We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.
That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.
We’ll also be posting this onÂ redditÂ where we may pass through to clarify some questions. Later this week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!
IronStylus shares some ideas about the coming rework of Evelynn, this time only in appearance.
Any new Evelynn skins we can look forward to?
Â IronStylus: Eve unfortunately, most likely, will not get more skins until we do a VU on her. Her rig is mighty busted and not really fit for a lot of technical work. Same issue with Twitch honestly. Most champions that need VU’s need them for the purpose of skins because there’s so little to work with currently.
If we make a legendary skin we can sometimes go from there due to a rig being updated, but sometimes doing that amount or work might as well be making another champion. A lot of champions that are in dire need of VU’s are sort of off limits to skins depending on how outdated their assets are. As soon as that VU is done however, concepting on new skins can begin immediately.
Sorry, it’s piling more into that promise of a VU, but it’s what has to happen before we can technically do anything with her. It’s a logistical and quality matter. Fear not though, I think her VU, when it does happen, will be really satisfying.
Follow-up: Will Evelynn retain her dance animation in her VU??
Â IronStylus:Â What’s her dance again? Can’t remember off hand. Depends. Again, we only have so many art points in our mastery tree. They have to be allocated to where they will make the most impact with the time and resources we have.
You need to play with her shadow aspect when reworking her visuals
Â IronStylus:Â Agreed! She could be so much more impactful in the sadistical-kill-you-dead-from-the-shadows feel. Something we’d definitely like to leverage in a VU.
Shouldn’t Evelynn look more the part of a dominatrix than an assassin?
Â IronStylus:Â *Wild speculation time*
This is just my hunch, due to the current iterations in concept that we’re doing, but my guess, as it stands now, is that we’d do a traditional skin for Eve. Her current outfit is just.. nothing. It’s pink bondage gear. What does it even mean? Sure, maybe it says sadistic, but it sure doesn’t scream to a deeper thematic. She needs a jump-start in my opinion.
I would want to see her occupying a thematic space like Lust from Full Metal Alchemist. A real sadist, possibly touched by something supernatural or corrupted. We could still go that sadistic bondage route, but it would actually mean something if we gave her.. let’s say.. a non-grotesque Hellraiser type vibe.
Â ricklessabandon:Â So, relatively big post incoming. Given how far behind I’ve gotten on the thread, it’s probably faster to pull posts that seem representative of sentiments I haven’t addressedâ€¦but this method may read much less coherently since the quotes/replies aren’t arranged in any meaningful order. So, apologies for that.
Speaking of apologies, sorry about the fairly long delay between me trying to catch up and me finally posting some responses. To keep the excuses to a minimum, “life got in the way” and I’ll leave it at that. Thanks to those that posted messages via Twitter and relayed what little information I gave at the time back hereâ€”that was very cool of you.
Anyway, on with the meat of it. I’ll consider myself ‘caught up’ with anything before this post, so if IÂ missed something (which i’m sure IÂ have) then please feel free to bring it up.
Originally Posted byÂ foxxiest ahri naÂ
Make it to whereÂ a target may only be hit by multiple fox-fire bolts if they are charmed!
This was actually one of several possible directions back when IÂ first started ‘whiteboarding’ different ways to go about these changes. IÂ initially liked this idea very much back before anything was implemented, but eventually talked myself out of it. one of the reasons i didn’t opt for that direction was that it changes some of the feel/flow from ahri without direct gain. essentially, the new targeting paradigm of that fox-fire wasn’t inherently attractiveâ€”it was more of a solution than a mechanic that stands on its own. adding doom to charm accomplishes many of the same things, but also retains the same control of fox-fire (needing to be close for guaranteed multi-hit). it also makes charm more integrated with all of ahri’s abilities instead of having a special relationship with just one ability, which makes the kit cleaner overall.
Originally Posted byÂ xenefenexÂ
I’m an Ahri main and i want to know why you think spirit rush’s multi-target damage dealing is a problem. It’s the only change that’s unjustified and i think that at the very least, you can at least communicate why this is happening. I just want to hear a legitimate response so i can rest my heart and believe that ahri will be in a good place after the changes.
to be honest, this mostly came down to the numbers being a a little bit too high given everything else the ability does. early on, there were suggestions to hit the missile range or the spell cooldown, but IÂ felt that it was the least disruptive to adjust the damage values. The downside to this is that given the current mechanics of the ability, the fact that Ahri can reliably hit a target three times with this ability means that it needs to be balanced as if no dashes are ever wasted (i.e., if Ahri chooses to not damage an enemy with a dash, that option would be as/more valuable). The long and short of it is that having a reliable 255 (+105% ap) AoE ultimate would be considered strong if it only did damageâ€”given how flexible the ability is outside of its damage potential, and how cool that flexibility is, it follows that if something were to give here it would be the damage. Now, it could be that my exact numbers are off (and I’ll adjust accordingly if so), but given the most recent update I’m fairly confident that these numbers are close given the current mechanics.
Originally Posted byÂ neo cyrusÂ
One major concern that has been repeated 9001 times is that making Ahri completely dependent on charm doesn’t get rid of her assassination potential people cry about and ends up making her 1 dimensional… Far too predictable.
I’m of the opinion that having ‘predictable’ patterns is actually very healthy for assassins as that becomes one way for them to outplay their opponentsâ€”prey that assumes you follow a set pattern can become vulnerable to variations within that pattern (assuming meaningful variations can be made)â€”giving assassin patterns ways to create emergent opportunities tends to work toward making their experiences richer. We’ll see how it plays out, but my hope is that I’ve added a bit more of that play to Ahri’s kit.
Originally Posted byÂ lichbladeÂ
Does foxfire(w) still apply the full spellvamp or it reduced to 33% due to aoe? Since rylais interaction is still the full slow due to the revert.
Foxfire’s spell type was reverted to what it is on live, so it gains the full benefits from both rylai’s and spell vamp.
Originally Posted byÂ warriorman21Â
In other words, if you have no ap, the passive barely does anything at lvl 1.
Imo the base heal should be raised a bit and the scaling dropped a bit.
While there is a little bit of healing lost here, I think the scenarios in which Ahri starts with 0 ap and uses her passive before she hits level 2 are pretty rareâ€”I don’t think this will be much of a factor (if at all). If it turns out to be an issue though, one of the benefits of reworking the passive like this is that it can be adjusted to have any values/curve necessaryâ€”if the base needs to be higher early and worse late, we can control that with very fine accuracy.
Originally Posted byÂ trijanÂ
I figure that if these changes blow over and she’s still a good champion, great. In contrast, if the forecasted ahripocalypse does happen and she’s complete trash, riot will probably restore some of her power.
Yes, of course! If these changes end up being too much, it’s very easy to adjust. Nowhere in my goals did I state i wanted Ahri to be swept under the rug.
Originally Posted byÂ raptorkatÂ
Now she has to build and rely on things like dfg to do any form of noticeable damage, which is horrible if you consider what happens when dfg does get nerfed. Where will that leave ahri?
Ahri’s tuning is not being done around exclusively around Deathfire Graspâ€”she does very appreciable damage without the item and that’s intentionalâ€”she is meant to scale off of damage items though, so big-ticket damage items like void staff and the three needlessly large rod items should give her the biggest returns for kill potential. That’s more about the nature of Mage damage scaling with AP than anything Ahri-specific though.
Originally Posted byÂ princess asheÂ
it’s supposed that these changes are to decrease the damage of her assasin side, but you’re hittin more the mage one and strengthening the other. :/
Holistically, I think that Ahri’s Mage patterns got the better end of the dealâ€”Orb of deception is still as good as it always was, and the lower mana cost on Fox-fire combined with the scaling on her passive give her a bit more staying power in prolonged fights/sieges. The areas hit the hardest were Ahri’s ability to fish with charm, and her ‘sudden burst’ all-in pattern that starts without charm. Both of those tend to be tied to Ahri’s Assassin patterns. tThe point is fairly moot though as the goals of these changes were not to beat down ‘Assassin Ahri’ and promote ‘Mage Ahri’ (which seems to be a recurring misunderstanding). These changes are more about making those patterns more clear.
20thCenturyFaux touches on the topic of why Heimerdinger’s ultimate no longer grants passively CDR and why that seems to be a resounding issue with Heimer players.
Â 20thCenturyFaux:Â I find the CDR thing especially interesting because it’s a very clear example (to me) of the difference between perception of power vs exercise of power.
People want free passive CDR much much more than they want the CDs of Heimer’s abilities to go down, by volume and passion of requests. Yet by every measure reducing the spells’ base CD is straight up the same thing as free CDRand stronger besides. It lets you reach higher highs of CDR after blue buff / buying some / runes masteries / etc.
There’s a bunch of psychological factors that cause this, and it makes a lot of gut-level sense to people. At the end of the day, it feels like the passive CDR was “taken away”, and people respond much more strongly to something being “taken away” than they do to the absence of power they desire. A thought experiment: If I hand you a candy bar, then take it away, you become justifiably angry with me–way more than if I just don’t hand out candy in the first place.
This doesn’t change what players want or the data they have access do, but what itÂ doesÂ do is reframe the conversation. It starts it out in cooldown land, skipping several initial steps: Does Heimer need a buff? Where should that buff go and why? If we think he needs more stuff to do, when during the game does he need it? Is cooldown the right way to give him more power and more stuff to do? If all yes, then consider if we want to artificially restrict how much CDR he can buy. If yes to that too, then and only then does a CDR passive come back.
That’s a lot of ifs! What’s more, the balance of champions changes as people learn to play them–release Orianna is probably the clearest example of this. As strategies for playing as Heimer and playing against Heimer emerge, it changes what his balance looks like. From that, it’s actually outright impossible to achieve a state of perfect balance in PBE, so the strategy becomes more about planning and getting ready for live. What do we do if he turns out UP? OP? Balanced but in a skewed way (too weak here, too strong there, sorta average overall)? That’s what PBE is really good at, and you guys have helped a lot preparing me in that department.
Bruticus44 hit the nail on the head:
Originally Posted byÂ Bruticus44Â
If Heimer hits live just the way he is on pbe right now and ends up being OP at all levels of play, do you think that people will care he has longer CD’s on his spells? What if he is UP? Will Riot just throw up their hands and say, “whelp we tried” without first maybe reducing his CD’s?
Xelnathspeaks with concerned Summoners over the forums regarding the unique features Xerath may lose with his upcoming rework.
Has the overall feel been preserved?
Â Xelnath:Â Xerath still has a line nuke. The ability to trade mobility for range. A ranged single target stun. Combos which flow naturally from that kit. Xerath is still extremely positioning sensitive. He just doesn’t get to cheat with a 4 second cooldown 2 second dash that provides 40% spell penetration.
Spell flow wise, E->W is like E->R. E->Q is solid harass. These flows are the same. He still ignores a significant portion of the enemy’s magic resistance.
He is still has long range on these base spells and effects. Finally, he has a new long-range attack that is unparalled in the game. No other champion gets the opportunity to snipe off two opponents fleeing in opposite directions at critical health.
However, I am going to stop posting for a while. I really do know better, but still got drawn into this. Each time I posit how he is similar, has the same button flow, someone will write a list explaining how he has changed.
Yes, he has changed. Yes, this is highly disruptive. Yes, you won’t be as good with Xerath rework day 1 as you are now at day 500 of live Xerath. However, everything about his kit screams Xerath – long range line poke, crushing AoE damage, extreme safety and importance of paying attention to positioning. Finishing off weak champions in lane with ultimate after poking them down to a vulnerable state.
Suggestion: Add an ammo system to Xerath’s new ult
Â Â Xelnath:Â If we put ammo on the ultimate, or a cooldown refund for not firing all of the shots, it encourages Xerath players to be more timid about using their ability. We don’t want that. We want you to be in siege mode and maximize your ability. You should not be second guessing yourself during ultimate – with the exception of “oh ****, someone’s coming, I need to leave ultimate mode NOW to run!”
Issues with the new W
Â Â Xelnath:Â On the topic of Locus of Destruction – I don’t want to flatten the damage too much. Maybe go from 60 to 50 with some small base damage increase. I agree the outer slow is very weak at 10%. Will discuss with Zenon today.
Why did you rework Xerath’s ultimate this way?
Â Â Xelnath:Â Preserving the theme of the original kit, clear moment focused only on long range attacks.
Steroids (aka old locus) have to be absurdly overtuned to be appreciate. Champions in that space (Karma) have historically been viewed poorly. New Heimerdinger is the first super-steroid ult that seems to be testing well.
I would say that the current ult is also truer to the old Xerath ultimate – 3 shots (now 4) of significant aoe power.
Â Â Xelnath:Â Okay, let’s summarize these issues:
Xerath’s controls have significantly changed since live
Xerath root – fire – reposition play was core to the character
Xerath’s burst was unavoidable previously and new Xerath is more avoidable
Xerath’s ultimate feels like it is outside his core kit (previously it triggered the stun)
Xerath has been pulled off PBE while we work on his new ultimate VFX and to prepare for the release of 3.13
Patch 3.11 notes are up and include buffs to Galio, major changes to Draven and Zac, numerous 3v3 & Dominion-exclusive balance tweaks, massive improvements to Spectator Mode with the recently-announced Dragon & Baron Timers and Teamfight UI. In other news, Nome previews new visual effects for minions, Garen is getting a Visual Update, Socratesannounces several tweaks to Season 3’s Rewards, Scarizard brings post-PAX updates on Rengar, Forecast Janna is released in the store, some pics from PAX Prime, courtesy of a fellow NoL team member, and the latest Sale!
Now grants a base 50 Gold bonus upon killing an enemy champion, increased from 0
Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only half)
Gold per Adoration stack consumed reduced from 3 to 2
Summary:Â Dravenâ€™s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Dravenâ€™s passive will grant at least 50 bonus gold per kill.
Context:Â Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. Weâ€™re looking at ways of making his Adoration mechanic more rewarding – both functionally and visually â€“ during late game and multikills
Â Â Â Â Â Â Galio
Idol of Durand ( R )
Cooldown reduced from 170/150/130 to 150/135/120 seconds
Mana cost reduced from 100/150/200 to 100
Summary:Â Weâ€™re reducing Idol of Durand’s cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.
Context:Â Galio’s ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel itâ€™s currently too constrained overall. By reducing his ultâ€™s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.
Â Â Â Â Zac
Cell Division ( Passive )
Adjusted passive chunk drops to be more contestable by enemies
If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isnâ€™t a change, but is listed for clarification)
Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
Slightly increased the distance contestable chunks travel from Zac
Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies â€“ Zac now has to wait 0.25 seconds before he can absorb his chunks)
Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’s Bounce
Summary:Â Zac’s chunk drops are now more contestable by opponents.
Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn’t stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the â€œawesomeâ€ category over multiple levels of League play. Weâ€™re still balancing Zac out, but these changes should give Zac’s opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.
Quality of Life & Bug Fixes
Â Â Draven
League of Draven ( Passive )
Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks
Â Â Â Â Â Fiora
Blade Waltz ( R )
Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), sheâ€™ll deal damage as normal
Context:Â Fioraâ€™s Blade Waltz has been hindered by reliability issues for a while now, so weâ€™re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.
Iron Man ( Passive )
Now displays shield amount in segments, similar to health segment
Â Â Â Â Singed
Fling ( E )
Fixed a bug where Fling was dealing more damage than the tooltip values indicated
Â Â Â Â Thresh
Death Sentence ( Q )
If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap
Â Â Â Â Â Â Udyr
Phoenix Stance ( R )
Phoenix Stance’s buff now displays a timer for Udyr’s next Phoenix Breath attack
Â Â Â Zac
Elastic Slingshot ( E )
Fixed a bug where the landing point visual effect was not appearing for enemies
Context: Similar to the removal of Needlessly Large Rod in 3.10, weâ€™re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.
Â Â Nidalee
Bushwhack ( W )
Reveal and Armor and Magic Resist shred duration reduced from 12Â to 6 seconds
Trap duration reduced from 4Â to 2 minutes
Context: Nidaleeâ€™s Bushwack traps grant too much vision and zone control on wardless maps. Weâ€™ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
Â Â Â Teemo
Noxious Trap ( R )
Duration reduced from 10Â to 3 minutes
Context: Like Nidalee, Teemo’s Noxious Traps grant too much vision and control on wardless maps. We’ve reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.
The following changes are for Crystal Scar only
Â Â Kassadin
Null Sphere ( Q )
Null Sphere silence duration reduced from 1/1.4/1.8/2.2/2.6Â to 1/1.25/1.5/1.75/2 seconds
Context: Kassadin is in a much better place after his initial changes, but he’s still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.
Â Â Kha’Zix
Taste Their Fear ( Q )
Isolation damage reduced from 45%Â to 35% bonus
Evolved Enlarged Claws ( Evolved Q )
Additional missing Health damage reduced from 8%Â to 6%
Context: Kha’Zix’s isolation mechanic is too accessible on Dominion. With these changes, heâ€™ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.
Â Â Â Â Lulu
Wild Growth ( R )
Cooldown increased from 110/95/80Â to 120/110/100 seconds
Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.
Â Â Wukong
Stone Skin ( Passive )
Armor and Magic Resist reducedÂ from 4/6/8Â per rankÂ to 2/4/6
Cyclone ( R )
Cooldown increased from 120/105/90Â to 120/110/100 seconds
Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We’ve increased the cooldown on Cyclone to help remedy the situation.
Â Â Â Yorick
Omen of Famine ( E )
Cast range reduced from 550Â to 500
Cooldown changed from 10/9/8/7/6Â to 8 seconds
Context: Solo lane Yorick has some strong opponents, but if you donâ€™t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.
Players can now undo recent transactions within the in game item shop
Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell
Items will remove benefits they granted you when undone, such as gold gained from gold over time items
Certain items cannot be undone such as Homeguard or Captain’s Boot enchantments
Context: Accidentally bought a B.F. Sword on Swain? Weâ€™ve added an undo button to the item shop, giving Runeterraâ€™s most mis-clickiest of players the chance to undo their recent purchases. Purchases canâ€™t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).
Mousing over a champion’s passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka’s Consecration)
While spectating, press ‘A’ to toggle the Team Fight UI
Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts
Team health bars communicate the momentum of the fight and impact of AoE damage
Crowd control indicators visualize the power of crowd control abilities
Pentakill counter tracks progress towards double, triple, quadra and pentakills
Context:Â Weâ€™ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that itâ€™s easier to focus on the action during team fights. With this change weâ€™ve optimized the display of battle information in team fights, including whoâ€™s involved in the fight, whoâ€™s winning, and how many people have died on either team.
Following the 3.11 patch, we’ve seen an increased level of disconnections and Bugsplats. Weâ€™re fully aware of this and we now have a solution for resolving a majority of the issues.
Some third-party add-ons are causing technical difficulties and bugsplats(game crashes) with patch 3.11, the latest League of Legends release. If you find you’re experiencing more bugsplats than usual, try uninstalling your addons and running a repair from the settings dropdown of your League of Legends patcher.Â
To run the repair function:
Run League of Legends.
Click on the button with a gear near the top of the window.
Wait. The repair function can take anywhere from 5 minutes to over 30 depending on the number of corrupt files it has to repair.
If after this you still experience the issues, please attach the following logs to your replies, as it will assist us in figuring out what is occurring:
Launcher/Patcher – Launcher and Kernel Logs:
These logs are useful for: Stuck Patches, Server Unavailable and Unspecified Launcher Errors
The patcher is responsible for keeping your installation of League of Legends up to date with the newest champion, skins and features. Problems that require patcher logs occur when you first boot up the game and before you hit the “Play” button. There are two log files that will contain any error messages you receive while at this window: rads_lol_launcher.log,rads_user_kernel.log
In-game RADS Logs:
rads_user_kernel.log in C:\Riot Games\League of Legends\RADS (or on Mac: /Applications/League of Legends.app/Contents/RADS)
In-game launcher Logs:
[Timestamp like: 2013-08-27T15-40-03]_launcher.log In C:\Riot Games\League of Legends\Logs\Patcher Logs (or on Mac: /Applications/League of Legends.app/Contents/LoL/Logs/Patcher Logs)
In-Game r3d Logs:
These logs are useful for: In-Game Errors, Graphical Problems and Frame Rate Issues
A game log is created each time you play a game. It contains vital information about your loading process and will log any errors that occur during the course of the game. These logs are essential for troubleshooting in situations where you have problems in-game.
Each file appears like this: 2011-05-24_21-11-32_r3dlog.txt
C:\Riot Games\League of Legends\Logs\Game – R3d Logs (or on Mac: /Applications/League of Legends.app/Contents/LoL/Logs/ Game – R3d Logs)
For people that get stuck in the League of Legends logo, and / or at 99% , 33%.. When patching the client: Do not worry about it and leave it open. Both during the logo and when stuck at those % the game is still patching in the background. If you leave it eventually it will be finished and move forward.
Thanks for your patience, weâ€™re sorry to those running into this problem and it would help for you to let us know if the steps above helped fix things here in this thread.
Minions will get a brand new missile animation with a near-future update on the PBE.
Â Nome:Â Hey guys,
As part of our ongoing effort to increase gameplay clarity, we’ve decided to revisit minion visual effects. Here are some of the problems we’ve identified with what you currently see on the live servers:
Ranged missiles fail the “screenshot test” for information conveyance. Because the missiles are round, directionality cannot be inferred.
Hit effects are too high in the “loudness” hierarchy. Champion particles should take much higher precedence!
Visual noise is excessive. There are a lot of bright flashes that simply aren’t necessary.
The low Effects Quality setting made them look pretty bad!
With these issues in mind, we’ve made several revisions to minion VFX, which should come to the PBE in the (very) near future.
Ranged missiles now convey directionality.
Overall particle brightness and saturation are reduced.
Decreased amount of bright flashing.
We’ve taken great care to preserve the last-hitting experience, though it may take a game or two to adjust to the new visuals. Be sure to take a look and give feedback!
Was there an increase in missile speed?
Â Â Nome:Â No gameplay mechanics are affected. See ’em in motion first to see if they look weirdÂ
Isn’t the “Low Effects” settings supposed to increase FPS on lower-end CPUs?
Â Â Nome:Â It is. We haven’t done heavy performance testing on these yet, but they’ll definitely be optimized properly before release.
How do the new VFX for cannon minions look like?
Â Â Nome:Â Cannon VFX look the same, but the muzzle flare is removed. Super minion VFX are also untouched.
Demacia’s favorite son is brushing off some of the dust and scars of so many battles and coming into new focus with a complete visual upgrade. Decked out with new armor and weaponry befitting his victorious prowess, Garen’s new model solidifies his image as the quintessential poster boy of Demacian valor.
In addition to the new model, all of Garen’s abilities, animations and particles have been upgraded. His ultimate, Demacian Justice, shines with righteous energy, and the winningest spin in Valoran has been refined in its motion, making Garen’s signature techniques as polished as his intimidating pauldrons. With updated sound effects and voiceover, the Might of Demacia sounds the battle cry loud and clear, assured of many victories to come. All of Garenâ€™s skins have been sharpened up as well, with the exception of Steel Legion Garen, which Demacian High Command deemed already fit for service.
So don’t be surprised if the next time you face check a bush the guy waiting for you looks even more handsome and dangerous than usual. DEMACIA!
Following community feedback,Â Borders and Ranked Team RewardsÂ are getting several tweaks.
Â Socrates:Â Hey all,
A couple updates to Season 3 Rewards to share:
1. Ranked Borders
Many of you have raised some concerns over ourÂ announced planÂ to show your highest earned border across all queues types. I’ll explain a little bit about our original reasoning, but first, some news: we’ll be rolling back this change in a subsequent patch – soÂ loading screen borders will reflect the highest tier you’ve achieved in the ranked queue you’re currently playing.
This change was already implemented and is going to be in the patch for 3.11 (so youÂ willÂ see it applied to Season 2 rewards), but we’ll be reversing the change in the following patch. In non-ranked queues, your rewards will be displayed based on the same rules as the start of season 3.
Why were we originally doing it? One of our goals is to improve the ranked team experience and drive more participation in ranked teams – after all, League is a competitiveÂ teamÂ game. We’ll talk more about this in Season 4, but the idea to make loading screen borders valid across all queues was driven by this notion. In the case of cross-queue login screen borders, we viewed this as an incentive for players to form ranked teams. Players who participated in ranked teams would get to display their rewards everywhere.
The problem many of you have highlighted is that this change appears to incentivize players to sell ranked teams or otherwise abuse the system to illegitimately earn rewards. While our research indicates this actuallyÂ hasn’tÂ become a common occurrence in the wake of our announcement, our priority is to make sure that the rewards you’ve worked so hard to earn over the course of Season 3 aren’t tarnished by cheaters, even if it’s rare.
We’re being extra vigilant in tracking these cases and we’re actively banning abusers for win trading and slot selling. Our tracking methods are also not limited to just high ranked teams. If we discover that someone has been selling ranked rewards (or is abusing the system), we will ban the account for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we will make sure both the seller and the purchaser are completely ineligible forÂ anyÂ reward associated with Season 3.
2. Ranked Team Rewards
Another great piece of feedback we’ve heard from you is that the 30% of total games requirement for players to earn Ranked Team rewards was a little confusing. We agree – it created too many scenarios where players might lose out on rewards they expected to earn, and it made the situation too complex.
Instead, you’ll simply need to haveÂ 10 winsÂ with your ranked team in order to earn rewards.Â A notification icon will appear above your 3s or 5s tier badge in your profile page in the next few weeks to inform you if you are below 10 wins on a ranked team.
We’re going to be closely monitoring teams with big roster swaps and/or big drops in matchmaking rating, and we’ll investigate any signs of abuse. In clear cases of abuse, we will (as above) ban the accounts for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we’ll make sure involved parties are ineligible forÂ anyÂ reward associated with Season 3.
We’re genuinely grateful for your feedback – we’re listening closely as we work towards Season 4 and beyond.
Scarizardbrings post-PAX news of the League’s predator. TL:DR included below!
Â Scarizard:Â Sup dudes! Got back from PAX last night and busy playing catch-up this morning. Played Rengar today and have to say i’m pretty excited. End score was 10/4/16 iirc, with the lowest deaths and 2nd highest kills on my team.
(For those that care about anecdotes) – Laned vs Renekton. Maxed W since i got to lane later after helping a jungler out, which got him pushing vs me early. Used W2 to Sustain, but since all Ferocity bonuses are champion-level scaled atm, still got to reap the beenfits of high Armor/MR and pushing power as well as Q-Train (Although my extended all-ins were considerably weaker than if i had the +DMG/+AS% from Q levels).
Got the first kill of the lane vs him, then died getting outplayed (both of us were below 100 hp iirc) and so we basically conceded to farm. Felt fairly comfortable, used my Ult to roam and kill mid comfortably by Sprinting past his wards, then stealthing from a flank combo’d with my midlaner’s CC.
Maxed Q 2nd, ended up doing enough damage with Q-Train and BOTRK as well as utilizing top brushes to chase down Renekton and 1v1 him.
Endgame build was Blade of the Ruined King, Mercury Treads, Frozen Mallet, Last Whisper, Bonetooth Necklace and a Kindlegem (With intent to Spirit Visage) – played a flexible peeler for my Carry by utilizing high Attack Speed with Frozen Mallet procs onto dudes like Nocturne and Renekton, but the most fun was using Thrill of the Hunt to run from a fight…only to double back around the brush i had exited (Since i had vision of the enemy team) and Stealth Ambush two mid-hp damage dealers that thought they had won the teamfight and wanted to push objectives.
Game ended in a Victory around the 30-35m mark.
Analysis outside of this game (as well as this game) seems to suggest that his Toplane is pretty strong vs a lot of melees, pending you use your W2 as a fallback should you be behind. (Remember! With Q-train, it’s possible to Q, Q2, W, E, W2 all in a very short window, netting you great trade damageÂ andÂ the health swing from W2!)
He’s scaling pretty well with gold, too – i posted about the insane stompy Xelnath game where he even went so far as to get Zerker Greaves and an IE and had over 400 AD and was one-shotting people. Endgame, anyone mid-hp was instantly dead to my Q2->Q->E->Q2->W Flurry, and was an appropriate threat to members of the enemy team.
Confidence level is pretty high atm that this can start going into Competitive testing, pending two things:
1. Code Review with Volty – this is something we do where Designers check eachothers’ scripting to see edge/abuse cases that may be present, as well as those that may cause bugs. Essential to moving forward with QA Coverage so a champion is bug-free.
2. VFX/Smoothing on the Ultimate. Tl;dr here is that the Sprint/Stalk is working out really well in terms of the gameplay it’s providing (Had some fail escapes, some sick jukes, some chase cleanups, some initiations and some stealth ganks) in that its truly flexible as an Ult if you premeditate it, but it’s unclear currently in some playing against cases When or If i will stealth.
My confidence is still in the Re-cast version of the ult, but particle support when he attempts to ‘fade’, removing the built-in delay to re-cast but re-implementing fadetime-delay on damage taken as well as a few other things are on the table as potential necessary places to move to smooth out the pure feel of using this ult.
Just an update to let you guys know where things are at. We’re pretty close to mechanics-locked at this point (meaning no drastic spell changes), but there is always room for tweaks and tuning across the board and i’m working closely with the team to figure out where any of it is necessary. If things continue as planned, i’d say i’m shooting for 3.13. 3.12 is unlikely, mostly due to the amount of time we’d need to account for bugfixing to ensure a safe patch release – but regardless of when it ships, it should be on PBE relatively soon for you guys to take a crack at.
Thanks for sticking with the thread and giving me a ton of feedback, good and bad. Can’t wait for y’all to play it.
Excellent sniping in teamfights and clean-up afterwards
Toplane Rengar remains dominant vs most melees
Code Reviews, VFX and more internal work is required before Rengar’s new kit can head for Competitive testing
Scarizard wishes to implement the Re-cast version of “On the Hunt again”, but removing the in-built delay and going back to the stealth delay on damage taken
After 112 Summoner Showcases and years of aspiring devotion to fans, Nika leaves Riot to pursue other opportunities.
Â NIkasaur:Â Hiya Summoners!
After three years working at Riot and 112 episodes of the Summoner Showcase, I’m taking my final bow and leaving Riot.
Our next episode of the Showcase, 113, will be the last of the series. It has been an amazing time. I’ve met so many incredible fans and shared so many momentsâ€¦ Your passion, boundless creativity and excitement has made this job the best in the world. I have too many stories to even recount, and not enough ways to express how Summoners have illuminated my life. I’m gonna miss it like hell, but it’s time for me to pursue other passions and focus on my writing.
While I won’t be working for Riot or making the Summoner Showcase, I am and will always be a fan. I think my weekends would super suck if it wasn’t for LCS, and I’ll still be right there, admiring your artwork and cosplay as a fellow fan.
I know that Riot will keep supporting fans and changing the definition of what it means to be community-focused. The Showcase Facebook page will continue, with frequent updates of art and must-see fan creations, and our new Tumblr page with even more. What’s next? We’d love to hear it from you. Give us your ideas for what you wanna see from Riot to support the community. After all, it’s about you, it should come from you as well.
Thank you so much for supporting me, supporting my show and making my job so easy. With the people I’ve met, the art I’ve seen and everything in between, this couldn’t have been a more wonderful life experience.
As you can see from our camera overlooking Summoner’s Rift, Forecast Janna is live and on location bringing you the latest weather news. Featuring voice over inspired by the classiest of meteorologists along with a new model, spell effects and animations, this plucky weather professional is here to support you on all your excursions to the Fields of Justice.
You can pick up the legendary Forecast Janna forÂ 1820 RPÂ in the League of Legends store.
Helping you get past the summer news drought are GrumpyMonkey with suggestions for Evelynn‘s Visual Update and a few jokes about Lollipoppy andÂ IronStylus with a set of incredible Leona and Diana sketches! To round up the forum report, ricklessabandon makes a brief mention of plans for Urgot, ohmikegoodness does Soraka‘s dance in all its complexity and RiotForScience discusses a few community suggestions for Summoner’s Rift‘s visuals!
GrumpyMonkeyÂ looks to push Evelynn’s grim past through the facade of her sexy appeal. What’s in store for the Widowmaker in terms of visuals?
How is Evelynn’s VU coming along?
Â GrumpyMonkey:Â HEY
Yes there is some progress, we have an initial concept for where we want to take her, but I think she is still a ways out. We are toying around with some different ideas. Nothing is solid right now, but she is up on the board. I don’t want to say too much about it, but I would like to hear your thoughts about Eve.
From a visual standpoint what is important to you? What makes sense and what is confusing? Is her current look the best it could be? Thematically, is blue girl with straps and pink hair really the best we can do for Eve? Is there a way in your opinion we could make Her Character look more in line with the way she plays and her in game abilites? Could her lore and character be improved? If she were to be from any part of Runeterra where would she be from? What parts of her lore are worth keeping and what parts are just not helping? Is Eve even human? Or could she be a Hybrid of a Human and…something else?
These are questions we are asking ourselves and would love feedback on from you guys. I think that since she got a gameplay rework not so long ago, there won’t be much from the design side. Eve’s relaunch will probably be very visual and lore heavy.
Will she keep her distinct visual traits?
Â Â GrumpyMonkey:Â Yeah, really anything is on the table right now as long as it enhances gameplay and emphasizes her current kit. The tassles are one of those things that if we can make them cool we will. Same with the high heels, even if they aren’t really high heels but more Blade heels or something. And maybe she is super attractive but she has these freaky claws that she is ashamed of, or maybe rather than having actual claws, it is elaborate fist armor or demon gauntlets that are taking over, really creatively there are so many ways we can go.
Just for me I am a fan of a little bit of tragedy in her story, or a bit of loneliness. I want to know why her passive is invisibility. Is she ashamed? Does she not want people to see her for some reason? I like it when abilities tie into the character’s pathos.
Community Feedback: Characteristics that should be preserved
Â Â GrumpyMonkey:Â From what I am gathering so far:
1.She must still be sexy
2.She must convey the feel of an assassin
3.Blue skin pink hair and heels can be cool if visually executed well
4. You guys seem 50/50 on the bondage costume
5.Shadow isles is still a legit place for her to be from
Do you guys see Eve as a “Evil” character or do you see places where we can take “Evil” and make it more “Misunderstood” ?
Awesome quote pick: Lust as one of the Seven Deadly Sins
Originally Posted byÂ ZerglinatorÂ
I see the current arrangement of Shadow Isles champs as a correlation to the Seven Deadly Sins, where Evelynn represents Lust. I’d like her to work off of that theme if possible.
Â Â GrumpyMonkey:Â Zerg, that’s kinda cool. What is your list?
Follow-up: Pushing the “Lust” theme
Â Â GrumpyMonkey:Â I like the dichotomy of Lust vs Shame. Eve is this super sexy character, but her passive is invisibility? She has an abilities called “Hate Spike” “Dark Frenzy” “Ravage” and “Agony’s Embrace” I think we have the opportunity to make Eve a very dark disturbing character that can tell a very compelling story that is somewhat relate able. Even if it means a Traditional skin, I think we are prepared to do that.
Lore suggestion: Evelynn being unaware of her origin
Â Â GrumpyMonkey:Â Gonna throw this out there; What if she was one of the Darkin and didn’t even know?
Follow-up: This should be heavily reflected in her lore
Â Â GrumpyMonkey:Â I agree that making her a full fledged Darkin would be a lot of work, and could potentially close the door on making a brand new Darkin. Sooo, what if she was only Half-Darkin? A Hybrid with no place in the world, so she has to carve out her own destiny with all the fun character development that comes with it? I feel like I need to draw now.
A Red’s opinion
Â Â Morgageddon:Â Morgageddon peers into the conversation…
If Eve is to be from the Shadow Isles, then the use of her claws and her invisibility both fit within that theme. The shame doesn’t though.
To be from the Shadow Isles, one must be very strong physically and mentally, since it seems very much like a survival of the fittest region. From that, for Eve to be assigned there and flourish, she must be able to outwit and outplay any of her adversaries. To me, a function of this can be her clothes, since her sexiness and allure can put off unsuspecting enemies and be a distraction. Then, with her ability to become invisible, she can draw enemies to a ground of her choosing, then fight from the shadows since she can’t be tracked.
Visually, I would leave the heels, but I would change a bit of her clothes, perhaps put her in a slinky dress. A dominatrix doesn’t quite fit, but I would still leave something that accents her curves, since in my mind, she has to draw her enemies in before she can destroy them.
Follow-up: Heels are essential
Â Â GrumpyMonkey:Â So heels must stay, got it.
Evelynn’s character on the Field
Â Â GrumpyMonkey:Â Yeah, The more I think about it, I think the whole shame thing could be a nuanced backstory type thing. Eve on the field is a predator, she’s sneaky, Beautiful and very very angry.
Grounds for future discussion
Â Â GrumpyMonkey:Â Awesome feedback! I think there are a lot of common thoughts and a few ideas that we didn’t think of coming out of this thread. This thread will definitely be referenced next time we talk about Eve.
The lore stuff has a lot of interesting avenues it could take in my opinion. Lots of great thematic points have been made here.
As far as visuals, I think we have a grasp of what players will expect in a VU for Eve as well as where we as an art team have some wiggle room to make her even more badass.
Great discussion guys.
Two clans, each devoted to one celestial body, one ideology. Who would win in a clash between the light and dark? The community decides!
Join the Dark Side… but why?!
Â IronStylus:Â This is interesting to me. There seem to be a lot of people voting on the side of Diana. Why is that?
We had an interesting discussion back in the day during her creation. Volty, Runaan and myself pitched the idea that inherently, Diana was a good person, but a very tragic victim of her culture’s attitudes. We described her situation as one where she would have been chastised for her belief in something counter to what was predominantly believed in her culture. We felt that we could identify with this sort of situation. We felt most everyone, especially those who are attracted to games, the media we like, etc, would find this idea resonant. We ourselves were not terribly “mainstream” in our childhood. We felt as though others could identify with this idea.. Feeling something different than the people around you, but only experiencing derision.
It was a simple concept, but some didn’t really think it would have traction for people to identify with.
We also pretty much drew.. and I’ll say this as delicately as I can.. pretty straight comparisons to strict orthodoxy suppressing sentiments, opinions, or knowledge, that didn’t jive with said orthodozy’s prerogatives. There was sort of a Galileo thing we were drawing inspiration from. Someone convinced they know a truth but are ganged up upon by an established order. We felt this was resonant as well, and was a timeless theme.
I’m very interested that people do seem to find familiarity and resonance in these themes. It’s something we felt would speak to people. I’m glad it hasÂ
A mesmerizing sketch of Leona and Diana, courtesy of IronStylus.
Why is the tone of the sketch so sorrowful?
Â Â IronStylus:Â I didn’t put a ton of thought into this aside from that I feel they’re feeling some grief/reflection in their own way. Leona isn’t like, bravely looking into the sun, as a saint, and Diana isn’t this seething ice-queen. They’re both tragic characters to me, they’re both nuanced and aren’t what they seem to others, or even themselves currently. With what they have left of their humanity they no doubt question what they’ve done, what they stand for, and how they will approach each other when they meet again.
Diana’s portrait more fleshed out. Drawn by IronStylus.
Her lips are quiteÂ expressive
Â Â IronStylus: Â Yeah, I don’t know what my deal is but I love giant upper lips on girls..
Do you listen to Two Steps from Hell for inspiration when sketching?
Â Â IronStylus:Â Actually I listened to that a lot when I was making Quinn. I had a whole like.. emo/industrial/gothy playlist when I was making Diana 😛
GrumpyMonkey shares a few laughs about Poppy and the abomination that is her Lollipoppy skin.
The “Yordle factor”
Â Â GrumpyMonkey:Â We are talking about poppy. Whenever we talk about poppy though, the conversation goes meta, and we inevitably start talking about female yordles, then yordles in general. Its tricky and will take a lot of discussion and careful planning.
Will she look as good as her Scarlet Hammer skin?
Â Â GrumpyMonkey:Â That was the first skin I ever made when I came to Riot.Â Â Poppy has some sentimental value for me. I want her to be awesome from a visual standpoint.
Any changes to her gameplay?
Â Â GrumpyMonkey:Â As far as gameplay tweaks and changes I can’t say. From a visual standpoint I think it goes beyond poppy and more into solidifying yordles as a species or racial group. So yeah, lots of discussion and work to be done there.
Â Â GrumpyMonkey:Â Hahaha no I was talking about scarlet hammer. I don’t have enough darkness in my soul to have created the maw of madness known as lollipoppy.
Follow-up: Who and why?!
Â Â GrumpyMonkey:Â Nobody knows. It just showed up in patch .666 in beta. We can’t even find the source files to delete them. Qqroon got close to finding the files but his computer bricked and he got stigmata. So we don’t mess with it anymore.
Will you keep the human lines of the typical yordle woman?
Â Â GrumpyMonkey:Â I have heard this opinion before. Why is having the females look like a different race preferable to having them look like they belong? For the record, I am open to both ideas, leaving them as is, or changing them slightly. Whatever is best for the fantasy imo.
Â Â GrumpyMonkey:Â Lollipoppy will be the new base.
Ricklessabandon makes a brief mention of upcoming changes toÂ Urgot,, ohmikegoodness shares his only mildy disturbing Soraka dance and RiotForScience answers a couple community questions regarding SR’s visuals!
Will there be significant work done on Urgot soon?
Â ricklessabandon:Â Aside from the lock-on range indicator i added recently, we don’t have any set-in-stone plans for him but he is on ‘the list’ for analysis, kit adjustments, etc. basically we think he could use some attention, but as others have mentioned he’s kind of sitting on a razor’s edge right nowâ€”we’d like to update him such that we can easily make balance changes for him in the future without everyone holding their breath wondering if the world will collapse. :3
tl;dr – he’s on the list. doesn’t have a date yet. no other info yet, sorry!
Â Â ohmikegoodness:Â Very cool! I’m surprised they posted this actually! But yes, you can see a glimpse in the above post! It was hard to read as the PBJ dance… we almost wanted to make it look choppy to emulate the animated gif effect. We decided to preserve the grace of Soraka and opted out of the PBJ dance… maybe if we can somehow make a banana soraka skin?
Suggestion: Make Championship logos and LCS Team Logos visible in the end-zones for viewers
Â RiotForScience:Â Oh, that is a great idea! In the context of E-sports that would be really helpful for clarifying which team is which if you just jump in to spectate a random game. Maybe the Nexus could be a new object that represents the team logo… or all the turrets are themed to their respective teams. That would be really cool! I have no idea if we will do that, but I really like the idea.
The original concept of SR was much more colorful
Â RiotForScience:Â This has been a very deliberate move on our part, based on the gameplay needs of LoL. The idea behind it is that to increase in-game readability our art need to be organized into a visual hierarchy. Our highest saturation colors and starkest contrast is reserved for Champion ability VFX, UI like Health bars occupy the 2nd priority, Champions themselves occupy the 3rd priority for contrast,saturation, and level of detail. The environments are the “4th Read”. Additionally we differentiate between in-lane play space and other environment spaces and try to keep the lanes less colorful and a little darker so visual effects and champions really pop against them. This is the type of thing we are likely to be doing more of in the future.
That being said, we want to preserve the flavor of LoL. We just also need to balance it against design considerations.
IronStylus discusses Sivir’s upcoming Visual Update with the community! What can we expect from the Battle Mistress in the future?
How will Sivir’s mercenary past impact her new look?
Looking at Sivir’s lore, it turns out she’s an extremely wealthy and successful mercenary, driven by avarice. Honestly, IÂ neverÂ knew that. (Well, I did read through all the champ’s lores once in the first week I was introduced to LoL, but Sivir’s origins didn’t exactly leave an impression) “The Battle Mistress” seems suitable enough as a descriptor for how she carries herself, but does she actually stand for anything? I was honestly thinking that a system like the League needed more mercenaries, and I completely overlooked Sivir. What can be done to make her more impactful and interesting than “lololfapfap boobarangs”?
That’s a very justifiable way of seeing her, and a valid interpretation. However, it requires more reading and turning the ideas over in one’s head. I like that, personally, but I think it doesn’t fit in LoL. What does more is selling the champions overtly. Hence the popularity of champions like Draven and Rengar, whose personalities are very salient. Sivir could have all sorts of motivations and thoughts and such, but that doesn’t make for the most cohesive character.
IronStylus:Â Something I think that’s an opportunity with Sivir is to solidify a personality in her. Much like our more overt characters like you’ve stated, Sivir needs some personality landmarks. If she’s a mercenary, then maybe we mix some Xena with some Han Solo. Maybe we take a bit of Lara Croft in the sort of woman-of-status turned vigilante/adventurer. If she has a sort of “charge!” mentality. Maybe we figure out how to amplify that.
There’s a lot of fertile ground with Sivir in that she’s largely a bank slate. That’s really good actually, it means we have a lot of room to play and to slot her into a more fitting faction possibly, or maybe just giving her more significance in her current faction. Right now, to me at least, her story and character in general feels like a bit of a one-off. I very much dislike one-offs unless there are eventual plans to further deepen the story with subsequent characters.
Sivir I think has the potential to be a very integral character with a lot of attitude. I love that she’s a strong lady, I think we can show that even more with a good story. This doesn’t mean she has to lose any sexiness, from costume to concept or content of personality, we just amp up the sort of sexy that she is.
Personally I’m very excited about a Sivir VU. It’s a great playground and wonderful opportunity for some real character cohesion.
Any gameplay changes we should expect?
IronStylus:Â Gameplay tweaks are beyond the scope of what I deal with personally. It might be in scope of the team as a whole, but I’m not aware of any major mechanical changes.
How different will Sivir’s character be after the remake?
IronStylus:Â She’s not really a contested territory. She’s very flat right now. I choose to think that that’s a good thing, it gives us a lot of room to play and make a very cohesive theme to wrap her character around.
Again, if a theme is decided upon that can override the base elements of a characters look, we construct the higher fidelity base as a skin. That gives us a lot of room to strengthen and possibly redefine a character if we feel there’s a compelling direction.
Where does Sivir’s design struggle currently?
IronStylus:Â Stylistically, she’s iconic but for all the wrong reasons. Large feet, extreme contrast, detail distribution problems. She needs some reason behind her design, and to inject a healthy amount of practicality that will dictate said design. So, factional context, personality. A cohesive fantasy we’re trying to fulfill. She needs those landmarks.
Her weapon, the most iconic element on her, desperately needs a reason to be there. Either it’s some special thing she’s crafted, or an artifact, or something otherwise special. It can’t just be a thing she carries around. Anything from Excalibur to Krull, or Leona’s sword and shield to Graves’ gun, those are all in essence small characters in and of themselves. I feel the same needs to happen with Sivir. She needs reasons to be the way she is, those reasons will define how we execute and how we problem solve.
Will she be muscular/bulky?
IronStylus:Â I wouldn’t make her too bulky, but I’d get her away from the spagetti syndrome she has going on at the moment.
Sex Appeal gone too far?
“Is she going to be “sexy”? I like Quinn, and Leona, they fit their theme well, but Sivir just strikes me as someone who wants to show off their goodies during a battle.
Are you going to maintain this? And yes, I know your idea of sexy is armored women like Leona, but what I mean is, are you going to keep Sivir’s current image intact in some way?”
IronStylus:Â Yes. Sivir, if we’re to adhere to her base look currently, needs to retain the sexy battle princess thing.
What changesÂ can we expectÂ to her skins ?
“Will her other skins (Mainly Bandit Sivir) also retain the “sexy” look, or are you going to make them into different ways of looking as Sivir? Because pretty much all her skins at the moment are Battle princess in little to no-clothing.”
IronStylus:Â Skins have to pretty much stay in-line with what we’ve established, but their execution level can rise. Small geo changes are usually ok if we can strengthen the theme of the skin.
Will there be a Traditional Sivir skin?
Â IronStylus:Â Depends if there’s a theme in Sivir that can be embraced on a deeper level that would resonate enough to override any standalone elements of her current base.
Visual Remakes – The Hardship and Reward
Ready to dive into a wall of wonderfully crafted text? IronStylusdiscusses all the main problems associated with remaking a champion and how they go about doing it… in rather extreme detail. If you don’t want to read through it all, fear not! I’ve included a TL:DR version below.
IronStylus: The VU and Relaunch initiative will always be contentious, it will always be passionately debated and it will always leave some feeling disenfranchised. That, unfortunately, is the nature of content creation in League of Legends. This goes into base champion development, skin development, features, maps, balance, everything. Managing expectations is key, and we can only do so much to front load the process, mitigating feedback, selectively incorporating the actionable feedback, all wrapped up in shipping something on time, to millions of people.
To be blunt, we cannot practically crowd source the work that Relaunch has to do. We can collect a certain amount of data (Davin has a much better perspective on that than I do), we can take a look at community feedback, and we can trust our guts as developers and players ourselves. This will never be perfect, and yes, sometimes hearts will be broken. This is unavoidable, but there’s necessity in upping quality, making cohesive themes, and adding to our universe where there’s opportunity.
We realize certain champions are iconic and lovable but honestly, some of those iconic associations relate to sub-par execution. A character has gone awry and ended up to be not what was intended, and itâ€™s become so niche due to execution that itâ€™s creating problems with the development of the roster and the world as a whole.
Back in the day we didn’t have as many resources as we do now. We were not able to take on the Herculean task of IP development. We have the opportunity now where we can make decisions in a non-one-off basis and instead on a much more holistic level, where we’re treating each character as a part of a diverse and deep universe. Right now that’s pretty easy with new content, but it leaves gaping holes in old content. Older content feels clunky, low fidelity, and not cohesive. That does need to be rectified if we hope to maintain and strengthen a universe that has depth, breadth, and contrast. We now can construct the framework we will abide by and execute going forward and retroactively. This is a big initiative, it can be a painful process, but its for the health of the organism as a whole.
Let’s take for example Zac. He’s a fantastic example of all the current guidelines in place. He has a cohesive backstory with grounding in a faction, a relationship with that faction, a relationship with his family in that faction, and a corresponding or reactionary personality in relation to that faction. Personality wise, he has a reason to be what he is. Mechanically, this strong foundational storytelling makes him feel exactly like th e product of his story, and the embodiment of his theme, gooey blob guy who’s misunderstood and despite is icky outward appearance, due to his upbringing, has a heart of gold. This is concise, this is complete.
All three pillars of art, creative design, and game design are equally strengthened by a cohesive theme and fantasy. Those pillars are not necessarily in place with a lot of old content. That content needs those pillars if its to live up to the fidelity and thematic consistency that were trying to make standard. That process will inexorably rip out the guts of some of that content depending on if we feel there is a much stronger theme or enhancement we can embrace. However, Iâ€™m under no illusion that this might be a little troubling to people who feel their favorite characters are under assault. Often though, large scale changes are made only when we feel a character is a little flat. Itâ€™s not without really good reason that we do such changes.
That said, no assurances from our side will completely convince everyone, thatâ€™s just not possible. Change is difficult, and we understand that. We also however, as developers who are extremely in touch with the product we work on, feel as though weâ€™re trustworthy enough to carry out major overhauls of character which we see opportunity in reforging. We make the game, we do have a little bit of knowledge on its workings. Indeed, weâ€™ll be accused of dismantling that which is charming or endearing, but thatâ€™s a particular perspective. One personâ€™s version of strengthening a character is anotherâ€™s version of diluting. We cannot please everyone, but we can indeed make the best effort to shore up the structural foundation of a character that needs love holistically, and possibly dramatically.
That might seem like a lofty directive, or significant taking of licence on our part, but we believe this is healthy. This very much can be viewed in terms of balance. We balance mechanically, now weâ€™re balancing creatively and artistically. As the â€œmetaâ€ changes, which it is, we are accounting for that with upping the quality of the contentâ€™s visuals, and balancing out the lore and story where it needs to be adjusted. I realize thatâ€™s sort of a clinical way of approaching it, but this is essentially a formulaic explanation of a situation thatâ€™s very emotional and personal. We do have to do it however, for the health of our visual quality consistency and the cohesion of our IP.
Also, we have to look globally at this. Realize, that when any dev comes out here on the NA forums, we are addressing a miniscule fraction of the overall reaction to a particular piece of content. Not to diminish the voices that we hear, because every piece of positively framed feedback is sought and mulled over by us, but it represents a small fraction of the overall audience. We donâ€™t want to be guided specifically by the mass sway of the population at large, especially when dealing with niche character types, we do absolutely need to take a global approach, find out what is appealing, and adjust if we feel itâ€™s necessary. That adjustment however is not driven by numbers, or by particular cultural representation in our audience, itâ€™s driven solely by our internal creative vision and desire to balance out the visual and creative quality. We are not ignoring any passionate argument or feedback, we are carefully weighing all of it. We read all of it, and we selectively utilize what we can when itâ€™s actionable.
I realize that this stark analysis of the process can seem disenfranchising, thatâ€™s sort of a given in any situation that involves change. You are inherently disenfranchising a segment of the population that is accustomed to the status quo when you make the change, thatâ€™s just a fact. We have to mitigate the fallout from that unavoidable damage by creating contingencies such as traditional skins, or other aspect that we can retain in a character to properly give the respect to the existing player base that they deserve. We can try soften the blow to the players who are attached, but in the end, we are dealing with massive changes obviously. I completely understand and honor that feeling of disruption to something they are accustomed to. We are not trying to make unhappy players, we are trying to better the content to allow more people to enjoy that content, and broaden appeal, but not for the sake of broadening appeal.
Dealing with niche audiences is obviously also challenging. When we look at niches, we find that the players who very much enjoy the character are heavily entrenched. They are passionate, they have found charm in places where other players donâ€™t, they take their love of a character to such a deep level that itâ€™s very painful for them to witness such changes. Thatâ€™s honestly why we go to the lengths we go to. We do a whole lot of analysis, internally, to consider those most passionate players above all.
It guides a lot of our decision making. We want to broaden appeal as Iâ€™ve stated, but we want to remain true in any way possible. Thatâ€™s extremely difficult. So, that’s why we do traditional skins, thatâ€™s why we do messaging, thatâ€™s why guys like me, Grumpy Monkey and Morello get out here to try to explain process and reasoning. Itâ€™s not always going to soothe however, and we know that. Weâ€™ve prepared ourselves for the storm of feedback, with its share of negative feedback, and we willingly accept the responsibility. Some of us on Relaunch have specifically been chosen to work on the team for the specific reason that we can communicate on top of the ability to execute our craft. Weâ€™re highly cognizant of community sentiment, we integrate what feedback we can, and weâ€™re able to explain our motivations. Thatâ€™s why I say that Iâ€™m happy to tank. Iâ€™ll gladly shoulder burden and blame, and Iâ€™l explain my reasoning, but Iâ€™ll also hold my ground where I feel weâ€™re achieving proper goals.
In terms of player communication back to the team, thatâ€™s a very excellent question ask which I donâ€™t know the answer to. Iâ€™m not sure about what the right conduits back to the team from the public are. We do a heavy audit of the forums obviously, but maybe thatâ€™s not enough. We also do data analysis, we consult with Rioters who are close to particular champions, or who may have been there at their creation, and we meet a lot about goals and fulfilling those goals. Maybe we do need to find another way for players to communicate back, but I canâ€™t really speak to that. Itâ€™s something I can raise, but again, I donâ€™t think that there will be a panacea here. There will still be discontent wherever we have change. Our task is to mitigate the discontent and explain our reasoning.
I think a key component we need to rely on is messaging. Documenting and showing our development process. At least that shows that weâ€™re not making these changes on a whim, or without consideration. That will address some of the baseâ€™s concerns, but again, will only go so far. My feeling though is that because of the passion surrounding relaunches we need to have a good messaging strategy and good explanations. Thatâ€™s part of our job.
Itâ€™s going to sound dumb, but people will have to at the end of the day trust us. Weâ€™re not operating in a vacuum, divorced from player feedback, making decisions on numbers or other such assumptions. There needs to be a two way street of respect between players and developers. Just like we are trying to honor even the most niche slice of players, and make really sweeping judgements that are aligned with those slices, we need the trust of players to execute as craftsman. I know itâ€™s going to be difficult, I know there will be inherent disenfranchisement, but we do know what weâ€™re doing.
If we do screw up, which we will, we are as I say all the time, iterative. We can in fact try again. We, in the end, are doing this for our players, 100%. These initiatives need to feel valuable, that weâ€™re adding as much love to our old content as we do to our content going forward. If this is deemed unsuccessful, then we have to admit it as such. So far, weâ€™ve seen extremely positive reception to relaunches and VUâ€™s. We see that players feel that weâ€™re investing in content they know and love when weâ€™re not obligated to do, we see interest in those champions rise, we see people theorycrafting with renewed vigor, and we see engagement. Depending on the severity of the VU/relaunch however, we know that there will be touchy aspects. Just like everything, weâ€™re going to analyze how weâ€™ve done in these extreme cases and gauge how effective weâ€™ve been, and how the players have reacted. Weâ€™re going to act, weâ€™re going to analyse and weâ€™re going to iterate, as weâ€™ve done before and will do again.
We feel this will indeed be valuable, but the players will be the judge.
The purpose of remaking a champion is to increase quality, while keeping the core character elements intact. To do this, the working team relies on:
Their instinct as players / designers
Some champions may feel lackluster lore-wise (Sejuani, Trundle) and so their remake is aimed at making their background more cohesive and appropriate. Others (like Sivir) just feel outdated and pale in comparison to newer content.Â The designers are aware that not everyone will be pleased with the end result – hardcore fans of the original may dismiss a rework, saying it has ruined the champion’s character and appeal. This is where Traditional Skins come into play, even if the majority of players are happy with a remake, those few who felt more connected to the champion’s previous incarnation should not be punished.
Riot can only review so much feedback and must sort out what they feel is important to preserve what players appreciate in a champion, while improving on the weak links. Their latest such example is Zac, who had lore pieces to accompany his release and build a deep, enthralling story before even presenting his mechanics. Gameplay and looks must go hand-in-hand and when they do not, it pulls players from the otherwise immersive fantasy universe of the League.
The designer team is passionate about making change feel less scary and so they gather information on the forums regarding how best to redesign a given champion. This is an initiative aimed entirely at improving the game for players so if the community finds the reworked visuals displeasing, it’s the artists’ job to keep working until satisfaction is achieved.
VUs are tricky to implement, but so far the results have been overly positive.
And here are a few particularly intriguing ideas, courtesy of forumerÂ Herald of Time:
Besides the obvious allusion to wealth, Sivir’s attire and weaponry in my mind seem to work well as having magical properties, especially if they are all hewn from the same stone, allowing an explanation for her boomerang-chakram and her spellshield (releasing the magic within the stones themselves). It could give her a more practical purpose for her bejeweled appearance, which may or may not play into her lore.
Her ult being a battle cry (although it could be changed) got me thinking that the one theme that she has going for her now is a seasoned warrior. It is the one vibe that is given off by the majority of her quotes, her lore, and her ult. This could be adjusted to fit whatever her final theme is, but it is a possible starting point.
This is more of a request, but since a lot of Sivir players really liked her old kit with the bounce toggle because of all the blades everywhere, I was wondering if it is possible to make her blades fly back to her after they hit something, especially if empowered by W. It would work with both of the aforementioned themes for differing reasons, and i definitely think it would be cool if the animators could pull this off. I expect it could be possible now since thresh’s chain animation is similar in scope, but if it cant it cant.
It seems Sivir is, indeed, a very complex character to remake. She’s strong, assertive, dangerous and sexy – where these key traits will take her only time will tell!Â
Â Are you making Pizza Delivery Sivir or not? This is the only question that demands an answer.
IronStylus: Quite honestly.. just between you and me.. I think the idea is sort of adorable.