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Posts Tagged ‘warlord’s bloodlust’

PBE Round-up: Patch 6.7

April 3rd, 2016

 

PBE Roundup 67 bANNER

Patch 6.7 will be out in the early hours of April 6th, assuming there are no delays. Here are its contents:

 

Balance

Store Content

Miscellaneous

 

 

Champion Changes

 

Aurelion Sol Final Portrait

 

Nerf BoxStarsurgeStarsurge [ Q ]

  • Stun duration decreased from 1.0/1.25/1.5/1.75/2 seconds to 1.1/1.2/1.3/1.4/1.5.

 

 

Nerf BoxVoice_of_LightVoice of Light [ R ]

  • Slow duration changed from 4 seconds (decaying-over-time) to 2 seconds (non-decaying);
  • Slow strength decreased from 60/70/80% to 40/50/60%.

 

 

Corki Final Portrait

 

Nerf BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

  • Auto attacks no longer deal 10% bonus damage.

 

 

 

Irelia Final Portrait

 

Buff BoxBladesurgeBladesurge [ Q ]

  • AD ratio increased from 1.0 to 1.2;
  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70.

 

 

Jhin Final Portrait

 

Nerf BoxDancing Grenade Final IconDancing Grenade [ Q ]

  • Base Damage decreased from 60/85/110/135/160 to 50/75/100/125/150;
  • Mana Cost increased from 30/35/40/45/50 to 40/45/50/55/60.

 

Buff BoxCaptive Audience Final IconCaptive Audience [ E ]

  • Mana Cost decreased from 40/45/50/55/60 to 30/35/40/45/50.

 

 

 

Kindred Final Portrait

 

Nerf BoxLambs Respite Final IconLamb’s Respite [ R ]

  • Will now only be castable on Kindred, not on other allies (clicking the spell now self-casts it on Kindred).

 

 

Lux Final Portrait

 

Quality of Life Box FinalPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • The projectile will now travel slower away from Lux and faster when it returns [source].

 

 


Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ] 

  • Base damage changed from 65/110/155/200 to 60/110/160/210.

 

 

 

Poppy Final Portrait

 

Nerf BoxIron Ambassador Final IconIron Ambassador [ Passive ]

  • Bonus auto-attack range decreased from 400 to 300.

 

 

Buff BoxHammer Shock Final IconHammer Shock [ Q ]

    • Base Damage changed from 40/60/80/100/120  [+6% of Max HP] to 35/55/75/95/115 [+7% of Max HP].

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Range decreased from 525 to 425.

 

 

 

Rammus Final Portrait

 

Nerf BoxTremors Final IconTremors [ R ]

  • Cooldown increased from 60 seconds at all ranks to 100/80/60.

 

 

 

Soraka Final Portrait

 

Nerf BoxStarcall Final IconStarcall [ Q ]

  • Mana cost increased from 40 at all ranks to 40/45/50/55/60.

 

 

Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana Cost increased from 40/45/50/55/60 to 50/55/60/65/70.

 

 

 

Udyr Final Portrait

General

  • Base Health-per-second decreased from 1.75 to 1.2.

 

Nerf BoxPhoenix Stance Final IconPhoenix Stance [ R ]

  • Base damage-per-second decreased from 15/25/35/45/55 to 10/20/30/40/50;
  • Magic damage on third-hit proc decreased from 40/75/110/145/180 to 25/60/95/130/165.

 

 

Zed Final Portrait

 

Nerf BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Passive Bonus AD boost decreased from 5/10/15/20/25% to 4/8/12/16/20%;
  • Cooldown increased from 18/17/16/15/14 seconds to 22/20/18/16/14.

 

 

Item Changes

 

Quality of Life Box FinalDead Mans Plate Final IconDead Man’s Plate

  • Tooltip updated to reflect that blinds and silences don’t cause the passive stacks to decay.

 

 

Nerf BoxMaw of Malmortius Final IconMaw of Malmortius

  • Magic Resist decreased from 50 to 40.
  • Lifegrip passive no longer grants 25% Attack Speed until you exit combat.

 

 

MASTERY CHANGES Banner

 

Nerf BoxWarlords Bloodlust Final IconWarlord’s Bloodlust

  • Lifesteal effectiveness for ranged Champions against minions decreased from 50% to 25%.

 

 

 

MECHA ZERO SION Banner

Mecha Zero Sion is a legendary skin will be available in store for 1820 RP.

 

Sion_Splash_5

 

MODEL AND EMOTES Banner

Mecha Sion Model 1 Mecha Sion Model 2

Mecha Sion Model 3 Mecha Sion Model 4

Mecha Sion Model 5 Mecha Sion Model 6

Mecha Sion Model 7 Mecha Sion Model 8

 

ALL SPELLS

 

Recall Banner

Mecha Sion Recall 1 Mecha Sion Recall 2

 

HOMEGUARD MOVE ANIMATION Banner

 

GLORY IN DEATH PASSIVE

Mecha Sion Passive 1

 

DECIMATING SMASH Q

Mecha Sion Q 1 Mecha Sion Q 2

Mecha Sion Q 3 \

 

SOUL FURNACE W

Mecha Sion W 1 Mecha Sion W 2

Mecha Sion W 3 Mecha Sion W 5

Mecha Sion W 4

 

ROAR OF THE SLAYER E

Mecha Sion E 1 Mecha Sion E 2 (1)

 

UNSTOPPABLE ONSLAUGHT R

 

Here’s his new voice-over (video by SkinSpotlights):

 

Here’s login theme for Mecha Zero Sion by frostyNinja:

 

And here’s the music from the login screen:

 

Here’s the still image from the animation:

cs_bg_champions (2)

 

 

PROGRAM LISSANDRA Banner

Program Lissandra features a robot VO filter and will be available in store for 1350 RP.

 

Lissandra_Splash_3

 

MODEL Banner

Program Lissandra Model 1 Program Lissandra Model 2

 

ALL SPELLS

 

Recall Banner

Program Lissandra Recall 1 Program Lissandra Recall 2

Program Lissandra Recall 3 Program Lissandra Recall 4

 

BASIC ATTACK ANIMATION Banner

Program Lissandra Basic Attack 1

 

ICE SHARD Q

Program Lissandra Q 1 Program Lissandra Q 2

 

RING OF FROST W

Program Lissandra W 2 Program Lissandra W 1

 

GLACIAL PATH E

Program Lissandra E 1 Program Lissandra E 2

Program Lissandra E 3 Program Lissandra E 4

 

FROZEN TOMB R

Program Lissandra R 1 Program Lissandra R 3

Program Lissandra R 4 Program Lissandra R 5

 

 

PROGRAM SORAKA Banner

Program Soraka features a robot VO filter and will be available in store for 1350 RP.

 

Soraka_Splash_6 Soraka_6

 

MODEL Banner

Program Soraka Model 1 Program Soraka Model 2

 

ALL SPELLS

 

 

Recall Banner

Program Soraka Recall 1 Program Soraka Recall 2

 

BASIC ATTACK ANIMATION Banner

Program Soraka Basic Attack 1

 

SALVATION PASSIVE

Program Soraka Passive 1

 

STARCALL Q

Program Soraka Q 1 Program Soraka Q 2

Program Soraka Q 3

 

ASTRAL INFUSION W

Program Soraka W 1 Program Soraka W 2

 

EQUINOX E

Program Soraka E 1 Program Soraka E 2

Program Soraka E 3 Program Soraka E 4

 

WISH R

Program Soraka R 1 Program Soraka R 2

 

 

MECHA ZERO WARD Banner

The Mecha Zero Ward skin will be available in store for 640 RP.

 

 

New Summoner Icons

 

Four new Mecha-style icons will be in store soon. No idea how to get them yet, but you’ll most likely have to transform your money into RP:

profileIcon1135 profileIcon1132 profileIcon1133 profileIcon1134

 

New icons for the teams participating in the MSI tournament will be released shortly after Patch 6.7. As always, they’ll likely be in store for 250 RP and a portion of the proceeds will go to the respective teams.

profileIcon1117 profileIcon1119 profileIcon1120 profileIcon1121 profileIcon1122 profileIcon1123 profileIcon1124

profileIcon1125 profileIcon1126 profileIcon1127 profileIcon1128 profileIcon1129 profileIcon1130

 

 

MISCELLANEOUS Banner

There is now an MSI logo in the middle of Summoner’s Rift:

 

MSI Logo

 

Global Splash Update Incoming

Riot JxE Final PortraitHey folks,

As many of you (especially fans of the Chinese LoL scene) may know, some of our older skin and champion splash arts are different across the world. This is a big deal – splash art is one of most important tools we have for conveying a champion’s fantasy and personality in League. We want players to have a global, unified experience – it’s confusing when (ex.) Taric or Goth Annie have vastly divergent representations of their power and feel depending on which region you play League in.

Splashes are used everywhere: from champ select to the loading screen, portrait icons, the store, and more recently Hextech Crafting. With that in mind, we’ll be updating a large number of our older splash arts to unify them across all regions. You should be seeing the first batch in today’s PBE (and onward throughout the patch 6.7 PBE cycle), with another batch coming later in patch 6.8!

Edit: Thanks for the feedback everyone. We won’t be making any reverts or changes during this round, but this feedback will help our splash artists prioritize what to upgrade when they get the chance. I mentioned this in a comment, the benefit of making these changes is to eliminate a pipeline that has been causing us internal pain. We know some of these aren’t as nice and the art style is off, but choosing one splash or the other was the fastest way to kill this pipeline. We want to focus on new content and features, not firefighting and changes like this help us do that.

[ Link to Post ]

 

Here’s a tweet to explain the change:

 

And here are all the splash arts from today’s patch that have received changes:

 

Ahri

Ahri 1 Ahri 2

 

Akali

Akali 1 Akali 2

Akali 3

 

Alistar

Alistar 1

 

Amumu

Amumu 1 Amumu 2

Amumu 3 Amumu 4

 

Annie

Annie 1 Annie 2

 

Blitzcrank

Blitzcrank 1

 

Caitlyn

Caitlyn 1 Caitlyn 2

 

Cho’Gath

Chogath 1

 

Corki

Corki 1

 

Dr. Mundo

Dr Mundo 1

 

Evelynn

Evelynn 1 Evelynn 2

 

Fiddlesticks

Fiddlesticks 1

 

Garen

Garen 1 Garen 2

 

Gragas

Gragas_Splash_2

 

Hecarim

Hecarim 1

 

Irelia

Irelia 1 Irelia 2

 

Janna

Janna 1 Janna_Splash_2

 

Jarvan IV

JarvanIV_Splash_3

 

Jax

Jax_splash_6

 

Karma

Karma 1 Karma 2

 

Karthus

Karthus 1 Karthus 2

Karthus 3 Karthus 4

 

Kayle

Kayle_Splash_3

 

Kennen

Kennen_Splash_2

 

Kog’Maw

KogMaw_Splash_5

 

LeBlanc

Leblanc_Splash_1

 

Lee Sin

Lee Sin 1 LeeSin_Splash_2

 

Master  Yi

Master Yi 1 Master Yi 2

Master Yi 3

 

Miss Fortune

Master Yi 4 Miss Fortune 1

Miss Fortune 2 MissFortune_Splash_2

 

Mordekaiser

Mordekaiser 1

 

Morgana

Morgana 1 Morgana 2

 

Nocturne

Nocturne 1

 

Nunu

Nunu_Splash_1 Nunu_Splash_2

Nunu_Splash_4

 

Rammus

Rammus_Splash_3 Rammus_Splash_4

 

Wukong

Wukong 1 Wukong 2

 


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

 

 

PBE Update 25 03 Banner

 

Balance

Miscellaneous

 

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

 

PBE Reference Banner 23 03

Check out Mecha Zero Sion, Program Lissandra & Program Soraka!

 


Champion Changes

 

Irelia Final Portrait

 

Buff BoxBladesurgeBladesurge [ Q ]

  • AD ratio increased from 1.0 to 1.2;
  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70.

 

 

Poppy Final Portrait

 

Nerf BoxHammer Shock [ Q ]Hammer Shock Final Icon

  • Base damage increased from 35/55/75/95/115 to 40/60/80/100/120. [change compared to this PBE update, live value is 40/65/90/115/140]

 

 

Udyr Final Portrait


Revert BoxMonkey’s Agility [ Passive ]
Monkey Agility Final Icon

 

 

Nerf BoxPhoenix Stance Final IconPhoenix Stance [ R ]

  • Magic damage on third-hit proc decreased from 40/75/110/145/180 to 25/60/95/130/165.

 

 

 

MASTERY CHANGES Banner

 

Nerf BoxWarlords Bloodlust Final IconWarlord’s Bloodlust

  • Lifesteal value for ranged Champions against minions decreased from 50% to 25%.

 

 

 

Global Splash Update Incoming

Riot JxE Final PortraitHey folks,

As many of you (especially fans of the Chinese LoL scene) may know, some of our older skin and champion splash arts are different across the world. This is a big deal – splash art is one of most important tools we have for conveying a champion’s fantasy and personality in League. We want players to have a global, unified experience – it’s confusing when (ex.) Taric or Goth Annie have vastly divergent representations of their power and feel depending on which region you play League in.

Splashes are used everywhere: from champ select to the loading screen, portrait icons, the store, and more recently Hextech Crafting. With that in mind, we’ll be updating a large number of our older splash arts to unify them across all regions. You should be seeing the first batch in today’s PBE (and onward throughout the patch 6.7 PBE cycle), with another batch coming later in patch 6.8!

Edit: Thanks for the feedback everyone. We won’t be making any reverts or changes during this round, but this feedback will help our splash artists prioritize what to upgrade when they get the chance. I mentioned this in a comment, the benefit of making these changes is to eliminate a pipeline that has been causing us internal pain. We know some of these aren’t as nice and the art style is off, but choosing one splash or the other was the fastest way to kill this pipeline. We want to focus on new content and features, not firefighting and changes like this help us do that.

[ Link to Post ]

 

Here’s a tweet to explain the change:

 

And here are all the splash arts from today’s patch that have received changes:

 

Ahri

Ahri 1 Ahri 2

 

Akali

Akali 1 Akali 2

Akali 3

 

Alistar

Alistar 1

 

Amumu

Amumu 1 Amumu 2

Amumu 3 Amumu 4

 

Annie

Annie 1 Annie 2

 

Blitzcrank

Blitzcrank 1

 

Caitlyn

Caitlyn 1 Caitlyn 2

 

Cho’Gath

Chogath 1

 

Corki

Corki 1

 

Dr. Mundo

Dr Mundo 1

 

Evelynn

Evelynn 1 Evelynn 2

 

Fiddlesticks

Fiddlesticks 1

 

Fiora

Fiora 1

 

Garen

Garen 1 Garen 2

 

Hecarim

Hecarim 1

 

Irelia

Irelia 1 Irelia 2

 

Janna

Janna 1

 

Karma

Karma 1 Karma 2

 

Karthus

Karthus 1 Karthus 2

Karthus 3 Karthus 4

 

Lee Sin

Lee Sin 1

 

Master  Yi

Master Yi 1 Master Yi 2

Master Yi 3

 

Miss Fortune

Master Yi 4 Miss Fortune 1

Miss Fortune 2

 

Mordekaiser

Mordekaiser 1

 

Morgana

Morgana 1 Morgana 2

 

Nocturne

Nocturne 1

 

Wukong

Wukong 1 Wukong 2

 

 

Parties Live on PBE

Limely: Hi everyone!

Back when we announced the 2016 Season Update, we shared early plans to introduce parties to League, and it’s time to start testing on PBE!

Parties simplify the way small groups of friends stick together between games. This first test rolls out some foundational features, and we’ll continue building out how parties work and what they can do for you.

During this test on PBE, one player hosts a party, inviting friends to a group chat that persists through games (but not login sessions). With a party assembled, the party leader goes through the normal flow of starting a game and then every player in the party queues up together. After the game parties stick together, keep their group chat, and can easily queue into game all over again (whether you want to play Summoner’s Rift again or swap into ARAM or Twisted Treeline).

We’ve encountered a few more technical constraints than we initially accounted for, and this first test on the PBE may have some bumps along the way–in fact, based on the results of this iteration, we may have to change our approach to Parties entirely. Likewise, we may be enabling/disabling Parties at different times throughout the test based on performance.

Please let us know any bugs you encounter or any other feedback you have about Parties on PBE. Thanks for helping test the new feature, and we’ll see you (and your party) on the Rift!

Limely :3

[ Link to Post ]

 

Here’s login theme for Mecha Zero Sion by frostyNinja:

 

And here’s the music from the login screen:

 

Here’s the still image from the animation:

cs_bg_champions (2)

 


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

 

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Evolution of a Dragon Champion

Ao Shin Single Banner

Iniquitee Final PortraitHey folks,

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

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

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

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

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

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

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

[ Link to Post ]

 

 

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

Elise Single Banner

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

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

[ Link to Post ]

 

 

Will Taric get a new skin to accompany his gameplay rework

Taric Banner Single

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

[ Link to Post ]

 

 

Whats the purpose of the reworked Warlords Bloodlust on the PBE

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

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

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

[ Link to Post ]

 

 

 

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

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

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

[ Link to Post ]

 

 

Will you revisit Swain now after the nerfs

Swain Banner Single

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

[ Link to Post ]

 

 

 

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

Yorick Single Banner

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

[ Link to Post ]

 

Follow Up Banner

Reav3 Final PortraitI made no promises 🙂

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

[ Link to Post ]

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

 

PBE Update 16 02 Banner

 

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

 


Champion Changes

 

Ahri Final Portrait


Nerf BoxCharmCharm [ E ]

  • The charm CC will no longer cancel dashes cast before the spell hit.

 



Caitlyn Final Portrait

 

Change BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Bonus damage on Headshot decreased from 10/20/30/40/50% [+0.6 AD ] to a flat 25/50/75/100/125 [+0.8 AD].

 

Buff Box90 Caliber Net Final Icon90-Caliber Net [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14.5/13/11.5/10.

 

 


Kogmaw Final Portrait

General

  • Base Attack Speed decreased from 0.665 to 0.567

 


Xin Zhao Final Portrait

 

Nerf BoxBattle Cry Final IconBattle Cry [ W ]

  • Attack Speed bonus on active decreased from 40/50/60/70/80% to 40/45/50/55/60%;
  • AP ratio on heal decreased from 0.7 to 0.4.

 


Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Bonus Movement Speed decreased from 65 to 60.

 

 

Buff BoxManamune Final PortraitManamune

  • Now additionally increases your mana pool by 1 every 8 seconds.

 

 

Buff BoxMercury Threads Final Icon Mercury’s Threads

  • Tenacity value increased from 20% to 30%.

 

 

Nerf BoxMuramanaMuramana

  • Active can no longer be activated if you have less than 20% of your maximum mana.

 

 

Nerf BoxMagus Enchantment Final IconRunic Echoes

  • Movement Speed decreased from 10% to 7%.

 

 

 

MASTERY CHANGES Banner

 

New Item BoxWarlords Bloodlust Final IconWarlord’s Bloodlust [ Keystone in Ferocity ]

  • Rework: Gain increasingly more Life Steal based on your missing health against Champions (up to 20% LS). Against minions gain 50% benefit.

 

Buff BoxExpose Weakness Final IconExpose Weakness [ New Tier 2 Ferocity ]

  • Bonus damage for allies increased from 2% to 3%.

 

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

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Why is Thunderlords getting nerfed in Patch 62

[ Note ] You can find the changes to Thunderlord’s Decree HERE.

Reinboom Final Portrait“It’s still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is”

This is enacting that part of the 6.1 patch notes.

Currently, though there has been a wave of experimentation shortly after patch 6.1, the trend isn’t towards significantly more diversity.

With Thunderlord’s we’re using it as a moving goal post, it’s the benchmark to hit. Move others towards it -> push Thunderlord’s back slightly -> move others towards it (and in that regard, there will not be a change to TLord’s in 6.3 but we will try to get more changes to other masteries in 6.3 or 6.4). There’s also a couple misses in the current setup we’d like to address. Deathfire has little to no sense of feedback to it and Warlord’s is realistically used by very little of the roster (notably because it has no value before your first significant item).

On this change in particular: I’m purposely avoiding hitting the damage at all because the burst effect is the reason you pick the mastery. Instead, these are in the line of tweaking the accessibility of the mastery. TLord’s right now has up to a 10 second window to get your full proc. This has made the mastery more of a “bonus damage rider” than it has a “intentioned burst effect” for pretty much every mastery. This can be a difficult thing to balance around.

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Why did you reduce the window to proc Thunderlords damage

Reinboom Final PortraitThe duration of Thunderlord’s stacks that are applied on enemies actually resets every time they’re applied.

At 5 seconds, this means I can reasonably accidentally get Thunderlord’s to proc by just back and forth light poking with a single attack or spell every 5 seconds. Discounting the last stack (because that obviously procs it), this means that Thunderlord’s had an uptime of up to 10 seconds.

So that nerf is aimed at hitting “incidental” power in favor of “committed” power. For most multi-hit burst characters (and characters that free-proc it, like MF), this is a nil change.

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You should be looking at nerfing Precision not Thunderlords

Reinboom Final PortraitI’d prefer not to look at any mastery instead of another mastery but instead evaluate all, otherwise you create blindspots.

I do agree that Precision is running pretty powerful, and it might be candidate to drop a bit more. However (and this is just looking at Plat+ data), 1/3rd of Thunderlord’s users actually go Intelligence instead after the last nerf we did to Precision. With Precision, we need to be extra careful since it’s not the only mastery of significant power in that slot.

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Warlords Bloodlust needs to be reworked completely

[ Note ] You can find the experimental Warlord’s Bloodlust rework HERE.

Reinboom Final PortraitWe’re currently experimenting with a Warlord’s rework (this showed up on the PBE during the 6.2 cycle).

The distinct lack of any power at the start of the game for most champions makes it difficult to make it an option for many while not silly for three specific champions. So that’s the primary focus of the rework.

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Would a visual update make the other Keystones as popular as Thunderlord

Reinboom Final PortraitYes, definitely. And I strongly believe the lack of any decent feedback is a major contributor to deathfire feeling weak.

This isn’t a slamdunk case of “well, we need to focus on satisfaction” for the other keystones though. We should and are looking at opportunities, but even looking at other tiers on this line Bone of Stone is actually used about 13% more than Grasp of the Undying. Especially noteworthy that Bond of Stone is distinctly lacking in strong feedback.

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Follow Up Banner

Reinboom Final PortraitFWIW, from what I’ve seen of “optimal” cases, Grasp is almost every melee top laner and Bond of Stone is almost every melee support except Alistar. And then Strength of Ages is every jungler not running Thunderlord’s.

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Can we have more tooltip information on the Assassin mastery like range

Reinboom Final PortraitI agree having more information available for not just Assassin mastery is ideal.

I’m resistant to having too much on the tooltip though. Long tooltips for a lot of players creates a “TL;DR, just give me what’s ‘best’ and let me get in game”. Short tooltips that are more scannable enables more players to make quick judgment calls instead of playing follow the leader.

However… for those willing to dive for information and optimize to it, that mindset is exactly wrong. To balance the two we’re actively trying to think of ways of having more “expandable” type of knowledge sources or ways of pushing that information to someplace that will help the information digging group without harming the scanning group. For example, the hover overs on item tips in the shop that was added with preseason is a clear example of this in action.

Mastery tips are a little more difficult, since they are already a hover over and thus we can’t use the same trick twice. So it might be a bit til we figure out where to put it.

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Its important that we know the numbers We shouldnt have to browse wikis

Phreak New PortraitI’d challenge how much that actually matters.

As a user, does it really affect you? If you’re hardcore enough, you’re already going to external websites for your build advice, rune/mastery pages, guides, etc. I find it ends up being a happy marriage between the official website giving you enough information to be able to play the game reasonably. And if you’re really looking for in-depth content, it’s totally fine to look elsewhere.

It does leave players feeling the distaste of it not being available to them first-party, but in terms of function over form, I feel the present-day system works.

Assassin tells you that you deal bonus damage with no champions nearby. So, not for a duo laner, and not useful in a teamfight. The specific number will really never change your gameplay. 1.5% damage is not enough to make you want to mis-position as Zed, or refuse to take your return flight on R after Death Mark.

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Dynamic Ranked New Champ Select Whats wrong and whats next

NaKyle New PortraitUPDATE 1/22 PST Evening:

Hey everyone,

Based on learnings from yesterday’s failed test in Vietnam, we’ve been improving our internal load test. This will allow us to better vet fixes before shipping them to live. We plan on internally testing the queue over the next two days, which unfortunately means you shouldn’t expect Dynamic Ranked or new champ select in Normal Draft this weekend. If tests perform well, we will look to roll out to one affected region (to be decided) on Monday. If that is stable and successful, we will roll out to all affected regions until service is fully restored.

ORIGINAL POST PST 1/21 EVENING:

Hey everyone,

We wanted to share an update on new champ select and Dynamic Ranked ahead of the weekend. We understand it’s been a frustrating week, and are committed to getting Dynamic Ranked and new champ select up and running again.

What’s Wrong:

New champ select and Dynamic Ranked runs on a brand new backend that performed well (after initial hiccups) during live tests in North America and Turkey. However, when we rolled it out live at the beginning of the 2016 Ranked Season, the high volume of games played knocked the new service down in some regions.

What’s Next:

We haven’t pinpointed a solution yet, but once we have a fix we’re confident in, we’ll be extremely deliberate in rolling new champ select and Dynamic Ranked back out to the game. The last thing we want is to return the feature to you, only for it to need to come down again. When we do have a fix, we’ll start in one region, and if successful, roll out to other affected regions.

FAQ:

Q: Do my ranked games count?
A: The placement games played in Dynamic Ranked and/or Solo/Duo queue do count and will transfer when Dynamic Ranked returns

Q: What about Party Rewards?
A: Party Rewards Weekends will be extended to compensate for Dynamic Ranked and new champ select’s downtime

We’ll continuously update this post as long as new champ select and Dynamic Queue remain down. Thank you for your patience.

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Follow Up Banner

NaKyle New PortraitAfter making improvements to how new champ select and Dyanmic Ranked handles high volumes of games, we attempted a fix last night in Vietnam (1/21 PST). The queue showed some improvement, but ended up failing again The team’s been digging into those test results since late last night, learning from them and applying them to our next test. That’s the absolute latest.

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Why is Vladimir a part of the immobile mage update

Vladimir Single Banner

Meddler Final PortraitOur main problem with Vlad is his Q. It’s a low CD, targeted, resourceless spell that restores health. It doesn’t have much interesting decision making for Vlad, if it’s ever strong early he just shuts a lot of people out of lane and the main ways to deal with it are to either sustain even more or to punish Vlad really hard when he trades.

Vlad’s also got a bit of a ‘stat check’ issue, where he’ll just reliably outclick a lot of opponents 1v1 without sufficient avenues for being outplayed. That’s not ideal, it’s a lesser issue though since it doesn’t kick in until later in the game when 1 v 1 counterplay is less important than team v team counterplay.

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Why Cass VelKoz Vlad Zyra Brand and Malzahar in particular

Brand Single Banner

Meddler Final PortraitStatikk and the other folks working on the mage update will be talking in detail about why these particular champs. At a high level our goal with these class updates is to increase distinction between characters. With the mage update especially we’re also looking at some champions that are distinct, but when functional aren’t healthy for the game or are in an ok spot already but have a fair bit of untapped potential for differentiation.

Ought to bring more distinct things to a team:

  • Vel’Koz – Really distinct to play as, cohesive, feels fair to play against. Doesn’t bring enough distinct to a team though, so lacks a clear strategic niche or specialized tool offered. Goal with him will be to offer clearer situations where he’s the right pick when you want AP poke.
  • Brand – Pretty similar to Vel’Koz overall, in that he lacks a clear enough niche, so primary gameplay argument for picking him is when he’s the most damaging AOE mage. Needs a somewhat more distinct toolkit basically.

Distinct, but have significant game health challenges:

  • Vlad – Does distinct things, but can be really unhealthy. Work on Vlad’s going to involve a lot of ‘how do we preserve the core of what he does while adding ways to play against him’.
  • Malz – More game health issues than anything else. Counterplay’s not great in particular, with Malz needing to just click on you and kill you given his squishiness, immobility, lack of reach, vulnerability to item system counters. Has a lot of distinctive stuff going on though.

Untapped potential/Confused identities:

  • Cass – Confused identity, unclear niche (sustained damage almost marksmen like pattern, versus poison spreading potential, versus stacking power, versus counter initiator etc). Work on Cass will need to start with constructing a clear picture of what her concept should be (suspect that’ll include stripping out the stacking gameplay, though that’s a guess).
  • Zyra – Does reasonably distinctive things, but has the potential for quite a bit more. Also ends up either a strong bully or struggling to function a bit too often.

Finally, as with the marksman update in preseason, we’ll also be making some small tweaks to a number of other mages at the same time as these bigger changes (things like the Q reset on Twitch for example).

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Why did you leave out long-range mages like Lux Xerath and Ziggs

Lux Single Banner

Meddler Final PortraitWe decided we’d be best off focusing on a couple of sub types of mage here, which are basically sustained damage mages and pick mages. Artillery mages (Xerath, Ziggs etc with really long range) and supportive mages (Ori, Karma etc) are groups we might tackle later, though it wouldn’t surprise me if there was more value in tackling a different group instead (assassins or some types of tank instead).

 

As far as Lux/Xerath/Ziggs go I do think there’s a bit more overlap there than’s preferable, particularly between Lux/Xerath on pick/burst a dude and Xerath/Ziggs on clear waves/poke champs repeatedly. Lux does bring a more supportive kit than the others though, Ziggs gets more area control/mobility but gives up reliability against champions, and Xerath’s got phenomenal backline access. As a result there’s an ok current state distinctiveness wise. Potentially means they might just need smaller adjustments, rather than larger scale work, to pry them apart a bit.

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What exactly are your supposed problems with VelKoz

Velkoz Single Banner

Meddler Final Portrait

Some discussion from last month that covers Vel’Koz’s state:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/5dJN5vf7-meddler-velkoz-thoughts

TLDR: Healthy, fun to play, distinct to play as, fair to play against, needs to have a more distinct reason to be brought to a team than he currently has .

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Meddler Final PortraitWe understand there are a number of people that don’t want changes to Vel’Koz and as discussed think there’s a lot about Vel’Koz that’s already really good. Not disputing or ignoring that sentiment. We believe though that every champion needs to bring a distinct purpose to the their team and that Vel’Koz doesn’t deliver well in that regard. That makes him a great candidate for some work – good generally, but with a specific problem area that brings him down overall.

In terms of scope the changes to most of these changes are unlikely to be large, do expect them to be bigger than ‘hardly noticeable’ though.

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VelKoz is fine Listen to the community and dont rework him

BelugaWhale Final PortraitWe hear all of you on Vel’koz, and our opinions on him are actually very similar to yours. We love his combos, his geometry, death laser, and true damage. There is very little likelihood that his abilities will be changed in how they are used (with possible exception of his W), or his play significantly altered.

However we also want players in a draft to see their comp, their opponent’s comp, and pick Vel’koz thinking “this would be a great game specifically for Vel’koz” rather than simply “this would be a great game for any long range mage with a lot of AoE”. For scope context, currently the plan for Vel’koz is much more along the lines of Caitlyn, who also kept essentially her entire kit, but had it unified around headshots.

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Follow Up Banner

Statikk New PortraitIt seems your guys’ expectations on how much we’ll warp some of these champions just because they’re in “the 6” is quite large and drastic. Guess it’s understandable given some of our track record. It’s important to consider that our changes have ranged from as small as Darius and Miss Fortune to as large as Mordekaiser and Graves.

Our current plans for Vel’Koz might literally be the smallest scope changes we’ve ever done in a class update. In fact, I could understand how some people may not even really perceive it as a significant update and more of a “patch note.”

Either way, your downvotes are loud and clear. You don’t really want Vel’Koz to change much. We don’t really plan on moving Vel’Koz’s core at all – just want to amplify what’s already there.

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Why not put up another immobile mage for a rework instead of VelKoz

Repertoir New PortraitThe answer to this is that small mechanical/gameplay tweaks may require much more substantial visual or audio effects to make work. As an example, imagine that we were to change Vel’Koz’s W and E so that they also had minor split-shot/geometry elements (this is just theoretical example; it isn’t the plan for him). Even if the gameplay effect of the change was small, we may still need some significant visual’s to have that not look super janky when it happens.

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Why pick Zyra over Azir as a counter engage mage in need of a rework

Zyra Single Banner

Repertoir New PortraitThey occupy different spaces, in that Zyra is a different kind of mage than Azir.

For what it’s worth, Azir, frankly, tends to have too many strengths (this was especially true earlier in his life).

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What will the scope of these reworks be Same as Fioras update

Meddler Final PortraitNone of these updates will be close to Fiora sized (think roughly same scale on average as the marksmen changes).

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Will AD Malzahar remain a viable option after Malzahars rework

Malzahar Single Banner

Repertoir New PortraitI’m looking to leave some enjoyable version of AD Malzahar intact after his update. It may be different, but I’m hoping that it retains the spirit of what’s going on with it.

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Repertoir New PortraitThe hope is that Voidlings can be a meaningful source of damage and gameplay for Malzahar regardless of build.

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Were Heimerdinger or Anivia considered for a slot in the mage update

Heimerdinger Single Banner

Statikk New PortraitHeimer didn’t make it far. We feel he is really Distinct and Cohesive as the turret dude, and mainly lacks in terms of game Health (mastery and counterplay surrounding turrets in particular). Similar to Fiddle though, he has huge strategic weaknesses and strengths that opponents and allies can play around. He is still a prime candidate to get some tweaks and tuning with the sweep though.

Anivia was actually very close to being selected. Ultimately though, Anivia is already pretty Distinct (all her spells outside of E are pretty unique), Cohesive (frost phoenix), and fairly Healthy. We think Anivia can shine even with something as little as a ramping effect based on how long enemies remain in her R (this is all hypothetical off the top of my head…) and few other additional number tweaks.

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Will AP items also receive changes to go along with the mage updates

Meddler Final PortraitWe’ll likely include some item changes with the mage update. Expect those will be smaller scope than the marksmen ones though.

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Why didnt Shen receive a new voiceover with his update

Shen Banner Single

WAAARGHbobo Final PortraitI’m not on champ up. But in general, its a very, very small team working around deadlines. Rewriting, recording, processing and then having all 17+ languages localized and recorded takes several months. And because they are always trying get the best work done they can, they have to prioritize. So if a champ’s VO is “acceptable” they might instead use that time to work on another champ whose VO is “awful.” Eventually, they will make their way through the whole lineup several times… but they can’t high polish every aspect of a champ– all the time.

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As usual, here’s a small collection of recent fan art:

 

Winter Wonder Orianna by Alona:

0XRekvJ

 

Syndra by 커피55:

dt2qE8R (1)

 

Sona by Phikaak:

tSCaZLE

 


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