Archive

Posts Tagged ‘warwick’

 

PBE Update 13 04 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.

 

 

New Splash Arts

 

Evelynn

Evelynn_Splash_0 Evelynn_0

Evelynn_Square_0

 

Infernal Diana

Diana_Splash_3

 

Rammus

Rammus_Splash_0 Rammus_0

Rammus_Square_0

 

Tundra Hunter Warwick

Warwick_Splash_4 Warwick_4

 


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

 

PBE Update 08 04 Banner

 

PBE 08/04

 

[ 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

 

Kayle Final Portrait

 

Revert BoxKayle_PassiveHoly Fervor [ Passive ]

  • Now once again shreds both Armor and Magic Resist (revert on the change in this PBE update).

 

 

Master Yi Final Portrait

 

Revert BoxAlpha Strike [ Q ]Alpha Strike

  • Additional damage to minions & monsters increased from 60/80/100/120/140 to 75/100/125/150/175 (revert on the change in this PBE update).

 

Nerf BoxHighlanderHighlander [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/90/80;
  • Duration of active decreased from 10 seconds to 7, but kills and assists now extend the duration by 7 seconds each, up from 4.

 

 

Olaf Final Portrait

 

Buff BoxVicious_StrikesVicious Strikes [ W ]

  • Lifesteal bonus increased from 13/15/17/19/21% to 14/16/18/20/22% (change compared to this PBE update, live value is 9/12/15/18/21%).

 

 

Item Changes

 

Nerf BoxAbyssal Scepter Final IconAbyssal Scepter

  • Recipe Change: Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 Gold = 2750 Total Gold;
  • Ability Power decreased from 70 to 60;
  • Magic Resist increased from 50 to 60;
  • Now grants 10% Cooldown Reduction;
  • Passive aura MR shred changed from 20 to 10-25 (scales with level);
  • Passive aura no longer reduces the MR of minions.

 

Change BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Change: Chalice + Fiendish Codex + 300 Gold = 2100 Total Gold;
  • Total Cost decreased from 2700 Gold to 2100;
  • Ability Power decreased from 60 to 40;
  • Bonus Mana Regeneration decreased from 100% of Base regen to 75%;
  • Mana Passive: Mana Passives on Kill or Assist have been removed.
  • New Passive: Gain 15% of premitigation damage dealt to champions as Blood charges, up to 100 to 270 (based on level). Healing or shielding another ally consumes Blood
  • Charges to heal that ally.

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Negatron Cloak + 530 Gold;
  • Total Cost decreased from 2900 Gold to 2450;
  • Health decreased from 500 to 300.

 

Change BoxCatalyst Final IconCatalyst, the Protector of Aeons

  • Valor’s Reward passive removed (no longer restores 150 HP/200 Mana on level-up);
  • New Passive – Eternity: 15% of damage taken from champion is gained as Mana. 15% of Mana spent is gained as Health. (Healing limited to 25 per spell cast or 25 per second for toggled spells.)*

 

Change BoxChalice_of_HarmonyChalice of Harmony

  • Passive remade: Increases your Health Regeneration by 100% if your Health % is lower than your Mana %. Increases your Mana Regeneration by 100% if your Mana % is lower than your Health %;

(Note) Mikael’s Crucible and Athene’s Unholy Grail gain this passive instead of Mana Font.

 

Hextech GLP-07A (Temporary Name)

  • Recipe: Catalyst of Aeons + Hextech Revolver + 750 Gold = 3000 Total Gold;
  • Grants 300 Health, 80 Ability Power and 400 Mana;
  • Passive – Shared with Catalyst of Aeons;
  • Active – Ice Bolts: Throw an arc of five piercing icy bolts that explode to deal 100 – 200(+20% of your Ability Power) as magic damage. Enemies hit are slowed by 60% decaying over 0.5 seconds. (30 second cooldown, shared with other Hextech Items).

 

Buff BoxHextech Gunblade Final IconHextech Gunblade

  • Damage on active changed from 150 [+0.4 AP] to 300 [+0.3 AP];
  • Active now instantaneously shoots a lightning bolt with zero travel time, immediately slowing the target for 2 seconds;
  • Active now shares a cooldown with other Hextech Items.

 

Change Boxhextech revolverHextech Revolver

  • Combine Cost decreased from 340 to 240 (total cost down from 1200 Gold to 1100).
  • Spell Vamp removed;
  • New Passive – Magic Bolt: Your basic attacks deal 75 – 150 magic damage on hit. (30 second cooldown, shared with other Hextech items);

 

Hextech Rocket Belt (Temporary Name)

  • Recipe: Hextech Revolver + Kindlegem + 800 Gold = 2750 Total Gold;
  • Grants 300 Health, 80 Ability Power and 10% Cooldown Reduction;
  • Active – Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 – 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). This Dash cannot go over walls.

 

Lost Chapter [ New Item ]

  • Recipe: Sapphire Crystal + Amplifying Tome + 115 Gold = 900 Total Gold;
  • Grants 25 Ability Power and 250 Mana;
  • Unique Passive: Upon levelling up, restores 20% of your maximum mana over 3 seconds.

 

Change BoxMorellonomicon Final IconMorellonomicon

  • Recipe Change: Lost Chapter + Fiendish Codex + 500 Gold = 2300 Total Gold
  • Mana Regeneration removed (+100% Base Regen on live);

 

Nerf BoxSpectres Cowl Final IconSpectre’s Cowl

  • Total Cost increased from 1100 Gold to 1200;
  • Health increased from 200 to 250;
  • Magic Resist decreased from 35 to 30.

 

Change BoxSpirit Visage Final IconSpirit Visage

  • Combine Cost decreased from 900 to 800 (total cost unchanged because of Spectre Cowl’s cost increase;
  • Magic Resist decreased from 70 to 50;
  • Bonus Health Regen increased from 150% of Base regen to 200%;
  • Passive heal buff increased from 20% to 25%.

 

Buff BoxTear of the GoddessTear of the Goddess

  • Mana Regeneration removed (+25% Base Regen on live);
  • New (Additional) Passive – Awe: Refunds 25% of Mana spent.

 

Removed BoxWill of the Ancients Final IconWill of the Ancients

  • Removed from the game.

 

 

Change BoxRod of Ages Final IconRod of Ages

  • Recipe Change: Catalyst of Aeons + Needlessly Large Rod + 50 Gold;
  • Total Cost decreased from 3000 Gold to 2500;
  • Ability Power decreased from 80 to 60;
  • Mana decreased from 400 to 300;
  • Mana-per-stack decreased from 40 to 10.

 

Change BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe Change: Seeker’s Armguard + Fiendish Codex + 900 Gold = 3000 Total Gold;
  • Total Cost decreased from 3500 Gold to 3000;
  • Ability Power decreased from 100 to 70;
  • Now grants 10% Cooldown Reduction;
  • Cooldown on Statis active increased from 90 seconds to 120.

 

 

New Splash Arts

 

Kennen

Kennen_Splash_0 Kennen_0\

Kennen_Square_0

 

Fiddlesticks

Fiddlesticks_Splash_0 Fiddlesticks_0

Fiddlesticks_Square_0

 

Warwick

Warwick_Splash_0 Warwick_0

Warwick_Square_0

 

Blade Mistress Morgana

Morgana_Splash_3 Morgana_3

 

 

URF game mode live on PBE for Rotating Game Mode queue testing

L4T3NCY New PortraitYo! ^_^/

Testing time for Ultra Rapid fire on the PBE before it goes into the Rotating Game Mode. We need your guys help focusing on the following things:

Champ testing: (this means not banning them so you can test them :P)
Taric
Jhin
Aurelion sol
Illaoi
Tahm Kench
Kindred
Ekko
Poppy

Thanks PBE crew. <3
— L4T3NCY

EDIT: Switching off the mode while we look into a buff bug. Will update when have news.

[ Link to Post ]

 


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

 

Ping Winrate and Vayne Probs Banner

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

 

Related:

Heating Up Banner

Warding and You Blog

 

ARTICLE BY CHRISTOKKIES, DESIGN BY NANCYMON

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

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

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

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

 

METHODOLOGY Banner

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

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

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

 

FINDINGS Banner

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

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

Vayne Stats 1

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

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

 

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

Xerath Stats

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

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

 

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

 

PRESS R TO WIN Banner

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

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

Warwick Stats

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

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

 

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

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

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

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

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

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

Singed Stats

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

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

 

CAN WE GENERALIZE THESE FINDINGS TO ROLES

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

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

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

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

 


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

 

Red Posts 10 08 Banner

 

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CONTEXT FOR RECENT ZED BUFF ON THE PBE Banner

 

Why are you buffing Zed again

[ Note ] This is the PBE change in question:

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

Repertoir New PortraitI didn’t do these change, but if Juggernauts release on the strong side, Zed’s going to need the buffs. Those guys just wreck him.

Honestly, I don’t know if there’s anything sadder for Zed than being the Villain.

Edit: this was a bad joke on my part. Zed getting buffs has nothing to do with Juggernauts. He should be weak against Juggernauts. He should be strong against squishies. And I should re-read posts before pressing Save so that I don’t give people the wrong impression as to why he (or any other character) might be getting changes.

[ Link to Post ]

 

 

If you buff Zed hell be even stronger against immobile mages

Repertoir New PortraitAren’t the proposed buffs to Zed to reduce the blink-back time on R with rank? This seems like a pretty sound approach to me, tbh. .75 and .5 seconds are long enough in the early and mid-game for a single defender to hit some cc on him when he comes in, and though .25 seconds is pretty short, there should be teammates around to help then.

At the end of the day, Zed is probably supposed to be pretty strong against immobile skillshot mages, similar to how juggernauts are supposed to be strong against him.

[ Link to Post ]

Follow Up Banner

Repertoir New PortraitThe juggernaut reworks aren’t at all being released to help counter Zed. My apologies if that’s the impression I gave.

As an assassin, Zed should be strong against squishy targets. They should have a fair chance to defend themselves (especially early in the game), but the upper hand should probably be his.

[ Link to Post ]

 

 

Light buffs to mobile assassins in 5 16

Meddler Final PortraitWe’re putting a bit of power back into Zed and Le Blanc in 5.16, in both cases partial reversions of the previous nerfs, they got hit harder than intended.

5.16 also includes an overall nerf to Ahri’s passive (same healing at level 1 and level 16, less healing at the levels in between though).

Fizz we’re still talking about. He’s a possible candidate for work in 5.17, depends in part on how 5.16 goes though and how the state of the game does or doesn’t change.

[ Link to Post ]

 

 

REQUEST FOR 5 BANSPERTEAM Banner


 

Riot there are 126 Champions and 6 bans We need 5 bans per side

Repertoir New PortraitThough I personally don’t know why the ban count is three instead of 4 or 5 or even 2, what has actually changed recently that would make it so that you now need 2 additional bans per team? I could see the size of the roster growing being a reason, but it’s really not THAT much larger than it was at the beginning of the year.


I actually think that having another ban or two could be cool, but mostly for reasons that are due to my own personal preference, and not necessarily because I think it makes the ranked play system any better. Even in the example you provided above, assuming those champions are ban worthy, the two captains could still only ban 10 of those 13 champions, and there would still be 3 left over. And of course, there would be all the champions that every other player in the game thinks are ban worthy that did not get banned, so it’s hard to tell in that case if we’d really be any better off. One thing that would be especially painful about having 4 more total bans during the ban phase is how much longer each Draft Queue game would take. It may not sound like a big deal, but champion select already seems to drag on an eternity sometimes. I guess at the end of the day, I’m not really sure if we’d better or worse off with more bans.

Maybe a different ban system entirely would be cool, like one where everyone in the game gets to ban 1 champion in the first thirty seconds or something. That would be faster, though it would come at the cost of ban overlap or team miscommunication getting a team off to an unfriendly start. Maybe ranked 5s and competitive play should be using a different system than solo queue; not sure entirely.

We were talking internally about some adjustments to the draft phase of champ select about a year ago, but I’m not sure any particular idea stuck out as the right solution. It’s probably something worth exploring some more, since it is a part of every draft queue game we play.

[ Link to Post ]

 

 

This is not a new problem its just more relevant with the growing Champ pool

Repertoir New PortraitYeah, I didn’t mean to suggest necessarily that this is a new problem this year. With that comment, I more meant to suggest to ask OP why the need was so dire now as opposed to before.

I definitely agree that it would be great if the draft system was better suited for building out team comps better as a team and banning out stuff that threatened it rather than just banning the fotms.

[ Link to Post ]

 

 

GAMEPLAY AROUND SKARNERS NEW SHRINES Banner

 

Skarners passive is lackluster and is a bunch of extra work for sub par rewards

Repertoir New PortraitAbout it being lackluster, that’s certainly not the intention. If the reward just isn’t there, that is something that can be easily addressed. If it’s that they’re tedious, maybe the channel time is too long or some of them are just too far out of the way to be useful.

 

As per your suggestion, one of the things I actually think is really important to them is their static positions. It gives Skarner players, teammates, and opponents an expectation as to how they’re going to play about them in any given game. This is important to me because, even following these changes, we aren’t aiming to have Skarner be extremely popular and in every game. We’re okay with his niche appeal, and we just wanted to give a little more uniqueness to the games he’s in, as well as another point of mastery for Skarner players. Whether good or bad, his ultimate really isn’t that unique anymore, and it can’t really be made much more powerful, so we looked elsewhere.

I think another thing that seems tedious about them is that players feel like they should be trying to control them all whenever possible, and that’s really not the intention. Played optimally, Skarner should try to control the ones he thinks he’ll need in the next minute or two, or maybe stop to cap one over when he’s nearby. There’s no bonus for holding all of them, so I don’t really want Skarner players making the choice to go activate a crystal in the enemy jungle when there’s a lane that needs ganking or something, unless maybe taking that crystal helps them steal a buff or do some counterjungling.

I hope this helps to explain some of the reasoning behind the goals for his passive, even if it’s not exactly what you wanted to hear.

As a follow-up, if you want to continue to help me understand what makes them ‘lackluster and a bunch of extra work for a sub-par reward,’ I’m happy to talk about it. Though some things are probably set in stone for the upcoming patch, that doesn’t mean everything is, and it doesn’t mean that I won’t be doing follow-up work on Skarner if he falls short in unintended areas.

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Will you be pulled to another project like Stashu was with Cassiopeias rework

Repertoir New PortraitI am not my own manager, but I also do think I am capable of making positive change with the right effort and focus. You guys probably remember that Ashe got an update earlier this year? That was just an extra thing that I picked up on the side and then put together with the Champion Update team’s help, and I think it went really well.

For me, I don’t usually find that one project is enough to keep me occupied, so I like having follow-up or other stuff to work on on the side.

If a few months down the road, you think there’s follow-up that I’ve ignored or forgotten, please do hold me accountable to at least letting you know what’s up. Worst case, I’ll hopefully just be able to let you guys know what’s up, even if the decision isn’t what you want to hear. Leaving you hanging wouldn’t be cool, though.

[ Link to Post ]

 

 

Arent the crystals on the enemy side just 30 free gold for the enemy jungler

Repertoir New PortraitThe crystals on the enemy side of the map start on their team, and they can’t get any gold from them unless they capture them. Technically, if you never went into the enemy jungle and left those crystals alone the whole game, they would never swap over to your team, and thus never present the chance for opponents to ever capture them for the small gold reward.

[ Link to Post ]

 

 

Its tedious having to run back and recapture crystals that an enemy has capped

Repertoir New PortraitI think that feeling of being compelled to reclaim it in all cases will go away after a few plays, and you’ll just focus on the ones that are going to help you in the foreseeable future. Additionally, even in the case that someone takes a crystal from you, you do get information as to there whereabouts if you’re paying attention, so it’s not all a loss.

[ Link to Post ]

 

 

Why is Skarner labeled a Juggernaut when his gameplay doesnt reflect that

Repertoir New PortraitWe actually agree that Skarner is probably the odd one out amongst the four releases coming up, but we’re actually okay with that. He’s more about CC than the others, and probably less about damage overall, but we don’t think it’s absolutely necessary that there be a single damage profile that these guys all adhere to.

Skarner will probably function full time as some kind of off tank guy, while being a full on Juggernaut damage threat while under the effects of his passive.

[ Link to Post ]

 

Follow Up Banner

How would Skarner compete for objective control with Nunu

Repertoir New PortraitGood question. I’m on my phone more so I won’t be too wordy.

First, we don’t actually consider Nunu to be in the same class as Skarner, in that Skarner is intended to be more of a damage presence than Nunu.

If you wanted objective control, but needed damage still, I’d expect skarner to be a better choice. Also, Nunu controls objectives primarily through his secure combo, whereas Skarner through fight presence and power around the objectives.

Less relevant, but still interesting, Skarner’s Impale will prevent Nunu from Smiling or Consuming, so he can actually shut that down if played well.

[ Link to Post ]

 

 

DISCUSSION ON GARENS REWORK

 

The community was promised that Garens silence would remain the same

Repertoir New PortraitFrom what I understand, any messaging about Garen’s update said his Silence would still be there, not necessarily that it would go untouched in any way, shape, or form. Can you show me where we said that? Because that seems like a big goof up on our end if that’s the case. So, on that topic, yeah, no one should have promised that 🙁

[ Link to Post ]

 

 

If Garens silence is a problem why does ChoGath have 3 forms of CC

Repertoir New PortraitThough historically we haven’t made many efforts to differentiate between tanks like Cho’Gath and tanky guys like Garen, we’re trying to establish that differentiation to some extent. Though we haven’t really investigated Cho’Gath directly yet, he falls much more toward the general idea of what a tank is. Durable, heavy crowd control, and low sustained damage (though his sustained damage may be too high for this to be true).

Garen, on the other hand, is being pushed toward a much higher sustained damage pattern than he’s ever had in the past, to the point that we’re classifying him as a carry. I think we can probably agree that carries shouldn’t have a high level of crowd control, though it doesn’t necessarily follow that a 2.5 second silence is a ‘high level of crowd control.’ Maybe Cho does too much damage for a tank or is unfair in some other way (like his silence duration), but it’s probably not the best idea to reduce Cho’s silence duration because we’re reducing Garen’s, and it’s also probably not the best idea to think we have to leave Garen’s silence alone because there are other characters whose silences are longer.

I will say this about the duration reduction on Garen’s silence. I lowered it to a duration that felt fair given the higher damage the character will now do. Is 1.5 seconds too low? Possibly, but it definitely wasn’t reduced because Riot doesn’t like silence. With his upcoming changes, we’re trying to put him in a spot where he can be seen as a real threat, and less of a guy whose usefulness falls off dramatically as the game goes on. If we’re not hitting that mark after his release, I’ll try to calibrate upward.

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Why did you revert Courage W back to a stacking resist buff

Repertoir New PortraitThis update aims to increase Garen’s affinity for Health items, and flat resistances are a good way to do that. Maybe this just reads as a nerf or something, but in almost all cases, it’s just not. I sure don’t think ‘scaling/stacking benefits are toxic,’ and if that was formerly our stance, we have changed a lot in the past few years, and the game has too. Overall, he should not be squishier, except in the case of full tank builds.


As to ‘complete and utter gutting,’ that seems to imply the character is going to fall to a sub 45% win rate or something. With the changes going in, I’d be truly surprised if it was closer to 45% than 55%. I could be wrong here, but we’re definitely not aiming for a gutting, or even a nerf at all. If he comes out and proves to be weak, I’ll be happy to admit we missed the mark on him, and buff him up a bit, probably in places where we took some stuff away.

[ Link to Post ]

Follow Up Banner

Repertoir New PortraitI really do want to make his W active more interesting in the future, if I get a chance to come back to it and power permits.

[ Link to Post ]

 

 

 

Isnt the point of Juggernauts that theyre rewarded for closing the gap

Repertoir New PortraitThey should indeed be rewarded for getting on top of a target, and in most cases following the update, I’d expect a late game Garen to easily kill a late game Vayne in a 1.5 second silence if he manages to close the gap and get a silence off on her.

[ Link to Post ]

 

 

Is the silence nerf aimed at reducing Garens lane presence

Repertoir New PortraitLane silence isn’t actually really an issue at all. It’s still the same at rank 1, after all.

This discussion does seem to keep coming back to some players saying “trust us, his silence duration needs to be what it’s always been” and me saying “trust me, I don’t think it does anymore when he does more damage.”


I understand that that’s an uncomfortable situation for you guys to be in, and I don’t mind talking having the discussion really. Since Garen went on PBE about a week ago, there were some changes that, following discussion with you guys, didn’t seem like the right changes, and I tweaked some and reverted others. That said, there are some changes that I think are important for hitting the goals of his changes, like being more about damage in the late game, and less about his silence.

[ Link to Post ]

 

 

You want Garen to be a Juggernaut but it seems hell be played as an assassin

Repertoir New PortraitThough he will now do a lot of damage to a target, Garen lacks the mobility profile and target selection of a real assassin. Assassins get to blink or dash to where they want to be, try to kill a guy, and then get out, and they often have the tools to do all that. Garen has to run at a guy, stick to them for 3 seconds, and then run away. As such, I don’t really see him as an assassin.

[ Link to Post ]

 

 

Whats Garens highlight supposed to look like after the rework

Repertoir New PortraitGaren does the baseline stuff of a Juggernaut (tanky, high damage, low mobility profile) with some additional assassin-like tendencies against a single, semi-random target.

When I think about what these Juggernauts are, they should all be really tanky, they should all deal high damage to the enemy team, and they should all be relatively immobile, PLUS one or two additional differentiating aspects (Villainy, in Garen’s case).

Maybe the “increased damage when hitting a single target” doesn’t send a perfect message, but Garen’s damage in teamfights should still be on par or higher than these other guys. I expect his aoe damage to still be really high despite that addition.

[ Link to Post ]

 

 

Would you nerf Judgements E damage if it proves too high

Repertoir New PortraitIf it turns out Garen is too strong following his update, I’d prefer to nerf his Q speed or base MS slightly over hurting his damage.

[ Link to Post ]

 

 


Why should I pick Garen over other Juggernaut top laners

Repertoir New PortraitThere are a couple potential reasons that I could see to pick Garen (outside just liking him). First, he’ll still be a lane bully for several matchups I imagine, and picking to win your lane can often be a good idea. Second, relative to other tanky top laners, Garen will have possibly the best combined package of sustained speed, durability, and damage. Basically, he’s a good pick when you need a tanky damage dealing presence and you can anticipate fights that will move a lot.

Strategically, he may be the perfect pick when you have a team that can support him (especially with speed buffs, like Lulu or Sivir) and the opposing team has only one or two damage threats (bonus points if at least one of them is a melee threat). This is the ideal pick scenario for him because the opposing team needs their limited damage dealers to get fed in order to win the game, and if they get fed, they become the Villain. Having that extra effectiveness against that Villain when the opposing team is heavily reliant on them can actually be a big deal.

Another fun interpretation of where I think Garen is a good pick, though it isn’t strategicwithin the game is when you know the opposing team relies on a certain player to get fed in order to win. This could potentially translate to competitive play, though I think it’s more applicable and fun to pre-mades with friends. When you’ve got that one Diamond guy in your premade that you know is going to stomp a bunch of Silvers, pick Garen against him and show him who’s boss in the late game.

[ Link to Post ]

 

 

What problems does this rework solve for Garen

Repertoir New PortraitBefore making any changes to him, Garen was in the unfortunate situation of:

  1. Having to work super hard to get to people in fights (this used to be the standard in LoL)
  2. Not being all that impactful if he actually managed to get to people


This update doesn’t change the former. In fact, he statistically becomes slightly worse at getting to people. However, it is intended that he’ll have a huge impact if he actually manages to get to people now. Whether or not the exact numbers we have on PBE right now will perfectly accomplish that goal, that is indeed the goal, and I’ll work to get him there if he falls short of it on release. At the end of the day, Garen is never going to be able to compete with champions like Irelia, Hecarim, or Riven (this isn’t to say that any of these three characters are necessarily balanced either) when it comes to getting to specific targets, so he should be meaningfully more impactful than them in some way if he pulls it off. In his case, he’s just going to deal a ton of damage to things he sticks to.

[ Link to Post ]

 

 

ROLE OF JUGGERNAUTS IN A TEAM Banner

 

What role are Juggernauts supposed to fill on a team

Meddler Final PortraitWe see juggernauts as a sub class of fighters/brawlers/bruisers/whatever else you want to call them. That’s a really large group of champions that ranges from the really mobile characters that build damage only, like Tryndamere, to the immobile champs that build tanky like Nasus. We’ve been looking at a series of sub groups with that larger fighter group as a result as follows:


  • Juggernauts – Immobile, tough, build one to two offensive items on average (e.g. Nasus or Garen)
  • Divers – Pretty mobile, and really good at getting onto specific targets they want to kill, builds a little bit more offensively than juggernauts (e.g. Irelia or Xin Zhao)
  • Light fighters (need a better name for this group – Highly mobile, builds almost entirely offense, often good at killing multiple targets, usually squishy with windowed defense of evasieness (e.g. Trynd or Fiora).

Biggest contrast between tanks and juggernauts is in what each group is trying do. Tanks are generally trying to initiate or peel more, kill by themselves less. They build almost mainly (sometimes exclusively) defense/utility and have a greater amount of mobility, generally tied to initiation or peeling actions.

As far as other juggernauts go, Olaf, Shyvana are the next two we’re planning on looking at. Yorick’s arguably a juggernaut, he’ll get a full relaunch though. Volibear could be described as a juggernaut, though he’s also got some diver and tank bits to him. Mundo also shares some juggernaut characteristics, but doesn’t really match overall (which is fine, we’re looking to use these descriptions as ways to map similarities and differences between champions, not because every champion has to be forced into a specific category).

[ Link to Post ]

 

Follow Up Banner

Meddler Final Portrait‘Juggernaut’ is a term we’re using to talk about a type of champion that’s pretty much always been in the game. We haven’t previously put enough time into identifying their strengths, weaknesses, item needs, role in lane, role in a teamfight however, so we’re doing some of that work now.

[ Link to Post ]

 

 

Will you be working on other subclasses like Divers or Light Fighters

Meddler Final PortraitWe chose juggernauts as a group to focus on because we felt they needed the work the most. Next step’s going to be follow up work post 5.16 release (balancing if we’re off on power, adjusting mechanics if some of our theories get proven wrong etc). We’ll then assess how successful this work was or wasn’t and use that to help inform how we tackle other characters.

[ Link to Post ]

 

 

Would you classify Shyvana as a Juggernaut

Meddler Final Portrait We think juggernaut’s probably the closest description for Shyvana because damage output, and ability to kill enemy champions herself, is a really core part of her identity. She’s happy soaking some damage certainly, but she’s not there primarily to set up/enable her team. Gragas and Cho we’ve been looking at as tank/mage combinations, Trundle as tank (though he’s definitely got some juggenaut characteristics and doesn’t fit the tank mold that cleanly), J4 as diver or tank (definitely not a juggernaut given the amount of mobility on his kit).

[ Link to Post ]

 

 

Why not turn Shen into a Juggernaut

Meddler Final PortraitAs in remove his dash and make him more about auto attacking/damage output? Not seeing the Shen+Juggernaut fit sorry, and that’s before looking at thematics too.

[ Link to Post ]

 

 

 

Is Poppy being pushed more towards a Tank or Juggernaut role

Meddler Final PortraitMore tank (stronger CC focus, so more like Sion than like Garen).

[ Link to Post ]

 

 

 

IDEAS FOR NERFING VAYNES EARLY GAME Banner

 

Why hasnt Riot toned down Vaynes HP true damage

Repertoir New PortraitSeems like something we’d prefer not to touch since it’s such a core part of the character’s identity. If I had to nerf Vayne, it certainly wouldn’t be the first place I’d look to hit. I’d prefer to just nerf her early game or reduce the flat damage component of Silver Bolts, but the percent part of it seems pretty core to the identity of the character.

[ Link to Post ]

 

 

How would YOU nerf Vaynes early game

Repertoir New PortraitIf I had to nerf Vayne’s, I’d probably try to first think about why she’s too strong in the first place. How did she go from someone seen as having a bad early game to someone seen as pretty average in the early game?

Though these first few suggestions aren’t directly nerfs to Vayne and have other implications, I’d probably ask why Caitlyn, Lucian, and other historical lane bullies aren’t doing their job to keep her in check. So first, I’d ask why other lane bullies that used to give her trouble aren’t being played anymore, and maybe look into that (though that’s a multi-champion change).

Also, I’d probably try to determine what exactly is the issue with her early game. Is her early game actually too strong? Or does the state of the game just more or less guarantee that she gets her late game? This second part can be especially relevant, because it makes less sense to have champions that are so disproportionately strong in the late game if games are tending to go five minutes longer than they used to (not sure on the exact numbers on game length at the moment, to be honest).

I’ll admit I’m absolutely not an expert on marksman balance, so don’t take my suggestions here as gospel. However, there are lots of ways to nerf a champion’s early game. Off the top of my head:

  • Base AD nerf and increase AD/lvl. Just a couple Base AD makes a huge difference in early game power. I reduced Nidalee’s base AD when she was a terror in top lane late last season, and she basically disappeared from the lane.
  • Scale her spell damages or cooldowns non-linearly, with the later ranks giving more value than the first. This is unconventional, but there’s no reason we really can’t do it. For instance, if Tumble’s cooldown was only reduced by .5 seconds at early ranks, and 1.5 in the last few (or something like that.
  • Probably a bad idea, but maybe Vayne could have 325 or lower MS and have her passive MS increased. I think one of the things about Vayne is that she’s supposed to be a statement pick, like “I know this champion isn’t good early game, but I’m better than you and can win regardless.” Something like this may play that up, though at the expense of snowballiness.

Anyway, just some thoughts off the top of my head.

[ Link to Post ]

 

 

Do you think Vaynes kit synergizes with Blade of the Ruined King too well

Repertoir New PortraitImo, BotRK rush is generally probably just too strong, especially on champions it synergizes with.

[ Link to Post ]

 

 

 

CONTEXT FOR RECENT LEE SIN BUFFS Banner

 

 

Why is Lee Sin being buffed on the PBE

Meddler Final PortraitThese are buffs intended to give power particularly to players who aren’t amazing at Lee Sin. We like that Lee Sin’s got a pretty steep mastery curve that really rewards practice, but it’s a bit too extreme, making it really hard to put him in a good spot balance wise (if he’s balanced in top tier play he’s very weak for the average player, if he’s at least tolerable for the average player he’s probably too dominant in top tier play). They will add a bit of power to competitive Lee Sin play too, we’re looking to avoid too much of a buff there though.

As far as the specific changes go:

  • Ult now deals damage to people hit by the champion knocked back based off the bonus HP of the champ kicked. If you can Insec well, this isn’t going to be a very appealing play generally. If you can’t however, and are regularly using the ult just to get enemy divers out of the fight for your team this will offer a bit of extra power to try and optimize. Will be some niche cases where it helps out in high level play as well, we expect those situations to be pretty niche though.

  • Energy restore from passive now frontloaded onto the first auto attack (20 first auto then 10 second auto, instead of 15/15). This buff will help out both new and experienced Lee Sin players, expectation is it’ll be significantly more useful to newer players though as they learn energy management and when to weave auto attacks in between spell casts. A frequent source of failure we see from new players is constantly trying to weave in 2 autos per cast, even when that’s a really poor idea or, at the other extreme, running out of energy frequently. Giving people room to learn and grow’s great of course, we’d like to get some signalling in there to encourage people to consider 1 auto per cast more often when they’re first learning though.

[ Link to Post ]

 

 

Why not balance him instead

Meddler Final Portrait‘Balanced for who?’ is one of the questions behind this work. We choose to balance for high level play, with some reigning in of massive outliers at lower skill levels. If the difference in performance between experienced and inexperienced player gets too far out of line however that means we’re forced to make a champion really hard to succeed with and unsatisfying for the average player if they’re to be balanced at high level play. Making a champions skill floor a bit more accessible, without lowering their skill ceiling, is an approach we feel’s valuable as a result, and this work is, in part, an example of that.

[ Link to Post ]

 

Follow Up Banner

Meddler Final Portrait5.16’s also got changes to a number of other champs we believe also need some help. Currently in testing stuff includes:

  • Kassadin (ult AP ratio)
    Le Blanc (partial reversion of the W speed reduction)
    Lissandra (self cast ult heals Lissandra)
    Lucian (W MS bonus can now be triggered by allies)
    Nami (buffed passive, ult applies double strength passive)
    Twitch (lower Q mana cost and very slight ult damage increase late game)
    Vel’koz (secondary missiles on Q have more range)
    Zed (shorter delay until ult can be reactivated)

That’s all potential stuff in testing, so not guaranteed to go live of course, but Lee’s definitely not the only champ we’re looking at in that regard.

Yorick’s a champ we believe needs a full kit overhaul, in the same way old Sion did/Poppy does. He’s not in a terrible spot power wise so, given we don’t believe he’s good for the game, we don’t want to add any power to him at this point.

[ Link to Post ]

 

 

BUFFS TO FIORA IN 5 16 AND UPDATE ON WARWICK Banner

 

 

Will Warwick receive an update soon

Repertoir New PortraitWarwick is one of the champions that pretty regularly shows up on the list of ‘champions to work on’, but I don’t think there are currently any plans for him. That said, there weren’t any plans for Garen, Morde, Darius, and Skarner until May, so who knows…

If you don’t mind me asking, what is it about him that makes him your favorite character?

[ Link to Post ]

 

 

Fiora should receive some minor buffs

Meddler Final PortraitWe’re with you that Fiora seems to be pretty underpowered and are working on a set of buffs for her at the moment. One of those will increase her mobility, overall though at least for a first set of changes we’re looking more to add baseline effectiveness to her. From the look of it we ended up being significantly too cautious about her balance overall.

Current changelist (note, work in progress, so not set in stone) looks like this:

HP / level 80 >>> 92
AD / Level 2.5 >>> 3.3
Q CD 18/16/14/12/10 >>> 16/14/12/10/8
W CD 21/19.5/18/16.5/15 >>> 19/18/17/16/15

[ Link to Post ]

 


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

WOW this is out of date

halfway finished before i realized singed and warwick got updated too

Phew! I ended up taking almost a year long break and after a dozen hours of patching I fired it up and had no idea what was going on. Here’s to those who just started or are coming back!

Author: Ketherly twitter

Edit: I need to update my banner lol

 

PBE 25 02 Banner

 

PBE 25/02

 

[ 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.

 

All PBE updates from Patch 5.5 cycle:

 

 

Bard the Wandering Caretaker

Bard_Splash_0

Bard_0 (1) Bard_Square_0 (1)

 

 

Bard Final Portrait

Base Stats

  • Level 1 Health: 535
  • Level 1 Mana: 350
  • Level 1 Movespeed: 330
  • Attack Range: 550
  • Level 1 Attack Damage: 46
  • Level 1 Armor: 21
  • Level 1 Magic Resist: 30
  • Health-per-level: 85
  • Mana-per-level: 50
  • Base Health-per-second: 1.08
  • Base Mana-per-second: 1.2
  • HP-per-second per level: 0.11
  • Mana-per-second per level: 0.09
  • Attack Damage-per-level: 3
  • Armor-per-level: 4

 

Basic Attack

 

Traveler’s Call Final IconTraveler’s Call [ Passive ]

Ancient Chimes: Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana. Chimes remain on the ground for 10 minutes.

Meeps: Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing 30 (+0.3 AP) extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.

 

When Bard collects a chime, his running animation turns into a swirly flight.

 

The locations of chines are marked on your minimap and the number of chimes collected and how many meeps follow you can be seen atop the UI bar.

 

Cosmic Binding [ Q ]

Cooldown: 10 seconds at all ranks  || Mana Cost: 60 at all ranks

Bard fires an energy bolt, dealing 85/115/145/175/205 (+ 0.5 AP) magic damage to one or two enemies. The first target hit will be slowed by 60% for 1/1.2/1.4/1.6/1.8 second(s). If the bolt hits another enemy or a wall, any enemies hit are stunned instead (same duration).

 

 

Caretaker’s Shrine [ W ]

Cooldown: 12 seconds at all ranks || Mana Cost: 100/105/110/115/120

Bard raises a health shrine that immediately offers 30/60/90/120/150 (+0.2 AP) health, but restores up to 70/110/150/190/230 (+0.45 AP) health as it gathers power for 10 seconds. The shrine’s effect also grants 50% decaying movement speed for 1.5 seconds. Bard can have up to 3 shrines active at once, which remain until visited by an ally or crushed by an enemy.

 

 

Magical Journey [ E ]

Cooldown: 26/24/22/20/18 seconds || Mana Cost: 30 at all ranks

Bard opens a one-way corridor through nearby terrain. Both allies and enemies can use the corridor by right-clicking on any part of it while near its entrance, with allies travelling 10/20/30/40/50% faster than enemies. The corridor disappears after 10 seconds.

 

 

Tempered Fate [ R ]

Cooldown: 130/115/90 seconds || Mana Cost: 100 at all ranks

Bard sends magical energy arcing to a target location. On impact, all champions, minions, monsters, and turrets in the target area are put in stasis, becoming invincible, untargetable, and unable to act for 2.5 seconds. Epic monsters are also put into stasis, despite normally being immune to disables.

 

 

 

Elderwood Bard

Elderwood Bard will be sold for 975 RP after Bard is released. He’ll also be available in a bundle together with the champion.

 

For his recall, Elderwood Bard bows to his meep friends who bounce around him.

 

Basic Attack

 

Traveler’s Call [ Passive ]

 

Cosmic Binding [ Q ]

 

Caretaker’s Shrine [ W ]

 

Magical Journey [ E ]

 

Tempered Fate [ R ]

 

 

Headhunter Akali

Headhunter Akali will be available in store for 1350 RP after Patch 5.5 hits live.

 

 

For her recall, Headhunter Akali fuses her kamas together, spins them and her suit is then covered with a pink grid.

 

Mark of the Assassin [ Q ]

 

Twilight Shroud [ W ]

 

Crescent Slash [ E ]

 

Shadow Dance [ R ] 

 

Secret Agent Xin Zhao

Secret Agent Xin Zhao will be sold for 975 RP.

 

For his recall, Secret Agent Xin’s spear retracts into a briefcase.

 

Crescent Sweep [ R ]

 

 

  • Inner turrets now have 1300 Health, increased from 1000
  • Shields on inner top/bot turrets decreased from 200 to 30

[ Note ] Inner Mid turrets no longer grant a shield or have shields of their own. You can view the PBE changes to turrets HERE.

 

 

Texture Rebalances

 

Classic Janna


 

Tempest Janna

 

Frost Queen Janna

 

Classic Taric

 

Armor of the Fifth Age Taric

  • Bloodstone Taric

 

Classic Warwick

 

Big Bad Warwick

 

Tundra Hunter Warwick

 

Firefang Warwick

 

Hyena Warwick

[ Note ] Grey Warwick, Urf Warwick and Feral Warwick have received texture updates as well, but I don’t have access to them.

 

 

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

 

 

Free Champion Rotation January 20 Banner

The following Champions will be free-to-play until January 20th:


Annie Final Portrait

Braum Final Portrait

Graves Final Portrait

Irelia Final Portrait

Katarina Final Portrait

Kog'Maw Final Portrait

Shyvana Final Portrait

Soraka Final Portrait

Trundle Final Portrait

Warwick Final Portrait



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


 

Reworks Urf and Dragons Banner

 

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

 

 

Poppy Rework Banner

 

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

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

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

Poppy Concept

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

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

 

 

Ultimate Skin Banner 2

 

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

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

 

 

Tristana Update Banner

 

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

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

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

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

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

 

 

Urf Mode Banner

 

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

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

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

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

 

 

New Tribunal Banner

 

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

justicereview

 

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

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

 

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

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

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

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

 

 

Fiora Rework Banner

 

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

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

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

FioraUltSample (1)

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

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

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

 

 

Warwick Rework banner


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

 

Eternal_ThirstEternal Thirst [ Passive ]

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

 

Hungering_StrikeHungering Strikes [ Q ]

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

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

 

Hunter's_CallHowl [ W ]

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

 

Blood_ScentBlood Scent / Hamstring [ E ]

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

 

Infinite_DuressFinite Duress [ R ]

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

 

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

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

 

 

Ao Shin Banner

 

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

Ao-Shin-Sketches

From the teaser:

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

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

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

 

When will Ao Shin be released

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

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

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

[ Link to Post ]

 

 

Replays & East Coast Servers

Both will be available as DLC for Half Life 3.

 

 

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

 

 

PBE Roundup Patch 4 21 Banner

Patch 4.21 is huge! New champion, six new skins, a new game mode, lots of balance changes, texture rebalances and free healthcare. Patch 4.21 will be hitting live on December 9th, assuming there are no delays.

 

New Champion/Release Skin

Skins & Icons

Christmas Goodies

Balance Changes

Other

 

[ Note ] A new item, Zz’Rot Portal, was introduced in a recent PBE update but has been removed for Patch 4.21. It will return for testing in the next cycle.

 

 

Reksai the Void Burrower


 
Rek’Sai Login Theme


Rek’Sai is a new champion. As such, she’ll be available for 7800 IP/975 RP for the first week after she’s enabled, after which her price will be dropped to 6300 IP/975 RP.

RekSai_Splash_0

RekSai_0 RekSai_Square

Reksai Model 1

Reksai Model 2


Rek’Sai Abilities [ from Riot’s preview ]

 

Rek’Sai Champion Voice [ video by SkinSpotlights ]

 

Reksai Final Portrait

Base Stats

  • Damage: 55.628 (+ 3.35 per level )
  • Health: 611.2 (+ 90 per level )
  • Movement Speed: 335
  • Armor: 28.3 (+ 3.75 per level )
  • Magic Resist: 32.1 (+ 1.25 per level )
  • Health-per-5: 7.35 (+ 0.65 per level )
  • Range: 175 (Melee)

Doesn’t use Mana, uses Fury

 

Client Lore

“The largest and fiercest of her species, Rek’Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek’Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.”

 

Fury of the Xer'Sai Final IconFury of the Xer’Sai [ Passive ]

Dealing damage while unburrowed generates Fury. Burrowing consumes Fury over 5 seconds to restore up to X health. During this time, Rek’Sai’s next attack that generates Fury will grant 15 bonus Fury. White regenerating health, Rek’Sai’s next ability will also generate 15 additional Fury

 

Reksai Passive

 

Queens Wrath Prey Seeker Final IconQueen’s Wrath/Prey Seeker [ Q ]

Cooldown: 4 seconds || Range: 325

Unburrowed – Queen’s Wrath: Rek’Sai lashes out, dealing 15/35/55/75/95 ( +0.4 Bonus AD ) bonus physical damage damage to all enemies around her with her next three basic attacks within 5 seconds.

Burrowed – Prey Seeker: Rek’Sai fires out a pulse of void energy in a straight line skillshot that detonates on the first enemy struck, dealing 60/90/120/150/180 (+1 AP) magic damage and revealing the target and all nearby enemies also hit by the missile’s explosion for 2.5 seconds.

 



 

Burrow Unburrow Final IconBurrow/Unburrow [ W ]

Cooldown: 4 seconds || Range: 1650

Unburrowed – Burrow: Rek’Sai burrows underground, gaining Tremor Sense (a unique mechanic that shows Rek’Sai all enemy movement in a wide area around her) and increased movement speed at the expense of vision range and access to her basic attacks. She ignores unit collision as she moves around.

Burrowed – Unburrow: Rek’Sai bursts out into the open, knocking up nearby enemies for 1 second, based on their proximity to Rek’Sai, and dealing 60/110/160/210/260 ( + 0.5 Bonus AD) physical damage to them. A unit cannot be hit by Unburrow more than once every 10 seconds.

Burrowed Effects: New abilities, +15 Movement Speed, reduces vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in the Fog of War have their position revealed to Rek’Sai and her allies.

 


 

Furious Bite Tunnel Final IconFurious Bite/Tunnel [ E ]

Cooldown: 12 seconds|| Cooldown for Burrowed: 20/19.5/19/18.5/18 seconds || Range: 250

Unburrowed – Furious Bite: Rek’Sai bites a target dealing 80/90/100/110/120% of Total AD as physical damage, increasing by up to 100% at maximum Fury. If Furious Bite is cast while Rek’Sai has 100 Fury, it deals true damage instead of physical.

Burrowed – Tunnel: Rek’Sai digs toward a target location, creating a pair of tunnels at the two ends of her path. Tunnels last for 10 minutes and can be destroyed by enemies. Rek’Sai may have 8 tunnels at one time.

 



 

Void Rush Final IconVoid Rush [ R ]

Cooldown: 150/110/70 seconds || Range: Global

Passive: Rek’Sai gains 20/40/60% Attack Speed.

Active: Rek’Sai channels for 1.5 seconds before burrowing and dashing towards any of her tunnels, briefly gaining significant movement speed once she emerges. Taking damage from a champion or tower will interrupt the channel. While travelling, Rek’Sai cannot be targeted.

 


 

 

Eternum RekSai

 

Eternum Rek’Sai will be available in store for 1350 RP.

RekSai_Splash_1

RekSaiLoadScreen_1

Eternum Reksai Model 1

Eternum Reksai 2

Eternum Reksai 3

 

Eternum Reksai Recall

For her recall, Eternum Rek’Sai summons red lightning around her.

 

Fury of the Xer’Sai [ Passive ]

 



Queen’s Wrath/Prey Seeker [ Q ]

 


Eternum Reksai W 2

Burrow/Unburrow [ W ]

 


Eternum Reksai E 2

Furious Bite/Tunnel [ E ]

 



Void Rush [ R ]

 

 

Blood Moon Elise

 

Blood Moon Elise will be in available in store for 975 RP.

Elise_Splash_3

EliseLoadScreen_3

Blood Moon Elise Update 3

Blood Moon Elise Update 4

Blood Moon Elise 5

 

Blood Moon Elise Recall

For her recall, Blood Moon Elise plays a melody, akin to Guqin Sona.

 

Blood Moon Elise Basic attack

Basic Attack

 

Blood Moon Elise Human Q

Neurotoxin [ Human Q ]

 

Blood Moon Elise Human W

Blood Moon Elise Human W 2

Blood Moon Elise Human W 3

Blood Moon Elise Human W 4

Volatile Spiderling [ Human W ]

 

Blood Moon Elise Human E

Blood Moon Elise Human E 2

Cocoon [ Human E ]

 

Blood Moon Elise Spider Q

Venomous Bite [ Spider Q ]

 

Blood Moon Elise Spider W

Skittering Frenzy [ Spider W ]

 

Blood Moon Elise Spider E

Rappel [ Spider E ]

 

 

Blood Moon Thresh

 

Blood Moon Thresh will be available in store for 975 RP.

Thresh_Splash_3

ThreshLoadScreen_3

Blood Moon Thresh Model 1

Blood Moon Thresh Model 2

 

Blood Moon Thresh Recall

For his recall, Blood Moon Thresh performs a fancy dance and flays his hook around before vanishing.

 

Blood Moon Thresh Passive 1

Blood Moon Thresh Passive 2

Damnation [ Passive ]

 

Blood Moon Thresh Basic Attack

Basic Attack

 

Blood Moon Thresh Q

Death Sentence [ Q ]

 

Blood Moon Thresh W 1

Blood Moon Thresh W 2

Dark Passage [ W ]

 

Blood Moon Thresh E

Blood Moon Thresh E 2

Flay [ E ]

 

Blood Moon Thresh R 1

Blood Moon Thresh R 2

The Box [ R ]

 

 

Poro Rider Sejuani

 

Poro Sejuani will be available in store for 975 RP. Though she could pass off as an ultimate skin.

Sejuani_Splash_5

Sejuani_5

Poro Sej Model 1

Poro Sej Model 2

Poro Sej Recall

For her recall, Poro Sejuani summons a smaller poro that skips around her. The big poro then lifts it up in the air with its tongue. You NEED this skin.

 

Poro Sej Q

Poro Sej Q 2

Arctic Assault [ Q ]

 

Poro Sej W 1

Poro Sej W 2

Flail of the Northern Winds [ W ]

 

Poro Sej E 1

Poro Sej E 2

Permafrost [ E ]

 

Poro Sej R 1

Poro Sej R 2

Glacial Prison [ R ]

 

 

Snow Day Malzahar

 

Snow Day Malzahar will be available in store for 975 RP.

Malzahar_Splash_5

MalzaharLoadScreen_5

Snow Day Malzahar Model 1

Snow Day Malzahar Model 2

Snow Day Malzahar Voidling

 

Snow Day Malzahar Recall

For his recall, Snow Day Malzahar does a bunch of air tricks with his voidling.

 

Snow Day Malzahar Basic Attack

Basic Attack

 

Snow Day Malzahar Q 1

Snow Day Malzahar Q 2

Call of the Void [ Q ]

 

Snow Day Malzahar W

Null Zone [ W ]

 

Snow Day Malzahar E

Malefic Visions [ E ]

 

Snow Day Malzahar R

Nether Grasp [ R ]

 

 

Winter Wonder Orianna

 

Winter Wonder Ori will be up in store for 975 RP.

Orianna_Splash_5

OriannaLoadscreen_5

 

Winter Wonder Ori will be making an appearance on your client with Patch 4.21; here’s her login screen animation:


Winter Ori Preview

 

Winter Wonder Ori Model 1

Winter Wonder Ori Model 2

 

Winter Wonder Ori Recall

For her recall, Winter Wonder Ori summons an audience of poros to watch her dance ballet.

 

Basic Attack

 

Command: Attack [ Q ]

 

Command: Dissonance [ W ]

 

Command: Protect [ E ]

 

Command Shockwave [ R ]


 

New Summoner Icons


Here’s a Blood Moon icon to go along with the recently-introduced Blood Moon skins for Thresh and Elise:

profileIcon750

 

 

Legend of the Poro King Game Mode

Celebrate the holidays with “Legend of the Poro King”, a custom mode played on the Howling Abyss. Here’s an overview of the new game mode:

 

Champion Select is Blind Draft pick – you can ban champions and you can’t see what the enemy has picked. You also can’t change your Summoner Spells; the following two are locked for you:

 

 
Poro Toss IconPoro Toss

No Cost || Cooldown: 20 Seconds

Active: Throw a Poro a long distance, dealing true damage to the first enemy unit hit. This ability can be recast for 3 seconds if it hits an enemy, to dash to the target hit. Dashing to the target will reduce the cooldown of Poro Toss by 5 seconds.

Poros are not blocked by spell shields or wind walls because they are animals, not spells!

“Poros are a model for Runeterran aerodynamics.”

 


To the King IconTo the King!

No Cost || Cooldown: 10 Seconds

Passive: Hitting an enemy champion with a Poro gives your team a Poro Mark. Upon reaching 10 Poro Marks, your team summons the Poro King to fight alongside them. While the Poro King is active, no Poro Marks can be scored by either team.

Active: Quickly dash to King Poro’s side. Can only be cast while the Poro King is summoned for your team.

“Poros tug the heartstrings. The rest of you just comes along for the ride.”

 

The match starts with everyone at level 3. You also get a few poros to follow you.

 

The goal is to score poro hits on enemies with your Poro Toss. The goals are displayed on the top-right score graph.

 


Get 10 goals and you summon the Poro King, who will tank towers and let you push. He’ll also occasionally throw poros around for lols.

 

Problem is, the Poro King does almost no damage and has the AI of a bronze player. As a result, he’s more of a tanky waypoint for you to teleport back to with To the King! and not a worthwhile objective.

 

A TL;DR would be: the new game mode is ARAM where you get to pick your champion and everyone gets a Lee Sin Q.

 

These five Summoner Icons each cost 250 RP in the store. They also change how the poros that follow you look.

profileIcon743 profileIcon744 profileIcon745 profileIcon746 profileIcon747 

 

These two are still a mystery, but I assume they’re rewards for playing the new game mode.

profileIcon748 profileIcon749

 

 

Poro Ward Skins

The following wards will be sold at 640 RP in the store.

 

Poro Ward

Poro Ward Skin

 

Astro Poro Ward

Astro Poro Ward

 

Gentleman Poro Ward

 

 

Santa Hat for Baron


Baron’s getting ready for Christmas!

Santa Baron Hat

 

 

Champion Changes

 

 

Cassiopeia Final Portrait

 

Aspect of the Serpent Final IconAspect of the Serpent [ Passive ]

  • No longer stacks on poisoned unit kill or on Twin Fang casts on enemy champions.
  • Now, stacks once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.
  • Stack breakpoints increased from 75 / 200 / 400 to 100 / 250 / 500

 

Noxious Blast Final IconNoxious Blast [ Q ]

  • Delay changed to actually function as intended (previously hitting between 0.25 and 0.5s). Now has a 0.4s delay.
  • Movement speed buff changed from 10 / 15 / 20 / 25 / 30% to 20% at all ranks

 

Twin Fang Final IconTwin Fang [ E ]

  • Mana cost changed from 30 / 45 / 60 / 75 / 90 to 35 / 45 / 55 / 65 / 75
  • Now adds a debuff on the target which amplifies further poison damage by 20% for 5 seconds, stacks up to 2 times (40%).
  • AP Ratio changed from 0.4 / 0.45  / 0.5 / 0.55 / 0.6 to 0.55 at all ranks

 

 

Cho'Gath Final Portrait

 

Feast Final IconFeast [ R ]

  • If Feast kills a minion or a neutral monster, the cooldown is halved and 50% of the mana cost is refunded
  • Cooldown increased from 60 seconds at all ranks to 80

 

 

Fiddlesticks Final Portrait

 

Dread Final IconDread [ Passive ]

  • Aura removed; now, every spell and basic attack decreases the target’s magic resistance by 10 for 3 seconds

 

Terrify Final IconTerrify [ Q ]

Now applies Dread, Fiddlestick’s passive.

 

Dark Wind Final IconDark Wind [ E ]

  • Can now silence a target only once, regardless of how many times it’s bounced to that target. Dark Wind prioritizes Champions it hasn’t yet hit.
  • Deals 150% bonus damage to minions and monsters

 

 

Jayce Final Portrait

 

Hypercharge Final IconHyper Charge [ Ranged W ]

  • Cooldown decreased from 14/12/10/8/6 seconds to 13/11/9/7/5
  • Cooldown now starts when Jayce has fired all 3 shots rather than when the spell is cast

 

 

 

Jax Final Portrait

 

Counterstrike Final IconCounterstrike [ E ]

  • Cooldown decreased from 18/16/14/12/10 seconds to 16/14/12/10/8

 

Grandmasters Might Final IconGrandmaster’s Might [ R ]

  • Flat magic resist bonus changed from 25/35/45 to 20/35/50
  • Bonus Armor changed from 25/35/45 (+0.3 Bonus AD) to 20/35/50 (+0.5 Bonus AD)

 

 

 

Kalista Final Portrait

 

Sentinel Final IconSentinel [ W ]

  • Minimum damage to minions decreased from 100/125/150/175/200 to 75-125, depending on the minion’s missing health
  • Mana cost decreased from 25 at all ranks to 20

 

Rend Final IconRend [ E ]

  • Percentage increased removed; now, each additional spear increases the damage of Rend by 0.6 Total AD
  • Executing an enemy with Rend now restores mana, up to twice per Rend cast
    • Mana cost increased from 35 at all ranks to 40

 

 

Kennen Final Portrait

 

Electrical Surge Final IconElectrical Surge [ W ]

  • The active now automatically targets enemies caught in Slicing Maelstrom

 

Sliciing Malestrom Final IconSlicing Maelstrom [ R ]

  • Delay between maelstrom strikes decreased from 0.5/0.4/0.33 seconds to 0.25 at all levels
  • Delay between maelstrom strikes on the same target increased from 0.5/0.4/0.33 seconds to 0.5 at all levels
  • Duration of ult unchanged: 3/4/5 seconds.

 

 

Lucian Final Portrait

 

Lightslinger Final IconLightslinger [ Passive ]

  • Damage of second shot decreased from 50% of first shot’s damage at all levels to 30/40/50% (increased at levels 1, 7 and 11)
  • Duration of double-shot buff decreased from 6 seconds to 2

 

 

Nocturne Final Portrait

 

Unspeakable Horror Final IconUnspeakable Horror [ E ]

Passive movement speed increase when moving towards feared targets is now back on the PBE

 

 

 

Sejuani Final Portrait

  • Level 1 Mana increased from 328 to 440

 

Arctic Assault Final Icon  Arctic Assault [ Q ]

  • Damage changed from 40 / 70 / 100 / 130 / 160 (+0.4 AP) (+ 4 / 6 / 8 / 10 / 12% of target’s Max Health) to 80 / 125 / 170 / 215 / 260 (+0.4 AP)

 

Flail of the Northern Winds Final IconFlail of the Northern Winds [ W ]

  • Damage on initial hit changed from 40 / 60 / 80 / 100 / 120 (+0.3 AP) to 4 / 6 / 8 / 10 / 12% of target’s Max Health (+3% per 100AP)
  • AoE damage changed from 80 / 120 / 160 / 200 / 240 (+0.6 AP) (+10% Bonus Health) to 40 / 70 / 100 / 130 / 160 (+0.6 AP) (+ 4 / 6 / 8 / 10 / 12% of Total Health)
    • Mana cost decreased from 40 at all levels to 40/35/30/25/20

 

Permafrost Final IconPermafrost [ E ]

  • Cooldown decreased from 11 seconds at all ranks to 10 / 9 / 8 / 7 / 6
  • Damage decreased from 60 / 110 / 160 / 210 / 260 (+0.5 AP) to 60 / 90 / 120 / 150 / 180 (+0.5 AP)
  • Slow duration decreased from 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds to 1.5 at all ranks

 

 

Shen Final Portrait

 

Shadow Dash Final IconShadow Dash [ E ]

  • Energy cost reduced from 120 at all ranks to 100

 

 

 

Shyvana Final Portrait

 

Twin Bite Final IconTwin Bite [ Q ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 9/8/7/6/5

 

Burnout Final IconBurnout [ W ]

  • Now deals 20% more damage against jungle monsters

 

 

 

Soraka Final Portrait

  • Base HP-per-second decreased from 0.9 to 0.4
  • HP-per-second per level decreased from 0.14 to 0.1

 

Astral Infusion Final IconAstral Infusion [ W ]

  • AP Ratio on heal after hitting an enemy champion with Starcall increased – minimum ratio up from 0.2 AP to 0.4 AP, maximum – from 0.4 AP to 0.8 AP

 

 

Warwick Final Portrait

 

Hunter's Call Final IconHunter’s Call [ W ]

  • Duration decreased from 10 seconds to 6


Infinite Duress Final IconInfinite Duress [ R ]

  • Total base damage decreased from 250/335/420 to 150/250/350

 

 

 

Yasuo Final Portrait

  • Movement Speed increased from 340 to 345

 

Steel Tempest Final IconSteel Tempest [ Q ]

  • Cooldown decreased from 5/4.75/4.5/4 seconds to 4 at all ranks

 

 

 

Zac Final Portrait

 

Elastic Slingshot Final IconElastic Slingshot [ E ]

  • Base damage increased from 80/120/160/200/240 to 80/130/180/230/280
  • Addtionally, Elastic Slingshot will spawn bonus health blobs for Zac if he hits multiple enemy champions with the spell.

 

 

Item Changes

 

Abyssal Scepter Final IconAbyssal Scepter

  • Recipe changed: no longer builds out of 2 Null Magic Mantles (2 x 500 Gold) and a Blasting Wand ( 860 Gold )
  • Now builds out of the new Negatron Cloak (850 Gold) and a Blasting Wand ( 860 Gold). Combine cost is 730 Gold.

 

 

Athene's Unholy Grail Final IconAthene’s Unholy Grail

  • Unique passive  – Mana Font increased to 2% missing mana every  5 seconds from 1.5%

[ Note ] This change also applies to Chalice of Harmony and Mikael’s Crucible

 

Face of the Mountain Final IconFace of the Mountain

  • Execute passive range increased from 200 to 400 (means you can execute minions when your allies are at 400 range)

 

Forbidden Idol Final IconForbidden Idol

  • Mana Regen decreased from 60% of champion’s base mana regen to 50%

 

Guardian Angel Final IconGuardian Angel 

Magic Resist increased from 40 to 50

 

Targon's Brace Final IconTargon’s Brace

  • Execute passive range increased from 200 to 240 (same change as Face of the Mountain, but smaller range)

 

Overlord Bloodmail Final IconOverlord’s Bloodmail [ Twisted Treeline / Dominion ]

  • Health-over-5 after a kill or assist increased from 200 to 300

 

 

Jungle Changes

[ Note ] The jungle monsters on Twisted Treeline have received the Smite buffs from Summoner’s Rift, as well as tweaks to their stats (more health, higher respawn time, more gold granted, higher movement speed)

 

Hunter's Machete New Icon 2Hunter’s Machete

  • Now grants an additional 10 Gold when a large monsters is killed

 

Hunter’s Machete Upgrades

  • Same change as with Hunter’s Machete


The gold granted by jungle monsters has been reduced for every camp.

  • Gromp  – from 72 to 62
  • Ancient Krug  – from 66 to 60
  • Krug  – from 18 to 14
  • Greater Murkwolf  – from 48 to 42
  • Small Murkwolf  – from 14 to 12
  • Crimson Raptor – from 42 to 41
  • Raptor from 12 to 9
  • Blue Sentinel  – from 42 to 36
  • Small Sentry – from 22 to 20
  • Red Brambleback – from 42 to 36
  • Cinderling  – from 22 to 20

 

64px-Devourer_itemEnchantment: Devourer

  • On-hit magic damage decreased from 40 to 25

 

64px-Warrior_itemEnchantment: Warrior

  • No longer grants 10 flat armor penetration
  • Now deals 10% increased physical damage to Champions

 

Ranger's Trailblazer New IconRanger’s Trailblazer

  • No longer reduces Smite’s cooldown by 15 seconds

 

Skirmisher's Sabre Final IconSkirmisher’s Sabre

  • While marked by Challenging Smite, targets take bonus true damage from basic attacks for 3 seconds, decreased from 6

 

Gift of Heavy Hands [ Krug Camp ]

  • Stun on jungle monsters now procs every 6 attacks, increased from 5

 

Krug-Camp-Visuals2

 

 

Texture Rebalances

Malphite, Malzahar, Shen, Wukong and Xin Zhao got texture updates to their base model and skins in this patch.

 

Classic Malphite

Classic Malphite TU

 

Coal Reef Malphite

 

Marble Malphite

 

Obsidian Malphite

Obsidian Malphite TU

 

Classic Malzahar

Malzahar New


Shadow Prince Malzahar

Shadow Prince Malzahar


Djinn Malzahar

Djinn Malzahar


Overlord Malzahar

Overlord Malzahar

 

Classic Shen

 

Surgeon Shen

 

Blood Moon Shen

 

Warlord Shen

 

 Classic Wukong

 

Volcanic Wukong

 

General Wukong

 

Classic Xin Zhao

Xin TU 1

 

Commando Xin Zhao

Xin TU 2

 

Imperial Xin Zhao

Xin TU 3

 

Viscero Xin Zhao

Xin TU 4

 

Winged Hussar Xin Zhao

Xin TU 5

 

 

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

 



PBE 01/12:

  • Champion Changes
  • Jungle Changes

 

[ 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 Updates Patch 4 21 Banner

PBE-19-11-Banner

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PBE-25-11-Banner-22 (1)

 

 

Champion Changes

 

 

Reksai Final Portrait

 

Queens Wrath Prey Seeker Final IconPrey Seeker [ Burrowed Q ]

  • AP ratio increased from 0.5 to 1.0

 

 
Jayce Final Portrait

 

Hypercharge Final IconHyper Charge [ Ranged W ]

  • Cooldown decreased from 14/12/10/8/6 seconds to 13/11/9/7/5

 

 

Lucian Final Portrait

 

Lightslinger Final IconLightslinger [ Passive ]

  • Damage of second shot decreased from 50% of first shot’s damage at all levels to 30/40/50% (increased at levels 1, 7 and 11)
  • Duration of double-shot buff decreased from 6 seconds to 2

 

 

Warwick Final Portrait
 

Hunter's Call Final IconHunter’s Call [ W ]

  • Duration decreased from 10 seconds to 6

 

Infinite Duress Final IconInfinite Duress [ R ]

  • Total base damage decreased from 250/335/420 to 200/275/300
  • Bonus lifesteal during Infinite Duress decreased from 35% to 30%

 

 

Jungle Changes
 

 

Hunter's Machete New Icon 2Hunter’s Machete

  • Now grants an additional 10 Gold when a large monsters is killed

 

<Hunter’s Machete Upgrades

  • Now grants an additional 10 Gold when a large monsters is killed

 

The gold granted by jungle monsters has been reduced for every camp.

  • Gromp  – from 72 to 62
  • Ancient Krug  – from 66 to 60
  • Krug  – from 18 to 14
  • Greater Murkwolf  – from 48 to 42
  • Small Murkwolf  – from 14 to 12
  • Crimson Raptor – from 42 to 41
  • Raptor gold on kill reduced to 9 from 12
  • Blue Sentinel  – from 42 to 36
  • Small Sentry – from 22 to 20
  • Red Brambleback – from 42 to 36
  • Cinderling  – from 22 to 20

 

 

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