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Posts Tagged ‘warwick’

 

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Summary Final Banner

The community’s questions regarding Rek’Sai’s mechanics have been answered on both Reddit and forums. Also, we have a few discussions on Warwick, Lissandra, knock-up CC and the colors of Blood Moon Elise, as well as an offer to participate in an online study on teamwork done by MIT and Riot. Apologies for no TL;DR, rough day.

 

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PBE Updates Patch 4 21 Banner

 

 

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Don’t know about Rek’Sai? Check out her official preview:

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Is RekSai invisible invulnerable while burrowed

DanielzKlein Final PortraitYou can totally see her and interact with her in every way you normally can: attack, hit with skillshots, hit with AOEs etc.

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Will RekSai play like a bruiser or an assassin

Beat Punchbeef Final PortraitShe’s a fighter but her pattern operates more like an assassin. Her passive gives her the ability to enter a fight, mosh a little bit, back out and wait for cooldowns, and then go back in.

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How many tunnels can RekSai have at any one time

Beat Punchbeef Final PortraitCurrently she can have 8 on the map at any given time.

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How long do tunnels last

DanielzKlein Final PortraitRight now tunnels last 10 minutes. You can destroy them by standing on them as the enemy. You even get some gold.

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Follow Up

Do these 10 minutes count down separately for tunnels

DanielzKlein Final PortraitYes, each tunnel has its own cooldown when used.

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Can enemies destroy her tunnels

DanielzKlein Final PortraitYes, enemy champs can destroy tunnels by standing on them, currently takes 1.5s (totally subject to change). She is completely visible underground.

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Follow Up

So if an enemy steps on one end RekSai can exit from the other

DanielzKlein Final PortraitYou kill the pair by stomping on either end.

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Does a knockup when burrowed unburrow her

Beat Punchbeef Final PortraitGetting knocked up does not un-burrow her. Tried this at one point but forced state changes just end up confusing the player as to which state they’re in.

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Is her ult canceled if a tunnel shes ulting towards is destroyed

Beat Punchbeef Final PortraitHer ultimate can be difficult to set up. It also has a global sound effect attached to it. Due to these reasons, we defer to the Rek’Sai player once the ultimate is cast.

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Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

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DanielzKlein Final PortraitThere was this one ultimate once upon a time…

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Does the burrowed detection give info only to RekSai

Beat Punchbeef Final PortraitRek’Sai’s team sees her Tremor Sense as well.

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Does RekSai need Fury to burrow

Beat Punchbeef Final PortraitShe doesn’t need it to burrow. It gives her health based on how much Fury she has when she burrows.

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If burrowing only limits vision isnt it useless

DanielzKlein Final PortraitIf you’re calling regeneration, extra movement speed, and an enemy movement sensing ability with nearly a full screen’s range useless, then yeah, totally! Also you only get to make tunnels while burrowed, and unburrowing knocks people up.

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If global ults are bad for the game why does RekSai have one

Meddler Final PortraitFree movement global ults are something we felt needed to be removed and something we don’t have any plans to make more of. Those with conditions to be used by contrast, such as Shen ult or Rek’Sai ult, don’t generate the same problems.

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Single Posts 26 11 Banner

 

 

Sign up for Online Study on Teamwork by MIT and Riot

Lyte Final Portrait We would like to invite you to a study conducted by researchers at the Massachusetts Institute of Technology (MIT) in collaboration with Riot Games. We’re interested in exploring the ability of a team to perform a wide range of collaborative tasks, and will measure this using an online battery of tasks your team will work on together.

To qualify for this study, you have to be part of a Ranked 5s Team that has played at least 20 games together this season on the NA Server. Once you complete the following tasks below, we will grant you a reward on your main accounts:

  • An online screening survey individually (takes approx. 20 minutes); AND
  • An online battery of tests with ALL members of your team simultaneously (takes approx. 1 hour).

At the end of the study, we’ll also send you a scorecard of your team’s ability in skills like decision-making, execution, sensing and memory.

Participation in the study is completely voluntary and all information used in the study will only be linked to your summoner name. Privacy is one of our highest priorities and all data gathered during the experiment will be stored securely. We will only publish data in summary form, so it will not be possible to link the data to an individual person. The study has been accepted by the Institutional Review Board at MIT.

To participate in the study, please have one team member, on behalf of your team, sign-up your Ranked Team here: http://goo.gl/forms/Sv5mjpGGZw

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What happened to the announced Warwick rework

Vesh Final PortraitZenontheStoic (Daniel Klein) was actually working on a WW kit but he ended up shifting over to Azir. Since then, the Champion Update team has been formed and we will be doing projects like this. There’s so many champions that we want to update to various degrees that it’s a careful balancing act of what we work on first. Some projects can be worked on simultaneously and some cannot. WW will need new visuals and animations even if we were just talking about gameplay because at the very least we will need new VFX for new spells.

Some other characters like Trist have really clear spaces for improvement visually and need very little gameplay changes (or sometimes none in the case of Maokai).

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Will Lissandras passive be reworked

Meddler Final PortraitTried a number of variants on shield passives, didn’t find a version that generated engaging gameplay for her however (just added tankiness basically). Would still like to find a more satisfying passive for her, want something that creates some interesting decisions though, particularly if its adding significant power.

Not sure why her base mana wasn’t changed with the standardization of other mages, will follow up on that, check if deliberate decision or overlooked.

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Why arent new champions balanced before release

DanielzKlein Final PortraitThere is no amount of pre-release testing that comes close to the level of exposure a champion gets during the first two hours after release, when literally millions of players who take winning seriously try to make the champion work. The numbers just don’t work out. We can only ever get in the right ball-park, and for champions with game changing abilities (which is all we want to make now, of course) even that can be hard. We’ve erred on the side of undershooting since Braum, I think.

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Will a future champion use Rumbles Heat resource

Meddler Final PortraitWe’ve talked about using Heat on another champion occasionally, it’s not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble’s gameplay.

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Can you make Blood Moon Elise pink again

[ Note ] Blood Moon Elise got her color palette bloodied in a recent PBE update.

KateyKhaos Final PortraitThe feedback for Blood Moon Elise initially versus the changes that hit PBE yesterday were about the same, actually. (I’ve been collecting feedback for the skin.) The team’s aware of player feelings for both the initial color, as well as the color most currently on PBE. We’ve been discussing it.

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Knockups are becoming too common in champion kits

Meddler Final PortraitHey all,

Wanted to throw in some of our thoughts on displacements here for a bit of context, given they’re definitely a CC type we’re using more that has both some costs and some benefits to the game relative to other types of CC.

First off, some details on why we’ve been using displacements more/what we feel the benefits of displacements are:

  • Displacements are clear. Having the unit(s) affected move makes it clear who a spell’s hit and, provided the displacement arc or knockback distance is understandable, helps all players involved track the duration of the CC as well.
  • Displacements are visceral. A knockup can often feel better for the caster than a significantly longer duration stun, leading to better satisfaction from the same power budget.
  • Displacements, if there’s a noticeable amount of knockback included, add some extra play to how a spell’s used, giving players more ways to optimize and more options to play around. Not all hits are equal basically (e.g. a great knockback, versus an ok knockback versus a terrible knockback that helps the enemy), giving another point of mastery for players of the champion in question.

On the cost side:

  • Displacements over large distances can make it harder to track where champions, your own especially when moved suddenly against your will, are in a busy fight. Using relatively short range displacement helps avoid this being a significant cost however.
  • Displacements diminish the value of Tenacity and Cleanse. That means players have fewer responses against them.
  • With regards to Tenacity, item based counterplay tends to be relatively poor if the item’s not one that changes your gameplay noticeably (e.g. Zhonya’s via its active, Bloodthirster since sustain modifies how you look to trade/fight, Boots of Mobility significantly impact how you initiate, ward etc) since it’s otherwise just a single decision, based off team comp and lane match up. Tenacity items don’t have a particularly significant impact on playstyle however, so the loss of interesting gameplay there’s pretty limited.Tenacity’s also harder to access for many classes (deliberately), so often irrelevant, and the vast majority of the counterplay associated with CC is almost always to avoid the skill in question (whether by dodging, staying out of range, not being a tempting target etc).
  • Cleanses not removing displacements by contrast is a higher cost and one it’s important to be aware of, particularly with regard to champions with burst who’ll potentially kill a target within the duration of a single CC.

Some other notes:

  • CC durations on new champs/major reworks nowadays are generally significantly shorter than those used on the original 40 champs. In terms of raw numbers new champions will tend to have more displacements than the original lineup, but those will tend to be of shorter durations (we’re trending away from abilities like Morgana’s Dark Binding, Rammus’ Puncturing Taunt or Fiddlestick’s Fear with extremely long CC durations via a single skill).
  • Displacements do interrupt dashes/leaps in progress which gives them extra power relative to most other CCs. Having counter mobility options like that in the game as a common tool’s got significant value however and as above that power’s offset against shorter CC durations.
  • Like many other effects displacements do lose some of their value as a tool when used too often and we have certainly gone through a solid run of champions with displacement on their kits. The next champ up after Rek’Sai will almost certainly not have a knockback or knockup and it’s highly likely that the champ after that won’t either. We’ll definitely continue to use displacements where, as above, it’s appropriate, they’re not something that should be found on every new character however.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 



 

PBE Update – 11/11

 

[ 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.

[ Note ] The Preseason changes are up on the PBE. They’ll be live with Patch 4.20.

 

All PBE Updates from Patch 4.20 Cycle:

[ 07/11 ] Maokai Visual Update (Unavailable), Updated Graves Splash Art, New Maokai Spell Icons, Mana Regen Nerfs for Supports

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

 

 

Ward Skin Gifting

 Saberprivateer New PortraitHowdy Summoners!

The Unlock Team has enabled ward skin gifting on PBE. Share the gift of sight and prevent ganks by sending a ward skin to your friends!

Please help us test out this feature and report any bugs in this thread. See you on the rift…

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Preseason Icons

All the upcoming Preseason goodies got new icons in this update. If you’re uncertain of what these refer to, check out the guide I wrote for every upcoming change.

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The three new items coming with the next patch got new icons. From left to right: Righteous Glory, Crystaline Bracer, and Raptor’s Cloak.

3800_Righteous_Glory 3801_Crystalline_Bracer 2053_Raptor_Cloak

 

The four upgrades of Hunter’s Machete have received their store icons. Note that the gems represent the enchantments you can put on the items. I’ve written in-depth on these items here.

 

Poacher’s Knife

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Ranger’s Trailblazer

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Stalker’s Blade

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Skirmisher’s Sabre

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Respectively, the upgraded Smite you get from these items also has a new icon for each variation.

Smite_Blue Smite_Purple Smite_Red Smite_Silver

 

The four new elixirs have also received new icons. From left to right: Elixir of Sorcery, Wrath, Ruin and Iron.

2139_Elixir_of_Sorcery 2140_Elixir_of_Wrath 2137_ElixirOfRuin 2138_Elixir_of_Iron

 

The Empowered Recall from the new Baron buff also has an updated icon.

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And so does this little guy, the Scuttle Crab! He lives in the river and doesn’t afraid of anyone.

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Lastly, the stacking Dragon buff has new icons as well. The first one is for stacks one through four, the second one is for the fifth stack.

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Champion Changes


 

 

Amumu Final Portrait

  • Base Armor decreased from 27 to 23

 

Despair New IconDespair [ W ]

  • Damage changed from 1.5/1.8/2.1/2.4/2.7% of Maximum HP to 1/1.5/2/2.5/3%

 

 

Jayce Final Portrait

  • Health at level 1 increased from 535 to 571

 

 

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Void Spike New IconVoid Spike [ W ]

  • Cooldown increased from 8 seconds to 10

 

 

Lee Sin Final Portrait

  • Base Armor decreased from 26 to 24
  • Base Health-per-5 decreased from 9.45 to 7.45

 

 

Ryze Final Portrait

  • Health at level 1 increased from 522 to 558

 

 

Soraka Final Portrait

  • Base damage decreased from 56 to 50

 

Equinox New IconEquinox [ E ]

  • Cooldown increased from 18/17/16/15/14 seconds to 24/22/20/18/16

 

 


Warwick Final Portrait

 

Infinite Duress New IconInfinite Duress [ R ]

  • Cooldown increased from 90/80/70 seconds to 110/90/70

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 

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AHH so sorry about the lack of updates! I just graduated highschool, had to look for jobs, had to do interviews, had to break a tablet on accident, get a job, get a paycheck to buy tablet, get time, and voila! a rushed comic. oh well :3 enjoy this tiny easter egg~

 

I don’t actually understand why people think this is true but oh well!

Artist: Ketherly tumblr

 

News Update July 10 Banner



Summary

 Riot is cracking down on 3rd party skin-selling websites and making codes unredeemable past July 23rd. Also, Ricklessabandon is on the community forums discussing the upcoming PBE changes to Muramana (and Manamune). IronStylus talks VU directions for Cho’Gath, Kassadin, Warwick, Pantheon and Zilean and explains why the Champion release schedule has been so inconsistent lately. Finally, in the Single Posts collection is a response to the “Featured Matches” presented on the client’s landing page and what LeBlanc’s poor win rate across ELO ranges can (or can’t) tell us about balance.

Single Posts

 

Recent News

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3rd Party Skin Sites Banner

 

 

Draggles New PortraitGetting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently we’ve noticed an increase in fraud around 3rd party skin sites and skin reselling. 



These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You can’t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.

Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request to Player Support and include proof of ownership. We’d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason. 

For more information about codes and how to send Player Support a request, check out our code cards FAQ.

Followup: Player Support will not be retroactively removing content and skins that have already been redeemed prior to this announcement.

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Will you be deactivating already redeemed skins Banner


Yuka New PortraitHi iMonox!


We won’t be deactivating skins that you’ve already redeemed on your account using a code. What it means is that we’ll be deactivating all codes that currently exist. So anything that hasn’t been redeemed yet cannot be redeemed using the code in the normal way.

If you’ve recently attended an event and received a skin code from a Rioter, and you haven’t had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).

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Follow Up

Yuka New PortraitAny skins you have will not be removed from your account.

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Can I still redeem codes I have left

Yuka New PortraitGo try the codes in the client – if they don’t work, contact support and send them a photo of your codes with your summoner name written next to them. 

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How will skin code cards issued at events work

Yuka New PortraitCards issued at future events will have a set amount of days before they expire. (usually 5-7 days)

We are also experimenting with a digital alternative, which was trialed at Japan Expo in Paris last weekend.

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Why are you disabling working skin codes

Boompje New PortraitUnfortunately, many of them were obtained in ways we don’t want them to be obtained, as well as that a high amount of those transactions that happened “on the internet” are very shady, and often result in people losing their money without getting the skin they bought.

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How will you inform everyone of these changes

Yuka New PortraitHi Mooncloud!

A lot of our content creators have previously advertised skin shops in the past – we’re hoping that they will help spread the word via their channels. There’s also currently a thread on Reddit, and multiple Rioters are spreading the word on Twitter.

Most of these skin shops will be shutting down now as well. As was mentioned in the main post, we are also working with online payment processors to block payments going to 3rd party skin shops.

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What should I do if I have content that needs redeeming

Hollymonster New PortraitYou need to write in to get them redeemed now. We won’t process anymore of these after the 23rd as per the announcement.

Just make sure you submit the physical cards with a piece of paper and your Summoner name/Username so we can get your content asap.

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Offtopic How do you plan to resolve DDOS drophacks

Boompje New PortraitWe are very much aware of drop hacks and DDoSes and have regular meetings and activities to try and decrease the impact and amount of them. Unfortunately, this is not a trivial problem to solve  but I can tell you that we are working rather hard on this topic!

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PBE Muramana Changes Banner

 

 

Ricklessabandon New Portraithi friends~

tl;dr is that i’ve got some changes to muramana on the pbe and i’d love feedback for it! the most recent version of the changes should be in this post, along with a history of updates and a ‘frequently asked questions’ section. please leave any questions, comments, or concerns (on either the changes or this format for gathering feedback) in the comments section below!

and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!

thanks in advance!

 muramana (last updated 2014.07.10 @ 03:06)

this will temporarily be off of the pbe while we prepare the 4.12 patch

 

Muramana[added] passive :: gains +10 bonus true damage (increased by 2% of maximum Mana if any number of azure stacks are active). also gain 1% attack speed for every stack of azure active.

[remade] active :: spend 60 mana to gain 10 stacks of azure, then doubles the current mana cost and stack gain of this active. azure has a fixed duration of 9 seconds, and when it expires this active resets its mana cost and stack gain and then goes on cooldown (30 second cooldown).

edit: to clarify, the passive mana-to-ad conversion from ‘awe’ is unchanged!

 

update! (2014.07.10 @ 03:06)

okay, got some really helpful stuff from the first iteration! i’m going to go forward with the build path changes to manamune in the 4.12 patch, and continue explorations with various muramana actives. the next version should hit the pbe sometime after 4.12 goes live. until then, i’ve updated the item details above.

also, there were several bugs affecting tear, manamune, and muramana due to a one-time refactor we did that should all be worked out. just need to get the new tooltips in after 4.12 ships and then things should look much more normal!

oh! one last thing… i did want to mention that i’ve been reading every comment posted here as well as any tweets that mention me and a handful of forum/reddit threads. i haven’t had time to directly respond to them unfortunately, but they’re definitely read and count for something!

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Frequently Asked Questions (last updated 2014.07.03 @ 15:05)

Q) why?

A) this turns out to be a fairly large question as there are a lot of reasons—the goal set for the changes hit a lot of things we’re hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we ‘gate’ with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion’s mana paradigm isn’t necessarily consistent across all kits there’s value in exploring systemic solutions to making mana much more interesting and meaningful.

of course, the ‘now’ is super important, so we’re doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion’s kit (which should already have awesome things like jayce’s shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don’t spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a ‘late game’ item.

Q) which champions are intended to benefit from a change like this?

A) champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog’maw, et al.

Q) what about current manamune/muramana users not in the above?

A) champions that tend to buy only one or two offensive items, and/or rely very heavily on spells (in relation to their reliance on basic attacks) likely won’t appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we’re watching.

Q) what can apply the true damage?

A) basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze’s overload or syndra’s unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra’s ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce’s thundering blow no longer triggering the effect) so we’ll be watching for data related to those specific cases to make sure things are still just fine for those cases.

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On Visual Updates Banner


 

 

IronStylus New PortraitHi. I wanted to try out the new function that should be listed below this box that says “show as flat” and see how the system works. I wanted to see if a conversation could be had using either or both of the views.

While we’re here! we’ll have a general ChampUp pow-wow. All casual, this is mainly just to test, but if you have any questions/ideas/feedback we can also jam on those. I’ll be on here for a little bit then head to bed. I’ll check the thread in the morning also.

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Will Mundo be getting a Visual Update

IronStylus New PortraitWelp, I think he’s just a straight up fidelity update. I don’t think he’s slated for any time too soon, but at least I don’t think there’s a lot of challenge in just.. Mundo’ing up Mundo. Yeah, there’s just a lot of technical stuff I’d love to do with him. Bring him up to the goofy brute that he should be.

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What about Pantheon

IronStylus New PortraitHe’s sorta just a dude from 300 at this point. I’d really like to find a way to tie him more thematically into Targon. That’ll take some exploration though.

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Can Zilean be updated so he looks like a real time wizard

IronStylus New PortraitYeah.. the “old guy” fantasy is a hard one to capture. I think there might have to be something in there that moves him more into the “cool mage” sorta area. It’s fine being wise and older, but he’s not quite up there with characters like Captain Picard, Professor X, Sauramon, Magneto, or other more aged gents of wisdom and badassery, Might have to dial him just a bit younger or just make him feel a bit more fit, not so much afro-santa guy..

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Is Cho’Gath still being looked into for a Visual Update

Context: IronStylus mentioned awhile ago he was interested in updating Cho’Gath’s visuals. You can read the discussion here.

IronStylus New PortraitWell, we haven’t really even started concepting Cho, but he’ll have some pre-production work started on him soon. I still take the stance that I want him to be like a Kaiju of the Void. Whatever it entails to get that I’m up for! We have to scope it out though. That’s a big team discussion.

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Will Warwick have an evolving model in his VU

IronStylus New PortraitI’m not sure how much we’ll do with scaling or model changing in his normal state, though I’d like to see at least some body change. That’s just my opinion though! We haven’t yet full explored the ideas.

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Why hasn’t Kassadin still received a VU

IronStylus New PortraitHmm.. quoting in this thing is a bit awkward, gunna talk to the team about that.

Yeah, there’s a lot of discussion around Kassadin. For one, we could sorta just plug a new model onto him, but.. is that enough? Technically we’re not really happy with where he’s at in a number of places, especially animation. So the discussion is centered around scope. Since he floats it’s sort of a unique situation. It’d be REALLY nice to have a full fledged VU of him, but, is that too large of a production? Lots of questions being asked. That’s sort of what’s making up the discussion.

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Is there a list of Champions needing texture updates

IronStylus New PortraitNot really a list per se, more of just a general understanding that a lot of our textures need balancing. Right now there’s no one committed to doing TU’s 100%, my hope though would at some point to have a concentrated effort to adjust those textures.

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Why have we still heard nothing about the next Champion

IronStylus New PortraitIndeed, things have slowed down a bit. I’m not 100% up on the skinny, as you said I don’t work on the team really, but I think there’s a general desire to make sure things are super cohesive when a new champion comes out. I think that can take additional bake time. Aside from that I’m not privy to the nitty gritty of production, but I think one of the reasons Relaunch has become a bit more consistent is to help out the churning of new content. In some cases are team is pretty much making a new champion. My feeling is that things will always sort of be a hybrid of champions, skins and now relaunches as being integral parts of content packages.

I understand though. Champions are the biggest hype potential in terms of content, and can really have amazing promotional content, community discussion, and general excitement surround their build up and release. The champion release is still our biggest bang I feel. It feels like something huge is being added to the game, which it is.

For me personally, I miss some of the old days of slightly faster cadence, but I trust that the guys over on the Champion Team know what’s up and are fully aware of what their goals and deliverables are, and how fast those things should be put out.

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Give players updates on features Riot is currently working on

 

Pros:
– less overbumped threads about bugs
– people could track progress of any work
– Maybe RIOT could have an indicator about things that they began working on, but hasn’t finished it for a while, so they could pick up lost “threads” faster

Cons:
– I’m PRETTY sure that disappointed players would complain a lot about ongoing things they don’t consider important, while other things are not prioritized

Pros again:
– With this, RIOT could have a good feedback about what they should work on first

Cons again:
– There will always be people who are dissatisfied with the current priority list

 

Boompje New PortraitSo another big point I’d like to add to that:

We have a lot of stuff in development at any time, and by far not everything makes it to release. A few big and known examples are Magma Chamber or the Mac client (back in 2011). We really try not to raise any false expectations.

 

Another thing, although it’s easier to solve but not trivial, is a lack of context. Many people don’t know that it can easily take us way over a year for just 1 champion in development. The way we think about skins has also changed. When I just started playing league (back in 2009), skins were mostly recolours or just a small change in the skin. Nowadays, the skins are really a way higher quality.

Changing a feature from a technical point of view is also a lot more complicated than just.. assign it to an engineer and have it changed the next day. We have a ton of stuff all going on at the same time, so that list would also be very, very huge. And not everything will be going to release. Not at all.

Then another point to consider is that players may not know the context. Not everyone will understand that making a skin takes more than a few days of work, or that rewriting a large piece of software (hello Client!, see PBE news!) also is a huge piece of work, that also has implications on back-end and server workings.

For me, I’d feel a big blocker for doing this would be raising false expectations, or players having expectations that we in the end don’t meet. Also think of it from an Ultimate Skin point of view. PulseFire Ezreal and Spirit Guard Udyr are awesome skins, and the release events were a super nice experience. But it would be a lot more boring for players if they would be aware of how those skins were coming along in the moments before release.

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Can we see “Featured Matches” instead of LCS banners on the landing page

zerocontext: TL;DR: We definitely know some players care strongly about the Featured Matches on the current client landing page, and we’re still working on the experience!

Okay, here’s our general design philosophy behind how we want to surface content (both on the landing page and elsewhere, like the website): We want all players to have an easy and intuitive way of finding the experiences that they enjoy, which could of course include Featured Matches.

One complication is that only a slim percentage of players frequently interact with Featured Matches, which doesn’t mesh well with how much visual space we give to them at present (which we could be devoting to other exciting features). So, we think a happy medium can exist in which players who docare about spectating high-skill matches have an easy way to do so, while players who care more about other experiences don’t face the distraction of an über-prominent Featured Matches area on the landing page. Again, we’re still exploring how this experience might work in the new design.

We think the new client landing page that’s heading to PBE (and the new tech supporting it) will be flexible enough to allow us to do a better job of serving up more experiences that more players find relevant. It’ll take us a bit of time to fine-tune our approach, though, so I hope you’ll bear with us… and continue giving us regular feedback as we work to improve the experience. Fortunately, you won’t have long to wait before you can start judging for yourself the success of our initial efforts! 🙂

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LeBlanc performs poorly in both low and high ELO

Apothis New PortraitI think LeBlanc’s low win rate and popularity in LCS is likely an example of high skill floor and high skill cap. I definitely wouldn’t say that LeBlanc is a weak champion because her win rate is below 50%. I think you’re right, that most players playing LeBlanc haven’t played the champion enough to get the most out of her. However, players that ARE very good at the champion make her very threatening.

An interesting way of thinking about this would be to look at how win rate for a champion changed with the number of games played with that champion. With LeBlanc, you might see that, once players had played 100 or so games, their win rate with LeBlanc is ~70% (controlling for ELO). On the other hand, once players had played 100 or so games with Garen, the win rate might only increase to 55%.

Garen’s average win rate might be higher and his win rate might be higher if you’ve only played 5-10 games with him (vs. LB), but I wouldn’t immediately conclude he was the stronger champ. For a player without much experience with either champ trying to optimize for a single game, maybe Garen is a better choice. But for a player thinking about choosing a champ to climb ranked with (or a pro-team figuring out a comp) maybe LB is stronger. What do you think?

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]

 


Champion Rotation Week 22 Season 4


The following Champions will be free-to-play until June 17th:


  • Ashe – 450 IP / 260 RP
  • Corki – 3150 IP / 790 RP
  • Evelynn – 1350 IP / 585 RP
  • Jarvan IV – 4800 IP / 880 RP
  • Karma – 3150 IP / 790 RP
  • LeBlanc – 3150 IP / 790 RP
  • Lissandra – 6300 IP / 975 RP
  • Riven – 4800 IP / 880 RP
  • Taric – 1350 IP / 585 RP
  • Warwick – 450 IP / 260 RP



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]


 

Warwick Rework

Warwick’s experimental kit finally got teased! Please note that this is rework isn’t even on the PBE yet – a ton of things may change.

 

 

ZenonTheStoicButton Rioter ZenonTheStoic: Well, here’s more information.

(DISCLAIMER as always, this kit will almost definitely change before we ship. It’s not been in actual production yet–that is to say we’ve not tested it with custom animations, models, particle effects, sounds and so on. We’ve been testing a prototype kit with art stolen from the rest of the game. So a lot may change. But this is what we have right now.)

(ALSO SUPER EXTRA DISCLAIMER: We are not in production yet. It’ll be many, many months before we will be. I HOPE we’ll be able to release this rework in 2014, but no guarantees.)

 

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).

Thoughts: This is where we lock the drain tanking away behind meaningful gating. You gotta be battling dudes to get full access to your drain tanking potential, and unless you open with your ult it’ll take a while to build. The numbers sound really low, but between AAs and your much more spammable Q you’ll get some meaningful heal out of this, especially in super tanky builds where heal is worth more (MR/Ar are multiplicative with healing, obviously.)

 

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)

Thoughts: Your bread and butter “click a unit and heal some” ability. Separating the offensive (AP) and defensive (max health/armor/mr) builds leads to a much more balanceable skill. If you want the damages, you’ll be frail. If you want to be immortal dog, you’ll take forever to kill a target.

 

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.

Thoughts: 90% of the time you’ll combo this with E. That’s cool. There are cool uses of this as a standalone, and it helps your jungle clear.

 

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.

Thoughts: I hope this will be the cool skill that people really enjoy using. It sounds so dry on paper, but man it’s fun in game. The E->W combo when pulled off right drives the enemy right into your arms. Dispersing an enemy team with a well timed E->W only to then get a clear shot onto their ADC for your R feels glorious. Use it to jump in front of a Jinx rocket, out of a Lucian ult for just long enough to live, out of tower range to swap aggro during a dive, or simply go over dragon wall, smite-steal dragon, and come back to safety for free.

 

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.

Thoughts: I really dislike that this can now be used as an escape, but I’ll just tune CDs such that it really hurts when you do that (think Malphite ult). Otherwise this is a straightforward improvement on live WW ult. The enemy gets counterplay (stand in the way), it is much clearer what happens, and when WW does hit, he hits hard. Even a tank will get seriously hurt. Plus 2.5s stun! (Oh yes, suppression is BS. That’s a topic for a different thread tho ;P) I’ll potentially do a thing where the CD is halved when you actually hit this to really reward in-combat usage. WW also gets a 20% damage reduction shield while he is in this ult. Plus did I mention that if you Q right after this, you get to start a fight at 8 stacks of your passive? Yeah. That’s pretty sweet.

 

 

Hype and Reality

 

ZenonTheStoicButton Rioter ZenonTheStoic: Remember, this is FAR OUT IN THE FUTURE. Me talking about it so early is a huge experiment with setting expectations, but I’d rather hear comments now while I can still make changes 🙂

 

 

 

Why do his spells scale with AP when he’s, thematically, an AD Champion?

 

ZenonTheStoic Button Rioter ZenonTheStoic: VERY good question about the disconnect between fantasy (claw and tooth = AD) and mechanical implementation (AP). Let me first explain why I made the choice on the mechanical side and then give you a hint how we hope to reconcile it with the fantasy.

 

So early on in ideation around Warwick’s new kit, we noticed that drain tanks usually tend to be very binary in our game. The way rickless abandon put it, it’s a very stat-checky affair. “Do I have more numbers than you? Cool I win. No? Okay, I can’t do anything.” We identified the problem being with the dual scaling nature of most drainers in our game.

Take Bronze League Master Yi. He builds Blade of the Ruined King (never uses the active, of course) and four Blood Thirsters. Awesome. If he runs into a non-fed enemy in the jungle, he presses R and right-clicks them to death. If they fight back, they either have enough damage to out-damage his heal before they die or they don’t.

Or take the Wizard Wolf, live Warwick with a strong AP item or two (Athene’s, perhaps). His Q does more damage and heals for more; so there simply comes a point at which he either kills you before you kill him, or he doesn’t get to that point and blows up.

We decided to split up the defensive and offensive item paths on new Warwick. In order to do more damage, WW needs to build AP (or AS I guess? Nashor’s/Wit’s End might be a strong damage build). In order to heal more, WW needs to build more max health (which in turn synergizes well with armor and MR). This means that if WW goes straight tank, he won’t be able to solo kill someone (or it’ll take forever, like a murder by spoon). The enemy can just run away to safety or call in allies while WW sticks to them. If WW wants damage, he opens the counterplay route of “just f-king kill him” to the enemy: without an AS steroid (and artificially low base and per level AS) life steal builds won’t be great, and the base on the passive heal is so low that just straight up building AS won’t do much for you (particularly as a lot of the power of the passive is actually tugged away in the Q and the R, where AS won’t do anything for you).

So this meant he needed a tanky itemization path, which in turn means his skills need AP scaling. Our tank + AP itemization is actually decent (Iceborn Gauntlet, Abyssal Scepter, Rylaj’s Crystal Scepter, etc), whereas our tank + AD itemization isn’t (Atma’s Impaler, Maw of Malmortius, ???) (bonus points for someone who can read up a few paragraphs and figure out why we don’t have great AD+tank itemization by design). AP scaling means magic damage. Magic damage also means he’ll do more meaningful damage to enemy tanks, which is great (because he often has no choice but to fight them). Finally, giving any of his abilities AD scaling at all would slowly but surely track us back toward the binary aggressive drainers we want to avoid.

So, the fantasy then. The first thing I did when I realized this thing about itemization was to round up with a creative designer (RiotEntropy) and a concept artist (some dude you never heard of called IronStylus) and pick their brains on how we can reconcile our mechanical needs with the fantasy. Both of them were surprisingly positive on how easy this would be.

From Entropy I learned that the potion Warwick took to turn himself into the monster he has become is very much a magical/alchemical thing. His power is derived not from being a natural monster, but from being a thaumaturgically enhanced human. It is absolutely imaginable that this power expresses itself visually on top of the existing visuals.

IronStylus was pretty much on the same page. Bulging, glowing veins (wherein the potion courses still), glowing slash-trails in the air left behind by his claws, etc.

This disconnect was one of my bigger concerns going into this iteration, but creative and concept art have pretty much put my fears to rest.

 

 

Does Warwick’s ult still proc his passive 6 times?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yup, it does.

 

 

 

 

Can Warwick use E to move forward and then ult?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Ult is disabled during E.

 

 

 

 

What can you use while ulting?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Only your W and smite right now. Potentially ignite as well?

 

 

 

 

Are you stuck while in ult?

 

ZenonTheStoicButton Rioter ZenonTheStoic: You’re currently stuck, but that’s a big thing I want to revisit. Potentially a re-activate after 0.5s to break the effect early? Always scared players will end up screwing themselves, but there might be cool plays that require you to cancel out early (?)

 

 

 

Why does Q have such a low mana cost?

 

ZenonTheStoicButton Rioter ZenonTheStoic: The problem here is that his Q MUST be spammable in a long team fight for him to function as a drain tank. If you get three Qs before you oom you cannot be a drain tank. That’s why we ended up lowering the Q cost so much (also current Q cost is crazy high because WW was one of the original 40, from before the time when we understood that letting people pressing buttons a lot is a good idea).

 

 

Will the passive on Blood Scent be removed?

 

ZenonTheStoicButton Rioter ZenonTheStoic: No way. Blood Scent is why you play Warwick.

 

 

 

 

Will this rework make it easier for players to itemize against Warwick?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, I really want to give both WW and his enemy a much clearer idea how to itemize (as: tanky stats to be drain tank, on-hit/ap/as to be aggressive. Against: always MR).

As for the E, you’d aim such that your peak would be between them and their turret. That way your W pushes them into the arms of your ally mid-laner. The W has a follow-up slow as well, so not only do they run AWAY from safety, they’re also slowed after the terrify. This gives you plenty of time to run in and start wolving them.

 

 

Does Tenacity reduce the duration of Warwick’s ultimate?

 

ZenonTheStoicButton Rioter ZenonTheStoic: This is a good point! I thought mostly about cleanse (which isn’t really a thing anymore I guess), but yeah, the tenacity’s a tough one. I can technically set a flag in the stun to make it ignore tenacity, but should I? I’ll ponder on that question (read: corner CertainlyT at 3am and have a much too long conversation with him. Poor CertainlyT.)

 

 

How different is Warwick’s Q in the rework?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Q is still very much point and click. Slightly smaller range, but edge to edge (rather than center to center) so it’s easier to Q big dudes (6 stack Cho for instance)

 

 

 

 

Does Warwick need a gap-closer?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Well that’s what the design is attempting to circumvent. The E is very much NOT a gap closer because you will always return to where you started (unless you get stunned or rooted mid-move).

 

 

 

Will these multipliers and % ratios change?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, there is a mess of multipliers on the kit right now. I’m looking for a way to simplify, but what they do is give you meaningful sustain that’s build from small increments. This really drives home the fantasy of “slowly turning into a wolf as the blood lust comes over you”.”



If you have any questions for me, feel free to ask me at @NoL_Chefo.

 

 

Nidalee and Fiora Rework Banner

 

Red Post Collection

Single Posts – Stale Balance, Skarner, Support Gragas

 

 

Fiora Rework Banner

Awesome news – Guinsoo is back and he’s ready to deliver on the fantasy of dueling Champions with a French fencer lady!

 

 

 GuinsooButton Rioter Guinsoo: Hi guys. I’d just like to weigh in on what some of the Fiora goals are. The main problems we see with Fiora’s current kit are that thematically, she doesn’t deliver on the fantasy of being a skilled duelist/fencer, and mechanically, her game presence / play pattern / role doesn’t line up with being a skilled duelist/fencer.

As far as the duelist fantasy goes, at least when I think of Fiora, I expect her to be extremely mobile but not just going in, she needs to be good at dancing in, out of, around and about combat. She should be about finding weaknesses in the opponent’s play and finding the proper occasion to go on the attack. She shouldn’t be about running in and bursting enemies down, she should be dealing high, steady DPS over time that is relatively target agnostic.

Mechanically speaking, I’d expect a duelist type champion to be mechanically intense. I expect opportunities to use my abilities at optimal times to counter out the enemy’s champion. I want to have a lot to keep track of, but with clear success cases when I do well.

At the end of the day, live Fiora is a ball of stats with some untargetability thrown in; she pushes her buttons pretty much as fast as she can without a second thought, and she’s also extremely snowballey. In short, she’s bland with no cool opportunities to exchange gameplay between her and her lane opponent.

Some of the current goals including switching Fiora from an assassin to a melee DPS, and moving her lane from top to mid/jungle, and adding tons of ‘outplay’ functionality on her kit, as well as more mobility especially in terms of being able to disengage and re-engage at optimal times.

I can’t share too much of exactly what the plans are for her kit, as I’m sure it’s going to change tons during development, but I’ll leave this here to hopefully stir up some excitement for our favorite rapier wielder. Also bear in mind this is an early, experimental Blade Waltz, and could certainly change drastically between now and remake launch time.

I also understand it’s hard to understand exactly what this sample Blade Waltz does, given the lack of context on her basic spells… but rest assured, there are significant tweaks (or more) to all 4 of the other abilities, so hopefully your imaginations run wild 

 

FioraUltSample

 

 

Do you think this new ultimate will accomplish what the old one did?

 

GuinsooButton Rioter Guinsoo: A great question. I’m not going to directly answer it, but I’m going to pose a theoretical question.

If one assumes that Lunge is _kind of_ like Blade Waltz’s jump around and hit things function, and that Riposte is _kind of_ like Blade Waltz’s untargetability, is it hard to envision a scenario where you don’t get the current functionality of Blade Waltz if you’re allowed to rapidly cast your basic spells? But with options around when each individual jump and spell block comes from, as well as considering how many jumps to use vs spell blocks vs disengages, when, how many auto attacks to weave in, when to focus more DPS vs more survivability vs more mobility, etc.

The goal behind the current ult was to sometimes emulate the behavior of the old one, but make it more timing and decision based, add more options, and add more counterplay for the opponents. I feel like the new ultimate offers far more opportunities than the old one, if one assumes that R/Q emulates the feel of her live Blade Waltz.

 

 

Do you think Fiora’s rework will allow her to duel the current top lane picks?

 

GuinsooButton Rioter Guinsoo: Right now to me the ‘natural’ top laners are people like Renekton, Shyvana, etc. I feel like in order to make a melee ADC (ala Yasuo) compete with those types of champions in the top lane, we’d have to make other sacrifices to her core design (e.g. putting life regeneration on her kit, I really don’t like her current passive but I worry that without it she’d really struggle top lane).

 

 

As a fencer, Fiora should be about one-hit knockouts, not poking enemies

 

GuinsooButton Rioter Guinsoo: OK, I feel like I used the wrong terminology when I said “poke enemies down.” I edited my first post to “deal steady, high DPS that is relatively target agnostic.” While I mostly agree with you that fencing is all about scoring OHKOs, well obviously that type of gameplay isn’t great for any type of PvP game.

 

The way we’re choosing to handle this is to give her strong, steady DPS, but have it come in bigger chunks that one might anticipate from a steady DPS champion. For example her Riposte has heavily negative implications on her outgoing DPS… unless she blocks a significant spell or attack, at which point she can respond with a very hard hitting Thrust.

In general we want her to feel good (and be greatly rewarded) for using her abilities properly. While that can’t be in the form of OHKOs, I think the next best thing is “big chunks of damage.”

 

 

Off-topic: Why were you gone for so long?

 

GuinsooButton Rioter Guinsoo: Truth be told, 6 years of intense video game development got to me and I really needed to take some time to destress. I spent about a year traveling and relaxing and now I’m locked and loaded and ready to pump out some sweet content.

 

 

Why would Fiora be picked over Yasuo?

 

GuinsooButton Rioter Guinsoo: Here are 3 reasons off the top of my head to pick her over Yasuo. Please note I’m talking about her new kit with new abilities, not her old kit with a new ultimate. I just spoiled the ultimate for funsies 

1) Kayle ult with a few catches on a normal slot
2) Weaker engage, but much stickier than Yasuo
3) Built in disengage

 

 

Will her Reposte be able to block tower shots while Fiora is using her ult?

 

GuinsooButton Rioter Guinsoo: I doubt it. I’m not a great fan of tower diving. I think her kit still leaves her much better positioned to tower dive than the average champion even without being untargetable/immune to turrets. I’m not completely opposed to her having some turret mitigation capabilities. But I’d rather avoid it, and so far my instinct tells me she’ll do okay with out it just due to the sheer mobility on the kit.

 

 

Do you feel her passive is underwhelming?

 

GuinsooButton Rioter Guinsoo: That’s kind of what I’m driving at – the passive feels lame, it’s especially lame in tense moments like battles with other champions, and its only real use is allowing her access to a lane that I don’t really feel she belongs in in the first place. It’s power without gameplay, and plus it feels useless too. It’s effective, but totally lameballs. That’s pretty much the opposite of where I’d like her passive design space to lie.

 

 

Why would a duelist be a jungler? It doesn’t seem thematic

 

GuinsooButton Rioter Guinsoo: That’s an interesting consideration. But I still think mid lane works fine for her; perhaps you’re right that jungle isn’t where she belongs.

 

 

 

 

How will you balance Fiora’s damage spike from her new ultimate?

 

GuinsooButton Rioter Guinsoo: Originally I was debating how to primarily balance this implementation of Blade Waltz. There are two obvious limiting levers, duration and number of casts. The version of which I posted a screenshot is clearly more duration limited. In this iteration I was counting on the various “drawbacks” / nuances of the abilities to limit the ultimate – e.g. travel times, delays, parry times, etc.

 

In the end with the directions we took for some of the other , and the more recent version is more moderate 8 second duration, with a limit of 4 / 6 / 8 casts (still needs tons of tuning). Also note that right now Blade Waltz doesn’t provide any bonuses to how hard the skills hit, to emphasize mobility and tactics over brute force during the ultimate (obviously when casting that many spells in succession, it’s going to be doing a certain amount of brute force work).

You’re partially right that an ultimate that uses stronger versions of your basic skills requires a sharp tuning knife to make it feel good with and without. But in this case, I think there are some “under the hood” things that we can do to make the ultimate feel like a thing of its own. For example right now when you activate it, it resets all your cooldowns so you can start your comboing or dancing immediately, you get X number of casts chosen pretty much any way you like, and afterward it puts the cooldowns back where they were. I think this really helps make the ultimate feel like a spell all of its own. Additionally, the more potent the “spell modifications” that Blade Waltz offers, the more it feels like the ultimate is a collection of different spells. I think the W captures that well right now, the E to some degree, and the Q not nearly enough.

She definitely pulls a lot of weight with all her spells. In fact, she’s decidedly spell based and mostly weaves autos between them, but still plays a lot like a melee ADC because she can cast so many spells within her windows and (conditionally) deal steady spikes of damage. As far as the actual itemization, that is yet to be determined. Right now, she does have an attack speed steroid elsewhere on her kit (originally it was on the ult, but that doesn’t fit for obvious reason), but it’s not clear to me yet if that will or should stick. That is one of the balancing levers for her that partially determines if she’s more assassin or melee ADC; in an ideal world I’d like her to play exactly like a melee ADC without any basic attack steroids, but that’s a lofty goal that’s probably not possible. I also don’t want her to rely exclusively on her auto attacks like for example Tryndamere, I think it should be somewhere int he middle.

And I don’t really have any thoughts on jungle Fiora at the moment. I’m really not sure if that’s a reasonable expectation or not. It has not yet been tested, and it’s definitely not the primary focus/intended role for her.

 

 

Will Fiora’s kit be overtuned to fit the Melee DPS archetype?

 

GuinsooButton Rioter Guinsoo: I think there are levers you can tune to allow a character to be very mobile while not being completely out of hand. It’s definitely a hard goal, and melee DPS seem to be one of the hardest classes to get right. I certainly would like to try.

 

 

Can you make Fiora’s dash work on allies?

 

GuinsooButton Rioter Guinsoo: It’s something we’ve considered; ultimately I don’t think it fits the fencing fantasy well so I’d rather try to go other routes to get the mobility we like. But we’re not opposed to it if other methods fail.

 

 

 

Why are you reworking Fiora when some people don’t want her changed?

 

GuinsooButton Rioter Guinsoo: People don’t like change. It’s in our nature; if we like something we don’t want it to change. But that doesn’t mean it’s not for the better. I’m confident we can deliver a new Fiora kit that delivers most of the same mechanics that the old one has (including the important ones like the Blade Waltz experience) but creates new gameplay and makes her actually feel like a duelist.

I prefer to focus my responses toward posts that are more constructive.

 

 

Warwick Relaunch

Warwick will soon be getting a full balance rework, complete with a visual update. More from Zenon.

 

 

ZenonTheStoic Button Rioter ZenonTheStoic: We have a full relaunch slated for Warwick, but the question is indeed when. Currently our highest priority in terms of full relaunches is Sion; as for visual only stuff we’re excited to bring you Twitch very very soon.

I’d love to say Warwick will happen at some point this year, but who knows. The landscape of what needs work most is ever-shifting. For what it’s worth, I have a kit I fully believe in ready for further work.

 

 

Is Warwick getting a full ability rework as well?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Yup! Blood Scent stays (but receives a toggle) and Hungering Strike becomes Hungering Strikes (still with a very similar purpose), but other than that a lot of things will change.

 

 

 

Will Warwick’s other skins get the running animation from Blood Scent that Hyena Warwick has?

 

ZenonTheStoic Button Rioter ZenonTheStoic: That’s a very good question! I do want special animations for all skins when he goes into Blood Scent, but I like that Hyena gets something special. Maybe the other skins will get somewhat more vanilla wolf running animations? That’s a conversation I will need to have with my animator once the pod comes online (once we start working on the art).

 

 

Will WW’s balance rework ship before his visual update?

 

ZenonTheStoic Button Rioter ZenonTheStoic: We had the discussion on whether or not we can ship WW without art, but some of the things we’re doing would just look very, very derpy without new art, so I’d rather wait. WW is at least a niche pick right now, unlike Heimer who was simply unpicked before the remake.

 

 

Is Warwick going to retain his life-drain tank niche?

 

ZenonTheStoic Button Rioter ZenonTheStoic: Absolutely! If anything he’ll be more of a drain tank. He currently gains self-heal with bonus health, so if you want to drain tank you no longer build AP on him. He has a passive that stacks up on himself when he attacks stuff and his self-heal also increases with those stacks, so he needs to be in combat for a while before his drain tanking really comes online. It creates some pretty tense “can I live through the first 10 seconds of this and then become IMMORTAL DOG” situations.

 

 

What’s your favourite thing about this rework?

 

RiotScruffy Button Rioter RiotScruffy: My biggest like about the warwick gameplay changes in progress are that they give him many more important decisions and high moments. He will actually be able to make “big plays,” which is really great.

 

 

 

Nidalee Rework Banner

After extensive research, it turned out Nidalee is anti – fun. Rioters are on the case to bring Nidalee a shift in balance, along with some welcome QoL changes to her Cougar form.

 

 

RiotRepertoir Button Rioter RiotRepertoir: Hi guys! As has already been mentioned here, I’ve been doing work on Nidalee for some time now, and I definitely think things are headed in the right direction with her. I can’t really share specific details of the kit changes just yet, but I can share some of the primary (there may be others, but these are the forefront ones) problems that we’ve identified and are working to solve.

Problems:

-The way Nidalee utilizes both forms to succeed is out of whack. She very regularly doesn’t have to use Cougar form as part of her killing pattern. This is not only unfair to enemy players, but also just a bit lame as a shapeshifting character.

-Nidalee doesn’t put herself at enough risk of death when she succeeds. I personally think it’s okay if Nidalee averages a high number of kills every game, but the number of deaths she accrues needs to be a bit higher to reflect that.

-Nidalee is pretty hard to control in Cougar form, and she just feels clunky much of the time. Even in pro games we see people Pouncing/Swiping in the wrong direction while farming or faceplanting into walls they meant to hop over.

As for Javelin Toss, I know this doesn’t provide a definitive answer on that subject, and once we have more definitive details on a direction, I’ll be happy to talk about them. At this rate, I wouldn’t expect Javelin Toss to undergo fundamental changes to its mechanics. It will almost assuredly remain a “deals more damage at greater range” ability, and it will hurt to get hit by. Furthermore, it probably won’t have cooldown reducing mechanics or ramping mana gates or something like that on it. None of that really matters if the Javelin that does hit you or your carry drops them from 100% health down to 40% at the beginning of the fight, because you’re still just forced to leave. In that case, we’ve just condensed the window of frustration rather that targeting the frustration itself.

Looking forward to sharing more details with you guys once we’ve something a bit more well-defined to talk about!

 

 

Any major changes to Javelin Toss?

 

RiotRepertoir Button Rioter RiotRepertoir: Basically, I think we can put Javelin Toss in a good state that leaves it satisfying without added intricacies to the reasons or timing of casting the spell. With a kit to support this, of course.

 

 

 

Will this impact bruiser Nidalee’s viability?

 

RiotRepertoir Button Rioter RiotRepertoir: Bruiser Nidalee should be fine following the changes, if not more fun to play.

 

 

 

 

Currently tested kit

 

ZenonTheStoic Button Rioter ZenonTheStoic: Piggy-backing on this: we do have a kit in testing, designed by RiotRepertoire. That kit mostly tones down Javelin Toss’s mid range damage and creates a follow-up opportunity to encourage more time spent in cougar form (which is currently the wave-pushing and teamfight clean up form) (plus strategic map movement I guess).

However, to set expectations appropriately: just because we’re testing changes doesn’t mean those changes necessarily see the light of day. We test a LOT of kits, sometimes with crazy experimental changes (a Brand kit from last year comes to mind where Pyroclasm slowed down after each bounce but could bounce INDEFINITELY so long as the enemy team stayed together), and often the answer is “probably not worth doing”.

This is a strength of our design process. We’re highly iterative and we realize that there’s only so much value to be gained from theory-crafting it all out in your head. There’s a time and a place for spreadsheet design, and IMO that’s in the very beginning of a design idea, when you just want to get a rough read for the power level. After that there’s no substitute for “just put it in a playtest and see how it goes”.

My personal feeling is that while everything Repertoire’s changing about Nidalee is a positive change compared to live (a couple of GREAT QoL changes like pounce and swipe going toward mouse cursor), we’re not addressing the truly grating aspect of live Nidalee, which is random spears chunking you down to 50% health. In theory, Nidalee is mana gated and can’t just throw out spears all day. In practice, blue buff exists and Athene’s is a gold-efficient pickup even without the mana on it, so yeah. May not be a Nidalee problem. May be a problem of how we’re failing to do mana gating in modern League.

But the kit is still in testing and it’s way too early to tell where it’s going. Definitely don’t expect it to hit live any time soon; these things take time.

 

 

State of Rengar Banner

After the big changes to Rengar in Patch 4.5, it’s time to sit back and not get one-hit from stealth. What’s the community’s take on the rework?

 

 

Is Rengar getting shifted from an assassin to a fighter?

 

RiotScruffy Button Rioter RiotScruffy: To be clear about Rengar’s role in a team, we wanted to leave this mostly unchanged. He is still the guy that hunts the enemy squishies and can stalk around choosing his prey at will. His damage is lowered some, but we still want him to be a strong damage threat.

 

He is unique from some of the other assassins like zed or khazix because he has much more versatility with his ferocity skills (CC, Damage, Heals, many options here). On the other hand, some other assassins have escapes, where he does not. Considering he doesn’t have a reliable escape once he has engaged, we gave him some more tools like durability and speed so that once he is in, he has a means of contributing.

As far as items, we’re not designing towards any “right” way to build Rengar. He scales well with both offensive and defensive items and that is something that is cool about him as a character.

Keep in mind, we’re not going to leave Rengar out to dry if he has problems/needs changes. We already have a bunch of changes planned for the next patch like speeding up the Q attack animations significantly, and some ult warning changes that we have been talking about in this thread. We should have a bunch more data soon, which will help inform us if he needs more changes, and where.

I appreciate all of the feedback, and I know that change can be frustrating on a character that you know and love so well. Don’t fear for Rengar, he’s not going away anytime soon.

 

 

Any changes you’re planning for his ult?

 

RiotScruffy Button Rioter RiotScruffy: We have an ult change coming in the next patch that will not alert enemies if you wouldn’t be visible to them outside of stealth. This is really big for when he is ganking or approaching his targets from a brush or near walls. It was pretty silly to alert the enemy when Rengar wouldn’t have been visible out of stealth anyway, you guys were totally right on this one.

Also, the Q and Empowered Q attack animations are getting significantly sped up. This will fix a lot of the “my Q didn’t go off” cases, and it’s a non trivial buff in his dps output over time.

This isn’t the end, but it’s what I can say is coming with certainty right now.

 

 

Can you bring back Rengar’s Q+Auto Attack chain from brush?

 

RiotScruffy Button Rioter RiotScruffy: The Q from brush will be working better after our next set of changes as well. Also Q does currently and will still reset his auto attack.

 

 

 

Are damage a likelihood if Rengar proves too weak after his rework?

 

RiotScruffy Button Rioter RiotScruffy: Things like damage numbers are never set in stone. We will make adjustments to his damage if we overdid the changes. Real data will give us lots of information about how the changes turned out: Is his early game too weak? Is his late game too strong? etc.. Depending on what we find, adjustments will be made. It’s unfortunate that we cant play millions of test games with any changes before they release, but the least we can do is respond to the real data once the changes are live.

 

 

Single Posts banner

 

 

Are LoL Champions being standardized like the classes in WoW?

 

ghostcrawler Button Rioter Ghostcrawler: Flattening unique and powerful abilities was something WoW had to embrace to some extent or else players would just stack classes with the most valuable unique mechanics and neglect the others. In Sunwell, you needed one shaman per melee party for Windfury, and in Throne of Thunder, you wanted several warlocks for Demonic Gateways and perhaps even Healthstones.

 

This is largely a function of the noble desire for boss encounters to have different mechanics, though it does exist in WoW PvP to a lesser extent. The sweet spot is having classes feel different without actually being dramatically different. Too many differences leads to lack of diversity, because your group composition becomes inflexible. You are forced to play Tetris to min max the class mechanics you need.

League is a different kind of game. Champs have fewer abilities than WoW classes, but the fights are also less predictable, so you don’t know that you will need a certain ability to solve the puzzle. Blitz’s grab or Sona’s auras are useful, but hardly mandatory, and you’re giving up something else to bring them. The game rules also don’t allow you to stack champs, One For All not withstanding. In this case, it’s important for champions to be as different from each other as possible. If two champs have similar mechanics, it’s easy to evaluate which one is the best choice, usually just based on higher damage or stats. In this case, not having enough differences can lead to lack of diversity. While it’s advisable to build teams with some synergy, there’s a ton more flexibility and much less of the Tetris feeling.

TLDR, champ similarity isn’t a League value.

 

 

Upcoming Buffs for Rumble

 

morellovatar Button Rioter Morello: Right now, the balance team is looking into Rumble buffs for an upcoming patch. With All-Stars, we’re unsure if that will be 4.6 or 4.7 (or later…), but there’s a few top laners we’d like to bring up – Rumble is one of them.

 

 

 

Can you give Vandal Twitch his green shades on his visual update?

 

Ququroon Button Rioter Morello: We’re investigating changes on this now.

 

 

 

 

State of Skarner

 

RiotScruffy Button Rioter RiotScruffy: We still have plans for Skarner, mostly in the realm of bringing excitement and a bit of the old identity that people liked about the old Skarner back.

We can keep a lot of the gameplay gains (versatility, windows of power/weakness) and add a bit more stickiness/cc control that people liked about the old kit. I’ve been in ongoing discussions about these changes with a lot of the team, and I should get down to implementing them sometime next week. When we have a more final changelist, I’ll let you know what we intend to do.

 

 

Is Support Gragas a possibility after the rework?

 

Riot Zephyreal Button Rioter Riot Zephyreal: When I first saw his kit on the community beta thread I immediately thought support Gragas. He now has 3 forms of CC at 6, his knockback on E is either tied or slightly further back than Thresh flay, and his Q slow is pretty heavy if there is any sort of charge up time (which you can set up with combos with his E or even more impressively his R).

His passive is also pretty sweet since he has to go kind of close with his body slam for trades, so that extra heal is nice if he can manage the passive timer well. But also given the fact that the E knocks back and stuns, he pretty safe to begin with if he wants to do an E+Q combo for harass. I’m literally chunking people for 35-40% HP (depending on Q charge) and walking away without a care in the world.

The one downside is that you’re not flanking much in laning phase as support Gragas to maximize the displacement on body slam, but again if you can combo a Q through an E (super easy with practice), it should be easy for your lane partner to follow up.

 


If you have any questions for me, feel free to ask me at @NoL_Chefo.


 

Pandannie banner

 

New PBE Update brings changes to Karma and Twisted Fate‘s Passive as well as a brand new feature – an Undo Last Purchase button! SmashGizmo discusses Olaf’s Combos and possible improvements, Morello reviews the state of Warwick and where Riot is taking his concept as well as revising the current Champion Roles and Scarizard drops a few suggestions regarding Rengar‘s Savagery and benefits from Bonetooth Necklace. All this plus the new Champion/Skin Sale!

 

PBE Update:

Overview of Warwick

Update on Champion Roles

Savage Gameplay – Rengar Improvements

Wild thoughts on Olaf

Champion/Skin Sale – Expires July 22nd

 

 

PBE Update

 


Champion changes


 

KarmaSquare

    Karma

 

Gathering_FireGathering Fire ( Passive )

  • Basic attacks reduce the cooldown of Mantra by 2 seconds, up from 1

 

Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%

 

Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks

 

SoulflareSoulflare ( R+Q )

  • Slow amount increased from 50% to 60%
  • No longer deals bonus damage on initial hit
  • Damage on detonation increased from 50/150/250/350 ( +0.6 AP ) to 80/230/380/530 ( +1.1 AP )

 

RenewalRenewal ( R+W )

  • Leash heal changed from 20% ( +0.01 AP ) of missing HP to 30/70/110/150 + ( 0.3 AP ) (heals for the same amount if the leash is not broken)
  • No longer deals bonus magical damage

 

DefianceDefiance ( R+E )

  • Ratio decreased from 0.6 to 0.25 AP
  • Ally shield now has a base amount 40/85/130/175 (+ .25 AP ) instead of half  the amount of Inspire – 40/60/80/100/120 (+ .25 AP).

 

 

LucianSquare

     Lucian

 

Ardent BlazeArdent Blaze ( W )

  • Range increased from 900 to 1000

 

 

MasterYiSquare

  Master Yi

 

Wuju StyleWuju Style ( E )

  • Passive bonus damage decreased from 15% at all ranks to 7/9/11/13/15%

 

 

OlafSquare

       Olaf

Vicious_StrikesVicious Strikes ( W )

  • Bonus attack damage changed from 1% of Max HP + 7/14/21/28/35 to 20/35/50/65/80
  • Lifesteal and Spellvamp decreased from 9/12/15/18/21% to 8/10.5/13/15.5/18%

 

 

TwistedFateSquare

Twisted Fate

 

Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold

 

 
NOTE: The changes to Jayce, Karma and Olaf have been reverted and will be available in the next patch.




Items


 

 

Boots_of_Speed_item Boots of Speed

  • Now states: “Limited to 1”. (for anti-trolling purposes)

 

 

Blackfire_Torch_itemBlackfire Torch (Twisted Treeline & Crystal Scar)

  • Cost decreased from 3770 to 2400 gold
  • Now builds out of a Blasting Wand + Fiendish Codex instead of a Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
  • No longer grants 250 HP
  • Bonus Cooldown reduction decreased from 20% to 10%
  • No longer grants Passive magic penetratio
  • Unique active changed – Now deals 20% of target’s maximum health over 6 seconds as magic damage. Also increases any additional magic damage taken by the target by 20% during this duration

 

deathfire grasp Deathfire Grasp
  • Can no longer be bought on Twisted Treeline and Crystal Scar

 

 

Liandry's_TormentLiandry’s Torment

  • Can now be bought on Twisted Treeline and Crystal Scar

 

Moonflair_Spellblade_itemMoonflair Spell Blade (Twisted Treeline & Crystal Scar)
  • Cannot be bought by Melee champions
  • Now builds out of Seeker’s Armguard + Negatron Cloak instead of a Blasting Wand
  • Cost increased from 1200 to 2000 gold
  • Now grants an additional 50 Armor and 50 Magic Resist

 

Needlessly_Large_Rod_itemNeedlessly Large Rod
  • Can no longer be bought on Twisted Treeline and Crystal Scar (nothing builds from it anymore there)

 

Wooglet's_Witchcap_itemWooglet’s Witchcap

  • Now builds out of Seeker’s Armguard instead of a Chain Vest + 2 Blasting Wands
  • Armor increased from 40 to 45

 

 


 Undo Last Purchase


 

Undo Last Purchase

Located next to the SELL button in the Shop is the option to sell back the last item you’ve purchased. This refunds 100% of the gold cost and does not expire over-time.

 

 

 

 

 


Overview of Warwick


 

warwick banner

Warwick’s getting some much-needed attention from Rioters. Morello covers the basis for future improvements.

 

 

morelloButton Rioter Morello: Alright – again, thanks for your patience. We’ve chatted a bit about Warwick, and I’ll try to lay out what we see the problems, concerns, and our direction we’d like to take while fixing things to bring him up to date.

Let’s start with what’s holding Warwick back, currently;

He has weak pre-6 game presence:

Because of the reliance on his ultimate, Warwick’s ability to make plays, gank, or finish a kill is really poor until he hits 6.

He has a very flat pacing that disallows skilled duels, which keeps him weak:

Most reasonable Warwick builds have enough cooldown reduction to keep W up almost all the time, spam Q quickly (and E, of course, is a passive). Over time, this has lead Warwick to having few levers for us to adjust and make him have both a satisfying and balanced place in League.

Blood Scent is only helpful if Warwick is ahead:

Since the skill is passive, and conditional on the enemy being low, this thematically-great skill doesn’t make a lot of opportunities for fallback patterns or make ways to outplay an opponent.

These are likely the first places we’d look to fix with him. Next, where do we envision Warwick living in the game, and what should he do?

Warwick should be a staple in the jungle:

Warwick has historically been a jungler (and for a lot of older players, THE jungler!), and we think this should be where he primarily lives. His lifesteal focus is easier to balance there, and could be used to make for strong counter-jungling safety with the right adjustments.

Warwick should be a consistent, sustained lifesteal fighter:

This is largely what he is now, and I don’t see any need to change that identity. I think details will need to change to bring him up-to-date, but the identity is a fine one.

I’ll give you some very initial thoughts on what direction we’ll take. I’m not going to comb details much in this thread (that’s going to likely be handled by someone on the team!), but just give you an idea what we’re thinking.

Improve Blood Scent and improve pre-6 ganks:

This is a pretty cool skill in the way it sells “hunter,” but mechanically, it needs some work. This skill is also the first place for us to look in ways to add new decisions (which will show more/less skilled play between players) and enable pre-6 ganks so he can actually perform his job as a jungler.

More wildly adjust numbers, especially cooldowns:

The lack of pacing spoken to earlier will need to change if we want to buff Warwick. Even other fighters like Jax or Irelia have windows of downtime that more knowledgable players can capitalize on to turn engagements. Without this, we can’t really up Warwick’s power much – this will be a part of it. It may also include mechanical tweaks on skills like W, E, or his passive.

This likely won’t happen for several patches:

While we agree something needs to occur here, we do have bigger fish to fry before we do this. I’d love to get this out after World Finals patches are stabilized and we can focus on more opportunistic work like WW.

I’m sure there are some unanswered questions, so I’ll try to get to what I can.

 

 

How do you plan on making Warwick a “sustain tank”?

 

morelloButton Rioter Morello: Part of this is by making him a primary jungler. Lifesteal tanks are much more problematic in lane (especially melee) because there’s not tons of options to deal with them, and the combat windows are long and support sustain. From the jungle, they can use it to get an edge during ganks, but not become sustainbots.

 

 

Will Warwick get a Visual update along with his Rework?

 

morelloButton Rioter Morello: Bigger offenders on the VU list, but I’m sure he’ll get one when it’s his turn

 

 

 

 


Updated Champion Roles


 

morello decoration

Morello discusses the upcoming distinctive name-changes of Champion Roles, complete with descriptions of each one.

 

 

morello Button Rioter Morello: Hey Summoners,

After much discussion, we’ve decided to update our champion role names to more accurately reflect how we think of roles in League of Legends. While most of these roles (maybe not one!) may sound familiar, we wanted to share our thoughts with you and to get everyone on the same page before the changes go live in-client on the champion info tab and leagueoflegends.com with Patch 3.10. I’m also going to take this as an opportunity to give some insight into the live design process and how we differentiate between role archetypes that exist in League of Legends and the positions they can play in a given game.

Let’s start with defining what role means.

A champion’s role roughly defines the type of value they contribute to a team, or else communicates the fundamentals of their playstyle. It sets expectations for what a player’s experience will be like and what they can do for their team. At Riot, we see a champion’s place in the game as some combination of primary and secondary roles from the following list.

  • Assassin

An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.

Assassin

  • Mage

Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.

mage

  • Tank

Tanks are durable, front-line champions that help lock down enemies and start fights. They’re usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.

Tanks

  • Support

Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.

Support

  • Fighter

Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don’t have as much utility as a tank or as much damage as an assassin, a fighter’s damage will add up over time to make them a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.

Fighter

  • Marksman

A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.

Marksman

By the way, using the term “marksman” over the colloquial “AD carry” is deliberate. Calling the role marksman defines it in a more clear and accurate way – plus AD carry is a bit of a holdover from when an AD player was always expected to carry a team. League is a game about teamwork and it’s inaccurate to say that marksman is the only role, or even the primary role, to carry teams to victory. A lot of people will still call it AD carry, and that’s fine, but for the places we use this officially, we’ll be using marksman. It’s a semantic change, but it’s important to note here just to let you know it’s coming.

Some of these roles are obvious fits for a champion, like Brand being a mage or Nautilus being a tank, but others are more nuanced or embody a combination of roles. This helps us define what the champion brings to the table and lets us get on the same page about the types of expectations you can have for a champion. For example, Mordekaiser is primarily a mage, but also a fighter. It’s also worth mentioning that we’re relatively stat agnostic when it comes to considering roles – Pantheon and Annie are both mages, for example, because they rely primarily on their abilities for damage, but the former is attack damage based while the latter is ability power based.


Since I’m here, I’d also like to address a common misconception about position and how it differs from role. Position refers to the places a champion can go, so a champion going mid could be a mage, assassin, or a fighter, but they’re still playing the mid position. This is the part of the game that players define and evolve, and we frequently like seeing surprising things here (as long as it supports good counterplay, of course)!

Let’s look do a thought exercise:

What is Teemo? Besides adorable, or pure evil, depending on who you ask, he tends to go top lane. But that doesn’t make him the same type of champion as Jax, Irelia or Jayce – champions that also go top lane. What it means, in terms of our discussion, is that Teemo is a marksman/mage. That’s his role from a design perspective. The fact that he is commonly played top is a matter of position. Lux is a mage (role) that is commonly played in mid (position). She is also played bot in more of a support role. Kha’Zix is an assassin who people like to play top, jungle or mid.

None of these position choices affect the DNA of the champion at all – they still bring the same ability kits and have the same core playstyle, but their position can affect what they do for that game. Naturally, some champions will be more suited for some positions, but there are also variables that affect even that. Team composition, for allies and enemies both, will influence a champion’s effectiveness, and item build synergy can enhance a champion’s ability to perform within a certain position. The different items players buy when playing Jarvan IV top lane as opposed to jungle Jarvan show us how items can enhance and define the two positions, even on the same champion. Ultimately these things can affect current game balance, but not the champion’s core role.

The long and short of it is that role and position are different concepts, and we approach them differently as designers. Players can use this information to better understand what to expect from a champion, and what their strengths and weaknesses can be. By all of us speaking the same language on these concepts, it’ll make for better discussions on more complex design issues.

 

 

 Will Melee Carries like Master Yi now be classified as Assassins?

 

morello Button Rioter Morello: Yes, his pattern is a bit carry-ish, a bit assassin. Melee carries were the hardest in here, and it was hard to justify a role name for a handful of characters. It won’t change how we treat them, really – we still know this design space is needing work.

 

 

 

Do AD Casters fall in the “Mages” category?

 

morello Button Rioter Morello: We debated this – maybe so. I think since they were colloquially “AD Casters,” anything that implied casting was OK. Mage and Caster was a hard word to pick, actually!

 

 

 

 

What categories will Urgot fall under?

 

morello Button Rioter Morello: Probably Fighter/Marskman or vice-versa.

 

 

 

 

 

Will Lux/Karma/Morg/Orianna be Mages or Supports?

 

morello Button Rioter Morello: Mages. They can be played in the Support position, but their role is mage.

 

 

 

 

 

Why is Mordekaiser labeled as “Fighter”?

 

pwyff Button Rioter Riot Pwyff: Each fighter has a unique blend of mobility, damage, disruption and durability.First it’s worth noting once again that Mordekaiser is primarily a mage (lots of area-effect damage and primarily dealing damage with spells), but he’s secondarily a fighter because he deals damage ramping up over time.

So his “unique” blend here is damage and a small amount of durability (in comparison to, say, a lot of mages thanks to his self replenishing shield).

In other words, primarily a mage and secondarily a fighter!

 

 

What constitutes a “Tank” Champion?

 

pwyff Button Rioter Riot Pwyff: Leona’s inherently tanky due to her W. Alistar is inherently tanky due to his ultimate. I think ultimately if we go by your argument that a champion must build a certain way in order to fulfill the role, then Marksmen might not achieve their definition as high-damage auto-attackers because they inherently need items to reach that potential.

If we were to take part of your definition of supports being an ideal label (in that a support has abilities that, when used correctly, accomplish supportive goals) then I think tank as a role also works. Leona is a tank because her damage isn’t high but she has built in tankiness (her W), lots of battlefield control, and huge initiation capabilities. Alistar can be seen in the same way. This is core to their abilities and can be augmented by how they’re built. You use Blitz as an ideal “support” category, but I’ve seen a coworker run AP Blitz for his huge AoE ult damage and displacement (he uses the hook to get himself kills).

Other tank champions who fall under the category role of tank might be able to go glass cannon for great effectiveness (AP AMUMU WHYYYYY), but their core skillset fundamentally encourages a tanky playstyle, and that’s an expectation that goes hand in hand with the role.

If I were to think of a perfect champion that fulfills the tank role, by the way, I’d think of Leona and Alistar – not Singed.

 

 

Will we be able to create our own Champion Role tags?

 

morello Button Rioter Morello: Totally different goals and tech required (and not a bad idea), but not really part of any of this stuff.

 

 

 

 

Why are Carry Mages (Cassiopeia/Karthus/Ryze) not listed under “Marksman”?

 

pwyff Button Rioter Riot Pwyff: For your first point, you’re misconstruing the concept of a Marksman as a “Carry” and this was the precise reason we wanted to move away from AD Carry as a term. Marksmen can carry. Mages can carry. Fighters can carry. So on and so forth. Nowhere do we indicate that one role cannot carry and one is a designated carry because, as you’ve noted, Ryze, Karthus and Cass can carry as Mages.

To argue the other point about Cass being a Marksman, I don’t quite understand what you’re going for aside from the fact that she can carry a team with her strong damage. Cass deals all of her damage through abilities and she has two high control spells in her ultimate and Miasma. You’ll notice this definition in Marksman:

“Typically focused on using their basic attacks more than their abilities”

But that’s not the case here.

On that note we did debate about adding a line “While Mages may not deal as much damage as Marksmen, they can still have a high impact in damage and control etc etc” that’s not the actual wording but the general gist is there. We just took it out because we realized we mentioned Marksmen before we even got to the definition.

As for your edit, champions can have secondary roles (see Mordekaiser as a Mage / Fighter), so consider that.

 

 

Follow-up:

 

pwyff Button Rioter Riot Pwyff: For the role referring to ranged constant DPS, I get that there are a few crossovers (Ashe as another example of straddling certain boundaries despite operating primarily as a Marksman), but these are foundational role titles that need to be broad in order to get that alignment. I’m thinking of roles as being almost a spectrum wherein champions fall in various spots on the rainbow of roles (the difference between Mage and Support feels a little hazy to me).

Anyway, I apologize if I misconstrued that initial point. I think I was focused a little too heavily on getting that “some roles can carry at different stages in the game” point out there. Cass does do continuous damage through ability use, but I still feel her highest impact point is in her ultimate which primarily classifies her as a Mage. That’s just my two cents though.

 

 

The problems with Support Champions: Season 4 improvements

 

morello Button Rioter Morello: I think the biggest issue here, abstractly, is supports miss out on the satisfying power curve portion of LoL. I think their duo laning is actually pretty good (they focus on PvP actions as opposed to farm – a different pace), but their inability to gain power meaningfully throughout the game is highly unsatisfying. Right now, their income isn’t terrible overall, but their expenditure due to ward burden is.

Unfortunately, that speaks to more systemic fixes – especially to wards and vision. And that’s all for Season Four.

 

 


 Savage Gameplay – Rengar Improvements


 

rengar decoration

Disappointed with the latest updates on Rengar? Don’t be! Scarizard and Wav3Break are dedicated to making the League’s predator rise to glory.

 

 

Regarding the recent Savagery suggestions

 

ScarizardButton Rioter Scarizard: Trying to balance catching up on posts and doing actual work – a few points:

1. Please remember that the changes to Q are in testing, and that the lack of an effect on Q is placeholder. It might be returned to %AS on Q and ??? on Q2. Previously we had ‘If Savagery strikes a champion below 50% life, gain an additional ferocity point’ which we had some pros and cons. When judging the changes understand that the goal is to lower the burst potential of these two spells and that shifting them into tools for sustained damage is a win for Rengar’s balance overall – but i don’t intend to leave either part of this skill bare.

2. Some people seem to like the counterplay we’re introducing to his ultimate, and some of you don’t. I’m open to suggestions here – but Rengar sorely needs more counterplay on this skill for it to retain the strength it has, let alone gain more. Give me your thoughts on how’d you like to see this done.

Gonna go grab some food, but i’m at least caught up on this threads’ posts.

 

 

 Possible improvements to Savagery

 

Scarizard Button Rioter Scarizard: So i’m finishing up packing and heading to bed before my flight in the morning (For those of you who missed the previous post, i’m heading the Spain for the EU Pro Player conference for a couple of days) but wanted to let you guys know about the iteration we just clocked – while i won’t be around for playtests on thursday or friday, Wav3break will be tuning numbers and driving it while i’m gone.

I’ll update the original post as well, but the changes look something like:

Savagery
– Attack Speed reinstated, -slight- buff to %AS, -slight- nerf to base damage.

Empowered Savagery
– In addition to dealing bonus damage, grants Rengar 3 Ferocity.

So what does this mean? Basically, Rengar’s Empowered Savagery sets him up for a potential Ryze-like spell chain. Feedback from this thread has been that (Triple Q or no), you guys really like stabbing. With this setup, you can Q2 -> Q, W, -> Q2, E. Q ->Q2 again, with a higher degree of Attack Speed than before. I’ve played around with the changes a bit with a few people and i have to say it looks pretty awesome tbh. You lie in wait, ready for the kill….and then you proceed to maul your target’s face off.

Another cool thing about the ‘Q-Train’ as Volty calls it, is that you can end the cycle at any point with Empowered Battle Roar or Emp. Bola strike and call it a day, winning trades or flatly disengaging. We still need to see what this does in laning situations, but from i can tell it drastically increases his engagement windows but highly rewards him for ‘keeping up’ his combos – all while hacking away like a madman.

I suspect it will be slightly OP with this version, but we can always tune. One idea we had is to slightly lower the damage further of Empowered Savagery, but instead have it apply a debuff making your next Emp. Savagery deal 50% more damage (probably only stacks 3 times?). This option feels unnecessary at -this- point, but can proceed to it if his laning is obnoxious but we like the pattern of Q2. Also drives home a lot of the ‘single-target mauling predator’ feel if you can single out your prey and make their lives hell.

Feeling more confident about this version, but everything is always subject to change. Could possibly see Bola’s slow% being increased to accomodate Rengar’s knifing around if he’s having too much trouble gettin’ to the folks he needs. Looking into using Battle Roar as a slot to provide a mechanic that helps him survive endgame without making his solo/dueling cases feel unbeatable – some of you guys have suggested a Wukong-like ‘Less defense, but stacking with nearby targets’ and i’d like to try it and see how it goes.

Even to those who think i’m not listening – your voices not going unheard. Thanks again for all of your posts, y’all.

 

 

Suggestion for Bonetooth Necklace bonus (bonus movement speed in brush/when unseen)

 

Originally Posted by Eleshakai View Post
I think a +movement speed when not visible to enemy team might be a cool perk for the necklace to offer. Kind of along the lines of boots of mobility, but just any time he isn’t able to be seen by enemy teams. It’d also open up some strategic counter-ward play.

 

ScarizardButton Rioter Scarizard: Catching this before i leave – i think something like this sounds really cool. I know i mentioned earlier that we were looking at +MS% in brush. What do people think about similar version?

‘Rengar gains X movement speed while not visible to the enemy team (or out of combat). This bonus is doubled while Rengar is in brush.’ ?

A lot of the bonetooth ideas specifically have been pretty interesting – Wav3break’s heavy lifting is going to be focused on BTN, but i’ll make sure to keep passing these along.

 

 

Q-mashing Awesomeness

 

Wav3Break Button Rioter Wav3Break: Just to buffer Scarizard’s post, I am currently tuning the new “Q-Train” destroyer knife cat damage window and I’m not gonna lie, this thing feels freaking awesome to pull off. You will knife more than you ever could and stab peoples faces like no tomorrow. Now time to balance and test it more :P. Again everything is subject to change.

I would also like to ask some questions:

How would you guys feel about Bola Strike being a skill shot?

How would you guys feel about Empowered Bola Strike bringing a little bit more team utility?

P.S. I think Bone Tooth is feeling pretty healthy building out of a Hunter’s machete for all of you jungle Rangos out there .

Continue to give us great ideas guys we will continue to iterate and try our best to make sure Rengar becomes an awesome and healthy character!

 

 

Rengar will still burst

 

Wav3BreakButton Rioter Wav3Break: Rengar will always have burst due to the nature of his ability mechanics, but we need to tune it to be healthier in early stages of the game and give him some extra stuff to make him flow into late game scenarios where he should be able to select his target of choice, possibly be in the middle of the enemy team and not necessarily only fulfill the role of “I kill your squishy and die right after/I can only kill your squishy and am useless to my team if I fail.”

We are not going to destroy his burst nor are we tuning him into a tanky bruiser. You will still be able to knife cat ambush people, but once again, the challenge for us is to make that pattern healthy, fun and balanced. This undoubtedly means we have to take some power away from his burst, whether its damage or execution speed. At the same time, we are also able to use the room created by this change to give him cooler effects that won’t force Rengar into his current “if I fail to kill someone squishy on my first Leap from Ult, I am useless” and “suicide dive bomb/kamikaze” play pattern.

As a final thought, I would just like to stress this point again: burst damage on a long duration true stealth character with no counter play, no warning, and no window to react is not okay. It is not fun to play against, it is not healthy for our game and it completely warps the game for enemy players. This pattern’s existence in its current form on Rengar’s kit limits our ability to make this character healthy and that is why it has to go. With it gone we have the room to make him into the true predator and hunter who doesn’t just jump in and die after taking down his prized prey.

 

 

How far can Rengar go with his new ultimate?

 

ScarizardButton Rioter Scarizard: Pretty far – Rengar’s vision range originates from his body, so it’s impossible for him to ever activate it and exceed his own vision range. Currently, people only hear VO if they are within his champion sight radius(around 1k or so) when he activates the ultimate. If he activates the ultimate while he’s ‘on his way’ the opponent won’t hear his VO play – but would see the particle above their head once he reached the appropriate range.

 

 

Will you remove triple Savagery?

 

ScarizardButton Rioter Scarizard: I’d like to address this. Triple Q with Rengar isn’t like Zed landing double Razor Shurikens or Lulu Glitterlancing multiple people, or even like Kha’Zix leaping perfectly for a multi-kill. Once you know how to do it, you know how to do it.

 

Triple Q’ing isn’t what makes Rengar rengar. Stalking prey, making decisions on which Ferocity Bonus to use for the right situation, leaping out of brush and killing someone, or flanking and jumping someone for an allied takedown? Those are things that make Rengar who he is. You’re all right that this was intended functionality when it was put in the game – but even Classick agrees that it was also a mistake. Frontloading 500% of your AD in less than a second on a target of your choosing when no one can see you coming is just not something that’s okay.

I want him to kill people – Rengar’s a damage dealer and that’s what he does. I would just like him to kill people over 5 or 6 seconds than 1 to 2.

I want him to inspire fear into his opponents. I don’t want him to inspire rage.

 

 


Wild thoughts on Olaf


 

olaf decoration

SmashGizmo posts an update on his previous changes to Olaf.

 

 

SmashGizmo Button Rioter SmashGizmo: Guess I should’ve made it clear that I would be gone all weekend when I mentioned I was going to Evo. Sorry for the delay on updates.

Just gonna rapid fire my thoughts to you guys so you know what’s going on, but I honestly don’t have enough time for a lot of back and forth until later in the week.

Undertow

  • Min Range
  • Overall confident in the change
  • Distance currently tuned at 400 (pickup radius is 250, cast ranges are measured for the center of a character so Olaf is currently walking under 100 units to retrieve min range axes)
  • Slow Decay
  • Confident in the change
  • Unlikely to change slow values until I’m confident in larger scale changes and am at the phase where it’s time to do balance tuning
  • Wall Sticking
  • Unconfident in the change
  • Testing feedback has been inconsistent
  • More experienced Olafs dislike it more than newer Olafs, laners dislike it more than junglers
  • Planning on trying an iteration where wall sticking only occurs if the axe would land inside impassible terrain, essentially trying to keep it as a solution for junglers who rely on the lower min range without disrupting its current use cases
  • Going to try lowering axe’s vision radius on impact to reduce the ability’s scouting power without fully removing the scouting aspects

Vicious Strikes and Ragnarok

  • AS feels pretty meaningless on Ult, probably getting removed
  • AD on Vicious Strikes muddles the use case considerably
  • Likely to iterate on Vicious Strikes by removing the spell vamp and AD and replacing with AS of some sort
  • Undertow scaling off the AD and spell vamp is making the usage of this skill overly confusing
  • Would like to make it clear that this is your berserking steroid, best used in conjunction with Berserker Rage, rather than providing a hodgepodge of stats that are difficult to optimize
  • Still trying to figure out what to do with Ragnarok
  • Passive Armor/MRes that is cast aside during Ragnarok is conceptually better in terms of defined counterplay and seems well liked by Designers
  • However, creates some weird feelings for players with less design context, where they are hesitant to trade off their defensive stats and then go in
  • Still trying to find the balance between offering sufficient counterplay to opponents and providing the Olaf player with what they want out of Ragnarok

So I guess the tl;dr is that I’m still not happy with the W/R mechanics and will be shifting those around until I’m happier with their defined use cases and will be trying to find a more intuitive way to accomplish my goals on Undertow.

 

 

Why do you want to remove the bonus AD from Vicious Strikes?

 

SmashGizmoButton Rioter SmashGizmo: I specifically don’t like that players have a strong natural urge to press W before Qing to get the bonus AD and spell vamp on their axe. This pattern encourages Olaf players to use their strongest auto-attacking steroid before they’ve closed the distance, which is a fairly large misuse of the ability’s power in most situations. I wonder if maybe just taking the spellvamp off is sufficient to make this use case less attractive.

 

I dunno, I’ll think on it. I agree that the AD provides better gains for Olaf by accessing the multiplicative scaling and conceptually feels better, but I just don’t like the W + Q interaction and how it frequently leads players into a poor skill usage cycle.

 

 


Champion/Skin Sale – Expires July 22nd


 

Sale 22nd July

Enjoy the following champions and skins at a discount from July 19th to the 22nd!

 

  • Janna - 292 RP
  • Varus - 487 RP
  • Yorick - 440 RP

 

 

Full Metal Pantheon – 487 RP

 

Full Metal Pantheon

 

Ravager Nocturne – 260 RP

 

Ravager Nocturne

 

Sun Goddess Karma – 375 RP

 

Sun Goddess Karma

 

 

Missed any recent updates? Check here!

 

 Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

Patch 3.9 Preview, Lucian revealed and Themed Bundles

Heimerdinger Rework, Lucian Revealed, RP Summer Sale & Art Thread

 

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Warwick
It’s okay you’re still my favorite champion

 

Always blame the jungler, especially if he’s Warwick.

Artist:

Ketherly twitter/tumblr