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Posts Tagged ‘yorick’

 

News Update July 23 Banner

 

Summary

Lead Game Designer Ghostcrawler took some time on the forums to discuss the overall direction of Riot’s balancing, the feedback from both the community and the competitive scene and how Melee vs Melee interaction should be improved. On Twitter, Morello continued the topic and added some tidbits about Riot’s current balance priorities as well as acknowledging the need to work on unpopular Champions. Balance Designer Statikk hosted a Q&A on the new Community beta and addressed specific Champions like Akali, Kha’Zix, Yasuo, Lucian, Lee Sin and Ezreal, Taric, Alistar, Quinn, Zilean as well as much larger topics like Spell Vamp, new Champions easily reaching the enemy backline and balance favoritism, or lack thereof. Finally, GPL icons are in store and clarity from CertainlyT on why Zyra’s W grants her “free’ Cooldown Reduction.

 

Recent News

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PBE Update July 22 Banner

 

 

GPL Icons in Store Banner


 

The Garena Premier League (GPL) hosts South East Asia’s greatest League teams including Season 2 World Champions the Taipei Assassins. This season, we’re adding permanent summoner icons featuring the GPL team logos for 250 RP. If you’re a hardcore GPL fan, you can pick up all 12 icons for 2400 RP (20% off the regular price).

As before, you’re not just showing off your team allegiance with these icons – 20% of each purchase goes straight to the team, while we use the other 80% to directly support esports through prizing, streaming, events and more!

Rep your favorite GPL teams as they compete for the top spot of the Summer Season!

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Who does Riot balance for Banner


 

 

You seem to be terribly biased in balancing League

Ghostcrawler New PortraitHmm. I felt like Age of Empires 3 was pretty balanced. I did err on making skirmishers and dragoons cool. That was the last game I balanced myself, and it was over 10 years ago.

Now, I have hired a lot of designers whose job it was to balance other games, so I’m fine if you hold me accountable for the work they do, but it’s really not fair to the hundreds of developers who work on titles like WoW and LoL to attribute all the game design decisions to one guy, even if he does like to post on forums a lot.

If you have concerns about the high level direction of League, I’m happy to address those. If you want to talk about changes to individual champions, you’re better off addressing the developers who make those changes. I’ll point you to the recent Q&A with Statikk for instance.

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Is it true you want Champions with flashy plays to be LCS-viable

Ghostcrawler New PortraitWe believe there are champions that are more fun to watch than others. That is absolutely not our sole balancing criterion or design direction though. I would say that over time we want to make more of the champions more exciting to play. The guys with fewer exciting moments and just several varieties of “hit that other dude,” are the kind we want to update.

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Do you not want Lee Sin changed before Worlds

Ghostcrawler New PortraitI’m not sure if this was from me or Xelnath, but that wasn’t the message we intended to send. Rather we try to be careful as we approach the end of the competitive season not to make radical changes to the game. Preseason has been our traditional time to upset the apple cart. That doesn’t mean we won’t continue to try to balance champions going into worlds, and that includes Lee Sin.

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How are your plans to turn all Champions into OP frost mages going along

Ghostcrawler New PortraitIt’s no fun if they are all frost mages. You need someone for them to dominate.

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What is the high level direction of League as far as Riot is concerned

Ghostcrawler New PortraitThat’s a big question, and probably beyond the scope of a single forum post. But since I kind of asked for it, I will say that we want to improve champion diversity (both which champions get played and making sure they feel as different from each other as possible), we want you to play with friends (because that’s often a better experience), we want to explore strategic diversity, and we want to look at those areas of the game that are starting to feel a little stale (not just dated like SR, but stale mechanics as well).

I know that’s vague and arm wavy, but like I said above, preseason is a better time for larger changes, and we’d rather socialize these ideas to a lot of you guys in different regions to make sure we have plenty of feedback. It’s something we’ll start to talk about more. Stay tuned.

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TP’s short cooldown encouraged passive, melee-vs-melee top lanes

Ghostcrawler New PortraitYou touch on a couple of different issues that have a strong interaction. First, we agree that top melee vs. melee does get a little boring. Strategic movement (versus say just having short-term speed boosts) is a way to get those guys interacting a little more with the rest of the map, but we agree there are risks of passive play and having no consequences for bad play. Just increasing the cooldown might help with the second part but does nothing for the first part, and meanwhile means the summoner spell could just be dead. We don’t have any changes to announce but we recognize the problem.

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If you’re taking the flak for decisions, you should be getting the credit for them, too

Ghostcrawler New PortraitTotally, and I have no problem with that aspect of the internet. It’s the other half that bothers me. Imagine you’ve worked on say Braum for months, whether you were the designer or the writer or the artist making particle effects. Then the champion that has consumed so much of your life goes live… and some high level designer gets all the attention for it. That’s really unfair at almost any company and it’s particularly unfair at Riot. We really try to avoid the rock star thing.

I’m fine with you blaming me for anything (and most Rioters would feel the same way) because I also don’t want anyone to think I’m trying to pass the buck, but be aware there are a lot of people that work really hard on this or most games. Don’t boil down the company to just a few people whose names you might know.

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You shouldn’t balance the game around pro-players; they’ll adapt

Ghostcrawler New PortraitWe don’t balance the game just for the pros. We do pay a lot of attention to how they are playing because A) they tend to influence what a lot of other players are playing, and B) their skill is such that they are very sensitive to small balance nuances that many other players might not notice.

 



As far as champion popularity, the issue isn’t that we are afraid of player wrath if we nerf popular champions. Sometimes the champion is popular just because they’re overpowered. But sometimes they are popular because they are fun or because others in the same role aren’t as much fun. We try to be very responsive to players, and that includes having a game that is balanced but also a game that is fun to play. If you keep slapping players across the wrists for playing fun champions it’s really easy to send the unintentional message that we don’t want them to have fun.

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Why does it seem like Riot is constantly understaffed

Ghostcrawler New PortraitRiot tends to have small teams, but it depends a lot on what that team is working on. The live team has more than 3-4 people, but that’s really not the whole story. A lot of Rioters contribute to balance, from playtesting, to live data analysis, to assimilating community feedback, to “Hey this experience happened to me last night, maybe we should look at it.”

 

There are also risks to having too many people working on a team — it’s hard to keep in tight communication and make sure two groups aren’t trying to solve the same problem in different ways. In any case, “design” is my team. I don’t tell the balance team what to do, except at a very high level. I talked a lot about WoW class balance, which led to this persistent myth that I did it all myself.

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Slower Champion release means less potential balance issues

Ghostcrawler New PortraitThere are some solutions to having a huge champion roster. Yes, the game would probably be easier to balance at 100 champions or even 5, but that would be boring. One of the things that keeps League fresh (by which I mean it contributes but isn’t sufficient to solve the problem all by itself) is a constant stream of new champions (and some updated old ones as well).

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What purpose do you want Supports to serve on a team

Ghostcrawler New PortraitUtility is fun. We don’t want supports to just be warders, nor we want them to just be the dudes who don’t get any kills in order to funnel all the gold to their carries. We also don’t feel that we nailed the season 4 gold income, so it’s something we’re going to have to keep working on.

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Where’s the Bruiser rework promised for Season 4

Ghostcrawler New PortraitPromising anything is dangerous, because it implies we should ship changes that we aren’t happy with just because we said we would. The game still needs a fighter / bruiser rework. Some of that is itemization changes. Some of it is just giving melee champions some interesting ways to interact with other champions beyond just smashing someone with an axe or be kited endlessly.

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Who does does Riot want to balance League of Legends for

Ghostcrawler New PortraitUltimately, we try to balance for the players who are playing the game, which means all of them. I know that’s a tall order, but we wouldn’t be happy with a model that was to only balance for the best players or to neglect them. We do want LCS to be fun to watch, but we also want League to be fun to play for the Bronze player who is still finding their way. Sometimes those directions are contradictory, say for a champion that is only good in organized team play but not solo queue, and in those cases, balance gets super tricky.

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Why are most Champions forced into a single role and lane

Ghostcrawler New PortraitAll things being equal, champions that can fill multiple roles are cool. There are two big footnotes to this. First, we haven’t always been great at supporting novel use of champions. In the past, if an AD Marksman started to get played as an AP, we’d sometimes stomp it out quickly because it was unintended without really establishing if the play pattern was healthy (e.g. did it have sufficient team play and counterplay) and if players would be able to come up with strategies to counter that play.

We are trying to be less reactionary to those opportunities. Second however, game health still is a thing we have for which we have to be mindful. Jungle Alistar tends to be pretty frustrating for the other team, so it’s not something we’re likely to support without some fundamental changes to his abilities. Support Annie, Mid Lulu, AP Ez are champion roles we have no fundamental issue with, as long as they don’t eclipse the champion’s performance in all other roles.

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Is your design goal to make sweeping changes to keep League fresh

Ghostcrawler New PortraitIt isn’t our philosophy to constantly reinvent the game. We think the core games is pretty compelling. There is a risk that League can get stale though. New champions and alternate game modes can help offset that, but you do see players who just get bored if they think the meta is too rigid or each game just feels too similar to the last. So in that sense, we do think it’s healthy for the game to evolve.

I think I am reacting most to the subtext of the accusation (which I realize isn’t yours per se) that the changes are sweeping, arbitrary or thoughtless. There is a happy medium between the extremes of ossification and the wild, wild west.

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Is there truly no room for melee DPS

Ghostcrawler New PortraitThere is room for melee DPS, but we’re not there yet. It’s harder to give melee skill shots. It’s harder to give melee a reason to go in, do damage, then break off the attack, since they are designed to do damage in a small window (when they are in melee) and spend the rest of the time gap closing / being kited. It’s harder to keep the distinction between fighters and tanks, since fighters have to be fairly survivable to even get to melee.

We think we can address all of those issues, but they will take time, and sadly longer than we originally thought. Some of these changes are champion updates to give them more to do than just whack at an opponent. Some of these changes are more systemic, such as making sure fighters and tanks build items differently.

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How are we to speak with developers when they rarely respond

Ghostcrawler New PortraitWe are trying to get back to that. There was a time when more Rioters were all over the boards and Reddit. For a variety of reasons, that has eroded somewhat, but it doesn’t have to be that way. I personally always loved that about Riot, and it’s something I am passionate about trying to get back to.

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It seems Riot underrates small tweaks made to Champions

Ghostcrawler New PortraitI’ll be totally frank here. I think it’s playtesting. The logic the designers use to make every change is typically pretty sound and we have a culture of beating up ideas. By that I mean, nobody is changing anything without getting a lot of input. We also try to leave room to react to player feedback when you guys see the patch notes or even our initial thoughts on potential changes.

We also do have some very strong players who work here (i.e. Challenger tier) and we rely a lot on them and a whole bunch of other Rioters to put these changes through their paces. But even if we played 200 games with every balance tweak, that is far, far fewer than the bazillions of games that get played when a patch goes live. Yes, there are plenty of unintended consequences that we really should have caught, but there are others that we just never realistically could have predicted until some smart player tried out something wacky and a bunch of other players adopted it.

One idea is to try and leverage the PBE better. Most participants just mess around to get a feel for any patch changes, but aren’t really trying to exploit a change the way they will once it goes live. We have some other ideas as well.

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What exactly does the Design team do

Ghostcrawler New PortraitDesign is a discipline. The “big three” disciplines in game development are design, programming and art, though there are others as well (production, sound, QA, etc.) At Riot, teams are multidisciplinary, meaning that the champion team for instance has a lot of people on it that are not designers.

 

Not every team needs a designer on it. Some are focused on say engine refinements. Others have someone with enough design skill that they can fill in for not having a dedicated designer. Most teams that touch the game directly do have designers though. There are designers on the Live team who do balance the game. (It’s more accurate to say that they are accountable for short-term patch-to-patch changes that can’t wait for a larger update or rework, but that’s a Riot technicality, not something you need to understand to have an opinion on LoL.)

Fortunately, while your question sounds like you’re just curious, it isn’t necessary to understand how Riot (or any game developer) is structured in order to give feedback on the game. In fact, I often say that if your post is focusing a lot on the people making the game and not the game itself, that’s a good hint that your post probably isn’t super helpful in terms of providing us feedback. “I don’t think Jax is competitive in this situation,” is what we call actionable feedback. That’s the kind of feedback we can discuss. “Ghostcrawler nerfed Jax,” doesn’t provide us much actual information. Maybe it helps you feel better by venting, but as I pointed out, since you don’t really know how we structure our teams internally, your statement is likely to not even be correct.

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Why do Rioters respond to trolls but not to reasonable threads

Ghostcrawler New PortraitThat’s a reasonable concern. My personal experience from a decade and a half of trying to communicate to players is that if you step into a good discussion, you risk derailing it. Devs can still read and appreciate the discussion, and we do, but if we try to “reward” the thread with our appearance, it ends up attracting a lot of folks who want to make “Rito where” posts or troll or whatever. Troll threads are in essence already ruined, so a dev jumping in can’t make it much worse. 

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Have you ever thought that some top laners liked Melee vs

Ghostcrawler New PortraitOf course. That’s why I asked the question. A lot of the answers are “Because then a ranged champ doesn’t shut him down,” which is a reasonable concern, but doesn’t really get at the issue of how to make melee banging away on another melee interesting. In team fights, we think there is more for melee to do, whether they’re trying to block the front lines or dive past them to hit the softer nukers in the back. But slow, top lane duels feel like they need some help.

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Riot doesn’t hate melee top laners, they just can’t balance them

Ghostcrawler New PortraitExactly. We are trying to formalize (for want of a better word) what strengths melee should have to help them offset the huge advantages that ranged champions have. The traditional solutions have been that melee are hard to kill, or they really mess you up if you fail to kite them. Both of those cause a lot of balance problems though. The first means melee slap fights are boring. The second means that melee vs. ranged encounters can be binary — either the melee zeroes the mage, or the latter escapes.

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Is it true you don’t know where the “Renekton” balance bar lies

Ghostcrawler New PortraitThe Renekton “bar” came about, IIRC, because we were just nerfing whoever the dominant melee was at the time and the next melee would come take his or her place. We realized this was because many melee were just ball of stats without interesting interactions (I exaggerate, which I often do, but you get the point). We decided that Renekton actually had some interesting gameplay going on, so rather than nerf him, we’d make him the bar for how melee should act. That doesn’t mean just giving his abilities to all the other melee and it doesn’t mean buffing the stats for Mundo or whoever else to help them pass Renekton.

It means trying to find unique ability and item hooks for those melee below the bar. (Also to be clear, the bar doesn’t mean we nerf all other melee to have worse win rates than Renekton. It’s just a target for power and kit.) Unfortunately, that does take some time and exploration which is why we haven’t delivered on it yet. I hate that we haven’t delivered on it yet, but that’s the story for how it happened.

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QA on Balance Design Banner


 

 

State of Kha’Zix and Hecarim and popular Champions not being nerfed

Statikk New PortraitYou have made a ton of comments, and I’ll try my best to address them all.

1) Kha’Zix

Firstly, I actually think Kha’zix isn’t far off from being balanced. In fact, we have seen him get spot-picked in Korean pro games even in his arguably currently “underpowered” state (I believe they are actually evolving E first).

The changes to Q and its evolution path were actually largely motivated by Game Health concerns with the Isolation mechanic. Essentially, Isolation is a mechanic that works super well later on in the game when you are more heavily grouping up since you have allies to play around, but early on in the game (especially pre-6) avoiding Isolation is not really an option for some roles (ex: the opposing jungler). We think it’s appropriate that Kha’Zix has to invest in his Q to apply this kind of pressure to the enemy team that Isolation brings, and it’s clear that at least some evolutions such as E are still competing with it.

I think Volty (Kha’Zix’s original designer) kind of nailed it on the head when we released Kha’Zix. He claimed that Kha’Zix is a champion we have to normally re-visit in order to re-balance his evolutions to be competitive with one another, and I honestly agree with that. The game and our understanding of the game changes so much even on a daily basis. I suspect we’ll have to revisit his evolutions in the future, but for now we want to monitor how the Q buffs in 4.12 have affected him.

2) Hecarim

Agreed 100% that we went overboard with the Q Mana cost tuning the last time we changed him. This is something we’re looking to change with the next upcoming patch. His Q Mana cost will now be in the middle ground between where it was before and where it is now.

3) Balance “Favoritism”

I think it’s a bit unfair to jump to conclusions about why we are hesitant to nerf X champion versus Y champion. Firstly, there’s always going to be variance in the power of champions after we change them. Getting them right 100% out of the game is honestly unrealistic, as it takes time for everyone to understand how to optimize champions after we change them.

Lucian was a case where we were more concerned with ensuring that he was still functional post Attack Range changes. Yes, we went overboard on our first shot, but this is something that can be and will be corrected in the upcoming patches (everybody deserves a second shot amirite?).

Lee Sin is a different beast altogether. Firstly, we didn’t go through with our first initial larger changelist months ago due to a legitimate concern that players brought to us which was that we were fundamentally altering his gameplay identity with our changes. This made us go rethink our approach to Lee Sin and instead of normalizing him into a champion we know fits the game, we are trying to fit his unique identity (early game gambit, late game falloff) into the game. This is something we will be pursuing fairly aggressively with Lee Sin.

In addition, we always have to assess what each champion brings to the game and how that can affect our analysis of the situation. Let’s be honest, Lee Sin is one of the most fun and exciting champions in our game, it shouldn’t be surprising to anyone why he is so popular. We’ll continue to adjust his power as we always have (and if you don’t think we’ve changed him a ton…go look at his patch history), but Lee Sin is a champion that as a design team we feel brings a lot of positives to the game.

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Melee Carries, Assassins, Access to Team Backline, Stealth & More

Statikk New PortraitHey Sayath, always a pleasure to read your posts. I’ll answer the questions in your Summary as best as I can:

1) State of Akali

Akali currently looks to be in a decent spot, and as I hear she is starting to gain more popularity recently especially in solo queue. I also think she will be benefiting from the changes we are making to the overall game to make it less anti-Assassin. As far as Game Health goes, I still believe she is a champion with a lot of flaws. When she gets ahead, there is usually very little individuals can do to overcome the situation due to her simplistic mechanics (tons of just “I click you and hope you die” abilities) and when she’s behind she has very little power to come back since she doesn’t have any strong “fallback” patterns and the her primary defensive ability (W) is still tied to our primitive and hard counter-y stealth system.

2) Squishy Melee

We are still exploring what it means to be a squishy melee in the game. Yasuo was obviously an experiment in this field. I see 2 possible positions for them:

1. Enemy backline (Assassin): I think everyone is familiar with this pattern. In my mind there are 2 inherent steps in this pattern – 1. The Infiltration to get to the right target and 2. The Execution when they arrive at the target to take them out. Assassins should be champions who rely on flanking and other creative ways of infiltrating towards the enemy’s high-priority targets. I think a large part missing in a lot of our Assassins is an interesting Execution phase, where they still need to make a play once they reach the target to finish them (maybe Zed after the more recent changes meets the bar now).

2. Ally backline (Melee Carry): This is a term we’ve thrown around a ton but have never truly delivered upon. A lot of the supposed Melee Carries we’ve put into the game are honestly very Assassin-like in their pattern since we often give them the tool to access the enemy backline. The idea behind this character would be similar to that of a Ranged Carry mindset – start with whatever targets present themselves, usually the enemy frontline and eventually make their way through the team to clean up the enemy’s backline.

Yasuo was a champion I believe had a lot of potential of fulfilling this role due to mechanics such as Wind Wall which keeps him safe from the enemy backline while he deals with the enemy frontline, but once again we ended up giving him a way to easily access the backling via his ult which I think really undermines this role’s purpose and essentially turned him into an Assassin. To me it feels like a somewhat lost opportunity.

3) Spell Vamp

Spell Vamp is honestly another old system that we probably need to revisit and re-set the goals around its purpose in the game. I would say in its current state, Spell Vamp being any more prominent would probably just lead to abuse cases. One of the largest problems with Spell Vamp is how much it favors resourceless champions vs. Mana champions. This is something we’d have have to take a hard look at if we wanted to adjust it, but I don’t think there are any immediate plans.

4) Stealth

I don’t just think it would be beneificial, I think it is integral to the health of all stealth champions that we figure out a better system for them to work under. The current binary / hard-counter system is one that provides little gameplay and disallows these champions to scale with player skill effectively. It’s something I’m very personally interested in investigating but have never found the time to.

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Who do you think are the top 5 Champions in need of Rework

  1. Statikk New PortraitUrgot
  2. Poppy
  3. Mordekaiser
  4. Yorick
  5. ??? – can’t decide =/

Once again, my personal opinion. I think the above 4 have incomplete/confused identities/roles within the game and have flawed play patterns that offer very little counterplay.

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Immobile Mid-lane Mages, Athene’s, Deathcap and Void Staff

Statikk New PortraitThis is definitely an issue that we have struggled with a lot internally. We call this class of characters the “Immobile Mid-Lane Mages” and I 100% agree with your identification and breakdown of the problem.

I’m definitely on the same page with you when you say Mobility Creep is one of the largest contributors to this. As we’ve added more and more mobility to the champions in our game (for good reasons – mobile champions are really fun to play, create a lot of “outplay” moments, etc.), the Immobile Mid Mages have fallen off especially in the competitive scene.

The bottom line is that we have done a poor job of valuing Mobility as it relates to the amount of power it gives to a champion’s kit. Champions with high mobility need to be paying a larger cost for having that strength, and this is obvious with examples like Kassadin, LeBlanc, or Lee Sin. Mobility is actually a tool that scales extremely well with player skill, pros are able to exploit both the strategic map mobility and tactical in-combat mobility to its fullest extent.

As far as itemization goes, I know the Systems team is looking into different the lesser used items such as Rylai’s. The lack of Mana Regen in the Rylai’s + Liandry’s combo is interesting (I believe most stack a few Doran’s Rings to try to get around this), but overall I think it might be pointing out a larger issue in our game which is our ever-growing pool of Resourceless champions and how we have maybe warped the game to allow Mana users to compete with the resourceless guys over time. A big example of this is how strong Athene’s is at the moment. When you look at the item objectively, Athene’s is pretty insane in terms of gold-efficiency, but this leads to a scenario where the only mages that are viable are the ones who can leverage Athene’s effectively. This is something I’ll definitely bring up to the other guys on the team to see if this is another avenue we can help attack the problem.

Overall, I don’t think there’s an easy fix to this problem. I think we’ll have to do a lot of systematic changes to the game in order to get Immobile Mid Lane Mages back into the game in a healthy way, but it’s something definitely on our radar (just not right at this moment since we are prepping for Worlds).

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 Lucian feels like a better Ezreal right now

Statikk New PortraitFirstly, I’ll start with new Lucian. Flat out, he’s just currently overtuned and that will be corrected soon. This means that Lucian’s current state is not really a useful grounds of comparison when it comes to power level.

To address Ezreal, we honestly feel Ezreal is still fitting the vision we set for him. He’s a long-range, mobile, poke ADC and he fits that pretty well. In fact, Ezreal is still being valued in the Korean competitive scene.

I don’t think it can be easily assumed that Ezreal is “weak” at the moment. He has things that Lucian doesn’t have (long range) and Lucian has things that Ezreal doesn’t have (hyper mobility). That’s a great place to be in when they can be valued for different reasons. I think something to clarify is that Ezreal should probably not be the most mobile ADC in the game given that he has such high range. He can be mobile sure (and he is because of his E), but being the most mobile is probably not ideal given his other strengths. I think it’s easy to forget, once a champion has not been dominant for a while, the times they actually were dominant and how small of a change it takes for us to revert back to those times.

Purely using Win Rates averaged over all skill levels is a dangerous way to approach game balance. In fact, I think this kind of mentality has heavily contributed to the Mobility Creep that continues to grow in our game. Some things simply scale extremely well with player skill level – it turns out that Mobility is one of these things. The fact that a lot of our more mobile champions do have “lower” win rates is not an accident or mistake. It takes a ton of mastery and skill to leverage Mobility to its maximum potential.

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What’s your opinion on underplayed Supports like Zilean, Alistar and Taric

Statikk New Portrait1) Taric

Similar to Garen, I think Taric is at a place where we have to weigh simplicity vs. mastery. If we were to change Taric, I doubt we would put more emphasis on Auras as they are biggest examples of “Power without Gameplay.” Stat-based Auras typically have to be fairly game-warping before they are noticeable and satisfying, which is why we usually avoid them.

Overall, I think we need to find a more interesting core gameplay pattern than “stand near an enemy and press all your buttons” for Taric. I don’t want to get your guys’ hopes up, but we actually do have some experimental Taric changes that are pretty different from his current kit. No guarantees on if it will ever release or when, but he is someone who the Reworks team is looking at potentially changing.

2) Zilean

Zilean’s kit unfortunately has very little counterplay, and it’s the large reason why it’s hard for us to find a place for him in the game. Currently when he’s powerful, he creates an extremely frustrating experience for the enemy laner. He is also one of the champions that is higher up on the Reworks priority list, but because we would have to change his kit so drastically to make him healthy for the game, it will definitely be a while until we can release changes.

3) Alistar

The W+Q combo is something that we never intended to exist, but it’s something that Alistar players have gotten used to and is honestly integral to his current balance and gameplay. If we were to revisit him in a Reworks style approach, I think there’s a high likelihood that we would remove the combo and instead give him more ways to create situations where he can W enemies into walls to setup a follow-up Q. This is probably a healthier version of his combo, but it’s not something we’d do unless we supplemented the kit with ways to function and succeed without the combo.

I agree the heal is also something that doesn’t necessarily mesh well with his kit – both from a game health perspective and a thematic perspective. Functionally it is honestly just a bunch of sustain in lane (arguably not a “bunch” anymore now that we’ve tuned it down over time) and then falls off in usefulness once it gets to late game. It creates a fairly un-interactive lane pattern that is diametrically opposed to his all-in initiation combo style. It’s something I think we’d have no qualms of removing if we found something better to replace it with.

[ Link to Post ]

 

 

Are there any plans to rework Garen

Statikk New PortraitThe difficulty of a champion like Garen is that we see him as a great beginner champion. He’s easy to pick up and easy to understand, so he does bring a lot of positive to the game even when he isn’t necessarily a strong champion at the competitive level.

If we wanted to make him more healthy for competitive play we would have to start weighing the costs of adding complexity to his kit via new mechanics and probably adding more points of mastery in his gameplay which probably means making him overall more demanding to play.

One of the biggest things I’ve learned working on this game is that it is rare for any decision to be completely free of costs or tradeoffs. Almost every change we make that has a benefit also has a cost and we always have to weigh them against each other.

In Garen’s case we would have to understand the costs we would have to pay in his simplicity in order to make him a healthier competitive champion. I can say right now, that there are no immediate plans for work on Garen, but you’re definitely on the mark when you say that if we do go and change Garen we would need to try our best to preserve his low skill floor while still increasing skill ceiling (which is extremely difficult to do).

[ Link to Post ]

 

 

What's your view on Quinn

Statikk New PortraitIn terms of balance, we think Quinn is actually pretty strong.

In terms of design, I think we all feel Quinn is somewhat of a missed opportunity. Here’s a list of things I think we are not exactly content with:

  1. She’s a sub-par bot lane ADC
  2. She’s overly reliant on snowballing / doesn’t have a great fallback pattern
  3. Her ult specifically is great when she’s ahead (potentially makes her feel overbearing when ahead due to the amount of burst it adds) and feels almost useless when behind or even

Overall, I think Quinn is a fun champion with a lot of potential, but we’re simply not there yet.

[ Link to Post ]

 

 

Do you think Spell Vamp is in a good place right now

Statikk New PortraitUnfortunately, I actually don’t have a ton of insight into Spell Vamp and how it should function in our game (probably more appropriate for one of our Systems guys like Xypherous), but I will say that although a “Spell Vamp ratio” on each spell would make Spell Vamp healthier and more functional in our game, it would be an extremely inelegant solution. For example, how would players know whether they had good Spell Vamp ratios or not?

We would probably have to display it in the tooltips somewhere and that has its own complexity and costs as well. I think you are getting at the heart of the problem though, which is that Spell Vamp is a lot weaker on champions who have to expend resources (Mana) to get returns out of it. Personally not sure what the answer would be here still.

[ Link to Post ]

 

 

The Direction of LoL Balance

Morello was up on Twitter yesterday, tackling balance questions one at a time. The first 5 are sequential, after which come a small set of replies.

 

 

 

 

 

 

How will you address unpopular Champions like, say Viktor

 

Will you address Diana’s currently poor state

 

Don’t you feel that you’ve overnerfed Kha’Zix

 

How long does it take to rework or update a Champion

 

Which takes more time - new Champions or new updates

 

Will we see a solution to the ball of stats fighters

 

 

Single Posts banner

 

 

Why does Zyra’s Passive on W give CDR and not, say, Magic Pen

CertainlyT New PortraitHi there. Zyra’s W gives CDR for two reasons:   First, Seeds have relatively little inherent value. We wanted to ensure that Zyra could cast more spells as she began to replenish her seeds faster, because as you put more points into W, you are expressing a desire to have more plants.   Second, because we wanted Zyra to be able to buy non-CDR items. We wanted players to be able to buy the items that made sense for them in their particular game from the entire line of mage oriented items, such as Zhonya’s or Abyssal Scepter, not be restricted to the (at the time) small pool of CDR items.

A bit of context: We struggled during her development to balance 0% CDR Zyra builds against 40% CDR Zyra builds. The latter could put so many seeds out that certain enemy team compositions felt completely stifled. When W’s cooldown was at a healthy level assuming 40% CDR builds, all other item paths felt terrible. Giving Zyra “free” CDR (20% on release) was accompanied by raising the cooldown of her W to compensate, meaning that Zyra’s effective CDR cap for Rampant Growth was 20%.   Today, it’s unlikely we would make the same decision, as CDR is a much more accessible stat. This is the reason that I lowered Zyra’s passive CDR on W from 20% at max rank to 10%. In a game now filled with CDR choices, the “free” 20% was actually stifling her ability to purchase items. Hopefully getting to 40% these days involves a good amount of choice and compromise without leaving the player feeling like they are struggling to get to cap if they so desire or going way over if they do opt for CDR items.

[ Link to Post ]

 

 

Can we have an update on Dunkmaster Darius

Baconhawk New PortraitThe answers to these and all your other questions will be answered in time, friend.

(He looks kind of amazing. Graceful, even).   [ Link to Post ]

 

 

 

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

 

 

 

 

 

 

News Update July 5 Banner

 

Summary

Lead Champion Designer Meddler explains the thought process behind nerfing Ziggs, the state of Lee Sin and Elise, why Lissandra‘s E deals such high damage and why Urgot would benefit more from a complete rework than just a texture update. Also, Systems Designer Xelnath discusses the limited Champion pool in LCS and why there haven’t been updates on Yorick‘s rework. Finally, a community suggestion about allowing enemies to report for verbal abuse only if the person they wish to report has used all-chat in that match and why Public Chat Rooms were not included in Patch 4.11.

 

Recent News

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Balance Talk Banner


 

 

Ziggs's minefield shouldn't last 10 seconds

Meddler New PortraitThe minefield’s duration is indeed long. Something we’re aiming to do more now when balancing champions is supporting their strengths and accentuating their weaknesses however. Cutting off the most obvious source of power by contrast risks homogenizing characters. We’re looking at Lee Sin at the moment for example, with one of our goals being to see if we can find a way to preserve his mobility – it’s what enables great plays with him and really distinguishes him from most other champions. 

[ Link to Post ]

 

 

Did the nerfs to Ziggs fix anything at all

Context: Ziggs’s Q detonation range was nerfed in Patch 4.11. You can read a comprehensive explanation of the nerf here.

Meddler New PortraitRegarding the changes to Ziggs in patch 4.10 we’ve seen a noticeable impact on Ziggs from them so far. A radius cut from 180 to 150’s pretty solid, since we’re dealing with the area of a circle, not just a line, and 150’s pretty small (Lay Waste for example is 200). Not sure whether we’ll want to make follow up changes (buffs or nerfs) to Ziggs yet, the live balance folks will be monitoring him though of course and adjust again if needed.

[ Link to Post ]

 

 

Why aren't Lee Sin and Elise being toned down

Meddler New PortraitWe’re looking at Lee Sin and Elise at the moment. It’s not that we don’t feel they need some work, but that they’re more complicated to solve and we don’t want to just cut power without focus – we’d like to amplify (or create) a weakness and preserve their intended strengths. Ziggs by contrast was a relatively straightforward case of cutting unnecessary power (safer than intended, more reliable than intended).

[ Link to Post ]

 

 

Why does Lissandra’s E deal so much damage for a gap-closer

Meddler New PortraitLissandra’s E’s a risky, and often hard to land, tool to use for damage and she’s not balanced around the expectation she’ll have access to that damage all of the time. As a result being able to pull off useful mobility and damaging an enemy at the same time or sacrificing movement for extra damage occasionally can have a decent reward attached to it, giving another way to sometimes optimize your play. Her W by contrast is a high reliability spell, so if we were to strip damage off her E we’d have to put significantly less than we removed onto the W (and, as above, we’d be simplifying her kit in the process too).

[ Link to Post ]

 

 

Do you think Urgot needs a Texture Update

Meddler New PortraitI think Urgot’s a great candidate for a full overhaul of both his visuals and gameplay. Not certain he’d benefit as much from a texture update alone though as some other champs (Rammus and Skarner for example) have though.

[ Link to Post ]

 

 


Has Urgot's rework been set back by Sion

Meddler New PortraitI’ll post some more details on Urgot tomorrow. Short version is doing a significant gameplay rework’s going to take a lot more art support than I’d originally hoped. As a result a full rework’s quite a long way out and so we’ll look into some other changes we can make to help him out with his existing assets in the short term.

[ Link to Post ]

 

 

Single Posts banner


 

 

Can we have an update on Yorick's rework

Xelnath New PortraitHonestly, no, I’m afraid that he’s not a priority right now. Some other unloved champs will get some love before ol Yorick. This is mostly my fault – I was working really heavily on him until I got distracted and didn’t find another designer to take over Yorick soon enough. 

Feel free to blame me for the delay. That said, Riot’s making good calls about which champs get updates next in my opinion.

[ Link to Post ]

 

 

Have they let you look at the next Kha'zix skin

Xelnath New PortraitI’ve seen several potential skin ideas for a lot of champs, our bug friend included. Let’s just say that everything that I see gets me super excited. When we announce stuff, you’ll know what I’m talking about. 

I LOVE our artists. Like seriously, I would just run around the floor hugging them all of the time, if it wouldn’t completely interfere with their drawings.

[ Link to Post ]

 

 

Can we have a teaser for the next Champion

Xelnath New PortraitSorry, but no. We have entire teams dedicated to planning and releasing champions. I would be doing them a dis-service if I spilled the beans before them.

[ Link to Post ]

 

 

 

 

Are you currently designing any future Champions

Meddler New PortraitAfter Lissandra’s release I shifted to a team lead role, rather than working as much on individual champions directly. The next champ up’s one I did get a chance to do some hands on work on however, splitting some of the design work with Gypsylord, which has been good fun.

[ Link to Post ]

 

 

Why is there so little Champion diversity in LCS

Xelnath New PortraitI realize how LCS not showcasing your favorite champion can be frustrating. It sucks to not see played by a pro and believe that somehow you’re not playing the game right.

However, the nature of LCS is to play the champions those players can play well at the razor’s edge of skill– this is distinctly different from the rest of the world. Take look at Gambit gaming a few seasons back – they shook the world up by pulling out some impressive team comps that were well-executed.

That said, yes, we do look at under played champions and ask “Are these guys in a good place? Do they have a clear role?” If not, we think about appropriate actions relative to the amount of work they need. Full rebuilds (Sion) require the most, followed by Gameplay Updates (Rengar, Skarner, Sona) followed finally by Visual Updates (Sivir) and lastly Balance Updates (Lucian next patch). However, all of these require a certain amount of testing to be sure they are of a quality level that won’t damage the game.

This is why these things take time. Full rebuilds might take two years. Gameplay updates between months (no art required) and a year (vfx, no model required).

But… there’s always champions lurking below the current OP meta tier who are waiting to surge up and overpower the rest. This is why you see things like the full ADC item rework – we want to try to fix problems on the whole CLASS of characters (Marksmen most recently) rather than just singularly bump a single champion up.

Sorry, I know that’s not the answer you want to hear, but we believe that many of our problems are deeply rooted in tough discussions, experimentation and so on. We are being careful to not damage the competitive quality of our game while pursuing the heart of these issues.

[ Link to Post ]

 

 

Allow enemies to report for harass if that player has used all chat

Rincewind New PortraitReport in a single game is not going to lead to restrictions. It takes a lot of reports and the data is verified. I would recommend reading through posts by Lyte on how conservative the system is.

[ Link to Post ]

 

 

Why Public Chat Rooms weren’t removed in Patch 4

Context: Chat Rooms will be completely overhauled. You can read more on the topic here.

ToxicHawk New PortraitAt times we may decide to make some minor adjustments to the patch notes. For example with the chat rooms. We decided we didn’t want to turn them off at this stage so we removed them from the notes and have informed the team they need to stay on.

[ Link to Post ]

 

 

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

 

 

May 30 News Banner

 

PBE 30/05: New Pentakill Splash Arts

Official Announcements: Pool Party & Winter Warriors Bundles in Store

Red Post Collection

 

Recent News

 

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PBE 30 May Banner


 


Previous PBE Updates for Patch 4.9 Cycle:

 

PBE-May-22-Banner PBE-23-May-Banner (1)PBE-29-May-Banner PBE-27-May-Banner

 

 

Pentakill Splash Arts

 

  • Pentakill’s roster, Yorick, Karthus, Mordekaiser, Olaf and Sona, are all getting new Splash arts!
  • New art for the cover of the album, “Smite and Ignite”, has been teased on the PBE!

 

Pentakill Yorick Pentakill Karthus Pentakill Mordekaiser Pentakill Olaf Pentakill Sona Pentakill Album Cover

 

OK, I was kidding about the last one, but the rest are real. Also, if you have Pentakill Sona or Pentakill Mordekaiser, check here to see how their new models look like on the PBE.

 

 

Pool Party & Winter Warriors Bundles


 

A song of ice and fire is coming for your wallet this week!

 

 

Craving something new at champ select? Get fed on these limited time bundles. They’re flexible in cost, meaning the final bundle price will automatically adjust to reflect only what’s new to your collection.

 


Pool Party bundle – 50% off at 2813 RP (5060 RP if you need the champions)

Pool Party Bundle

With the sun beating down and the water heating up, the gang’s getting back together. Who brought the hot dogs?

Skins included:

  • Pool Party Ziggs
  • Pool Party Leona
  • Pool Party Lee Sin
  • Pool Party Renekton
  • Pool Party Graves

Champions included:

 


Winter Warriors bundle — 50% off at 2438 RP (3722 RP if you need the champions)

Winter Warriors Bundle

South of the equator, a Pool Party is less than appropriate. Survive the season by chilling with these champs and skins.

Skins included:

  • Frost Queen Janna
  • Snow Day Singed (Legacy)
  • Snowstorm Sivir (Legacy)
  • Frostfire Annie
  • Frostblade Irelia

Champions included:

 

 

More from Pentakill and Album Soon Banner

Pentakill’s debut album is just a few days away! Learn more about the musicians starring in it and check out their awesome new songs!

 

Relevant News

 

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Two more Pentakill songs have been uploaded!

 

Pentakill – Deathfire Grasp

 

 

Pentakill – Ohmwrecker

 

 

 

Q: How do you get musicians on board with your idea for a Pentakill album?

 

Praeco Button Rioter Praeco: We just ask them. 😉

It’s often very tricky, since, you know, a video game developer comes around the corner and says “Ayo we’re writing a metal album, wanna trust us blindly that it’s legit and sing it?” – I myself would be rather hesitant to believe that it’ll work out without having the musical context. 😉 But all of the musicians that we collaborated with on the Pentakill album are very passionate musicians and really cared about creating something awesome, so after spending some time with them on a creative level, we were able to gain their trust.

 

 

Button Rioter fizznchips: Also we kidnapped their families.

 

 

Q: Will you post more of these songs on Youtube before the album is released?

 

Praeco Button Rioter Praeco: All of the songs will be available on youtube, yes. once the album goes live, or once we leak them. 😛

 

 

 

 

Q: Will the album also be available on Spotify?

 

Praeco Button Rioter Praeco: Yes it will be.

 

 

 

 

Q: Will it be available via Google play?

 

Button Rioter viranimal: Yes, it will 🙂

 

 

Q: Will there be a download link on the Pentakill page for the whole album?

 

Praeco Button Rioter Praeco: Yes.

 

 

 

 

Q: Do you think the lyrics of “Deathfire Grasp” take away from the song?

 

Praeco Button Rioter Praeco: That’s fair. It’s definitely the song on the album that refers to the game the most in such a style, it’s a direct homage to playing the game. Lightbringer and Thornmail are very different, they rather tell a tale. I think you will probably really dig Thornmail. All of the songs have a pretty different approach lyrically.

A lot of our musical / lyrics writing approach for the whole album was to create something that is very diverse, and is a true homage to metal as a whole, so all the songs will be touching sub-genres of metal.

 

 

Q: Will you sell a physical copy of the album?

 

Praeco Button Rioter Praeco: There will be a physical copy, once we figure it out. ;P should be available within a few weeks.

 

 

 

Q: Is the singer from “Deathfire Grasp” ZP Theart, ex-singer from Dragonforce?

 

Praeco Button Rioter Praeco: ’tis.

 

 

 

 

No new Evelynn skin until Visual Update Banner

A recent Reddit thread sparked some discussion about Evelynn’s need for a VU.

 

 

No new Evelynn skin before her Visual Update

 

IronStylus Button Rioter IronStylus: So, we did a proxy model from a concept I did for Eve. (Proxy meaning a low-rez, less detailed, more dirty version of a final in-game asset) At first glance it actually looked decent. It was cool to see the new “base” in Eve’s signature pose. However, as soon as we began to run her around the problems were overwhelming. Her rig is a mess. Animations are clunky. She was made before we had as many bones as we do now in our rigs, and it wouldn’t accommodate any new animations for a new base or a new skin. The tassels maybe have.. 5 bones? That’s not enough for an animator to make as nice looking cloth as we’ve been able to do on Karthus.

So yeah. Chances are she won’t get a new skin until we get that VU in order. We’re currently still in early ideation for her, and actually we’ll be having a meeting soon to see where she will fall in our slotting priorities.

 

 

Q: When will we see Evelynn’s new visuals?

 

IronStylus Button Rioter IronStylus: I doubt she’ll happen this year, but that’s just a guess. We’ll have a better idea during our slotting sessions where we’ll prioritize what’s next.

 

 

 

 

Q: Why is Evelynn problematic to update, visually?

 

IronStylus Button Rioter IronStylus: There are a lot of champions that suffer from ailments aside from not looking good. Taric, Eve, Sion, etc, all have some fundamental thematic questions that need to be answered before we can throw them into production.

One of the reasons Karthus was straight forward is because he’s essentially an undead lich death-pope. Not a lot of thematic tinkering there.

 

 

Battle Boosts hate you and you know it Banner

 

Battle Boosts in the new One-for-all Mode have sparked a lot of controversy. Are they a good addition to League? 

 

 

 Q: Aren’t we supposed to be refunded the Battle Boost RP cost in the case of a queue dodge?

 

BuboBubo Button Rioter BuboBubo: Yes – no RP is supposed to be charged for dodged games. Please submit a ticket if this bug happens!

 

 

 

 

Q: Where can I see the bonus IP I’ve earned from a Battle Boost?

 

BuboBubo Button Rioter BuboBubo: I think the IP you earn is indicated in the little symbol next to the IP bar. This is unclear but changing the bar was a surprisingly big undertaking (thanks old code!). Noting this to improve for next time.

 

 

 

Follow-up:

 

BuboBubo Button Rioter BuboBubo: Hem not sure what I can add beyond my explanation just above – there should be a green arrow next to the IP bar and mousing over it will show that you were credited the IP. But there does seem to be a potential for bugs with transferred accounts

The IP happens regardless of outcome.

I appreciate the patience but it would be a big deal if we said it’d grant IP and then it didn’t! Let me know if it’s still unclear or not working.

 

 

Q: Why don’t we have the option to pay for Battle Boosts with IP?

 

BuboBubo Button Rioter BuboBubo: I don’t think we have ever offered access to skins for IP. I hear ya that there is demand but it’s a really really big bridge to cross and this didn’t seem like the right time or place. 

We always want purchases priced to be a fair value, if not better – what part makes it feel unfulfilling to you? I’d love to hear any thoughts you might have on how would you have priced this and what you would base it on.

Thanks for the feedback! Hope you enjoy the game mode all the same 

 

 

Opinion: The Battle Boost is worth it only if you’re playing with premade friends

 

BuboBubo Button Rioter BuboBubo: Thanks for the responses guys – one thing I noticed is that people who judge this as a single game skin trial for themselves find it really really not worth – Noted. This wasn’t really the goal, but since there is no way of trailing a skin and players want that, it’s judged against that standard.

IRXS’ explanation is much closer to what we had in mind – Our intended goal was to complement the ‘team’ side of one-for-all. We’ll be collecting feedback more systematically from purchasers and nonpurchasers but I appreciate you all sharing your thoughts!

 

 

Suggestion: Allow players to test skins for free in custom games with bots

 

BuboBubo Button Rioter BuboBubo: Ah my apologies if this came off as it’s impossible – I meant to acknowledge that no such method is available right now.

I think your story is a legitimate example and one that many players can relate to. Thanks for the suggestion as well!

 

 

Q: Why is feedback on Battle Boosts neglected?

 

BuboBubo Button Rioter BuboBubo:I deeply appreciate all the feedback and will take it lumps and all because it’s core to us getting better. But sometimes player feedback comes in pretty harsh packages and it’s not uncommon to see some pretty cynical viewpoints which takes some getting used to. Not to absolve myself of blame either – we do make mistakes and earn our share of ire. Hopefully we can continue to get better to the point where we earn your trust and the benefit of the doubt. I’ll personally keep chipping away at this and every other Rioter I know is working towards this too.

 

 

New forum rules for General Discussion Banner

Forums are getting a rule makeover . Live services Rioter Tamat has you covered on what the new requirements are.

 

 

Tamat Button Rioter Tamat: Hello superfriends,

I’d like to make you aware that there’s a new thread on the beta boards about the rules we’re going to be implementing as part of our new approach. I post this in GD because I know that many of you will have strong feelings on this subject, so I’d like to invite you to come over and check out the discussion. 

Fair warning, some of the rules we’re discussing are in full effect, so please take heed before posting.

LAST THING! If you do decide to go over and post, if you can use the up / down vote to rate content by how valuable you think it is for the discussion, that’d help us test some stuff!

Thanks in advance!

 

 

Q: Will you properly communicate the issue with punished players?

 

Tamat Button Rioter Tamat: I hope you’ll be pleasantly surprised. We’re putting a lot of thought into our approach here.

 

 

 

 

Q: What does the “overly sexual art” rule imply?

 

Tamat Button Rioter Tamat: I’ll cross-post a reply that I made in the Rules WiP thread.

Art that shows partial or full nudity (by social standards) or is heavily sexually suggestive. The intent of the rules is to spell that out in a way that everyone can understand. I’m not sure if it is right now. What do you guys think?

 

 

Follow-up Q: Does that include the Splash arts of Zyra, Evelynn, Leblanc, Elise, etc.?

 

Tamat Button Rioter Tamat: No. None of those come anywhere close. Does that make it clearer?

 

 

 

 

 

Q: Why don’t you make a sticky thread with the new rules on GD?

 

Tamat Button Rioter Tamat: Because we’re not equipped to moderate these boards by that strict a standard at the moment. You have to remember that the volume of posts in these forums is much, much higher than the CB boards. If you consider how much of that volume would currently be in violation of these rules, we’re talking serious business. We’re figuring our approach for moderation here, but nothing has been decided yet. Would love to hear your thoughts.

 

 

 Q: Why must the community beta forum replace the existing ones? Can’t they both be used by players?

 

Tamat Button Rioter Tamat: Real talk for a second here guys. These forums are powered by a system that was originally architected back in the 90’s. The amount of hacked development that we’ve done to get them to where they are today was a herculean effort, and one that accrued a lot of tech debt. There will come a day when these forums could crash and burn. Worse case scenario, who knows what could happen.

We don’t want to wait for that, so we’re trying to solve that problem with the CB boards. Please don’t go torches and pitchforks on me, I’m just giving you some transparency into the reality.

 

 

Q: Will the community beta forum layout be updated?

 

Tamat Button Rioter Tamat: We’re actually working on that right now. I hope you’ll be pleasantly surprised with an update down the road.

 

 

 

 

Q: Why aren’t these rules worded more professionally?

 

Tamat Button Rioter Tamat: News flash: you can be professional, and use language that you use in your everyday life. Do you want us to be a suit and tie Rito, or a Rito ran by a bunch of gamers with personality? 

 

 

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

 


Sale April 11
 

Champions


  • Karthus – 395 RP
  • Viktor – 487 RP
  • Yorick – 440 RP

 

Charred Maokai – 440 RP


Charred Maokai

Charred Maokai Splash


Mad Scientist Ziggs – 487 RP


Mad Scientist Ziggs

Mad Scientist Ziggs


Nightblade Irelia – 260 RP


Nightblade Irelia

Nightblade Irelia Splash


Diana explorer banner

 

Dominion/TT changes coming in Patch 3.11, Riot show off a legendary skin for Janna, four new bundles available until August 19th, Zileas discusses game design in Morello‘s original thread, a collection of amazing champion skin sketches, courtesy of Ze Ocelot and, as always, the latest Sale!

 

Patch 3.11 Teaser

Stay tuned for Forecast Janna

Red Post Collection

New bundles live in the Store

Community Art

Champion/Skin Sale – Expires August 16th

 

 


Patch 3.11 Teaser


 

A small list of changes coming in the next patch.

 

 

ManWolfAxeBoss Button Rioter ManWolfAxeBoss: Disclaimer: These changes are on Dominion/TT.

These are still up for change and more may be added, but here’s what’s going onto PBE for now.

 


 

Champion Changes

 


LuluSquare

      Lulu

Wild_GrowthWild Growth ( R )

  • Cooldown increased from 110/95/80 to 120/110/100 seconds

 

 

 

WukongSquare

   Wukong

 

Stone_SkinStone Skin ( Passive )

  • Bonus Armor and Magic Resistance decreased from 4/6/8 to 2/4/6 per rank 

 

CycloneCyclone ( R )

  • Cooldown increased from 120/105/90 to 120/110/100 

 

 


YorickSquare

     Yorick

 

Omen_of_FamineOmen of Famine ( E )

  • Cast range decreased from 550 to 500
  • Cooldown changed from 10/9/8/7/6 to flat 8 seconds

 

 

Items

 

Sanguine_Blade_itemSanguine Blade

Recipe Changed: Pickaxe + Vampiric Scepter + 500 gold = 2175 Total Gold

 

 

Explaining the changes

 

ManWolfAxeBossButton Rioter ManWolfAxeBoss: Sanguine Blade damage will be 50 base and will be available on maps that Sanguine Blade is available on.

Lulu has a very strong kit on Dominion. Hitting her ult CD will just mean that it won’t be available for every fight (Max CDR at rank 3 was 48 seconds). She will still be strong, but now enemies will have a longer engage window when they don’t have to worry about Wild Growth.

 

 

Can we have better CDR itemization for mages?

 

ManWolfAxeBoss Button Rioter ManWolfAxeBoss: It’s coming 

And speaking of which, one of the things I’ve been considering doing with sweeper is making it build from Kindelgem + Fiendish Codex > 20% CDR and remove the MS.

NOTE: CONSIDERING

 

 

Will you keep the MS buff on Hextech Sweeper?

 

ManWolfAxeBossButton Rioter ManWolfAxeBoss: MS would likely be moved to another item. Would like to split up the active and MS, as having them both in one item is Mike Tyson strong. The item was originally overloaded to get people to buy it. Now that they do we need to tone it down a bit.

 

 

 


Stay tuned for Forecast Janna


 

An exciting announcement – Janna is getting a legendary skin!

 

 

Forecast Janna Splash

 

In an upcoming patch, Doppler radar’s showing a likely chance of a Legendary Skin for Janna, your favorite stormy support. Here’s what you can expect when Forecast Janna makes landfall:

  • A new character model, reminiscent of the alluringly professional attire you might see on your local nightly news
  • Climatically inclement spell effects, such as a radar map shield on Eye of the Storm, a cloud companion on Zephyr and more tumultuous Monsoons and Howling Gales
  • Broadcaster-inspired animations that look as good in the newsroom as they do on the Fields of Justice
  • New voiceover featuring well-practiced non-regional diction along with meteorological lingo and diverse weather forecasts*

So stay tuned for more info on the latest Legendary Skin. And don’t forget your umbrella!

 

Janna_Forecast_Comic

 

 

 

 

 

 

 

 

Note: Forecast Janna will arrive with an “upcoming patch” and will cost 1820 RP, as is the price point of legendary skins.

 

 

 

 

 

 


Red Post Collection


 

Riot logo decoration

Zileas discusses game design, explanation of Riven‘s unusual discount in today’s Sale, Meddler examines the state of LeBlanc and a short update on Galio.

 

 

What is Riot trying to achieve with LoL’s gameplay?

See the full discussion on LoL’s core design here.

 

Zileas Button Rioter Zileas: I would add three comments related to what Morello wrote earlier. We have a few goals that are relevant to this discussion:

1) We want to maximize the number of significant decisions someone can make in a game. Champion select is one of these, as are build choices, executions in situations, calling when to do what play, and so forth. If one decision has excessive consequences, or an early decision has too much consequence, the result can be a shallow feeling outcome, or a period of time after in which players have minimal ability to make a choice that impacts the game’s outcome. That’s not particularly strategic or interesting when it happens… Which leads me to my second point…

2) We don’t like situations in which the game is ‘decided’ but continues anyway, especially if it’s too early. This is shallow once it happens. How can strategy occur if there’s already a truly decisive advantage? If there is a decisive advantage, you should be able to just close out the game. We much prefer strong advantages that retain counterplay as they reduce certainty of win but preserve the feeling of awesomeness — we want you to be able to make your character into a monster, but we’d rather it looked like Kog’Maw: he’s a monster that can still be beat late game. Counterplay is a design discipline that allows us to preserve strategic choice and awesome plays even when champion have become incredibly powerful. And of course, honestly, if you win with your monster character despite counterplay existing, you earned that win that much more through your skill.

3) Continuous mastery is a key part of our design philosophy. We want to make sure that you can continuously learn, and that as many situations as possible that you might be in are ones in which you CAN learn. If you have a really rough lane matchup, but it IS possible to win it, you will learn to do so. Additionally, good play balance where we attach proper weightings to decisions will provide more opportunities and points in which one can improve ones play. So much of what we do is oriented around this idea of cultivating the availability for people to master the game and always improve.

 

 

Why is the discount on Riven so big this sale? (to sale)

 

WizardCrab Button Rioter WizardCrab: As some of you may have noticed, Riven is part of tomorrow’s sale, however the post says she’ll be on sale for 440 RP (http://beta.na.leagueoflegends.com/e…n-sale-813-816). You might note that Riven is 975 RP, and that 440 RP is more than a 50% discount. This is a mistake I made because we had hoped Lucian would be out already, and I put Riven into the sales system long before Lucian was delayed. With Lucian’s release, Riven’s price will be reduced to 880, and so 440 would have been the correct sale price had Lucian been released.

I just wanted to let you know that Riven will still be on sale for 440 RP even though her price has not been reduced yet, and will not be reduced before this sale. But the happy accident is that you don’t need to be concerned with picking up Riven right before her price drops.

Please feel free to ask me any questions if this is confusing.

 

 

What’s causing the delay with Lucian’s release?

 

WizardCrab Button Rioter WizardCrab: My understanding was that introducing Lucian would introduce unacceptable bugs. So we said we couldn’t put him out in the 3.10 patch cycle.

**Here’s some conjecture, since I know nothing about the actual issues with Lucian**

 

I’m no computer programmer, but my guess is that no one really knows exactly how long it will take to troubleshoot every interaction that a given piece of content has with every other part of our game. Especially as we add more and more stuff and try to put in unique mechanics. But when we can be confident that he won’t break the game, we’ll let you know (most likely by putting him out).

**End conjecture**

Let’s be real people. It really sucks when a new patch comes out for your favorite game and you can’t play it because of game-breaking bugs. No one wants that.

 

 

What is your opinion on LeBlanc’s current state? (click here to view changes)

 

Meddler Button Rioter Meddler: I know live feels she’s a bit weak at the moment and are currently looking at whether some base stat adjustments would be an appropriate fix/part of an appropriate fix. Nothing set in stone yet, she is on their radar though.

From what I’ve seen personally I’m inclined to agree she’s a bit weak, at least at the level I’m playing at, I usually play ADC or support though so I don’t have much direct exposure to her in lane to draw on. Plus, more importantly, I’m not involved that much in balance changes.

 

 

Follow-up: Have you seen support LeBlanc?

 

Meddler Button Rioter Meddler: Run into a few, all that I can recall were on my team though. Quite like laning with them, provided on an ADC that can take advantage of what they offer.

 

 

 

 

What are you developing for Galio’s kit?

Check the beginning of the discussion here.


ricklessabandon Button Rioter ricklessabandon: Two-part response:
First, i’m going to give Galio mr/level in my early tests and see how it goes. I totally expect it to be fine, but ‘no promises’ and all that.

Second, Galio isn’t really supposed to be a mage counter. His kit doesn’t really have anything you’d expect on an anti-mage. Sure, he’s generally good/annoying against the du couteau house and a handful of other champions, but that’s more due to bulwark being particularly effective versus periodic and multi-hit damage than his overall kit. That said, people definitely think of him as resilient against magic so i think it will be worthwhile to make that aspect of him a bit more pronounced.

 

 


New Bundles live in the Store!


 

New bundles are available until August 19th!

 

 

Craving something new at champ select? Get fed on these limited time bundles. They’re flexible in cost, meaning the final bundle price will automatically adjust to reflect only what’s new to your collection.

 

Gank City Bundle – 25% off at 4300 3225:

Whether you’re using slingshots, knockbacks, nukes or even a dragon to open a picture perfect gank—that’s teamwork, and that’s OP.

Champions included:

  • Zac
  • Nasus
  • Xin Zhao
  • Shyvana
  • Elise


 Gank City Bundle

 

Dunkmaster Bundle – 30% off at 3300 2310 (4291 if you need the champions)

C’mon and slam! Channel your inner Lebron and dunk your foes with this trio of vertically-liberated champs.

Skins included:

  • Woad King Darius
  • Neon Strike Vi
  • Warring Kingdoms Jarvan IV

Champions included:

  • Darius
  • Vi
  • Jarvan IV


Dunkmaster Bundle

 

Under the Sea Bundle – 50% off at 3740 1870 (3685 if you need the champions)

These skins leave visitors to the Urf Memorial Aquarium breathless. This bundle, which includes a legacy skin, will lend some real depth to your champ pool.

Skins included:

  • Scuba Gragas (Legacy)
  • Giant Enemy Crabgot
  • Coral Reef Malphite
  • Loch Ness Cho’Gath
  • Deep Sea Kog’Maw

Champions included:

  • Gragas
  • Urgot
  • Malphite
  • Cho’Gath
  • Kog’Maw


under the sea bundle

 

The Buddy System Buff Bundle – 50% off at 3740 1870 (3360 if you need the champs):

These performance-enhancing champions juice up their allies and rack up the assists. It’s not K/D that counts, it’s K/D/A!

Skins included:

  • Headhunter Nidalee
  • Spooky Gangplank
  • Grungy Nunu
  • Firefang Warwick
  • Frosted Ezreal

Champions included:

  • Nidalee
  • Gangplank
  • Nunu
  • Warwick
  • Ezreal


The Buddy System Buff Bundle

 

 


Community Art


 

Summoner Ze Ocelot shares a ton of incredible art of skins on the forums, even including some model sketches!

 

 

Ze Ocelot: For fun, I was working on a bunch of skin ideas a little while ago. I might as well share them now! I’ll try to keep this short and simple.

“If I want to be a concept artist in the videogame industry”…was something that kept on running through my head. But I had to actually well, draw something that dealt with concept art. So, around 2 years ago or so, I started drawing out scenes and character sets. It might have been because of playing League when I saw some of the concept art sheets. And I thought it was amazing. As for skins, they were great for thinking about and visualizing alternate looks and stories for characters, whether they be cool, scary, classy, clever, or just plain silly.

Fast forward a tiny bit and I finally got to drawing out some skin concepts. Some of my ideas…ugh. But I still had fun drawing them all! I tried to do skins for more recent champs and I know, I’m missing a lot of champs. Because there are a lot of them.

Below are sectioned rendered splash arts I created for some of the skin ideas, similar to a mock-up loading screen. I do not have full versions of the splash arts; they take much longer to finish, sorry!

Attached are more skin ideas. I’ll try to do more in the future. It was super fun to draw these!

Hope you enjoy! Check out my deviantart and website to see other LoL works and more:http://vegacolors.deviantart.com/

 

Community Skins

 

Skins 1 Skins 2 Skins 3 Skins 4

 

 


Champion/Skin Sale – Expires August 16th


 

Sale August 16th

Enjoy the following champions and skins at a discount until August 16th!

 

Champions:

 

  • Kassadin - 395 RP
  • Riven 440 RP
  • Volibear 487 RP

 

 

Black Belt Udyr – 260 RP

 

Black Belt Udyr

 

Reverse Annie – 487 RP

 

Reverse Annie

 

Sultan Tryndamere – 487 RP

 

 Sultan Tryndamere

 

 

Missed any recent updates? Check here!

 

Are Leagues better than S2’s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

 

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