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PBE Round-up: Patch 6.3

February 5th, 2016

 

PBE Roundup Patch 6 3 Banner

Patch 6.3 will go live in the early hours of February 10th, assuming there are no delays. Here’s all the upcoming content:

 

Balance

Store Content

Miscellaneous

 

PBE content that’s still in testing and won’t come out with 6.3:

 


Champion Changes

 

Akali Final Portrait

 

Buff BoxMark of the Assassin Final IconMark of the Assassin [ Q ]

  • Triggering the mark now restores 40 energy at all ranks, increased from 20/25/30/35/40.

 

Buff BoxShadow Dance Final IconShadow Dance [ R ]

  • Dash speed increased from 1600 to 2000.

 

 

 

Alistar Final Portrait

 

Quality of Life Box FinalHeadbutt Final IconHeadbutt [ W ]

  • W + Q combo is now easier to chain.

 

 

Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Mana Cost increased from 40/50/60/70/80 to 50/60/70/80/90;
  • Cooldown increased from 12 seconds at all ranks to 16.

 

 

Corki Final Portrait

 

Nerf BoxPhosphorus Bomb Final IconPhosphorus Bomb [ Q ]

  • Base Damage decreased from 80/130/180/230/280 to 70/120/170/220/270.

 


Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Cooldown to gain a charge increased from 12/10/8 seconds to 12/11/10.

 

 

 

Ekko Final Champion Portrait

 

Buff BoxTimewinder Final IconTimewinder [ Q ]

  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7.

 

 

 

Gragas Final Portrait

 

Buff BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • Slow duration is now always 2 seconds, regardless of how long the barrel was charged for (1.3 – 2 seconds on live);

 

Buff BoxDrunken_RageDrunken Rage [ W ]

  • Damage is now additionally dealt to enemies around the initial target;
  • Channel time decreased from 1 second at all ranks to 0.75.

 
Here’s the new AoE change on [ W ]:

Gragas smacking W
 


Graves Final Portrait

 

Nerf BoxNew Destiny Final IconNew Destiny [ Passive ]

  • Shotgun pellets no longer knock back the Rift Scuttler.

 

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Damage on returning hit decreased from 85/145/205/265/325 [+0.4/0.6/0.8/1/1.2 Bonus AD] to 85/135/185/235/285 [+0.4/0.55/0.7/0.85/1 Bonus AD];
  • If [ Q ] hits terrain, there’s now a 0.25 second delay before the returning hit triggers.

 

Buff BoxQuickdraw Final IconQuickdraw [ E ]

  • Duration of True Grit passive [bonus Armor & MR] increased from 4 seconds to 5.

 

 

 

Illaoi Final Portrait

 

Buff BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Mana Cost decreased from 35/45/55/65/75 to 35/40/45/50/55;
  • Allies can now kill Tentacles to get rid of the Spirit debuff, provided they hit a tentacle within 5 seconds of your hit.

 

 

Jax Final Portrait

 

Change BoxRelentless Assault Final IconRelentless Assault [ Passive ]

  • Maximum number of stacks increased from 6 to 8;
  • Bonus Attack Speed per stack decreased from 4/6/8/10/12/14% to 3.5/5/6.5/8/9.5/11%;
  • Total Attack Speed increased from 24/36/48/60/72/84% to 28/40/52/64/76/88%.

 

 

Karma Final Portrait

 

Buff BoxRenewal Final IconRenewal [ R + W ]

  • Karma will now receive the second heal, even if the target dies during the duration of the leash.

 

 

Kogmaw Final Portrait

 

Nerf BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus moved from [ Q ] to [ W ].

 

 

Buff BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Now has Caustic Spittle’s passive [+15/20/25/30/35% bonus Attack Speed];
  • Also has a minimum base magic damage of 15 on the 2% of Max HP on-hit buff.

 

 

Poppy Final Portrait

 

Change BoxHammer Shock Final IconHammer Shock [ Q ]

  • Damage changed from 40/70/100/130/160 [+0.7 Bonus AD] to 40/65/90/115/140 [+0.8 Bonus AD];
  • Damage to minions increased from 80% to 100%.

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Cooldown increased from 12/11/10/9/8 seconds to 14/13/12/11/10.

 

 

Nerf BoxKeepers Verdict Final IconKeeper’s Verdict [ R ]

  • Knock-up duration from instantly releasing the spell decreased from 2 seconds to 1.

 

 

 

Rengar Final Portrait

 

Buff BoxBola_StrikeBola Strike [ E ]

  • Cast delay while jumping decreased from 0.25 to 0.125.

 

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • While Ryze is superchaged, only his next five spells have their cooldown reduced by Overload’s CD.

 

Buff BoxDesperate Power Final IconDesperate Power [ R ]

  • Cooldown decreased from 80/60/40 seconds to 50/40/30.

 

 

 

Xin Zhao Final Portrait

[ Bonus ] Here’s the buffed Xin Zhao soloing Dragon at level 3 after a standard jungle clear.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Passive heal on third hit now additionally scales with 0.2 of Bonus AD;
  • Additionally, the third hit critically strikes for 25/37.5/50/62.5%/75% bonus physical damage.

[ Note ] If you have a Sated Devourer, it will NOT reduce the attacks needed to proc the crit.

 

Change BoxAudacious Charge Final IconAudacious Charge [ E ]

  • Cooldown changed from 14/13/12/11/10 seconds to 12 at all ranks.

 

 

 

Zed Final Portrait

 

Nerf BoxDeath Mark Final IconDeath Mark [ R ]

  • Damage decreased from 30/40/50% to 25/35/45%.

 

 

 

Ziggs Final Portrait

 

Buff BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center increased from 250/375/500 [+0.9 AP] to 300/450/600 [+1.1 AP];
  • Enemies away from the center take 66% of the damage, decreased from 80%.

 

 

Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • Movement Speed bonus when out of combat increased from 105 to 115.

 

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Slow strength decreased from 75% to 50%;
  • Recipe cost increased from 1000 Gold to 1100 [total cost up from 2800 Gold to 2900].

 

New Item BoxDuskblade of Draktharr Final IconDuskblade of Draktharr

Grants 75 Attack Damage and 5% Movement Speed;

Recipe: Serrated Dirk Final Icon Serrated Dirk [1100 Gold] + BF Sword Final Icon B.F. Sword [1300 Gold] + 850 Gold Recipe Cost = 3250 Gold Total;

UNIQUE Passive: Grants 10 Armor Penetration;

UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];

Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.

 
Here’s a video of how the Nightfall detonation looks like:


Dusk in Store

 

Change BoxFrozen Heart Final IconFrozen Heart

  • Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].

 

Nerf BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxKircheis Shard Final IconKircheis Shard

  • On-hit magic damage from Energized attack increased from 30 to 40.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Range on Spectral Waltz passive increased from 500 to 550;
  • Recipe Cost decreased from 900 Gold to 650 (total cost down from 2800 to 2550).

 

Buff BoxRanduins Omen Final IconRanduin’s Omen

  • Health increased from 450 to 500.
  • Recipe cost increased from 900 Gold to 1000 [total cost unchanged].

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Magic damage on Firecannon passive proc decreased from 50-200 to 50-160 [scales with Champion level];
  • Bonus Movement Speed decreased from 7% to 5%.

 

Quality of Life Box FinalRavenous Hydra Final IconRavenous Hydra

  • Tooltip now states that damage dealt by the splash now only applies 50% of player’s total Life Steal, not 100%.

 

Buff BoxSeekers Armguard Final IconSeeker’s Armguard

  • Recipe now requires one more Cloth_Armor Cloth Armor;
  • Recipe cost decreased from 465 Gold to 165 (total cost unchanged);
  • Initial Armor increased from 25 to 30.

 
Seekers Armguard New Recipe


Buff BoxStatikk_ShivStatikk Shiv

  • Magic damage on Shiv Lightning passive proc increased from 30-100 to 50-120 [scales with Champion level].

 

Buff BoxSunfire Cape Final IconSunfire Cape

  • Now deals 50% more damage to minions and neutral monsters.

 

 

Buff BoxWardens Mail Final IconWarden’s Mail

  • Cost decreased from 1100 Gold to 1000.

 

 

 

MASTERY CHANGES Banner

 

Quality of Life Box FinalBond of Stone Final IconBond of Stone

If you’re below 5% of your Maximum HP, the 6% of damage taken by allies won’t be redirected to you.

 

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

  • Expose your most recently damaged enemy Champion to take 2% more damage from allies.

 

Expose Weakness

 

 

OBJECTIVES Banner

 

Dragon Final IconDragon Buffs

  • Dragon’s Wrath [2nd Stack] – Grants your attacks on turrets an additional firey burn for 30 damage over 2 seconds. / Old version: Grants 15% damage to towers/buildings.
  • Dragon’s Dominance [4th Stack]– You take 20% less damage from turrets. / Old version: Grants 15% damage to minions/monsters.

 

 

SWEETHEART SONA Banner

Sweetheart Sona will be available in store for 975 RP.

 

Sona_Splash_7 Sona_7

 

MODEL Banner

Sweetheart Sona Model 1 Sweetheart Sona Model 2

 

ALL SPELLS

 

Recall Banner

Sweetheart Sona Recall 1 Sweetheart Sona Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Sona Basic Attack 1 Heartseeker Sona Basic Attack 2

 

HYMN OF VALOR Q

Sweetheart Sona Q 2 Heartseeker Sona Q 2

 

ARIA OF PERSERVERANCE W

Sweetheart Sona W 2 Heartseeker Sona W 2

 

SONG OF CELERITY E

Sweetheart Sona E 2 Heartseeker Sona E 2

 

CRESCENDO R

Sweetheart Sona R 2 Sweetheart Sona R 1

 

 

HEARTSEEKER ORIANNA Banner

Heartseeker Orianna will be available in store for 1350 RP.

 

Orianna_Splash_6 OriannaLoadScreen_6

 

MODEL Banner

Heartseeker Orianna Model 1 Heartseeker Orianna Model 2

 

ALL SPELLS

 

Recall Banner

Heartseeker Orianna Recall 1 Heartseeker Orianna Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Orianna Basic Attack 1

 

COMMAND ATTACK Q

Heartseeker Orianna Q 2 Heartseeker Orianna Q 1

 

COMMAND DISSONANCE W

Heartseeker Orianna W 1

 

COMMAND PROTECT E

Heartseeker Orianna E

 

COMMAND SHOCKWAVE R

Heartseeker Orianna R 1 Heartseeker Orianna R 2

 

 

HARPSEEKER WARD SKIN Banner

The Harpseeker ward skin will be in store for 640 RP.

 

Harpseeker Ward Skin 1

 

 

New Summoner Icons

Three Valentine’s Day-themed icons are on the PBE. No news yet on how to get these:

 

profileIcon1104 profileIcon1106 profileIcon1105

 

 

NEW SPELL ICONS Banner

 

Gragas has received updated icons for his spells. From left to right: Passive, Q, W, E and R.

GragasPassiveHeal GragasBarrelRoll GragasDrunkenRage GragasBodySlam GragasExplosiveCask

 

Lux also has new spell icons. From left to right: Passive, Q, W, E and R.

LuxIlluminatingFraulein LuxCrashingBlitz2 LuxPrismaWrap LuxLightStrikeKugel LuxFinaleFunkeln

 

Shaco‘s also received icons. From left to right: Passive, Q, W, E, R and R while clone is active.

Jester_CarefulStrikes Jester_ManiacalCloak2 Jester_DeathWard Jester_IncrediblyPrecise Jester_HallucinogenBomb Jester_HallucinogenBomb_R

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

PBE Update 27 01 Banner

 

Balance

Store Content

 

[ 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 ] Hextech Crafting is back on the PBE for testing. You can find my gude on how the new system works HERE.

 


Champion Changes

 

Akali Final Portrait

 

Buff BoxMark of the Assassin Final IconMark of the Assassin [ Q ]

  • Triggering the mark now restores 40 energy at all ranks, increased from 20/25/30/35/40.

 

Buff BoxShadow Dance Final IconShadow Dance [ R ]

  • Dash speed increased from 1600 to 2000.

 

 


Ekko Final Champion Portrait

 

Buff BoxTimewinder Final IconTimewinder [ Q ]

  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7.

 

 


Gragas Final Portrait

 

Buff BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • Slow duration is now always 2 seconds, regardless of how long the barrel was charged for (1.3 – 2 seconds on live).
  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7

 


Graves Final Portrait

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Bonus AD ratio on returning hit decreased from 0.4/0.6/0.8/1/1.2 to 0.4/0.55/0.7/0.85/1;
  • If [ Q ] hits terrain, there’s now a 0.25 second delay before the returning hit triggers.

 

Buff BoxQuickdraw Final IconQuickdraw [ E ]

  • Duration of True Grit passive [bonus Armor & MR] increased from 4 seconds to 5.

 

 

 

Jax Final Portrait

 

Change BoxRelentless Assault Final IconRelentless Assault [ Passive ]

  • Maximum number of stacks increased from 6 to 8;
  • Bonus Attack Speed per stack decreased from 4/6/8/10/12/14% to 3.5/5/6.5/8/9.5/11%;
  • Total Attack Speed increased from 24/36/48/60/72/84% to 28/40/52/64/76/88%.

 

Nerf BoxGrandmasters Might Final IconGrandmaster’s Might [ R ]

  • AP Ratio on empowered hits decreased from 0.7 to 0.6;
  • AP Ratio on bonus Magic Resist from active decreased from 0.7 to 0.6.

 

 

Karma Final Portrait

 

Buff BoxRenewal Final IconRenewal [ R + W ]

  • Karma will now receive the second heal, even if the target dies during the duration of the leash.

 

 

Poppy Final Portrait

 

Change BoxHammer Shock Final IconHammer Shock [ Q ]

  • Damage changed from 40/70/100/130/160 [+0.7 Bonus AD] to 40/65/90/115/140 [+0.8 Bonus AD];
  • Damage to minions increased from 80% to 100%.

 

 

Xin Zhao Final Portrait

[ Bonus ] Here’s the buffed Xin Zhao soloing Dragon at level 3 after a standard jungle clear.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Passive heal on third hit now additionally scales with 0.3 of Bonus AD;
  • Additionally, the third hit critically strikes for 160/170/180/190/200% physical damage.

 

Change BoxAudacious Charge Final IconAudacious Charge [ E ]

  • Cooldown changed from 14/13/12/11/10 seconds to 12 at all ranks.

 

 

 

Ziggs Final Portrait

 

Buff BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center increased from 250/375/500 [+0.9 AP] to 300/450/600 [+1.1 AP];
  • Enemies away from the center take 66% of the damage, decreased from 80%.

 

 

Item Changes

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Slow strength decreased from 75% to 50%;
  • Recipe cost increased from 1000 Gold to 1100 [total cost up from 2800 Gold to 2900].

 

 

New Item BoxDuskblade of Draktharr Final IconDuskblade of Draktharr

Grants 75 Attack Damage and 5% Movement Speed;

Recipe: Serrated Dirk Final Icon Serrated Dirk [1100 Gold] + BF Sword Final Icon B.F. Sword [1300 Gold] + 850 Gold Recipe Cost = 3250 Gold Total;

UNIQUE Passive: Grants 10 Armor Penetration;

UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];

Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.

 

Dusk in Store

 

Change BoxFrozen Heart Final IconFrozen Heart

  • Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].

 

Buff BoxRanduins Omen Final IconRanduin’s Omen

  • Health increased from 450 to 500.
  • Recipe cost increased from 900 Gold to 1000 [total cost unchanged].

 

Nerf BoxRavenous Hydra Final IconRavenous Hydra

  • Damage dealt by the splash now only applies 50% of player’s total Life Steal, decreased from 100%.

 

Buff BoxSunfire Cape Final IconSunfire Cape

  • Now deals 50% more damage to minions and neutral monsters.

 

 

Buff BoxWardens Mail Final IconWarden’s Mail

  • Cost decreased from 1100 Gold to 1000.

 

 

 

SWEETHEART SONA Banner

Sweetheart Sona will be available in store for 975 RP.

 

MODEL Banner

Sweetheart Sona Model 1 Sweetheart Sona Model 2

 

ALL SPELLS

 

Recall Banner

Sweetheart Sona Recall 1 Sweetheart Sona Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Sona Basic Attack 1 Heartseeker Sona Basic Attack 2

 

HYMN OF VALOR Q

Sweetheart Sona Q 2 Heartseeker Sona Q 2

 

ARIA OF PERSERVERANCE W

Sweetheart Sona W 2 Heartseeker Sona W 2

 

SONG OF CELERITY E

Sweetheart Sona E 2 Heartseeker Sona E 2

 

CRESCENDO R

Sweetheart Sona R 2 Sweetheart Sona R 1

 

PBE Bugs Feedback Thread Sweetheart Sona

KateyKhaos Final PortraitOnly you can love me, Summoner.~

Sweetheart Sona is 975 RP and includes –

  • New model and texture, including a harp-style Etwahl!
  • New recall animation!
  • New particles for all of her skills – hearts and glitter!
  • New sound effects on her recall animation!

Sweetheart Sona is now available to play on PBE! Please note that PBE content is still a work in progress! We always find bug reports and feedback super helpful, as well as constructive feedback, so feel free to comment in the thread below! Likewise, if you’ve got any questions, post ‘em here, and we’ll do our best to answer them.

*Prices on PBE subject to change.

[ Link to Post ]

 

 

HEARTSEEKER ORIANNA Banner

Heartseeker Orianna will be available in store for 1350 RP.

 

MODEL Banner

Heartseeker Orianna Model 1 Heartseeker Orianna Model 2

 

ALL SPELLS

 

Recall Banner

Heartseeker Orianna Recall 1 Heartseeker Orianna Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Orianna Basic Attack 1

 

COMMAND ATTACK Q

Heartseeker Orianna Q 2 Heartseeker Orianna Q 1

 

COMMAND DISSONANCE W

Heartseeker Orianna W 1

 

COMMAND PROTECT E

Heartseeker Orianna E

 

COMMAND SHOCKWAVE R

Heartseeker Orianna R 1 Heartseeker Orianna R 2

 

PBE Bugs Feedback Thread Heartseeker Orianna

KateyKhaos Final Portrait We will kill your enemies with hearts and glitter – that will be fun!

Heartseeker Orianna is 1350 RP and includes –

  • New model and texture for her and the Ball!
  • New recall animation – he loves me, he loves me not. (Can robots even love?)
  • New particles for all of her skills – pink, pink, and more pink!
  • New sound effects on all skills and recall animation!

Heartseeker Orianna is now available to play on PBE! Please note that PBE content is still a work in progress! We always find bug reports and feedback super helpful, as well as constructive feedback, so feel free to comment in the thread below! Likewise, if you’ve got any questions, post ‘em here, and we’ll do our best to answer them.

*Prices on PBE subject to change.

January 27th – We’re aware of an issue where Heartseeker Orianna’s recall is missing her props!

[ Link to Post ]

 

 

HARPSEEKER WARD SKIN Banner

The Harpseeker ward skin will be in store for 640 RP.

 

Harpseeker Ward Skin 1

 

 

New Summoner Icons

Three Valentine’s Day-themed icons are on the PBE. No news yet on how to get these:

 

profileIcon1104 profileIcon1106 profileIcon1105

 


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

 

Red Posts 25 01 Banner

 

Topics Banner

 

Recent News Banner

Red Posts 22 01 Banner

PBE Round up 62 Banner

Lunar Revel 2016 Banner

 

Why is Thunderlords getting nerfed in Patch 62

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

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

This is enacting that part of the 6.1 patch notes.

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

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

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

[ Link to Post ]

 

 

Why did you reduce the window to proc Thunderlords damage

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

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

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

[ Link to Post ]

 

 

You should be looking at nerfing Precision not Thunderlords

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

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

[ Link to Post ]

 

 

Warlords Bloodlust needs to be reworked completely

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

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

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

[ Link to Post ]

 

 

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

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

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

[ Link to Post ]

 

Follow Up Banner

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

[ Link to Post ]

 

 

 

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

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

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

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

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

[ Link to Post ]

 

Follow Up Banner

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

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

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

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

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

[ Link to Post ]

 

 

Dynamic Ranked New Champ Select Whats wrong and whats next

NaKyle New PortraitUPDATE 1/22 PST Evening:

Hey everyone,

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

ORIGINAL POST PST 1/21 EVENING:

Hey everyone,

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

What’s Wrong:

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

What’s Next:

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

FAQ:

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

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

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

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Follow Up Banner

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

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Why is Vladimir a part of the immobile mage update

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

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

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Why Cass VelKoz Vlad Zyra Brand and Malzahar in particular

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

Ought to bring more distinct things to a team:

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

Distinct, but have significant game health challenges:

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

Untapped potential/Confused identities:

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

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

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

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

 

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

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What exactly are your supposed problems with VelKoz

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Meddler Final Portrait

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

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

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

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Follow Up Banner

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

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

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VelKoz is fine Listen to the community and dont rework him

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

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

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Follow Up Banner

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

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

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

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

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

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

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

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

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

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

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Will AD Malzahar remain a viable option after Malzahars rework

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

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Follow Up Banner

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

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

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

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

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

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

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Why didnt Shen receive a new voiceover with his update

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

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

 

Winter Wonder Orianna by Alona:

0XRekvJ

 

Syndra by 커피55:

dt2qE8R (1)

 

Sona by Phikaak:

tSCaZLE

 


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

 

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

 

New Splash Arts

The Snow Day trio have received their shared splash art:

 

Bard_Splash_5 (1)

 

From left-to-right: Snow Day Gnar, Syndra and Bard.

GnarLoadScreen_3 SyndraLoadScreen_4 BardLoadScreen_5

 

Also, here’s the Snowdown login theme that will go live with Patch 5.24 (by FrostyNinja):

 

Here’s the still from the animation:

Snow Day Wallpaper

 

Below you can find the instrumental without the animation:

 

 

Champion Changes

 

Ashe Final Portrait

 

Buff BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Focus now caps at 4 stacks, decreased from 5;
  • Cost to activate the on-hit arrow volleys decreased from 5 to 4.

 

 

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Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • AD ratio on-hit removed (1.25% per 100 points of Total AD on live)
  • Now deals an additional flat damage of 2% (of target’s Max HP).

 

 

Miss Fortune Final Portrait

 

Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed on active decreased from 60/70/80/90/100% to 40/55/70/85/100%.

 

Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Slow strength decreased from 40/45/50/55/60 % to 28/36/44/52/60%.

 

 

 

Nidalee Final Champion Portrait

 

Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage decreased from 70/85/100/115/130 to 60/77.5/95/112.5/130 (nerf compared to the change in this PBE update, live value is 50/70/90/110/130);
  • Maximum base damage decreased from 210/255/300/345/390 to 180/232.5/285/337.5/390. (nerf compared to the change in this PBE update, live value is 150/210/270/330/390 )

 

 

Tahm Kench Final Portrait

 

Nerf BoxDevour Final IconDevour [ W ]

  • No longer gains bonus movement speed when not moving away from enemy champions with a devoured ally (gains half the MS buff from moving toward enemy champions on live)

 

 

Twisted Fate Final Portrait

 

Change BoxDestiny Final IconDestiny [ R ]

  • Cast range changed from 4000/5000/6000 to 5500.

 

 

 

Ziggs Final Portrait

 

Revert BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center decreased from 300/450/600 [+ 0.9 AP] to 250/375/500 [+ 1.1 AP].
  • Enemies outside the center now take 80% damage, increased from 66%

 

[ Note ] These are reverts on the Ziggs changes in this PBE update.

 


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

 

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Recent News Banner

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CHAMPION REWORK POPPY Banner

 

 

Quinn currently has a 73 winrate

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Repertoir New PortraitShe’s too strong. We’ll nerf her early game through some base AD and some Q nerfs, and then she should be in a better spot. I had some stuff submitted on Wednesday to the build that goes to PBE, but it looks like we didn’t ship to PBE on Wednesday due to the holiday week. Expect to see some stuff show up there on the next PBE build.

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Have you thought about tweaking how her passive scales with crits

Repertoir New PortraitYes, but I’m not sure what the right call is on that yet.

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What do you think happened to Quinn between patches 5 22 and 5 23

Repertoir New PortraitQ is dealing too much damage for the utility it provides, or it is providing too much utility for the damage it deals (or both).

Harrier is a bit stronger around levels 3-6 before she’s backed and bought any AD (because it now has a base damage that is scaling with her level rather than being all AD dependent).

Some other stuff that may be contributing:

  • She’s really good against Illaoi
  • Not having the option to rush Homeguards (which was fun, and many people were doing) may actually have been a buff because players are buying more combat-effectiveness in their early items.

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Why did you give Quinn her blind back

Repertoir New PortraitSo that in a balanced state she does not need to be snowballing incessantly in order to be useful for her team. That isn’t to say she’s balanced on this patch; she most certainly isn’t.

In a balanced state, she’ll be able to hit a good Q on a mage or marksmen to help her team win a fight, rather than having to have all her value loaded into her R and raw damage.

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Do youve any plans for Ezreal

Repertoir New PortraitEzreal feels like he fell a bit short of what we expected to see from him in the 5.22 preseason patch. We should look over him along with some others like Ashe, Sivir, and Twitch before the preseason ends. For him specifically, we nerfed some stuff to make room for the improved Q cooldown reducing effect as a precautionary measure, but it may not have been necessary.

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Follow Up Banner

Repertoir New PortraitWe expected him to be fine, and he’s honestly not super far off. He tends to sit at a lower-than-average win rate when considered balanced by us and most players.

op.gg has him at a 48.5% win rate over the last week in Korea, where he has always been and continues to be a very popular pick, so that seems like decent evidence that he’s not horribly far off. I don’t think he requires much more than a slight adjustment, really.

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Can we please get some utility on Ezreals W back

Repertoir New PortraitIt is sad, and we’re not happy with it either. If we had the right low-cost approach (resources seem to mostly be allocated things at the moment), there may be something we could do. Of course there are things we could do, but it’s more a matter of finding a good long-lasting approach.

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Why is Veterans Scars being nerfed so hard on the PBE  from to flat HP

Repertoir New PortraitI’m not in charge of these changes, but one thing to keep in mind here is that changes to the early game power of something have a far greater effect than changes at all other points in the game. It’s why reducing someone’s base HP by 40 or base AD by 3 can result in substantial performance hits to champions.

I imagine this change is intentionally aimed at keeping it powerful in the early game (45 base HP is significant power, as noted above) without it scaling well into the late game. I do believe most the rest of the Resolve tree tends to scale very well into the late game.

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This nerf will make the midgame for tanky champions worse

Repertoir New PortraitVeteran’s Scars’ placement in the Resolve tree does make it accessible to more than just tank-types that are going down to Resolve keystones.

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Could tanks then also get a better secondary option than Veterans Scars

Repertoir New PortraitThat seems like a good solution if there is currently nothing attractive in the other trees.

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Why nerf the effectiveness of the tank tree so other classes can dip into it

Repertoir New PortraitIf we wanted trees to belong to only one class/archetype of champion, they would be 30 points deep instead of 18 so that you had to invest all your points in that tree in order to get to the keystones.

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FOLLOWUP Mordekaiser Update

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Statikk New PortraitHey all,

We’re going to be trying out methods of making our internal design reviews player-facing. These reviews are mostly done on major champion releases, updates, and systems tuning that we roll out. We may dig into our archives for recently released champions as well.

These reviews will probably not be very ‘polished’ in their presentation, rather, they’re meant to be a way of showing how we examine our work. By looking back at our original goals and then examining what’s currently working (or not working) in the present day, we can be more transparent about followup changes while also being able to discuss what ‘good’ looks like.

This is very much an experimental process, but hopefully it proves valuable in the long run. Our first trial is going to be… Mordekaiser.

Goals

  • Solidify Mordekaiser in the Juggernaut space (low mobility, high close-range threat)
  • Offer a different non-Marksman duo lane experience
  • Add new strategic meaning to Dragon

What’s Working

  • Strengths / Weaknesses profile aligns with Juggernaut space
  • Provides a different bot lane experience and has unique ally synergies
  • Dragon creates unique and memorable moments

Concerns

  • Extremely early / mid game dominant – lacks true, exponential late game scaling
    • Both Morde and Dragon follow this power curve
  • Too difficult to interact with in lane, due to sustain on top of sustain
  • High AP ratios (especially on R) still leading to Morde being potentially too bursty
  • Q damage ramping is extreme and readability is poor – leads to weird “what happened?” moments on Q3 hits
  • Tankiness is extremely inconsistent (unlike other Juggernauts) due to Passive’s scaling with direct damage output – increases snowball dependence
  • Dragon / pet controls are still clunky
  • Experience bonus passive may not be the optimal solution – it is effective and functional, but low in satisfaction and hard to understand

Next Steps

  • Lower sustain early, better damage scaling late
  • Dragon needs more late game relevance and potentially less early game power
  • Flatten Q damage out (more on 1, less on 3) while still preserving the 3rd hit as a big, high moment
  • Increase the importance of effectively utilizing Passive / E to survive in lane and fights

Hopefully this gives you guys a bit more insight into our current thinking on Morde and helps explain the direction we’re moving him in with the recent patch.

Feel free to chime in with any thoughts, questions, or concerns.

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Why havent you mentioned solo lane Mordekaiser in your post

Statikk New PortraitThis is a good point, definitely an oversight on our part.

I have personal opinions on this, but I don’t want to misrepresent the entire team’s analysis and design direction for Solo Morde.

I’ll try to get some analysis and thoughts back to you guys on this topic after the upcoming break.

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Its difficult to build Morde as a bruiser given the current AP itemization

Statikk New PortraitThis is an open question. In development, we didn’t think that Morde would continue to be so reliant on AP itemization. We envisioned him having access to the new Juggernaut items in addition to the hybrid AP / AD items.

What do you WANT to build when you play Mordekaiser? I think this would give us a better idea of where to push his itemization incentives.

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Follow Up Banner

Statikk New PortraitIf AP itemization is what Morde should be buying, I really like the idea of hybrid defensive / AP items being his mainstay (like you stated above – Rylai’s, Liandry’s, Abyssal, Zhonya’s make sense).

I think it’s a lot trickier when Morde’s optimal builds make him a glass cannon – so I’m pretty personally weary of pushing him into items like Nashor’s or Deathcap.

Would a build like Rylai’s + Gunblade + Tank items make sense for Morde?

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Why not nerf his AP ratios and give his

Statikk New PortraitI think more importantly than nerfing the AP build, we want to provide alternate build paths that allow Morde to truly live out the Juggernaut fantasy.

I can talk to the Live team / CertainlyT about the base stats situation.

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How about changing Mordekaisers shield so it decays slower

Statikk New PortraitWell if we made this change we would probably have to reduce how fast it generates as well, otherwise that would be a pretty significant buff especially in the lane phase.

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So your plan is to make the Ghost Dragons HP and damage scale with his ult ranks

Statikk New PortraitWell we’re not married to this exact solution, but overall we feel like an early / mid-game Dragon can be pretty overwhelming to deal with. As the game goes on though, the Dragon Ghost eventually just melts to the exponential late game damage scaling. We think this mostly has to do with survivability tuning.

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Why was Swain nerfed on the PBE

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Meddler Final Portrait We’ve felt Swain’s been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We’re now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC’s the best strength to hit, hence the change to Nevermove so it’s got a lower duration at lower ranks.

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When was the ratio on Master Yi

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Meddler Final PortraitLooks like it got changed during the rework. I’d assume it was part of the balancing sweep that happened in the last month or so before the rework’s release and documentation was missed.

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Whats the context for the Ziggs changes on the PBE

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Meddler Final PortraitWe feel Ziggs is in a weak spot at the moment, and has been for a bit. We’re not looking to go back to the days of endless wave stalling though, so we’re adding power to places where it’s more anti champion/objective than anti lane minion (sweet spot on ult, tower damage from passive).

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Why not give Ziggs a different AA animation when attacking towers

Meddler Final PortraitSounds like a really good idea. Will bring that up if we’re doing some animation work on Ziggs at some point we could bundle that in with.

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Whats with the Skarner nerfs on the PBE

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Repertoir New PortraitFrom what I understand, the team just wanted to try out a few different avenues as to how we want to nerf Skarner. Though it won’t show up on the PBE over the holiday weekend, I believe the plan is to go with a pared down version of these nerfs for final changes.

It seems worth noting here that it can be difficult to really try more than one thing out at a time in an effort to land on the correct change when it comes to nerfs and buffs, because we tend to get large reactions from players when we do so. I’m not saying that reaction isn’t justified (since we don’t have the greatest history of being fully transparent on every change you see on the PBE), but I do think that’s what is going on in this case.

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Why is he being nerfed in the first place

Repertoir New PortraitWe think he’s too strong. Incredibly overpowered? No. But slightly too strong, hence going with a small set of nerfs. You’re free to disagree with that assessment; that was my first reaction too. That said, this is a character that is around a 54% win rate, with an experienced player win rate that appears to easily break 60%, so it’s not unreasonable to assess him as overtuned.

Skarner does have a low play rate, so yes, he can probably be balanced resting north of a 50% win rate. These changes aren’t intended to (nor do I believe they will) be an enormous power hit, just a small power trim.

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Skarner already has a low win rate the ult nerf will completely gut him

Repertoir New PortraitFirst of all, you could hardly call a nerf to his ultimate “taking a dump on him,” so please don’t blow things out of proportion.

As to trying to address a low play rate, there is an assumption here that we would like him to be a popular champion, or at least more popular than he is now. It’s unlikely that Skarner will ever be popular, given the theme, fantasy, and kit of the character.

His theme and fantasy aren’t bad, just niche. And his kit just doesn’t really have the best gameplay built into it, and it never really has. Keep in mind, when I mention good gameplay, I don’t mean that the kit has never been and will never be fun; it’s more that his moment-to-moment power has always been very stat checky. We’d have a lot of work to wholly fix that, and though we tried to chip at it with the Juggernauts update, it would be disingenuous of me to say that it was fixed. He’s now more strategically interesting insofar as he thinks about and tries to set up where he fights you, but it’s still not particularly interesting how he fights you when he does.

For what it’s worth, this isn’t an isolated Skarner case. It’s pretty consistent with many of the melee guys out there, especially the ones that we made 3-4 years ago.

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Will you end up nerfing Skarners spires or other areas of his kit

Repertoir New PortraitWe still think the spires should be important to his success, but there’s also an argument to be made for him having too many eggs in one basket, so to speak. For now, I believe we’re sticking with the ult AD ratio and leaving the spire strength intact.

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What are your thoughts on Yasuo at the moment

Yasuo Single Banner

Repertoir New PortraitYasuo is likely too strong, though it’s hard to say by how much. Honestly, and I don’t expect this to be a popular opinion, he’s probably just more frustrating than he is actually overpowered.

This could be me not remembering correctly, but I was under the impression both Brand and DFT were getting nerfs on the PBE.

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If Yasuos frustrating but not too strong shouldnt he be reworked

Repertoir New PortraitMaybe. It depends how frustrating a champion should be. I think there’s an argument to be made that if a champion isn’t frustrating in one way or another, it’s probably not very compelling/unique/interesting, though of course that isn’t to say we should intentionally make frustrating champions.

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Follow Up Banner

Repertoir New PortraitYeah, Yasuo feels great to play because he often has so much agency over how his lane goes. Unfortunately, that often seems to come at the expense of his opponents’ agency, so it may be fair to say that’s what’s so frustrating about him.

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By agency in lane do you mean his opportunities for outplays

Repertoir New PortraitBasically, yes. It’s about how much control someone has over their fate. If a character is 100% in control of how a lane goes if played well, then that implies it doesn’t even matter what their opponent does to defeat them, and it sucks to be that opponent and know that I can play as well as I want and it doesn’t even matter all that much.

 

It’s just a barrier based on how well the person can play their champion. These champions are commonly ones that people claim are overloaded. Yasuo, Lee Sin, Nidalee (to use a champion that I was responsible for) have all been guilty of this, and this is some of why we see them needing to be balanced around lower than 50% win rates; because when you actually play things perfectly on champions like these, you leave little room for your opponent to do much of anything.

Unfortunately, these champions are also commonly very popular because they have that feeling of being able to do anything with them, so it does someone beg the question of whether we should be trying to make more champions like that (that players feel like they are in full control of their destiny), or ones with clearer weaknesses for opponents to exploit (at the expense of some of that control).

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Why was Hecarims unit collision ignore moved from his passive to

Hecarim Single Banner

Repertoir New PortraitI don’t have any deep insight into the particular Hecarim changes on the PBE, but I imagine it has to do with Hecarim’s perma unit collision avoidance being somewhat fundamentally flawed given the kit he has. He just gets near you and then spams circles of damage onto you. If he is stronger and you don’t have a tool to get away, he will win.

On the one hand, yes, he’s always been this way, so the need for this particular change on this very patch is probably no greater than on any other patch. On the other hand, if he’s deemed too powerful at the moment by the balance team (which seems to be the case), it seems like a good place to trim power.

For what it’s worth, permanently ignoring unit collision is probably not something we should just put on champion kits, and I wouldn’t really be opposed to us taking this from Fizz and Kassadin as well, even if it meant we had to compensate them with power elsewhere. It’s just not that exciting for how powerful it is. I don’t think anyone selects any of these champions primarily because they are excited about ignoring unit collision. As any of these champions, I’d rather have just about any of my spells be a bit stronger rather than always avoiding unit collision.

Even if someone was picking these champions solely for these reasons, this to me is more an argument that pathing/collision should be more tolerable on average than having players choose champions that ignore the rule.

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Why not just remove unit collision in general

Repertoir New PortraitI’m not really the guy to make that call, but I will say I’d prefer that we do that over having champions that selectively ignore it on a case by case basis.

Unit collision between champions is actually something I do think is good, and I do think it’s nice that my minions may cause small reroutes for enemies that are ahead of me, so unit collision isn’t all bad. However, I do understand how frustrating and inconsistent it has felt on Live lately, and that’s not ideal either.

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Do you have any plans for Rengar

Rengar Banner Single

Repertoir New PortraitI hope we have some plans for him, but I’d need to look into it next week.

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Meddler on various ingame mechanics

Why does…

Garen still have a silence

Fizzs ult increase damage taken

Veigar ult scale with other person ap

Udyr have Phoenix stance

Ahri charm not increase damage taken anymore

What’s the purpose of urgots ult

Enemies knocked back into bards magical journey not go through it

Meddler Final PortraitWe want to remove silences from highly mobile, high burst champions since those are the cases that leave very little counterplay if played correctly. Garen’s not very mobile, so we feel it’s appropriate he has a silence still.

Fizz ult has a damage amp on it so that more of Fizz’s burst combo is dependent on a long cooldown. That makes his choice of when he goes all in, and on who, more significant than if he can repeatedly use most of his full burst combo.

Veigar’s ult scales with the opponent’s AP so that Veigar has somewhat different target and match up preferences than other similar champions. It does add a bit more champion select counter feeling than we tend to prefer though, and can get drowned out by the sheer amount of AP he himself builds up, so there’s some debate over how appropriate a mechanic that is.

Phoenix is there to offer Udyr an AOE option should he wish it, and to add some nuance to his damage pattern, particularly while jungle clearing.

The damage amp was removed from Ahri’s E to shift her towards more of a mage pattern and less of a pick into kill model (contrast with Fizz being somewhat longer fight times, lack of untargetability, ranged versus melee etc).

Urgot’s a bit of a mess, and his ult doesn’t fit particularly well with the rest of his kit. It can lead to some cool plays, whenever we do an Urgot rework one of our goals will be to give him a kit with less conflicting notes to it.

While knocking enemies through Magical Journey would be cool it’s both quite a lot of power, in a really team dependent way, and likely to lead to a lot of unintended displacements. Bard’s already got a pretty hard to master playstyle and a fair bit of unreliability, so wouldn’t want to double down further on those elements.

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Fan Artist Feature Shilin

Hey Summoners! In today’s feature we’ll be hearing from Shilin, a talented community artist from Canada who enjoys telling stories and has her own original comic series! Continue reading to learn more about her awesome art and process.

You can also follow her on Facebook, Twitter, Instagram, and Twitchto see even more of her work!

If you know someone that you’d like to recommend for a future Fan Artist Feature, please let us know here.

 

How did you get started creating League of Legends fan art?

My first league piece was actually the current Sona classic splash art that I had the honour of doing! I didn’t play league at the time because I was terrified of any PVP environment, but eventually my now girlfriend babysat me into the game through playing bots and learning about the champions’ stories, which inspired me to do a bunch of drawings as gifts for her of her favourites (Riven, Vayne). I also got a bunch of my own favourites after learning more about the champion lores, and out came all the fan art that I did!

 

What’s been your favorite piece to create, and why?

My favourite and most natural piece to create is the Nami/MF piece I did, Shipwreck. The composition came to me out of nowhere and the entire rest of the process was just putting what’s in my head onto the canvas, rather than battling the drawing to try to make things work out. I enjoyed thinking about the interaction between the two in the picture a lot, even more than the process of drawing itself. Did Nami strike at a time when MF is most vulnerable? Did Nami save MF from impending fiery doom and just savoring the moment before returning MF to the land? Thinking is the most fun part of drawing!

 

Do you have a dream project you’d like to work on?

I am extremely lucky because I am already working on my dream project–an original series called Carciphona (at carciphona.com). I don’t know how, but the public has given me enough generous support for me to be able to do this work of my own full time, write/draw/publish the story at my own pace, without the confines of a publisher’s deadlines and writing/art direction restriction, or fear of the series being dropped because it’s not mainstream or successful enough. Even to this day I feel baffled just putting this down in words; being able to do what you love for a living to this extent is like heaven for every creative, and I am so privileged to be there already.

Who’s your inspiration? Do you have any favorite League content creators?

In most cases, my inspiration lies in “what” rather than “who”. I feel most frequently inspired by things I see–even mundane things down the streets, stories I hear–be it a masterwork of fiction or the rundown of a friend’s day, news, experiences… There is so much to think about in everything that happens and there is always something to express through art.

 

But that is not to say fellow artists are not inspiring as well! I look up to many professional and peer artists alike and find motivation in seeing the fruits of their hardwork and gems of their genius. Some of my favourite League fan artists are:

Suqling – bask in her masterful storytelling and gorgeous art right before she strikes your vitals with her savage puns.
2gold – for her charming characters and beautiful colours!
Kaisinel – from monsters to people, kaisinel makes everything look SO GOOD.

Is there anything else you’d like to share with the community?

Please allow me a moment to convince you how awesome it would be to have a League MMO. Wouldn’t it be amazing to be able to explore all of the breathtaking lore and world building work Riot has put in!? MAYBE IF WE SPAM ENOUGH RITO PLS, WE CAN CHANGE DESTINY??? 😀

 
 
 

Last but not least, some awesome videos sharing Shilin’s painting process!

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

 

PBE 13 03 Banner

 

PBE 13/03

 

[ 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.

 

Check out all the April Fools skins, texture rebalances and the Champion Mastery System that will be up with Patch 5.6!

PBE 11 March Banner

 

 

New Champion Select Music

New music for Champion Select has been added to the PBE:

 

Blind Pick

 

Draft Pick

 

 

Champion Changes

 

Evelynn Final Portrait

 

Shadow Walk Final IconShadow Walk [ Passive ]

  • Time to re-stealth decreased from 6 seconds to 6/5/4/3 seconds (values change at levels 6, 11 and 16)

 

Dark Frenzy Final IconDark Frenzy [ W ]

  • Now has its cooldown reduced by 1 second every time Evelynn hits an enemy champion with a spell
  • Evelynn’s spells no longer grant her flat movement speed when they hit enemy champions (old passive removed)

 

 

Irelia Final Portrait

 

Equilibrium Final IconEquilibrium Strike [ E ]

  • Base damage decreased from 80/130/180/230/280 to 80/120/160/200/240

 

 

Singed Final Portrait

 

Fling Final IconFling [ E ]

  • Base Damage decreased from 80/125/170/215 to 50/65/80/95/110
  • Now additionally deals 6/6.5/7/7.5/8% of target’s maximum health (capped at 300 bonus damage against minions/monsters)

 

 

Rammus Final Portrait

 

Powerball Final IconPowerball [ Q ]

  • Mana cost decreased from 70/80/90/100/110 to 60/65/70/75/80

 

 

Veigar Final Portrait

 

Equilibrium Final Icon Equilibrium [ Passive ]

  • Mana regeneration increased from 1% of missing mana-per-second to 1.5%

 

Baleful Strike Final IconBaleful Strike [ Q ]

  • Range increased from 900 to 950 (live value is 850)
  • Cooldown decreased from 7/6.5/6/5.5/5 seconds to 5 seconds at all ranks

 

Event Horizon Final IconEvent Horizon [ E ]

  • Range decreased from 750 to 700 (back to live value)

 

 

Ziggs Final Portrait

 

Bouncing Bomb Final IconBouncing Bomb [ Q ]

  • Mana cost decreased from 50/60/70/80/90 to 50/55/60/65/70

 

 

Zilean Final Portrait

 

Rewind Final IconRewind [ W ]

  • Mana cost increased from 40/30/20/10/0 to 40 at all ranks (revert on the changes in this PBE update)14/12/10/8/6 from 18/15/12/9/6
  • Cooldown decreased from 18/15/12/9/6 seconds to 14/12/10/8/6

 

Time Bomb Final IconTime Warp [ E ]

  • Mana cost decreased from 50/55/60/65/70 to 50 at all ranks

 

 

Tweaks to Upcoming Skins

 

Order of the Banana Soraka got her tattoos back! Here is an updated model preview of the skin.

Order of the Banana Soraka Model New 1

Order of the Banana Soraka Model New 2

Order of the Banana Soraka Recall

Order of the Banana Soraka Banana Attack

 

Definitely Not Udyr got some color tweaks to his stances and now has a zipper on his Turtle costume. Also, he got a new recall animation! Left side is the OLD version of his model, right side is the NEW version.

Udyr Skin Model 3 Def not Udyr Model 2 New

Udyr Skin Model 4 Def Not Udyr Model 3 New

Udyr Skin Model 2 Def not Udyr Model 1 New

Udyr Skin Model 6 Def Not Udyr Model 4 New

Def not Udyr Recall 1

Def Not Udyr Recall 2

 

 

Texture Rebalances

Ryze, Human Ryze and Zombie Ryze have received tweaks to their recently-updated models. Will post screenshots as soon as the PBE is up. Left side will be OLD version, right side – NEW.

[ Note ] I don’t have access to Human Ryze so I can’t cover him. Sorry!

 

Classic Ryze Model 1 Ryze Model New 1

Classic Ryze Model 2 Ryze Model New 2

Pirate Ryze Model 1 Zombie Ryze New Model 1

 

 

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

 

 

Free Champion Rotation March 10 Banner

The following Champions will be free-to-play until March 10th:

 

Karthus Final Portrait

Olaf Final Portrait

Soraka Final Portrait

Udyr Final Portrait

Urgot Final Portrait

Vayne Final Portrait

Vladimir Final Portrait

Xin Zhao Final Portrait

Ziggs Final Portrait

Zilean Final Portrait

 

 

 

Free Champion Rotation December 23 Banner

The following Champions will be free-to-play until December 23rd:

 

Cho'Gath Final Portrait

Jax Final Portrait

Lucian Final Portrait

Lulu Final Portrait

Sivir Final Portrait

Vi Final Portrait

Xerath Final Portrait

Zac Final Portrait

Zilean Final Portrait

Ziggs Final Portrait

 

 

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


Comments off

 

Champion-Skin-Sale-October-31-Banner

The following Champions and Skins will be 50% off until October 31st:

 

Champions

 

  • Jarvan IV – 440 RP
  • Udyr – 292 RP
  • Ziggs – 487 RP

 

Road Warrior Miss Fortune – 260 RP

 

MissFortune_5

 

 

Special Forces Gangplank – 487 RP

 

Gangplank_5

 

 

Warring Kingdoms Xin Zhao – 675 RP

 

XinZhao_5

 

 

 

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

 

 

PBE Update August 2 Banner

 

PBE 02/08 Contents:

 

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.

 

Previous updates from Patch 4.14 Cycle:

 

PBE-Update-July-31-Second-Banner (1) PBE-Update-July-29-Banner

PBE-Update-July-31-Banner PBE-Update-August-1-Banner

 

 

New Summoner Icons

 

I assume these are anniversary icons, with the first one being awarded if you were in LoL’s beta.

 

profileIcon643 profileIcon644 profileIcon645 profileIcon646

profileIcon647 profileIcon648 profileIcon649

 

 

 

Update to Arcade Miss Fortune


 

Arcade Miss Fortune got a sparkly arcade-y icon for the Grievous Wounds debuff on her W and a new death animation where she turns colorless and falls to the ground, blinking a few times.

 

Arcade Miss Fortune W Update

Arcade Miss Fortune Death Animation

 

 

Champion Changes


 

 

Zed New Portrait

 

Living Shadow New IconLiving Shadow [ W ]

  • Energy Cost increased from 40/30/20/10/0 to 40/35/30/25/20 [ revert on the PBE changes here ]
  • Cooldown increased from 18/16.5/15/13.5/12 to 18/17/16/15/14 [ revert on the PBE changes here ]

 

 


Ziggs New Portrait

 

Bouncing Bomb New IconBouncing Bomb [ Q ]

  • Mana cost reverted back to 50/60/70/80/90 from 60/70/80/90/100

 

 

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