Archive

Posts Tagged ‘Zyra’

 

PBE Update 13 07 Banner

 

PBE 13/07

 

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

 

PROJECT: Ashe

Ashe_Splash_8 (1) AsheLoadScreen_8 (1)

 

PROJECT: Ekko

Ekko_Splash_3 EkkoLoadscreen_3 (1)

 

PROJECT: Katarina

Katarina_Splash_9 KatarinaLoadscreen_9 (1)

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage decreased from 70/115/160/205/250 to 60/105/150/195/240.

 

 

 

Corki Final Portrait

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • No longer reduces Armor/MR per hit, to a cap of 4/8/12/16/20 l instead, Gatling Gun now decreases Armor/MR by 10/15/20/25/30 after it hits an enemy 8 times;
  • Counter for Gatling Gun stacks now resets 4 seconds after the enemy stops getting hit by it, increased from 2.

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Attack Speed buff increased from 10/13/16/19/22% to 15/17.5/20/22.5/25%.

 

 

 

Karma Final Portrait

 

Nerf BoxInspire Final IconInspire [ E ]

  • Base shield strength decreased from 80/110/140/170/200 to 70/100/130/160/190.

 

 

 

Kassadin Final Portrait

 

Buff BoxNull_SphereNull Sphere [ Q ]

  • Base damage increased from 70/95/120/145/170 to 70/100/130/160/190.

 

 

Buff BoxForce_PulseForce Pulse [ E ]

  • Mana cost decreased from 80 at all ranks to 60/65/70/75/80.

 

 

 

Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ]

  • Pouncing on a target afflicted by Hunt will no longer put Pounce on a 3-second-cooldown; instead, it will slow the target by 50% for 0.5 seconds.

 

 

Renekton Final Portrait

 

Buff BoxDominusDominus [ R ]

  • Base magic damage-per-second increased from 30/60/120 to 40/80/120;
  • Fury-per-second increased from 5 to 6.

 

 

Shen Final Portrait

General

  • Base Health-per-second decreased from 2 to 1.7.

 

 

Shyvana Final Portrait

General

  • Base Health increased from 595 to 600;
  • Base Armor increased from 27.6 to 28.

 

Change BoxDragon's_DescentDragon’s Descent [ R ]

  • Fury generation changed from 1/2/3 per 1.5 seconds to 1/1.5/2 per second.

 

 

 

Taliyah Final Portrait

 

Change BoxThreaded_Volley (1)Threaded Volley [ Q ]

  • Base damage changed from 70/80/100/120/140 to 50/75/100/125/150;
  • Secondary hits now deal 55% of the original damage, increased from 50%;
  • Mana refund from casting [ Q ] while standing on Worked Ground decreased from 50% to 25%;

 

 

Zyra Final Portrait

 

Buff BoxDeadly_SpinesDeadly Spines [ Q ]

  • Damage increased from 60/90/120/150/180 [+0.55 AP] to 60/95/130/165/200 [+0.6 AP].

 

 

 

New Summoner Icons

No idea how you can get these yet; stay tuned!

 

profileIcon1225 profileIcon1226 profileIcon1227 profileIcon1228 profileIcon1229

profileIcon1230 profileIcon1231 profileIcon1232 profileIcon1233 profileIcon1234 profileIcon1235

 


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

Patch 6.13 Content

June 27th, 2016

 

Patch 6 13 Banner

Patch 6.13 will hit live in the early hours of June 29th, assuming there are no delays. Here are its contents:

 

Store Content

Balance

New Game Mode



Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7

 

Unfortunately, I can’t do skin previews at the moment. Here’s the spotlight by SkinSpotlights:

 


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10

 

PcCIAqe RUGEEVI

 

Unfortunately I can’t do skin previews at the moment, so here’s a spotlight from SkinSpotlights:

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Change BoxTeleport Final IconTeleport

  • Channel time increased from 3.5 seconds to 4.5;
  • Teleport will additionally ping allies when it’s cast;
  • The Teleport animation will now be visible to anyone who has vision within 500 units of the teleportation point (so no more invisible Brush Teleports).

 

 

Champion Changes

 

Blitzcrank Final Portrait

 

Change BoxStatic_Field Static Field [ R ]

  • Cooldown changed from 30 seconds at all ranks to 60/40/20.

 

 


Gnar Final Portrait

 

 Buff BoxRage_GeneRage Gene [ Passive ]

  • Attack Range in mini form increased from 400-485 (scales with level) to 400-500.

 


Buff BoxHyperHyper [ W ]

  • Base damage increased from 10/20/30/40/50 to 15/25/35/45/55.

 

 

 

Irelia Final Portrait

 

Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

  • Cooldown increased from 70/60/50 seconds to 110/85/60.

 

 


Jarvan IV Final Portrait

 

Change BoxGolden_AegisGolden Aegis [ W ]

  • Base Shield strength decreased from 50/90/130/170/210 to 50/80/110/140/170;
  • Bonus shield per nearby ally increased from 20/30/40/50/60 to 20/40/60/80/100.

 

 

Kindred Final Portrait

General

  • Armor decreased from 27 [+3.25 per level] to 20 [+3.5 per level].

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • No longer passively heals;
  • New Passive: Wolf’s attacks against jungle monsters now slow their Attack Speed and Movement Speed by 50% for 2 seconds.

 

 

Lulu Final Portrait

General

  • Base Movement Speed increased from 325 to 330;
  • Base Mana increased from 292.4 to 350.

 

Change BoxGlitterlanceGlitterlance [ Q ]

  • Slow duration increased from 1/1.25/1.5/1.75/2 seconds to 2 at all ranks;
  • Targets beyond the first take 70% of Glitterlancer’s damage.

 

Buff BoxWhimsyWhimsy [ W ]

  • Now additionally grants 15/20/25/30/35% bonus Attack Speed for the duration of the MS buff.

 

 

Swain Final Portrait

 

Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Cooldown increased from 10 seconds at all ranks to 20.

 

 


Tahm Kench Final Portrait

 

Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

  • New Passive: Tahm Kench’s basic attacks and spells now deal an additional 1/1.25/1.5% (values for levels 1/11/16) of his Maximum Health as bonus magic damage. This value stacks up 3 times (up to 3/3.75/4.5%) against enemy Champions.

 

Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

  • Base damage increased from 80/125/170/215/260 to 80/130/180/230/280.

 

 

Change BoxThick Skin Final IconThick Skin [ E ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 6 seconds at all ranks;
  • Passive now stores 70/75/80/85/90% of damage dealt as gray health, decreased from 100%;
  • Gray health now returns 25/30/35/40/45% of its value back as normal health, increased from 20/26/32/38/44%;
  • Duration of active shield decreased from 6 seconds at all ranks to 3, but the shield no longer degenerates over the duration.

 

Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Passive removed (replaced with a weaker version in the Acquired Taste changes);
  • Cast range on active increased from 4000/5000/6000 to 4500/5500/6500;
  • Maximum channel duration decreased from 15 seconds at all ranks to 6;
  • Delay on recast and time for warning ping to appear are both decreased by 0.5 seconds.

 

 

Thresh Final Portrait

 

Buff BoxDamnation Final IconDamnation [ Passive ]

  • Dragon and Baron now drop 2 souls, up from 1.

 


Change BoxDarkPassageDark Passage [ W ]

  • 0.5 AP ratio removed; instead, each soul grants Dark Passage one more point of shields.

 

 

Trundle Final Portrait

General

  • Health decreased from 1.89 [+0.17 per level] to 1.2 [+0.15 per level].

 


Vladimir Final Portrait

 

Change BoxCrimson_PactCrimson Pact [ Passive ]

  • Vladimir now gains 1 AP per 40 points of bonus Health, decreased from 25;
  • Vladimir now gains 1.4 bonus Health per 1 AP, increased from 1.

 

Change BoxTransfusionTransfusion [ Q ]

  • Base damage changed from 80/100/120/140/160 [+0.45 AP] to 75/90/105/120/135 [+0.55 AP].

 

 

Volibear Final Portrait

 

Nerf BoxFrenzyFrenzy [ W ]

  • Base damage decreased from 80/125/170/215/260 to 60/110/160/210/260;
  • Attack Speed-per-stack decreased from 8/11/14/17/20% to 4/8/12/16/20% (total AS down from 24/33/42/51/60% to 12/24/36/48/60%).

 

 

Zyra Final Portrait

 

Change BoxRampant Growth Final IconRampant Growth [ W ]

  • Cooldown for a new seed changed from 17/16/15/14/13 seconds to 20/18/16/14/12.

 



Item Changes

 

Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.



Buff BoxArdent Censer Final IconArdent Censer

  • Recipe cost decreased from 800 to 700 (total cost up from 2200 Gold to 2400 due to the Forbidden Idol change);
  • Ability Power increased from 40 to 60;
  • Mana regeneration decreased from 100% to 50%;
  • Now additionally grants 15% bonus to healing and shields.

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • The out-of-combat MS buff is no longer disabled when killing an enemy ward or trinket.

 


Buff BoxEye of the Equinox Final IconEye of the Equinox

  • Execute damage changed from 400 to 320 [+5 per level].

 


Buff BoxFace of the Mountain Final IconFace of the Mountain

  • Execute damage changed from 400 to 320 [+20 per level].

 


Change Box3114_Forbidden_IdolForbidden Idol

  • Recipe cost increased from 300 to 600 (total cost up from 550 Gold to 850);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxMikaels Crucible Final IconMikael’s Crucible

  • Recipe cost decreased from 850 to 650 (total cost up from 2300 Gold to 2400 due to the Forbidden Idol change);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Now additionally grants 10% Cooldown reduction;
  • Health regeneration decreased from 50% to 25%;
  • Mana regeneration increased from 25% to 75%.

 

Buff BoxRelic ShieldRelic Shield

  • Execute damage changed from 200 to 195 [+5 per level].

 


Buff BoxRuby Sightstone Final IconRuby Sightstone

  • Combine cost decreased from 600 Gold to 400 (total cost down from 1800 Gold to 1600);
  • Cooldown reduction for actives on items increased from 10% to 20%.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Killing certain adds like Malzahar’s voidlings will no longer deactive the passive on Spellthief’s Edge.

 


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Recipe Changed: Raptor’s Cloak + Nomad’s Medallion + 450 Gold Combine Cost = 2500 Gold Total (total cost up from 2300 to 2500);
  • Now additionally grants 45 Armor;
  • Health regeneration increased from 100% to 150%;
  • Mana regeneration decreased from 100% to 75%;
  • New Unique Passive – Point Runner: Builds up to 20% Movement speed over 2 seconds when near turrets, fallen turrets and void gates.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Execute damage changed from 240 to 200 [+5 per level].

 



New Game Mode: Nexus Siege

L4T3NCY New PortraitHeya everyone, it’s been a lo~ong time since we’ve dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we’ve ever attempted making.

You came here to get details. ^_^ Let’s go.



Nexus Siege

TL;DR:

Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy’s Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy’s Nexus in the fastest time wins!

Players: 5v5

Map: Modified Summoner’s Rift
Mode type: Blind Draft pick type with Attack + Defend rounds.

General mechanics:

Round based:

Each team will take turns at sieging the enemy team’s base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win!

Siege Warp trinket and teleporting:

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster!

Crystal Shards:

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by:

Attack side:
— Kill enemy champions
— Passively earned over time

Defense side:
–Kill enemy champions
–When the 1st tower in each lane is destroyed
–For each minion escorted and pushed into the enemy fountain
–Passively earned over time

Normalised EXP & Gold:

Gold & EXP are normalised for Nexus Siege across both teams. This means don’t worry about last-hitting, just push those minions as fast as you can!

Obliterator (Defense team only):

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team’s fountains. If they can push 15 total minions up there, they trigger the Obliterator laser.

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you’re not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

Siege Weapons:

Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. 🙂

Attack:

Siege Ballista

A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner

Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem

Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad

Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.

Defense:

Tower Surge: Beam of Ruination

Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. ‘Ruinate’ your enemies. Do it. 🙂

Tower Surge: Firestorm Bulwark

An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field

Freezes all enemy minions and slows all enemy champs within it’s zone. Can completely change the balance of a team fight.

Flash Zone

Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.


We won’t be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there’s A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3

Let the siege begin. 🙂
— L4T3NCY

EDIT: Nexus Siege is now live for testing on PBE.

Known Bugs:
— Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
— Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
— Titan bar icon for Crystal Generator will be removed. Ignore this feature.
— Shopkeepers are missing after the round swap. We’re still figuring out where they went (short vacation?)
— Siege Weapons in shop that you can’t afford aren’t correctly grey out, indicating that you can’t currently afford them.
— General performance. Low spec machines might struggle somewhat as we continue to optimise the mode’s visuals.
— End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
— Spectator. Various spectator bugs.

 

 

PBE Roundup 6 9 Banner

Patch 6.9 will hit live in the early hours of May 4th (Wednesday), assuming there are no delays. Here are all its contents:

 

StoreContent

Balance

Miscellaneous

 

 

BLACK SCOURGE SINGED Banner

Black Scourge Singed will be available in store for 750 RP.

 

Kayle_Splash_8 Singed_8

 

MODEL Banner

Black Scourge Singed 1 Black Scourge Singed 2

 

 

CURSED REVENANT NOCTURNE Banner

Cursed Revenant Nocturne will be available in store for 750 RP.

 

Kayle_Splash_8 Nocturne_6

 

MODEL Banner

Cursed Revenant Nocturne 1 Cursed Revenant Nocturne 2

 

 

IRON INQUISITOR KAYLE Banner

Iron Inquisitor will be available in store for 750 RP.

 

Kayle_Splash_8 Kayle_8

 

MODEL Banner

Inquisitor Kayle 1 Inquisitor Kayle 2

 

 

New Summoner Icons

Four new summoner icons will be available for purchase; they’ll either require 250 RP or a blood sacrifice:

 

profileIcon1150 (1) profileIcon1149 (1) profileIcon1151 (1) profileIcon1152 (1)

 

 

GENERAL CHANGES Banner

 

Meddler Final PortraitHi all,

Most of the mid-season stuff should be on the PBE within the next day or two. As usual it should be pretty easy to identify most of the changes, there are a few things I wanted to call out though since they may not be as easy to spot as the more standard stuff like champion adjustments. Some of this stuff will also be discussed in more detail over the next few days by the developers working specifically on it too.

  • Jungling XP’s getting adjusted. In particular Machete now gives more XP, including the catch up XP if you’re lower level than the monsters themselves. That’s a change targeted primarily at how safe and effective buddy jungling is in organized play.
  • Tower damage will now ramp up quicker against champions and will maintain it’s ramped state when swapping between multiple champions. Agro juggling during a dive should still be a good play some of the time, but riskier at low levels in particular.
  • Death timers will be getting reduced somewhat, probably between the 20-30 minute marks primarily. This is a follow up to the 6.7 changes that targeted 30 minute+ death timers, similarly aimed at reducing how punishing one fight can be and keeping a bit less gray screen time.
  • Boot enchants are getting removed. After making Homeguard a universal effect post 20 minutes we wanted to see how the boot enchant system played out. One of the main consequences has been Alacrity on a lot of champions, which as lead to noticeably higher average movement speeds. That throws off balance on a number of things, skillshots and ground targeted AOEs in particular, so we’d like to get average speeds back to a more appropriate spot. Removing boot enchants, now that the most impactful and significant is always provided, was one of the best ways we identified to do that.
  • Baron buff duration’s going up a bit, in part to draw clear distinctions between it and the Elder Dragon buff (Elder dragon’s around half the length, and on a longer respawn timer than normal dragons, so there shouldn’t be too many cases of each team taking one of the two and then the game stalling until both are gone).

[ Link to Post ]

 

Grievous Wounds [ Debuff ]

  • Will now reduce all healing by 40%, not just self-healing.

 

 

Champion Changes

 

Anivia Final Portrait

General

  • Missile speed of basic attacks increased from 1400 to 1500.

 

Flash Frost [ Q ]Change BoxAnivia_Q

  • Damage on both pass-through and explosion decreased from 60/90/120/150/180 [+0.5 AP] to 60/85/110/135/160 [+0.4 AP].
  • Ranks in Glacial Storm [ R ] now increase Flash Frost’s slow strength from 20% to 20/30/40%.
  • Stun duration increased from 1 second at all ranks to 1.1/1.2/1.3/1.4/1.5.

(Note) The stun circle effect can now be seen by enemies too.

 

Quality of Life Box FinalAnivia_EFrostbite [ E ]

  • Missile speed increased from 1200 to 1600.
  • Looks like the cast center now originates from the end of Anivia’s model, not her center.

 

Buff BoxAnivia_RGlacial Storm [ R ]

  • Slow strength increased from 20% to 20/30/40%, but no longer slows Attack Speed of enemies in the AoE;
  • AoE now increases from 150 range to 400 over 3 seconds. At 400 range, the field slows for 70/80/90% and applies the “Chill” debuff for 2 seconds, up from 1;
  • Cast range increased from 625 to 685;
  • Now has a short cast animation.

 

 

Anivia’s also received new spell icons in today’s patch. From left to right: Passive, Q, W, E and R:

Anivia_P Anivia_Q Anivia_W Anivia_E Anivia_R

 

 

Annie Final Portrait

 

Quality of Life Box FinalPyromaniaPyromania [ Passive ]

  • Now uses Jhin’s ammunition UI below Annie’s health bar to display the stacks toward a stun.

 

Quality of Life Box FinalIncinerateIncinerate [ W ]

  • Cast range increased from 560 to 600;
  • The damage and stun now only register after the cast animation completes, not when the spell is cast.

 

Buff BoxMolten_ShieldMolten Shield [ E ]

  • No longer grants 10/20/30/40/50 Armor and Magic resist while the shield lasts; instead, it grants 16/22/28/34/40% damage reduction;
  • Duration of shield increased from 3 seconds at all ranks to 5.
  • Casting Molten Shield no longer gives Tibbers 300 movespeed (decaying over 0.75 seconds).

 

Change Boxannie-summon-tibbersSummon: Tibbers [ R ]

Damage decreased from 175/300/425 [+0.8 AP] to 150/275/400 [+0.65 AP];

Damage of Tibbers aura decreased from 20/30/40 [+0.2 AP] to 10/15/20 [+0.1 AP];

Auto-attack range of Tibbers increased from 125 to 150;

Damage on Tibbers’ auto attacks changed from 80/105/130 to 50/75/100 [+0.15 AP];

Tibbers now regenerates 10% of his maximum Health-per-second after he’s been out of combat for 5 seconds;

Additionally, Tibbers will heal for 50% of his missing Health if Annie dies; he’ll also automatically aggro on the Champion that killed Annie if he’s within 1200 range;

Alt+Click on Annie will now make Tibbers follow Annie.

New effect: Tibbers Enrages when summoned; Annie stuns a Champion with Pyromania; and when Annie dies;

Enrages: Tibbers gains 275% Attack Speed and 100% Movement Speed, with the AS buff decaying as Tibbers attacks and the movespeed decaying over-time. Both numbers decay completely after 3 seconds. While Enraged, Tibbers ghosts through units.

 

 

Brand Final Portrait

 

New Item Boxbrand_abilities_p-debuffBlaze [ Passive ]

DoT decreased from 8% of Maximum HP over 4 seconds to 2%;

The Blaze DoT now stacks 3 times (meaning you have to hit 3 spells while the DoT is ticking). At three stacks, Blaze detonates after a 2-second-delay, dealing 12 [+0.5 per level, caps at level 9] [+0.015 AP] % of Maximum HP (damage is calculated separately for each target in the AoE). Enemy champions can’t get Blaze stacks for 4 seconds after they’ve been damaged by a detonation.

 

 

Nerf Boxbrand_abilities_qSear [ Q ]

  • Damage decreased from 80/120/160/200/240 [+0.65 AP] to 80/110/140/170/200 [+0.55 AP];
  • Stun duration decreased from 2 seconds at all ranks to 1.5.

 

Buff Boxbrand_abilities_wPillar Of Flame [ W ]

  • Mana cost decreased from 70/80/90/100/110 to 60/70/80/90/100;
  • Cooldown decreased from 10 seconds at all ranks to 10/9.5/9/8.5/8.

 

Change Boxbrand_abilities_eConflagration [ E ]

  • Damage decreased from 70/105/140/175/210 [+0.55 AP] to 70/90/110/130/150 [+0.35 AP];
  • Cooldown decreased from 12/11/10/9/8 seconds to 10/9/8/7/6.

 

Change Boxbrand_abilities_rPyroclasm [ R ]

  • Damage decreased from 150/250/350 [+0.5 AP] to 100/200/300 [+0.25 AP];
  • New Passive – Blaze: If the target is ablaze, Pyroclasm will briefly slow the target by 30/45/60%.

(Note) The updated Pyroclasm will always prioritize Champions over minions, and will further prioritize Champions with Blaze stacks.

 

Brand’s also received new spell icons. From left to right: Passive, Q, W, E and R:

brand_abilities_p-debuff brand_abilities_q brand_abilities_w brand_abilities_e brand_abilities_r

 

 

Cassiopeia Final Portrait

General

  • Base Health increased from 506 to 525;
  • Base Mana increased from 370 to 375;
  • Base Movement Speed decreased from 335 to 328;
  • Attack Damage changed from 52.3 [+3.2 per level] to 53 [+3 per level];
  • Armor changed from 22 [+4 per level] to 25 [+3.5 per level];
  • Base Health regen increased from 1.08 per second to 1.2;
  • Base Mana Regen decreased from 1.7 per second [+0.15 per level] to 1.6 [+0.16 per level].

 

Serpentine Grace [ Passive ] (Reworked)

Cassiopeia gains 4 flat Movement Speed per level. Also, she cannot purchase Boot items.

 

Change BoxNoxious_BlastNoxious Blast [ Q ]

  • Damage increased from 75/115/155/195/235 [+0.45 AP] to 75/120/165/210/255 [+0.7 AP];
  • Cooldown decreased from 4 seconds at all ranks to 3.5;
  • Mana cost increased from 40/50/60/70/80 to 60/65/70/75/80;
  • Movement Speed buff changed from 20% at all ranks for 3 seconds to 20/22.5/25/27.5/30% for 2 seconds.

 

Change BoxMiasma (1)Miasma [ W ] (Partially Reworked)

  • Cassiopeia will now throw several AoE clouds in an arc in front of her. Miasma will leave the clouds at either the max cast range (800) or in front of any walls it hits;
  • Damage increased from 10/15/20/25/30 [+0.1 AP] to 20/35/50/65/80 [+0.15 AP];
  • Slow strength changed from 25/30/35/40/45% to 35% at all ranks;
  • Additionally, enemies who stay in the clouds will be debuffed with Debilitating Poison, which prevents them from using any displacement spells, including Flash.
  • Cooldown increased from 14/13/12/11/10 seconds to 22/20/18/16/14;
  • Mana cost increased to 70 at all ranks from 40/50/60/70/80.
  • AoE duration increased from 4 seconds to 5.

 

Change BoxTwin_FangTwin Fang [ E ]

  • Cooldown decreased from 5 seconds at all ranks to 0.9;
  • Mana cost changed from 50/60/70/80/90 to 60/65/70/75/80;
  • If Twin Fang kills its target, Cassiopeia is refunded the entire mana cost;
  • Damage decreased from 55/80/105/130/155 [+0.55 AP] to 52 [+4 per Champion level] [+0.1 AP];
  • If the target is poisoned, Twin Fang will deal an additional 10/40/70/100/130 [+0.35 AP] and heal Cassiopeia for 5/10/15/20/25 [+0.1 AP].

 

Nerf BoxPetrifying_GazePetrifying Gaze [ R ]

  • Slow strength decreased from 60% at all ranks to 40%.

 

 

 

Fiddlesticks Final Portrait

 

New Item BoxDreadDread [ Passive ] (Reworked)

If Fiddlesticks stands still or channels for 1.5 seconds, he’ll gain 25/30/35/40% bonus Movement Speed (values for levels 1/6/11/16) for 1.5 seconds after he starts moving. Hard CC resets the timer for Dread to activate, but soft CC doesn’t.

 

Nerf BoxTerrifyTerrify [ Q ]

  • Cast range decreased from 576 to 525.

 

 

Change BoxDrainDrain [ W ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 4/3.75/3.5/3.25/3, but the CD starts when Drain’s channel ends, rather than when it’s cast.

 

Buff BoxDark_WindDark Wind [ E ]

  • Maximum number of bounces increased from 5 to 7.

 

 

Quality of Life Box FinalCrowstormCrowstorm [ R ]

  • If cast outside its maximum range, Crowstorm will be cast at its maximum range in that direction (meaning Fiddle won’t move until he’s in range for your command anymore);
  • Additionally, Crowstorm will leave an “on my way” ping where it’s cast.

 

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

Dread Terrify Drain Dark_Wind Crowstorm

 

 

Illaoi Final Portrait

 

Change BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Duration of Vessel debuff decreased from 60 seconds to 12;
  • Vessels now cause Tentacles to spawn every 5 seconds (scaling down with Illaoi’s level), down from 10;
  • Vessels can no longer remove the spell by killing Tentacles.

 

 

Kennen Final Portrait

 

Buff BoxKennen_MarkOfStormMark of the Storm [ Passive ]

  • Duration of repeated stuns debuff decreased from 7 seconds at all levels to 6.

 

 

Buff BoxKennen_ThunderingShurikenThundering Shuriken [ Q ]

  • Energy cost decreased from 65/60/55/50/45 to 60/55/50/45/40.

 

 

Change BoxKennen_ElectricalSurgeElectrical Surge [ W ]

  • Cast range on active decreased from 800 to 750.
  • Energy cost decreased from 45 at all ranks to 40.

 

Change BoxKennen_SlicingMaelstromSlicing Maelstrom [ R ]

  • Duration of AoE decreased from 3/4/5 seconds to 3 at all ranks;
  • Damage on subsequent hits increased from 50% to 75% of the original damage;
  • Now does damage to all champions in the AoE simultaneously every 0.5 seconds, decreased from hitting nearby random Champions every 0.25 seconds.

 

Kennen also received new spell icons. From left-to-right: Passive, Q, W, E and R.

Kennen_MarkOfStorm Kennen_ThunderingShuriken Kennen_ElectricalSurge Kennen_LightningRush Kennen_SlicingMaelstrom

 

 

Kindred Final Portrait

 

Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Static cooldown of [ Q ] if cast within Wolf’s [ W ] zone increased from 2 seconds at all ranks to 4/3.5/3/2.5/2.

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • Passive now gains less stacks for moving, but will now additionally gain stacks for auto-attacking;
  • Duration of Wolf’s zone increased from 8 seconds at all ranks to 8.5.
  • Wolf’s basic attacks now deal 50% increased damage to jungle monsters.

 

 

Malzahar Final Portrait

 

New Item Boxmalzahar_abilities_pPassive [ Void Shift ] (Reworked)

Malzahar enters Void Shift when he hasn’t taken direct damage for 24 seconds [-1 per level]. During Void Shift, Malzahar gains 90% damage reduction and crowd control immunity, which breaks 1 second after taking direct damage or when it blocks one instance of crowd control.

 

 

Change Boxmalzahar_abilities_qCall of the Void [ Q ]

  • Damage decreased from 80/135/190/245/300 [+0.8 AP] to 70/115/160/205/250 [+0.6 AP];
  • Cooldown decreased from 9 seconds at all ranks to 6;
  • Mana cost decreased from 80/85/90/95/100 to 60 at all ranks;
  • Silence duration decreased from 1.4/1.8/2.2/2.6/3 seconds to 1/1.25/1.5/1.75/2.

 

New Item Boxmalzahar_abilities_wVoid Swarm [ W ] (Reworked)

Cooldown: 20/19/18/17/16 seconds at all ranks || Mana cost: 60 at all ranks

Summon a Voidling lasting 12 seconds to fight nearby enemies.

The first time a Voidling attacks a champion, large monster, or epic monster, or assists in killing a unit, Malzahar spawns a new Voidling with the same remaining duration. When 3 or more Voidlings are active, they all gain 50% bonus Attack Speed. Additionally, Voidlings will gain increased health with Champion level.

Voidling Details:

  • Attacks deal [0.3/0.325/0.35/0.375/0.4 Total AD] physical damage + 10/15/20/25/30 [+0.1 AP] magic damage;
  • Deals triple damage to lane minions below 25% Health;
  • Will not spawn from a Voidling with less than 4 seconds left;
  • Prefers to attack targets with Nether Grasp or Malefic Visions and has 100% increased Movement Speed when seeking these targets;
  • Otherwise attacks the enemy nearest it.

 

Change Boxmalzahar_abilities_eMalefic Visions [ E ]

  • Damage decreased from 80/140/200/260/320 [+0.8 AP] to 80/115/150/185/220 [+0.7 AP];
  • Mana cost decreased from 80/115/150/185/220 to 60/70/80/90/100;
  • No longer restores flat mana on-kill; instead, kills restore 2% of Malzahar’s maximum mana;
  • If Malzahar hits a target affected by his Space AIDS [ E ], the duration of the DoT will refresh.

 

 

Change Boxmalzahar_abilities_rNether Grasp [ R ]

  • No longer deals 50/80/110 [+0.26 AP] per half second;
  • Now spawns Malzahar’s old Null Zone [ W ] in the center of the suppressed target, dealing 6 [+0.15 AP] % of Maximum Health as magic damage for 5 seconds.

 

Malzahar’s also received new spell icons. From left to right: Passive, Q, W, E and R:

malzahar_abilities_p malzahar_abilities_q malzahar_abilities_w malzahar_abilities_e malzahar_abilities_r

 

Malzahar’s base splash was also updated:

malzahar Malzahar_0

Malzahar_Square_0

 

 

Nidalee Final Champion Portrait

 

Nerf BoxTakedownTakedown [ Q ]

  • Execute bonus damage changed from 1.5% bonus damage per 1% missing HP to 1/1.25/1.5/1.75%.

 

 

Rengar Final Portrait

 

Quality of Life Box FinalUnseen_PredatorUnseen Predator / Ferocity [ Passive ]

  • Passive leap strike now procs Statikk Shiv and all other on-hit items.

 

 

Quality of Life Box FinalSavagerySavagery [ Q ]

  • Fixed a bug where Savagery was nullifying the damage from dead man’s plate and Spellblade (Sheen).

 

Quality of Life Box FinalBola_StrikeBola Strike [ E ]

  • Cast no longer maintains cast location, but maintains directional when moved during cast time. (Cast location was obtained at the start of cast, if Rengar jumps over or moves drastically around this point (commonly Flash & Unseen Predator), his bola can go in seemingly random direction. This change should prevent a lot of the “bola going in random direction” since it maintains the direction of cast, and will move accordingly with Rengar.)
  • Fixed a bug where Bola cast time on live is most commonly at 0.25 seconds, so Bola cast time now consistently 0.25. We can reevaluate in later patches if this is still an issue.
  • Fixed a bug where entering empowered mode while casting Bola would cast Empowered Bola to be on cooldown, or immediately kick Rengar out of ferocity mode.

 

Quality of Life Box FinalThrill_of_the_HuntThrill of the Hunt [ R ]

  • Fixed an inconsistency where exiting Thrill of the Hunt with an ability might result in 4 Ferocity gain instead of 5.

 

 

Swain Final Portrait

 

Buff BoxCarrion_RenewalCarrion Renewal [ Passive ]

  • Base mana restored per kill increased from 9 to 12.

 

 

Change BoxDecrepifyDecrepify [ Q ]

  • No longer single-target; instead, Swain will put Beatrice down in the center of an AoE that lasts 4 seconds. The crow will attack targets inside the circle, prioritizing targets affected by Torment. It will retarget on its own after a kill and will drop aggro on targets that exit the circle;
  • Now deals double damage to minions;
  • Cooldown increased from 8 at all ranks to 14/13/12/11/10;
  • Mana cost decreased from 60/70/80/90/100 to 60/65/70/75/80.

 

Buff BoxNevermove Final IconNevermove [ W ]

  • Mana cost decreased from 80/90/100/110/120 to 80/85/90/95/100.

 

 

Buff BoxTormentTorment [ E ]

  • Damage changed from 75/115/155/195/235 [+0.8 AP] to 50/80/110/140/170 [+1.0 AP];
  • Damage amplification increased from 8/11/14/17/20% to 20% at all ranks.

 

Change BoxRavenous_FlockRavenous Flock [ R ]

  • Maximum number of targets increased from 3 to 5;
  • Heal effectiveness from minions decreased from 25% to 15%;
  • Cooldown increased from 8 seconds at all ranks to 10;
  • Mana cost increase-per-second decreased from 5/6/7 seconds to 5 at all ranks.

 

 

Soraka Final Portrait

 

Nerf BoxStarcallStarcall [ Q ]

  • Slow decreased from 30/35/40/45/50% to 30% at all ranks;
  • Movement Speed strength of Rejuvenation buff decreased from 15% to 10%.

 

 

Syndra Final Portrait

 

Change BoxTranscendentTranscendent [ Passive ]

  • At level 9, Dark Spheres [ Q ] no longer deals 15% bonus damage against Champions; instead, it increases the lifespan of spheres from 6 seconds to 8;
  • At level 9, no longer increases the slow duration on Force of Will [ W ] by 2 seconds; instead, Syndra will automatically grab two additional spheres near the targetted sphere (or buff monster).

 

Buff BoxDark_SphereDark Sphere [ Q ] 

  • AP ratio increased from 0.6 AP to 0.75.

 

 

Buff BoxScatter_the_WeakScatter The Weak [ E ]

  • Cooldown decreased from 18/16.5/15/13.5/12 seconds to 16/15/14/13/12.

 

 

 

Taric Final Portrait

General

  • Mana changed from 250 [+75 per level] to 300 [+60 per level].

 

Nerf BoxBastionBastion [ W ]

  • Cast range decreased from 1100 to 800;
  • Tether range decreased from 1600 to 1300.

 

Nerf BoxDazzle (1)Dazzle [ E ]

  • Hitbox of stun decreased from 650/150 (length/width) to 610/140.

 

 

 

Teemo Final Champion Portrait

 

Buff BoxBlinding_DartBlinding Dart [ Q ]

  • Mana cost decreased from 70/80/90/100/110 to 70/75/80/85/90.

 

 

Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Recharge cooldown decreased from 34/28/22 seconds to 30/25/20;
  • Mana cost decreased from 75/100/125 to 75 at all ranks.

 

 

Veigar Final Portrait

 

Phenomenal Evil Power [ Passive ] (Reworked)

Veigar is the greatest Evil to ever strike at the heart of Runeterra – and he’s only getting bigger! Striking an enemy Champion with a spell grants Veigar stacks of Phenomenal Evil, giving him 1 Ability Power. Takedowns grant an additional 3 stacks.

(Note) The passive’s tooltip shows how much AP you’ve earned with each spell and with takedowns.

 

Buff BoxBaleful_StrikeBaleful Strike [ Q ]

  • Mana cost decreased from 60/65/70/75/80 to 40/45/50/55/60;
  • Killing a unit with this also grants Veigar a stack of Phenomenal Evil. Large minions and large monsters grant two.

 

Buff BoxDark_MatterDark Matter [ W ]

  • Mana cost decreased from 70/75/80/85/90 to 60/65/70/75/80.

 

 

Buff BoxEvent_HorizonEvent Horizon [ E ]

  • Mana cost decreased from 80/85/90/95/100 to 70/75/80/85/90.

 

 

Change BoxPrimordial_BurstPrimordial Burst [ R ]

  • Damage changed from 250/375/500 [+1.0 AP] [+0.8 of target’s AP] to 175/275/375 [0.75] – 350/550/750 [1.5 AP], based on the target’s missing Health.
  • Mana cost decreased from 125 at all ranks to 100;

 

 

VelKoz Final Portrait

 

Buff BoxOrganic DeconstructionOrganic Deconstruction [ Passive ]

  • Base damage decreased from 35 to 25;
  • Now has an added 0.4 AP ratio.

 

Buff BoxPlasma Fission Final IconPlasma Fission [ Q ]

  • The angle indicator will no longer be visible for enemies;
  • Now refunds 20/22.5/25/27.5/30 mana for every unit Plasma Fission kills.

 

Nerf Box64px-Void_RiftVoid Rift [ W ]

  • AP ratio on initial rift decreased from 0.25 to 0.15;
  • AP ratio on rift opening decreased from 0.375 to 0.25.

 

Nerf BoxTectonic DisruptionTectonic Disruption [ E ]

  • AP ratio decreased from 0.5 to 0.3.

 

 

Buff BoxLife Form Disintegration RayLife Form Disintegration Ray [ R ]

  • No longer stacks Organic Deconstruction;
  • Damage increased from 500/700/900 [+0.6 AP] to 500/725/950 [+1.0 AP];
  • Cooldown decreased from 130/110/90 seconds to 120/100/80;
  • New Passive – if Vel’Koz procs Organic Deconstruction with his other spells, he will Research them for 7 seconds. Life Form Disintegration Ray deals true damage against Researched targets. Vel’Koz’s basic spells and auto-attacks refresh the duration of the Research debuff.

 

 

Viktor Final Portrait

 

Buff BoxSiphon_PowerSiphon Power [ Q ]

  • Damage increased from 40/60/80/100/120 [+0.2 AP] to 60/85/110/135/160 [+0.4 AP];
  • Shield value changed from 30/50/70/90/110 [+0.2 AP] to 0.15 AP [+0.08 of Maximum Mana];
  • Bonus on-hit magic damage changed from 20-210 (scales with level) to  20/40/60/80/100 (Q ranks);
  • Cooldown decreased from 10/8.5/7/5.5/4 seconds to  8/7/6/5/4.

 

Nerf BoxDeath_RayDeath Ray [ E ]

  • AP ratio decreased from 0.7 to 0.5;
  • Missle speed of laser increased from 780 to 1050;
  • Explosion damage on Augmented laser decreased from 70/110/150/190/230 [+0.7 AP] to 40/70/100/130/160 [+0.6 AP];
  • Delay on explosion increased from 0.6 seconds to 1;
  • Explosion now deals full damage to targets damaged by Death Ray [60% on live].

 

Buff BoxViktor_R1Chaos Storm [ R ]

  • Initial damage decreased from 150/250/350 [+0.55 AP] to 100/175/250 [+0.5 AP];
  • Storm now deals 150/250/350 [+0.6 AP] magic damage every 2 seconds, increased from 15/30/45 [+0.1 AP] damage every 0.5 seconds;
  • Storm duration decreased from 7 seconds at all ranks to 6.5.

 

 

Vladimir Final Portrait

General

  • Base Health changed from 543 [+85 per level] to 550 [+84 per level];
  • Armor changed from 22 [+3.5 per level] to 23 [+3.3 per level];
  • Attack Damage increased from 48 to 52;

 

Change Boxvladamir_abilities_pCrimson Pact [ Passive ]

  • Bonus AP increased from 0.025 of Bonus Health to 0.04;
  • Bonus HP decreased from 1.4 AP to 1.0.

 

Change Boxvladamir_abilities_qTransfusion [ Q ]

  • Damage decreased from 90/125/160/195/230 [+0.6 AP] to 80/100/120/140/160 [+0.45 AP];
  • Heal decreased from 15/25/35/45/55 [+0.25 AP] to 20/25/30/35/40 [+0.15 AP];
  • Cooldown changed from 10/8.5/7/5.5/4 seconds to 9/8/7/6/5;
  • After casting Tranfusion Twice, Vladimir gains Crimson Rush for a few seconds, with the timer beginning when Tranfusion comes off cooldown.;
  • Crimson Rush: For the next 2.5 seconds, Vladimir gains bonus Movement Speed and Tranfusion deals double damage and heals for a bonus 40 [+15 per Champion level] + 5 [+0.025 AP] % of his Missing Health. The bonus heal value is halved against lane minions, but not monsters.

 

New Item Boxvladamir_abilities_eTides of Blood [ E ] (Reworked)

Cost: 10% of Maximum Health || Cooldown: 9/8/7/6/5 seconds || Cast Range: 600

Vladimir charges up a reservoir of blood, paying up to 10% of his Maximum Health over 1 second to increase Tides of Blood’s damage by the same amount.

On release or after 1.5 seconds, Vladimir unleashes a nova of blood, dealing between 30/40/50/60/70 [+0.025 Max HP] [+0.35 AP] and 60/80/100/150/140 (+0.1 Max HP) [+0.7 AP] magic damage to enemies hit.

When fully charged, Tides of Blood slows Vladimir while he holds it, but will briefly slow targets by 40/45/50/55/60% when he releases it.

 

 

Buff Boxvladamir_abilities_rHemoplague [ R ]

  • Duration of debuff (and time for the spell to deal damage) decreased from 5 seconds at all ranks to 4;
  • Damage amplification decreased from 12% at all ranks to 10%;
  • Additionally, Hemoplague will heal Vladimir for 75/125/175 [+0.35 AP] for each enemy champion it damages.

 

Vlad’s also received new spell icons. From left to right: Passive, Q, W, E and R:

vladamir_abilities_p vladamir_abilities_q vladamir_abilities_w-m vladamir_abilities_e vladamir_abilities_r

 

 

Xerath Final Portrait

 

Shocking Orb [ E ]Change BoxShocking_Orb

  • Stun duration changed from 0.75 – 1.75 seconds to 0.5 – 2.

 

 

Buff BoxRite_of_the_ArcaneRite of the Arcane [ R ]

  • Number of missiles increased from 3 at all ranks to 3/4/5;
  • Base damage changed from 190/245/300 to 200/230/260.

 

 

Zac Final Portrait

General

  • Base Movement Speed increased from 335 to 340.

 

Buff BoxCell_DivisionCell Division [ Passive ]

  • Blobs now take less time to converge to the center, decreasing with level.
  • Lvl 1 – 8 seconds;
  • Lvl 6 – 7 seconds;
  • Lvl 10 – 6 seconds;
  • Lvl 13 – 5 seconds;
  • Lvl 17 – 4 seconds.

 

 

Ziggs Final Portrait

 

Buff BoxSatchel_ChargeSatchel Charge [ W ]

  • Can now instantly destroy towers below 25% HP.

 

 

Change BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/105/90;
  • Minions are no longer dealt double damage by the spell.

 

 

Zyra Final Portrait

General

  • Base Health increased from 479 to 499;
  • Movement Speed increased from 325 to 340.

 

New Item Boxzyra_abilities_passiveGarden of Thorns [ Passive ] (Reworked)

Seeds spawn around Zyra periodically, becoming faster with level and lasting 45 seconds (with a maximum number of 8 seeds planted at any time). If an enemy Champion steps on a seed, the seed dies. If Zyra casts Deadly Spines or Grasping Roots near seeds, she grows plants which last 5-7.5 seconds (scaling up with Champion level). Extra plants striking the same target deal 50% damage.

  • Plant damage decreased from 23 [+6.5 per level] [+0.2 AP] to 24 [+5 per level] [+0.15 AP];
  • Plant health decreased from 3 to 2.

(Note) Zyra will not attempt to place two seeds close to each other. Also, plant AI has received an overhaul.

 

 

Change Boxzyra_abilities_qDeadly Spines [ Q ]

  • Skillshot changed from a circular AoE to a thick line;
  • Damage decreased from 70/105/140/175/210 [+0.65 AP] to 60/90/120/150/180 [+0.55 AP];
  • Mana cost decreased 75/80/85/90/95 to 60 at all ranks.

 

 

Nerf Boxzyra_abilities_wRampant Growth [ W ]

  • Passive no longer gives Zyra 2/4/6/8/10% Cooldown Reduction. Instead, it increases the maximum health of her plants by 10/20/30/40/50%;
  • Seeds still grant vision in a small area and spot enemy champions who step on them for 2 seconds.

 

Buff Boxzyra_abilities_rStranglethorns [ R ]

  • No longer increases the Attack Speed of plants in the AoE by 50%; instead, it increases their damage by 150%.

 

Zyra’s also received new spell icons. From left to right: Passive, Q, W, E and R:

zyra_abilities_passive zyra_abilities_q zyra_abilities_w zyra_abilities_e zyra_abilities_r

 

 

Item Changes

 

Frozen Heart and Guinsoo’s Rageblade have both received updated item icons:

3110_Frozen_Heart 3124_Guinsoos_Rageblade

 

Nerf BoxAbyssal Scepter Final IconAbyssal Scepter

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

 

Change BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

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

 

Change BoxBanshees Veil Final IconBanshee’s Veil

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

 

Change BoxCatalyst Final IconCatalyst of Aeons

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

 

Change BoxChalice_of_HarmonyChalice of Harmony

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

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

 

New Item BoxDevourer Final IconEnchantment: Bloodrazor (replaces Devourer)

  • Grants 40% Attack Speed;
  • UNIQUE Passive: Basic attacks deal 3% of the target’s maximum Health in bonus physical damage (max 75 vs monsters and minions) on hit.

 

Change BoxGuardian Angel Final IconGuardian Angel

  • Recipe cost decreased from 1180 Gold to 880 (total cost down from 2700 to 2400);
  • Magic Resist decreased from 60 to 45.

 

Change Box3124_Guinsoos_RagebladeGuinsoo’s Rageblade

  • Recipe changed: Blasting Wand (850) + Pickaxe (875) + Recurve Bow (1000) + 875 Recipe Cost = 3600 Gold total;
  • Attack Damage increased from 30 to 35;
  • Abiliy Power increased from 40 to 50;
  • New Passive: Basic attacks deal an additional 15 magic damage on-hit;
  • Maximum stacks are now 6, decreased from 8 (bonuses per stack are unchanged);
  • Guinsoo’s Rage (buff at max stacks) no longer deals on-hit magic damage in an AoE; instead, it causes every other basic attack to trigger on-hit effects twice (aka Devourer’s passive).

 

New Item Boxglp (1)Hextech GLP-800

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

 

Buff BoxHextech Gunblade Final IconHextech Gunblade

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

 

Change Boxhextech revolverHextech Revolver

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

 

New Item Boxprotobelt (1)Hextech Protobelt-01

  • Recipe: Hextech Revolver + Kindlegem + 750 Gold = 2500 Total Gold;
  • Grants 300 Health, 80 Ability Power and 10% Cooldown Reduction;
  • Active – Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 – 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). This Dash cannot go over walls.

 

New Item Boxlost_chapterLost Chapter [ New Item ]

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

 

Nerf BoxMercurial_ScimitarMercurial Scimitar

  • Quicksilver active now removes CC effects only, not all debuffs (so spells like Zed’s ult or Trundle’s ult can’t be QSS-ed anymore).

 

Change BoxMorellonomicon Final IconMorellonomicon

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

 

Nerf BoxQuicksilver_SashQuicksilver Sash

  • Quicksilver active now removes CC effects only, not all debuffs.

 

 

Buff BoxRighteous Glory Final IconRighteous Glory

  • Recipe cost decreased from 750 Gold to 650 (total cost down from 2600 Gold to 2500).

 

 

Change BoxRod of Ages Final IconRod of Ages

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

 

Nerf BoxSpectres Cowl Final IconSpectre’s Cowl

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

 

Change BoxSpirit Visage Final IconSpirit Visage

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

 

Nerf BoxSunfire Cape Final IconSunfire Cape

  • Recipe cost increased from 800 Gold to 1000 (total cost up from 2700 Gold to 2900).

 

 

Buff BoxTear of the GoddessTear of the Goddess

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

 

Buff BoxThe Black Cleaver Final IconThe Black Cleaver

  • Attack Damage decreased from 55 to 50;
  • Recipe cost decreased from 1150 Gold to 750 (total cost down from 3500 Gold to 3100).

 

Removed BoxWill of the Ancients Final IconWill of the Ancients

  • Removed from the game.

 

 

Change BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe Change: Seeker’s Armguard + Fiendish Codex + 800 Gold = 2900 Total Gold;
  • Total Cost decreased from 3500 Gold to 3000;
  • Ability Power decreased from 100 to 70;
  • Now grants 10% Cooldown Reduction;
  • Cooldown on Statis active increased from 90 seconds to 120.

 

 

OBJECTIVES Banner

 

Riot Gmang Final PortraitHey everybody,

Hopefully you’ve had the chance to check out our Dragon and Mage changes for mid-season. We’ve got a bunch of other objective changes to Summoner’s Rift going in the patch, and I wanted to share those + context with ya’ll and take your questions and feedback!

Everything is subject to tuning and future iteration, of course.

Rift Herald

We’re pushing to make Rift Herald a more unique and meaningful objective for those looking to dominate the top half of the map. This new Rift Herald should be a more contestable objective with a clearer purpose: long-term selfish power for one team member – especially a lone-wolf or split push character.

  • Rift Herald now spawns at 6 minutes and never respawns
  • Rift Herald’s stats significantly increased (should be much harder to solo)
  • Doom’s Eve removed and replaced with a unique Superbuff:
    • Lasts 20 minutes and persists through death
    • While alone, you gain some damage reduced vs. champions and build Corruption stacks
    • At 100 stacks, your next attack discharges all Corruption to deal bonus magic damage (works on almost anything, including minions and towers; damage is reduced for ranged attacks)
    • Corruption stack rate and discharge damage scale with champion level

Hopefully this excites top laners, junglers, and some mids. We’re keeping an eye on it to ensure it’s powerful, but also contestable and not too game-ending.

Red and Blue Buffs

Late-game, Red and Blue buff have been somewhat ignorable these days. We’re buffing and compressing their power in the mid-late game to make them more appreciable objectives to leverage or steal, especially in games that are in a standstill and need things to fight over and create power windows.

  • Red Buff
    • Burn now applies a damage tick immediately on apply or reapply (stronger attack-speed scaling); damage-per-tick reduced to compensate
    • Health regen now scales steeply with champ level but turns off when in combat with champions or epic monsters (currently triples at level 6 and again at level 11!)
  • Blue Buff
    • AP per level replaced with +15% total Ability Power (like Rabadon’s Deathcap effect)
    • Mana regen based on max Mana doubled (flat regen unchanged)
  • Buff Durations
    • Red and Blue will last the same duration on your first clear, but all Red and Blue buffs after that will have a 90-second duration instead of 120

When you’re looking to make a play in mid-late game, buff camps should be juicier targets now, especially if you can steal them from the enemy’s side of the map!

Camp Respawn Timers

In order to facilitate more coordinated and contested objective play at all skill levels, we’re making a some UI changes. This also has the benefit of reducing timekeeping and chat-typing work.

  • When a camp that has a timer (Red, Blue, Dragon, Baron, Rift Herald) has less than 60 seconds to spawn, its timer is revealed to both teams (regardless of their vision of the camp), and an “about to spawn” icon appears in the minimap (will replace regular camp icon if you still haven’t seen the cleared camp)
  • The respawn icon starts dull at 60 seconds to spawn and becomes bright at 20 seconds

We generally like seeing more fights around objectives, and promoting objective awareness like this can help a lot. After getting used to the new UI, rallying your team around a Dragon spawn or even a buff steal can often be done with a simple ping instead of having to type things out in chat.

Turrets

Turrets have several changes in store. Overall, we want them to be more defendable places to stand your ground, reduce their takedown reward compared to other objectives, clean up some of their mechanics, and rebudget their defenses so things other than marksmen basic attacks can contribute more to turret takedowns.

  • Turret Damage Ramp
    • Inner and Outer turrets more quickly ramp up their damage when attacking champions, and they maintain full damage when switching targets.
    • Inner and Outer turrets only take 4 shots to ramp up to full damage (instead of 5).
  • Turret Takedown Rewards
    • Outer turret total gold reward reduced, though local gold reward is increased (local gold 220 -> 300, global gold 125 -> 100)
    • Inner turret gold rewards reduced (local gold 250 -> 175, global gold 150 -> 125) and XP reward removed
    • Inhibitor turret local gold reward increased (0 -> 50)
  • AP Damage Conversion
    • When your attacks trigger AP damage conversion (occurs when attacking a turret while your AP is more than double your bonus AD), the converted damage is now magic instead of physical
  • Turret Stats
    • Base Armor/MR increased (from 0 to 40), Base Health decreased (from 4000 to 3300)
    • Turrets are now subject to penetration (generally tankier than Live unless you have about 20 penetration or have a true damage proc; overall a small nerf to marksmen damage, but a buff to some mages and assassins)
    • Reinforced Armor converted from 200 Armor/MR to 66.67% damage reduction

Overall, diving and taking turrets should be less of a freebie than what we’ve seen recently.

Let’s hear your thoughts!

[ Link to Post ]

 

 

OBJECTIVES Banner

Four new dragons will replace the existing stack system. They appear in a random order until the 35th minute, when the Elder dragon lands (after the last dragon has been killed, he won’t replace it like Baron replaces the Herald).

 

These smaller dragons provide stacking buffs, capping at 3 stacks:

 

elemental-dragon-wind-thumbAir Dragon

  • This unit gains 15/30/45 bonus flat Movement Speed when out of combat. This bonus is increased to 22.5/45/67.5 if the unit has the Elder Dragon buff.

 

elemental-dragon-earth-thumbEarth Dragon

  • This unit deals 10/20/30% bonus true damage to Dragon, Baron and Towers. This bonus is increased to 15/30/45% if the unit has the Elder Dragon buff.

 

elemental-dragon-fire-thumbFire Dragon

  • This unit has 8/16/24% bonus AP and AD. This bonus is increased to 12/24/36% if the unit has the Elder Dragon buff.

 

elemental-dragon-water-thumbWater Dragon

  • Every 18/12/6 seconds, this unit restores 10% of their missing Health and Mana. This bonus is increased to 15% of missing HP and mana if the unit has the Elder Dragon buff.

 

Dragon 4 Dragon 3 Dragon 2 Dragon 1

 

 

New Splash Arts

Trundle’s received updated splash arts on all his skins:

 

Traditional Trundle

Trundle_Splash_3 Trundle_3

 

Lil’ Slugger Trundle

Trundle_Splash_1 Trundle_1

 

Junkyard Trundle

Trundle_Splash_2 Trundle_2

 

Glacial Olaf has received an updated splash:

Olaf_Splash_2 Olaf_2

 

U.F.O Corki has also received a new splash:

Corki_Splash_1 Corki_1

 

Lastly, PAX Sivir has also received a new splash:

Sivir_Splash_5 Sivir_5

 


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.

[ Link to Post ]

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.

[ Link to Post ]

 

 

Why is Vladimir a part of the immobile mage update

Vladimir Single Banner

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

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

[ Link to Post ]

 

 

Why Cass VelKoz Vlad Zyra Brand and Malzahar in particular

Brand Single Banner

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

Ought to bring more distinct things to a team:

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

Distinct, but have significant game health challenges:

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

Untapped potential/Confused identities:

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

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

[ Link to Post ]

 

 

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

Lux Single Banner

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

 

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

[ Link to Post ]

 

 

What exactly are your supposed problems with VelKoz

Velkoz Single Banner

Meddler Final Portrait

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

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

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

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

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.

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

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

Zyra Single Banner

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

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

[ Link to Post ]

 

 

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).

[ Link to Post ]

 

 

 

Will AD Malzahar remain a viable option after Malzahars rework

Malzahar Single Banner

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

[ Link to Post ]

 

 

 

Follow Up Banner

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

[ Link to Post ]

 

 

 

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

Heimerdinger Single Banner

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

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

[ Link to Post ]

 

 

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.

[ Link to Post ]

 

 

 

Why didnt Shen receive a new voiceover with his update

Shen Banner Single

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

[ Link to Post ]

 

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.

 

Red Posts 22 01 Banner

 

Topics Banner

 

Recent News Banner

Lunar Revel 2016 Banner

PBE Update 20 01 Banner

Red Posts 19 01 Banner

 

 

MidYear Mage Update

Statikk New PortraitHey all,

The next class update will be focused on “traditional” Mages and I’m here to give you guys and gals some of the initial details. Similar to the Juggernaut and Marksman releases, these updates aim to take look at an entire class of champions and accomplish 2 primary goals:

  1. Ensure the class as a whole is relevant and satisfying to play
  2. Differentiate each champion within the class

Why Mages?

Many Mages are intended to lack mobility but have not necessarily been given clear answers as to what they should do about it or why they work without it. For each sub-class of Mages (this is something we’ll dive into more in a different post) these answers will vary, but our intent is to make it clear that each of these champions is powerful in their own unique way.

On the flip side of the coin, many of them no longer meet our evolving gameplay standards of interactivity, depth, uniqueness, etc. This is also an opportunity to go back and adjust these champions (especially some of our older ones) making them more interesting to play as, with, and against.

Who are we working on?

Similar to the Marksman update, we’re aiming to release ~6 significant updates. The champions we are currently considering (but are still subject to change) are Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, and Zyra.

For each of these champions we aim for them to be 3 things:

  1. Distinct – offer a unique reason to be picked
  2. Cohesive – deliver on their core thematic and gameplay fantasy
  3. Healthy – balance-able and fun to play as and against at all skill levels

Note that given the scope of these projects, we won’t necessarily solve every issue on every champion – and fortunately we won’t have to since all of the champions already succeed in their own way at some of the above.

On top of the 6, we are again looking to do a sweep across the entire class (as we did with the Marksman) to find potential tweaks that will make them more unique, interactive, and exciting to play. The smaller-scale changes done to Twitch and Lucian are good examples of this.

What can you expect? When?

We’ve learned a lot from our previous projects and better understand the line between something unique and something unfamiliar. Our priority is to find ways to evolve and enhance the current direction of a champion while still accomplishing the above-stated goals.

In some ways, the feeling of change is unavoidable; we are updating these champions so things WILL be different. We’re confident that we can retain the things you guys love while adding new dimensions.

This is all still a far ways off, so don’t expect anything soon. As you can infer from the title, we’re aiming to release these changes around mid-year and we’ve only just begun to delve deeply into these projects.

How can you help?

We’d love to have your guys’ feedback and opinion on the Mages before and during their development process rather than only at the tail end – especially for the “big 6” (Malzahar, Vel’Koz, Brand, Vladimir, Cassiopeia, Zyra).

We are most interested in the following about your favorite champion:

  1. What aspect is most core or sacred to their identity?
  2. What issue bothers you the most when playing them?

This doesn’t mean we’ll be magically giving everyone dashes or any other instant remedies to all their problems (weaknesses often exist for a good reason). Instead, this information will help us understand which direction to take each champion and where the opportunities lie.

We won’t be talking in the short-term about exact changelists since we’re still in such a state of flux, but we hope you guys are as excited as we are about the updates ahead!

[ Link to Post ]

 

 

Dont ruin Malzahars jungle potential with his voidlings

Repertoir New PortraitI can’t guarantee voidlings will be exactly the same as they are now, but this perspective is something I’m trying to strongly consider when working on Malz.

[ Link to Post ]

 

 

 

Why did you pick VelKoz for a rework and not Swain

Swain Banner Single

Statikk New PortraitSwain was definitely very high on our “want to do” list. What it really came down to is that we feel he really needs a full-on rework (gameplay, thematics, visuals) similar to Sion or Poppy in order to really deliver on an awesome version of Swain.

A large reason why we have chosen the current 6 is based off our confidence that we can deliver a solid update given the more limited scope they will get being as a part of a class update. We’re being a lot more careful about over-reaching since it’s definitely bitten us in the past.

[ Link to Post ]

 

Follow Up Banner

Statikk New PortraitReally substantial change for Swain’s likely to be quite a way off yeah (highly unlikely this year, can’t predict so usefully beyond that). We do think he’d benefit a lot from a full overhaul, he’s certainly not in Taric, Yorick etc tier though, they’ve got significantly bigger problems than he does.

[ Link to Post ]

 

 

Why are you changing VelKoz Isn’t he fine right now

Velkoz Single Banner

Statikk New PortraitVel’Koz is a great champion, but he honestly lacks Distinctness. He has some hints here and there of uniqueness (Q targeting, true damage from Deconstruct, etc.) but none of them are pushed to a point where it truly differentiates him.

Don’t worry, even within the 6, the amount of change each champion will see is pretty drastically different.

[ Link to Post ]

 

Follow Up Banner

Statikk New PortraitI think you guys will be pleasantly surprised, we’re pretty aligned on where there is potential for Distinctness in Vel’Koz’s kit. We just don’t agree that he’s there just yet.

[ Link to Post ]

 

 

Follow Up Banner

Meddler Final PortraitWe’re not going to be ready to talk details of what will/won’t change for quite a while. It’s likely that Vel’Koz’s changes will be at the small end of the spectrum though, he’s fundamentally solid apart from his lack of distinct enough outputs (what he does isn’t distinct enough, how his does it is very distinct though).

[ Link to Post ]

 

 

 

What about Fiddlesticks Why isnt he schedule dfor a rework

Fiddlesticks Single Banner

Statikk New PortraitFiddle is also a champion we considered, but ultimately felt wasn’t the right fit.

To do a quick rundown on our perception:

  1. Distinct – Fiddle is extremely distinct on the roster. Playing as and against him offer unique experiences.
  2. Cohesive – Fiddle is decent in terms of cohesiveness. He has a somewhat niche thematic as a terrifying scarecrow, but it’s understandably cool. It could probably be pushed a bit further especially in terms of the satisfaction from all his base spell (Drain, Terrify, and Dark Wind).
  3. Healthy – This is debatable, but Fiddle is certainly not the largest health problem in the game. Tactically, his spells’ gameplay could probably be more robust in terms of interactivity (counterplay). Strategically though, there are many ways to deal with Fiddle whether through vision, knockbacks, stuns, etc.

Fiddle is certainly a bit dusty and old-feeling, but that means he may be more in need of a visual / polish pass more than anything. It’s not like he wouldn’t benefit with some more significant work, but he’s a champion that we feel can be a put in a decent spot even with just some minor number tweaks.

[ Link to Post ]

 

 

Dont ruin the botlane strengths of Champs like Zyra Brand and VelKoz

Statikk New PortraitReally good point. We don’t intend to destroy Support playstyles, but truthfully many of these champions’ fantasies and gameplay manifest best in a role where they can get gold and be the primary threat for their team.

We’re very aware that Zyra, Vel’Koz, and even Brand to some extent all have identities in the Bot Lane.

[ Link to Post ]

 

 

I hope Zyra gets a new passive and more ways to interact with her plants

Zyra Single Banner

Repertoir New PortraitWe haven’t yet started work on Zyra other than ideation, but one of the things we tended to be excited about was more plant interactions, like she brings the forest alive around her. Not sure where that means we’re going to take her, but I am excited to see what the team comes up with.

[ Link to Post ]

 

Follow Up Banner

Repertoir New PortraitThe more we work on these group champion projects, the more I think we tend to find that if someone already has something going for them (like Zyra an “counterengage mage”), it’s usually a good idea to start ideation with how we might be able to crank that current strength up to 11.

[ Link to Post ]

 

 

Keep the reworks simple We dont need more Skarnertype minigames

Skarner Update banner

Statikk New PortraitSimple is a great rule of thumb to lean on. We’re definitely keeping that in mind for these projects.

We agree with you on the “mini-games” thing. Mechanics start feeling like forced “mini-games” when they feel arbitrary, uninteresting, or simply don’t align with the expectations and desires of the champion. We understand this space a lot better after the past few projects.

[ Link to Post ]

 

 

Why did you put minigames like Skarners crystal spires in the first place

Meddler Final PortraitWe think mini games, when well done, can feel like a really fun, natural part of a champion’s playstyle in a way that expresses their personality/theme. Draven axe catching for example taps into his show off nature, Bard’s chime collecting fits well on a weird dude that wanders and saves things etc. If the minigame doesn’t feel compelling, or doesn’t fit with the champion it’s on however then yeah, that can feel pretty jarring. I’d agree Skarner’s an example of that – if he had a reason to really want to defend the crystals in the jungle it might be another matter (e.g. if they contained others of his kind, frozen, that could eventually come out late game and join his fight).

[ Link to Post ]

 

 

Why isnt Ryze on your rework list

Ryze Single Banner

Meddler Final PortraitWe’re going to try and tackle Ryze before the mid year, we think he’s enough of a problem we need to act sooner . Unclear whether that’ll mean some degree of rework or just significant balance changes.

[ Link to Post ]

 

 

 

Do you guys plan on doing anything with Syndra

Syndra Single Banner

Repertoir New PortraitIf I recall correctly, Syndra made it pretty far through the selection process, but I believe we determined that she either needed a ton of work to really spice things up on her, or that we could give her a little love on the mechanics side closer to release and still get pretty good mileage. As these projects tend to fall in between these two amounts of work, we ultimately passed on her in favor of others.

[ Link to Post ]

 

 

Xeraths in a weird spot right now Have you considered him for your list

Xerath Single Banner

Repertoir New PortraitI’m interested to know why you think Xerath is in a weird spot. Is it because of the state of the meta-game? Or is it that there’s something he’s failing to deliver that he seems to be intended to be doing?

As far as what we thought, Xerath seems to be up to par in Distinction, Cohesiveness, and Health. I’ve seen some people argue his gameplay is too similar to Lux to be considered distinct, but we actually see Xerath as more of an extreme range DPS mage, whereas Lux is more of an extreme range burst caster that relies heavily on catching squishies out and killing them with quick full combos.

[ Link to Post ]

 

 

Whatre your thoughts on Irelias  E from a balance design standpoint

Irelia Single Banner

Meddler Final PortraitI don’t think it’s a great ability, in particular because it can be really unclear what result will happen before she uses it, leading to press the button and hope plays that can feel unfair (in a way you can’t influence) to one player or the other. It’s also an ability that, due to the way it can punish fighting back and its nature as a targeted spell, can leave opponents without apparent options.

Having said that though there are a lot of other champions/abilities I think we’d be much better off looking at first that need the work more. An Irelia rework someday’s a definite possibility, think it’s unlikely we’ll do one this year though.

[ Link to Post ]

 


Is Singed scheduled for a rework

Single Single Banner

Meddler Final PortraitWe don’t have any plans to make significant changes to Singed (almost certainly balance adjustments at some point, but none currently planned). He’s got a distinct playstyle, a deep mastery curve, creates great high moments and certainly isn’t a jack of all trades. He is a bit weird thematically, but not in a ‘this guy’s failing to deliver on his core fantasy’ kind of way.

I’m not personally convinced the root from the Fling/Mega Adhesive combo’s sufficiently relevant to justify its existence on the kit, could imagine a world in which we took that out and replaced it with something a bit less niche. I don’t play Singed much myself though, so I might be just unaware of a bunch of value that interaction provides.

[ Link to Post ]

 


Do youve any changes planned for the Dragon buff

Meddler Final PortraitWe’ve been experimenting with some possibilities over the last couple of weeks, including changing the 4th buff to something a bit more felt than minion/monster damage. Currently waiting to get some insight into how dragon’s being valued in the start of the ranked season/first couple of weeks of professional play though to inform how big our changes should or shouldn’t be.

[ Link to Post ]

 

 

The 2016 ranked season is now live

Ranked Season 2016 Single Banner

Socrates New PortraitThe 2016 ranked season is now live! Gather your allies and gear up for all new challenges as you climb the ladder in 2016. We’ve introduced a swath of changes over the course of preseason, as well as new dynamic groups — now you can queue for ranked play with any number of friends. With new champ select, you’ll queue up for your two best positions — you’re guaranteed to always end up with one of the two positions you select — and join a team of players who’ve done the same.

To learn more about the 2016 Season, visit the season homepage here or check out the patch notesover yonder. It’s a new season of GGs, and we’ll see you on the battlefield!

[ Link to Post ]

 

 

Ready set play Earn Party Rewards all week long

Celebrate the launch of new champ select and the 2016 ranked season with Party Rewards. How’s it work? Simple. The larger your premade group, the larger the IP bounty you rake in. The bonus is even bigger for new champ select-enabled queues like Normal and Ranked draft. The All-Star bonus from Team Fire’s win at All-Stars is active in Taiwan, NA, and Korea!

Check out the details below!

Premade size New champ select queues Other queues
1 0% 0%
2 125% 50%
3 175% 75%
4 225% 100%
5 450% 150%

Party Rewards are live starting today (10:00AM PST on January 20) until 11:59PM PST on January 24. We’ll see you on the Rift!

[ Link to Post ]

 

 

Dynamic Queue system disabled further details

Ymir New PortraitTL;DR Dynamic queue was disabled because of a load issue, Solo/Duo Ranked is temporarily re-enabled, and all matches played in this mode still count towards your future Dynamic ranking.

Earlier today, we saw an issue on EUW that required us to disable the dynamic queue system. This was due to an issue with player load on the servers. This has also affected the KR server in a similar way.

As a result of this, all ranked modes based on the dynamic queuing system were disabled and remained down while we continued to investigate. When deciding on a course of action we had two options:

a) Leave ranked disabled until the issue was resolved
b) Re-enable the previous Ranked Solo/Duo queue

We chose option b) because we wanted to ensure that those of you who enjoy ranked could still play your placement matches. As we did not have a clear ETA on a fix, we proceeded to re-enable Ranked Solo/Duo until the issue is resolved.

What does this mean for your placements and rating?

Any games played on the currently available solo/duo queue system will count towards your placements and ranking when the new system is back up. For example, if you already played 2 games before the issues began in Dynamic Draft and 6 more in Solo Queue, you’d have 8 games played – and these all count towards your placements.

Why are other regions not affected?

Before we introduced this feature, we used a simulated environment to load test the entire system. Live implementation was first conducted on TR and NA with no major glitches. However, some subsystems of the dynamic queues didn’t scale up correctly when running on a larger live environment.

What are the next steps?

Our engineers are actively working to fix and re-enable dynamic queues in EUW. As of now we have no ETA but our tech teams will provide an update when we have more information to share. Thank you for your patience.

UPDATE: To answer a question some of you may have regarding Party Rewards, a several day event that offers bonus IP for playing with friends. We’re holding this event back for EUW until issues are resolved. Once Dynamic Queues are back we’ll look to enable Party Rewards and make sure that players on EUW have the same amount of time to earn IP with friends.

[ Link to Post ]

 

 

If you have large updates why not test them on the biggest server EUW

Ymir New PortraitWe don’t consider Live environments as testing platforms. That would be dangerous and unfair to our players. Most of our features go through similar process after the development phase: functional testing -> load testing -> initial deployment to previously selected environments -> few days of player behavior testing (collecting players usage data) -> full deployment everywhere else. The NA & TR deployments week ago just helped us properly understand player reactions, gather important behavioral data and eventually tweak and adjust the service globally. You know, hundreds of dynamic variables here and there…

There were some minor issues in NA, but in general the service was and still is stable. Load testing of large services is always tricky though as one has to simulate the load in development labs. You can’t just get millions of players to test your service live — it must be done artificially as a set of ongoing software trials. We always go much higher than the expected traffic, and usually get highly expected results, like the one with the months-long EUW load tests before the new data center deployment in AMS. No matter how precise you are, live environments can be unpredictable and sometimes even tiny unexpected factor is enough to get one subsystem’s thread on hold. Obviously there are larger systems out there in the internet, but they are usually distributed and can handle the load separately. Our environments work differently — there is a distribution in given service’ cluster, but in general EUW, NA, KR, etc, are single entities handling the entire traffic all by itself.

Sorry for longer post. We’ll obviously do our best to get back to you with fixed Dynamic Queues asap 😉

[ Link to Post ]

 

 

Update on Dynamic Queues for all regions

Draggles New Portrait Update: Dynamic normal queue is now disabled in all regions worldwide while we work on a fix (as an fyi, NA began to see similar issues despite the earlier launch on that server). Still no ETA to give but will be sure to have someone update this thread when that changes.

[ Link to Post ]

 

 

Follow Up Banner

Riot Eambo Final PortraitHi guys,

The PB team are the experts on this one, and their updates mean a lot more than mine. However, Lyte has been posted HERE with information – while unfortunately there’s not much to be said at the minute, the team are hard at work trying to fix this issue, get it tested, and get it out to you guys. We are as excited for this feature as you are – I honestly couldn’t wait to get home yesterday to play it, and I plan on leaving my placements until it’s back up and running due to the less stressful nature of things in the new champ select.

I know you guys want updates, and it sucks when we can only post “we’re working on it” – but that’s the truth and update we’ve got at the moment. As per Lyte, there’s no ETA at the moment, but I advise keeping an eye on the boards and Lyte’s twitter for updates as they’re available.

Thanks for sticking with us on this – we know it’s far from a smooth experience, but personally I truly believe the new champion select and dynamic queues are great features, and cannot wait to see them (back) on live to get some games with you guys on the rift!

[ Link to Post ]

 

 

Champion Mastery Level 6 7

Socrates New PortraitHey all,

When we first announced that Hextech Crafting and loot was heading to PBE, we saw a few questions about how champion shards would work for players who already had all champions unlocked. We weren’t ready to answer those questions then, we are now at the point where we want to reach out to the community for feedback.

Here’s our current, leading design:

  • All players (whether you have all champions unlocked or not) can use champion shards that are duplicates of champions you already own to increase the Champion Mastery level cap of specific champions up to level 7.
    • This will increase the level cap, but won’t increase your actual Champion Mastery experience or unlock any associated rewards (unless you already have enough mastery points on a champ to be level 6 or 7, in which case you’ll immediately unlock those rewards)
    • Example: You own Jax. Using a Jax shard, you can raise the Champion Mastery level cap to 6 for Jax.
  • Alternatively, you can combine 3 champion mastery shards to unlock another level on any champion you choose.
    • Example: You spend three random champion shards to increase Champion Mastery level and a pop up appears allowing you to select any champion. You select Renekton, raising his Champion Mastery level cap to 6.

We also plan to offer chests in the store that can be purchased with IP that would contain specific types of champion shards. For example, we might offer a Demacian Chest for a limited period of time which would contain champion shards for champions associated with Demacia. We might also offer chests like these via other means, like rewards for accomplishments in ranked.

Our goal with this is to ensure champion shards drops always feel like a step towards something players care about and to make to the highest tiers of champion mastery feel exclusive and valuable. Ultimately we think this will make it more meaningful when you drop your mastery badge emote after a clutch (or not so clutch) play. It’s possible that there could be some other reward types associated with higher champion mastery levels, but this is still TBD. We’re excited to get Hextech Crafting and loot out to you all and curious to hear your feedback.

Thanks everyone for all the testing you’ve done so far!

[ Link to Post ]

 

 

Does that mean we need shards to drop to reach Mastery levels 6 and 7

Socrates New PortraitIt’s the level 6 and 7 cap that unlock not the experience required for the levels themselves. So you’ll still have to earn your way up. Since the chests require strong performances (S grades) on champs, it puts more weight on unlocking these levels.

Somebody else pointed out since these rewards are more exclusive they should probably be cooler. That’s a good point also.

[ Link to Post ]

 

As always, here’s a short collection of recent fan-art:

 

Zed by Citemer:

C76v1p9 9B7oRhc

 

Swimsuit Lux by raichoo:

swimsuit_lux_by_raichiyo33-d9onwp6

 

A New Dawn by haonguyenly:

a_new_dawn_by_haonguyenly-d9ot6qn

 


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

 

[ 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.

 

This file has snuck its way onto the PBE as part of the recent swirly “They Are Coming” teaser:

TheyAreComing_Base_Promo_Mask

 

 

Champion Changes

 

Darius Final Portrait

 

Nerf BoxDecimate Final IconDecimate [ Q ]

  • Mana cost increased from 30 at all ranks to 30/35/40/45/50

 

 


Evelynn Final Portrait

 

Nerf BoxRavage Final IconRavage [ E ]

  • Base damage decreased from 70/110/150/190/230 to 50/90/130/170/210

 

 


Fiora Final Champion Portrait

General Box

  • Base Health decreased from 570 to 550

 


Gangplank Final Champion Portrait

 

Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Bonus damage to Champions decreased from 80/110/140/170/200 to 40/50/60/70/80

 

 


Jarvan IV Final Portrait

General Box

  • Base Armor increased from 27 to 29

 


Mordekaiser Final Portrait

General Box

  • Base Armor decreased from 22 to 20

 

Nerf BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Base damage of aura decreased from 140/200/260/320/380 to 140/180/220/260/300

 

 


Skarner Final Portrait

 

Nerf BoxFracture Final IconFracture [ E ]

  • Slow strength decreased from 45/50/55/60/65% to 25/35/45/55/65%

 

 


Zilean Final Portrait

 

Rewind [ W ]Buff Box   Rewind Final Icon

  • Mana cost decreased from 35 at all ranks to 0

 



Zyra Final Portrait

 

Revert BoxStranglethorns Final IconStranglethorns [ R ]

  • Duration of knock-up decreased from 1.5 seconds to 1 (reverted to live status)

 

 

 


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

 

Red Posts 03 09 Banner

 

Topics Banner

 

 Recent News Banner

Riot Dev Blog Evolving Splash Art Banner

PATCH 517 OFFICIAL NOTES

 

 

Are Lulus PBE changes meant to push her off solo lanes and back to support

[ Note ] You can find Lulu’s changes from this PBE cycle HERE.

Phreak New PortraitNo, Lulu is fine in either. See: Lulu, Karma, Zyra working in both. Varus, Ezreal, Corki working Mid/Bot. Nautilus working Top/Support. You’re injecting your own assumed intent and cherry-picking examples and saying, “Yep, this is a pattern.” The issue with Soraka is that consistent self-healing often ends up being extremely problematic, as once you hit enough mana regen to keep the spell up, you no longer have gameplay in the lane.

Lulu may not be super common in NA/EU. But she is almost 100% red side ban or blue side first pick in both Korea and China and finally growing in Western popularity. League of Legends is played globally and honestly, the Asian teams just end up being faster at picking up on this. In short: Lulu is overpowered in solo lanes right now.

So let’s circle back to these changes.

Most mid lane and some top lane matchups are magic damage focused. Very few bottom lane matchups are. Her durability is now roughly equal vs physical (plus, hp5, damage blocking via the defensive masteries, potions, and her shield further inflate the value of armor) but definitely weaker vs. magic. Thus, Lulu is weaker in solo lane matchups more than in support matchups. Plus the Spellthief buffs on her.

[ Link to Post ]

 

 

Is Riot hesitant about implementing Mercy because it could be abused

[ Note ] The “Mercy” system is a old fan concept for a system that pardons teams who have an AFK-er on their team.

 

Slumber Jack Final PortraitLet me ask some different questions, because perhaps people ‘abusing’ it might not be the only way to think of it.

For players on the losing/outnumbered team, how will they perceive teams that choose to not show them mercy?

For winning teams, are we creating an expectation or a feeling that unless they show mercy that they’re not as good of players as those who would have?

EDIT: Gotta get back to work, but I saw this thread and wanted to facilitate a bit of discussion. We appreciate the desire you guys have to help make things better!

[ Link to Post ]

 

 

Its unlikely that a Mercy refusal would happen a lot

Slumber Jack Final PortraitHappening a lot would be a possibility. After just having someone leave their game, could that further hurt a player’s general perception of the community when many of these players who deny mercy might otherwise be perfectly well-behaved and fun to play with?

EDIT: Let me re-frame this. Would we be giving outnumbered players a reason to feel differently about those on the other team when they otherwise would have been ok with them? That, perhaps, not only are they unlucky for having a leaver in their game but also unlucky for getting matched against people who chose to not grant mercy?

[ Link to Post ]

 

 

The Mercy vote should emphasize that the enemy didnt deserve the loss

Slumber Jack Final PortraitHmm. Well, we’re working on improving the way honour (and in this case, ‘Honorable Opponent’) works, so perhaps it’s just a matter of making this button the obvious use case in these situations (and of course, to make it feel more rewarding — we’re working on it). Interesting.

[ Link to Post ]

 

 

Why would a Mercy vote make one feel like a better player

Slumber Jack Final PortraitPerhaps showing mercy wouldn’t make you feel better because there are situations where you feel it’s the expectation (if you think they deserve it). Perhaps the only situation is to make you feel worse if you don’t: do I lose the game, or do others think less of me because I personally held a belief that they didn’t deserve it?

Everyone will have different reasons for why they think they should/shouldn’t give it. You can see them in this thread: Do you simply think they should? Why was someone afk? Was it from the start? Was someone on the enemy team a jerk at any point? Am I sacrificing my first win of the day (this could probably be mitigated)?

[ Link to Post ]

 

 

What exactly did Zyras AI Tweaks touch up on

Meddler Final PortraitPlants should now consistently target Zyra’s most recent auto attack target, rather than sometimes attacking things Zyra had attacked previously. They’ll also interact a bit better with FoW and should be a bit more responsive around their facing/tracking of targets. Might be some other more subtle stuff, can’t recall off the top of the head.

Got a playtest in on the AI changes yesterday and they felt reasonable to me (I play a moderate amount of Zyra). Nothing that felt dramatically different, so not sure if I’d have known the changes were there if I hadn’t been told, did feel like there weren’t the moment or two of plants being unresponsive I’d normally notice in a game though.

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitZyra’s plant logic will not be that much different. Here’s the actual logic for those curious:

1) Units that have taunted the plant (e.g., Shen), whatever their range.. they will just stare at an out of range unit while taunted
2) Champs Zyra has auto-attacked in the last 3 seconds (prioritizing most recently attacked)
3) Champs that have recently been attacked by any plant (prioritizing nearest)
4) Champs within 350 units of the plant — for reference, 350 is the size of Lee Sin’s E1 or Evelynn’s R (prioritizing closest)
5) Non-champs Zyra has AA’d (prioritizing most recently attacked)
6) Any unit in range (prioritizing closest)

The changes in 5.18 are that:

  • 2 and 5 now use “most recent” over “closest”, allowing Zyra to better re-direct plants to higher priority targets;
  • Plants will no longer get hung up on invisible targets, such as champions in fog of war;
  • Plants will no longer sometimes mis-believe that they attacked on spawn (which caused a long delay before their first real attack);
  • Plants will quickly move to face the target they are going to attack next, so you can get a better sense for how your actions shape their priorities.

[ Link to Post ]

 

 

Why does almost every new Champion have a linear projectile Q that slows

CertainlyT New PortraitOur infatuation with lines is matched only by our love affair with circles.

We overuse the line nuke missile, but there’s a reason it’s our dominant cast type: it tends toward good gameplay around minions/Braums, reads very clearly since it emanates from the caster directly and produces threat that fairly smoothly scales down with distance (creating somewhat linear reward for approaching your enemy, which is risky).

[ Link to Post ]

 

 

What happened to Syndras PBE passive buffs

[ Note ] Here are Syndra’s reverted PBE buffs in question:

 

Buff BoxTranscendent Final IconTranscendent [ Passive ]

  • At rank 5, the 15% bonus magic damage on Dark Sphere is now true damage
  • At rank 5, Scatter the Weak’s width is increased to 100%, up from 50%

 

Scarizard Final PortraitJust that we were still investigating them. We’re still looking at ways to make the passive cooler (more for W+E), but no sign of the ETA.

[ Link to Post ]

 

 


Arcade community creations


Jynx Final PortraitTime to level up with some awesome arcade community art, videos, and cosplay! Click on the artists’ names to see more of their work.

 

 

 

yomi_UR and yochris72

yomi_UR


SongJiKyo and Skull Tooth

 


ryjenic and RinRinDaishi

 


Polkadotzombie and Ofskysociety

 


NoamyFrerius and Ninja-Dee

 


Lighane and KilljoyDET

 


Ka-ho, Kiseki, Quist, Khymichi and Kai

 

 

justduet and finalbossveigar-replies

 


Duckui and Danielle Beaulieu

 

 

ArtKirby-XIV and AninhaT-T

 


Naigos

 

Community collaboration with Hyun’s Dojo

 

Chibiin

Share more of your favorite arcade creations in the comments below!

[ Link to Post ]

 


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

 

PBE 02 09 Banner

 

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

 

  • Champion Changes
  • Item Changes

 

Champion Changes

 

Caitlyn Final Portrait

 

Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Mana cost decreased from 50 to 30
  • Cooldown decreased from 20/17/14/11/8 seconds to 16/14/12/10/8

 

 

Fiora Final Champion Portrait

General Box

  • Health decreased from 662 [+92 per level] to 655 [+85 per level]
  • Base armor decreased from 30.5 to 27.5

 

 

Mordekaiser Final Portrait

 

Change BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Damage from double aura increased from 140/180/220/260/300 [+0.6 AP] to 180/250/320/390/460 [+0.9 AP]
  • Can now be self-cast (can’t do double aura damage but can still be reactivated)
  • Reactivate base damage increased from 50/70/90/110/130 to 70/95/120/145/170
  • Now costs 25/30/35/40/45 Health to cast (0 cost on live)
  • Reactive now heals for 25% of the damage dealt to minions, decreased from 33%

 

 

Twitch Final Portrait

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Delay until Twitch can stealth while taking damage has been decreased from 6 seconds at all ranks to 4.5

 

 

Zac Final Portrait

 

Nerf BoxElastic Slingshot Final IconElastic Slingshot [ E ]

  • Charge time has been increased from 0.9/1/1.1/1.2/1.3 seconds to 0.9/1.1/1.2/1.4/1.5

 

 

 

Zyra Final Portrait


Quality of Life Box FinalStranglethorns Final IconStranglethorns [ R ]

  • Tooltip now states that the knock-up duration is 1.5 seconds

 

 

 

Item Changes

 

Nerf BoxDevourer Final IconDevourer Enchantment

  • Now grants 0.67 magic damage on-hit per stack, decreased from 1

 

Nerf BoxSated Devourer Final IconSated Devourer

  • Base magic damage on-hit decreased from 60 to 50

 

 


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

 

 

Red Posts 18 08 Banner

 

Topics Banner

 

Recent News Banner

NA SERVERS MOVE TO CHICAGO ON 25 08

SEPTEMBER SALES SCHEDULE Banner

PROJECT TEASER FOR 5 NEW SKINS

 

 

Update on NA Game Servers

Riot Noc New PortraitOn August 25, the NA game servers are moving to Chicago, IL. We anticipate zero downtime. However, ranked will be disabled from approximately 5:00am PDT to 12:00pm PDT (noon). The migration will take several hours and, until it’s complete some games will still be played on the old servers, so you may not immediately see a change in your ping. You may also bounce between Chicago and the old servers from game to game until the migration is complete. Read more about the server move here: http://riot.com/1E3AYXO

[ Link to Post ]

 

 

[ Taylor Meabon ] What’s your position on have 5 bans, maybe even 1 for each player? Its kind of frustrating to have none of your own input when 1 of 5 random people gets to ban 3. Also I think the champion pool is big enough to justify more bans?‎  

Ghostcrawler New PortraitTimely question. We have had a few meetings on this topic lately. Would be interested in community feedback right now on what problems you think the existing system has and your opinions about the right way to fix.

(Also specify if you’re talking about pro play or non-pro ranked play. We don’t strictly have to use the same system for both.)

[ Link to Post ]

 

Additional resources:

 

 

THORNMAIL CHANGES IN 516 AND RUBY SIGHSTONE IDEAS

Here are the changes to Thornmail that will hit live with Patch 5.16:

 

Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

 

 

Can Thornmails passive trigger off all sources of physical damage

Repertoir New PortraitIf Thornmail comes out next patch and is too weak, it seems like the better approach to take would be to make it better at what it’s supposed to be good at rather than just making it good against all physical damage. It doesn’t really seem right that we should just make it really good against all physical damage. If we need an item that allows tanks and other frontliners to properly deal with Riven, we should make that item, rather than trying to balance an item with a largely different ideal case around also being able to do that.

[ Link to Post ]

 


What if Thornmail applied Grievous Wounds to enemies hitting the player

Repertoir New PortraitWe had something very close to this on Thornmail for awhile internally, but I believe it resulted in a question of what options auto attackers even have then if Thornmail not only damages them significantly, but also halves their Lifesteal.

[ Link to Post ]

 

 

What if Ruby Sighstone granted 20 CDR on item actives

Repertoir New PortraitWhat’s the intended outcome of this change? That Ruby Sightstone becomes generally more desirable to upgrade to? Or is it more that Ruby Sightstone feels better to upgrade to for a support when they manage to go full build?

[ Link to Post ]



It doesnt feel good to upgrade Sighstone lategame even if its gold efficient

Repertoir New PortraitCool. Thanks for the interesting thread, Saixos. Sounds like people are maybe wanting more of an interesting transformative element when upgrading Sightstone. From what I’ve read, players seem okay with upgrading it late in the game, but even then, it’s mostly just because you can, and not that it feels good to do so.

[ Link to Post ]

 

 

 

IMMOBILE MAGES STATE OF LEBLANC VAYNE ZYRA SION

 

Immobile mages should be updated in the same style as Juggernauts

Scruffy Final PortraitImmobile mages definitely need the same treatment as what we’re doing for the juggernauts. Not because “buffs” (those can happen at any time), but because they really need true uniqueness from champ to champ.

If you asked the question “I’m a champ that brings a bunch of aoe spell damage and some CC, who am I?” you could answer Velkoz, Zyra, Syndra, Brand, Cass, Malzahar, and ziggs. Ideally we could find what makes these champs unique and sharpen it enough so that the reason you would bring those champs to your team isn’t just whoever has the highest numbers.

As for the buffs that you’re asking for, I’ll have to run it by the live balance team and they can better speak to if any of them are in an underpowered state.

[ Link to Post ]



Will Swain also be part of this update

Scruffy Final PortraitHe might need a bit more than some uniqueness sharpening.

[ Link to Post ]

 

 

 


Why is the balance team not considering nerfs for Vayne

[ Note ] There’s been some recent community feedback on Vayne’s early game being too strong. The posts from Repertoir are a continuation of those threads.

Repertoir New PortraitWhere did we say this? Just talking around the office, that’s really not the impression I get. If you had said, “The fact that Vayne isn’t getting nerfed in 5.16 is sad really,” then that’s more reasonable. I can assure that in the last few days I’ve had several conversations about Vayne that weren’t just on the boards.

Is she getting changes in 5.16? No. However, that doesn’t necessarily mean we aren’t aware of the community sentiment on the subject.

[ Link to Post ]

 


Meddler stated a month ago that Vayne is in a fine spot balance wise

[ Note ] You can find Meddler’s comment HERE.

Repertoir New PortraitOr at least she was about a month ago, but a lot can change in a month. I suppose I should just ask him in person!

[ Link to Post ]

 

 


Do you think Ryze is in a good state currently

Scruffy Final PortraitOne of the big issues that Ryze has currently that makes him feel weak is that for the “100 games played, master tier ryze player” he is actually very very strong, but for the average/majority of players that isn’t the case.

We’re slowly working on some changes that will hopefully shorten the gap in success between an insanely top tier ryze player and everyone else. Probably still a few patches out though.

[ Link to Post ]

 


Whatre your thoughts on LeBlancs current state

Repertoir New PortraitShe may have been overnerfed, and I believe there are W speed adjustments in on 5.16 PBE at the moment.

That said, she historically falls into that Azir, Ryze, Kassadin, etc. category of champions that is balanced for higher levels of play when their solo queue win rate is in the ~45% range. This isn’t to say that any of these champions must be weak; it’s more that their performance dramatically increases with skill level and/or player experience, to the point that if they were balanced around a 50% win rate for all players, they would be 56/57%+ for experienced/skilled players. Most recently, we saw this on Ryze, whose experienced win rate jumped up above 60% by some measure despite being ~50% in solo queue at average elos.

[ Link to Post ]



Are you planning on reworking LeBlanc

Repertoir New PortraitThere’s currently no rework planned that I know of.

[ Link to Post ]





Zyra is a poke support who needs gold to function and sees zero pro play

Repertoir New PortraitWe actually generally agree with this assessment, and I believe we’re currently looking into what we may be able to do to help Zyra out. I’m not sure if it’s going to come right away, and it’s not likely to be a large scale change, but she should get some attention nonetheless.

[ Link to Post ]



How do you feel about Sions current state

Scruffy Final PortraitPersonal opinions INC but here’s my 2c:

  • Numerically he seems balanced, reasonable win rates on our data and all of the external sites like OP.GG etc
  • As most sion players (myself included) prefer top sion over jungle, there may be room for a slight power shift towards top sion rather than jungle
  • The W 2->3s delay nerf was warranted in terms of power, but the feels hit was probably not ideal. Maybe there’s a power neutral change that we can do to shorten that delay some without buffing him

[ Link to Post ]


Follow Up Banner

Does this mean Sion players will be forced to lane top instead of jungling

Scruffy Final PortraitNot at all what I mean. Sion jungle is stronger than Sion top statistically, so I was just saying there may be room for top love. I DEFINITELY wouldn’t want that at the cost of his jungle viability.

[ Link to Post ]



Why was Lee Sins rework scrapped due to player feedback but Mordes isnt

Scruffy Final PortraitI wasn’t personally involved with the lee sin changes back then (not a ‘rework’ really just some live design tweaking), but I can give you my opinion for what it’s worth.

I actually think the community outcry then was totally legitimate and called us out on what would have been changes that would have pushed out some of the core late game functions that lee sin players actually liked and aren’t unhealthy for the game. For context the changes would have made lee sin more of an attack speed dmg carry late game rather than a pick focused tank like he his now. This is the type of feedback/response that I am glad that we are doing.

There have been a few other threads with some more in depth Morde discussion, but I can repeat/bring the discussion here. We have heard the feedback on morde and are both reacting to some of it before release and planning for possible future changes if things don’t turn out exactly as we hope when he goes live. The big asks I’ve been seeing for morde are about his solo lane viability, and we are aiming to not hurt his play there while also adding a very new and interesting option for him to play bot lane. Once morde goes live, we will be listening to the feedback from top, mid, and bot lane morde players and reacting with whatever changes are appropriate.

Some of the other comments you have about us “picking sides” or “changing the whole game around lee sin” must be a deeper level of conspiracy than what we even know ourselves. The strategy the balance/systems team has been taking on creating/improving jungle diversity isn’t centered around lee sin but rather the champion pool as a whole. Things like Cinderhulk and Devourer are general changes to support other jungle characters that don’t really have anything to do with lee sin’s balance.

[ Link to Post ]


Follow Up Banner

Why werent the changes to Cassiopeia Veigar Zilean reverted then

Scruffy Final PortraitI saw a good comment earlier in this thread about how the important thing isn’t about being right 100% of the time. Instead it’s about having a consistent mindset/approach.

So admittedly some reworks and balance changes don’t turn out as good as others. That doesn’t mean that we are or should be taking a different approach or use different values for each individual champion. The changes made to the three champions you listed were consistent with the same design values that we apply to all champs in league.

That said, I know we’re not satisfied if cass, veigar, zil players aren’t so I’m sure that we will continue to iterate on those champs and keep improving them in the future.

[ Link to Post ]



introheader_3 (1)

Riot have released an official tech blog where they’ll share more under-the-hood aspects of updating League:


Hello, world! What a long, strange trip it’s been. Some things have held constant since the beginning of Riot engineering: we still hold the player experience above all else, we still focus on constantly improving ourselves and our technology, and we still love to play games. But other things have dramatically changed for our team: we no longer fit in 500 square-feet, we now serve players all over the world, and supporting 1,000 concurrent players is no longer our biggest challenge. At the beginning of this journey, we couldn’t have imagined the challenges that’d arise from the scale we face today, and that influence everything from the technology we create to how we shape a player-focused engineering team.

I’m excited to introduce Riot’s new tech blog where we’ll discuss engineering topics along the breadth of these challenges. League of Legends players have given us the awesome opportunity to tackle these problems, and we’ve learned a ton that we’d like to discuss. Our goal is to share with you, the engineering community, our journey developing technology while we learn from your questions and comments.

What you won’t find here is a discussion of technology for technology’s sake. Rather, what’s important is how and why we wield technology to ship value to players. In fact, Riot isn’t a technology company, which might sound odd in the context of announcing a tech blog: Riot’s a product company. We believe the only path to success is a focus on players, which means a focus on products.

A focus on products is why we’re not only building League of Legends, but also new games, esports experiences, a merchandise store, creative ventures, big data pipelines, and more. Our engineers create the technology for those products to succeed in delighting players. As players ourselves, we know the joy of truly great game experiences, and we’re dedicated to creating new ones.

We plan to discuss facets of our engineering challenges that we hope will resonate with the community. To release content at will, our teams must move quickly and own their work end-to-end; to support that need we’re developing private cloud infrastructure and working to evolve our continuous delivery platform. With our desire to make data-informed decisions, we’ve invested in our Insights Tech team and their work building out our global data pipeline to analyze petabytes of game data. In our quest to continually improve the LoL player experience, we’ve implemented machine-learning algorithms to better understand how players interact with our game, both positively and negatively. To maintain the highest level of availability of Riot’s game and web properties, we’ve placed them atop tech stacks comprised of both our own work and invaluable open-source technologies we couldn’t live without. And, in the constant battle to stay ahead of malicious attacks, we’re supporting our security team and their efforts running a bug bounty program, developing security tools, reviewing Riot code, and educating Riot engineers on cutting-edge trends and best practices.

Riot engineers from teams around the world look forward to sharing stories related to the topics mentioned here, among many others. This blog is our chance to engage with you and we want to focus on quality content and the dialogue that follows.

[ Link to Post ]

 

 


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

 

Red Posts 29 07 Banner

 

Topics Banner

 

Recent News Banner

Discussion-on-New-Poppy-Banner

Shens-Q-and-W-to-be-reworked-Banner

 

 

QA with Morello Banner

Morello has taken a small break from his R&D project to answer community questions regarding champion concepts and where Riot is heading next.

 

Pick 5 Champions that you feel are out of date and in need of changes

Morello Final PortraitI’ll pick 3 🙂

  1. Poppy: Poppy’s kit is abusable, has poor gameplay interaction and has low output on anything useful other than “don’t die, kill things.”
  2. Yorick: Similarly, Yorick’s impact on a game is damaging in a bad way, and he fails to accurately meet the Necromancer fantasy in a way I think we could bring to life (heh)
  3. Irelia: Sorry to say, but true. She’s the poster child for “outstat u” and I think League could do better at providing gameplay along with power whenever possible.

[ Link to Post ]

 


What is the future of Game design and what is Riot Games role in that

Morello Final PortraitGood question.

Game Design wise, we’ve never done an awesome job of laying out a cohesive vision for the game and I think that’s a necessary but big challenge for us. I think that’ll be the next mountain to climb. We’re a culture born out of reactive firefighting, and need to learn to burn the candle at both ends.

Myself, I think the biggest milestone I’m personally happy with is 2012’s champion roster. While we didn’t solve everything, I think we did a lot to make champions feel thematically and gameplay-wise more different when compared to the 2011 roster, where there was a big trend of normalization. I’m also happy from helping grow the team from something small into something bigger, but that’s internal to Riot 🙂

[ Link to Post ]

 


Does Riot actually plan on making any other games

Morello Final PortraitI hope so. That’s what I’m supposed to be working on every day right now 🙂

Apologies for being vague (need to be), but I can provide some color on what we’re interested in:

  • Genres we like to call “gamer’s games” overall – stuff you can really sink your teeth into.
  • For IP, I think doing only one or the other would be short-sighted. We’re working a lot to bolster League’s IP, so there’s opportunities there to make that come to life in different ways. Likewise, if that’s ALL we did, it might be too limiting for some concepts. Whatever it is should fit the game in question.

[ Link to Post ]

 

Follow Up Banner

Will this RD project affect League of Legends directly

Morello Final PortraitNot the one I’m working on, though it’s possible that we’d use an R&D process to solve some of the meatier or more isolated problems if we really need to reinvent the wheel on something.

Overall, R&D is a space where we want to have a lot of opportunity to go big or go home. “Fail fast” is a term we use to make sure we’re chasing things that are actually resonant and that actually matter, so I suppose that could be applied to a lot of things where a big discovery phase is needed.

[ Link to Post ]

 

 

What exactly does RD mean at Riot

Morello Final PortraitR&D, for us, is a way of exploring things that are other products or games we should figure out the fit for.

In these efforts, we get a thesis for something together and try to work to understand if that’s something we should invest to quickly. This can be met with a lot of ambiguity, failure and reboots as we take bold, risky brush strokes at problems to gain information, which is why it’s important to be pretty tight-lipped about it.

[ Link to Post ]

 

 

What are your thoughts on Riots interaction with the community

Morello Final PortraitFrankly? Personally? I think we’re too careful.

This is all well-intended (wanting to do the right thing in the right way), but in my mind, overthinking it can lead to unintended results. I’d rather have a quick scrap and hug it out afterwards than avoid the scrap. This is the way I think we avoid “big company entity” and “big playerbase” and gets us into “people and humans”. Without that, it’s hard to build trust or good relationships.

[ Link to Post ]

Morello Final PortraitOne thing I’ll add is that I can say this at all without fear of reprisal is an example of Riot’s beating heart and soul, though. That’s the ever-present optimism for this that I have.

[ Link to Post ]

 

 

Follow Up Banner

What do you think an individual player Rioter could do to improve this

Morello Final PortraitGood question.

For players, I think asking for clarity and trying to contain rage is more inviting to the conversation, which makes people feel safer to post overall. The reason I tend to be so cavalier with it is the experience with the community and feeling “safe” to post. It’s earnestly hard to be motivated to get yelled at a lot 🙂

For Rioters, I think boldness and an understanding that the world won’t end if you say something a bit off-color is important. I’ve send some incredibly stupid shit in my time, and I haven’t been smote by a meteor.

[ Link to Post ]

 

 

How much do you think the game will have changed in say three years

Morello Final PortraitIt’s hard to say from afar, but there’s always the line to toe of “evolution” vs “this isn’t League anymore.”

Personally, I think the game does a good job in being really deep on optimization and mastery, but I’ve always wanted to see more variety too. Maybe that’s naive at this point, but more possible ways to play would be one of the things I think would benefit LoL lots.

[ Link to Post ]

 

 

Do you think Riot have improved on their champion design

Morello Final PortraitGetting better (Tahm Kench I particularly like), but I think we can go further with abilities that can be very powerful or fail spectacularly, like Bard’s ult.

[ Link to Post ]

 

 

Follow Up Banner

Morello Final PortraitI think more of the quality where things are less “clearly optimal” on some abilities and let players do janky or more creative things with those abilities.

[ Link to Post ]

 

 

 

Do you still want the Drain Tank Fantasy to exist in League eg Aatrox

Morello Final PortraitI can’t talk in the detail necessary for this these days of what’s possible (since I’m not working on LoL these days), but I can answer the more philosophical question of Drain Tank.

I still believe Drain Tank can work, but I think it can’t be auto-attack based. AAs are sort of an automatic DPS meter you can fill when in your attack range, and have a lot of their own tuning.

Someone like Fiddlesticks might be a better model, if you made it so more champs could interact with his W and disrupt it. Then you get some back-and-forth between how he uses the skill, if you can disrupt it and costs/benefits to that. An AA-based drain tank will just stat check you and be a spreadsheet problem – something I think neither myself nor the LoL team is particularly find of since it removes a lot of the interesting decisions around it.

[ Link to Post ]

 

 

What is your opinion on the new HUD

Morello Final PortraitI generally like the way it gets in the way less, but I’m still having to get used to where the info is. I’d have to see when my eyes settle in to it.

[ Link to Post ]

 

 

 

Have you considered adding a champion that copy enemy ally spells

Morello Final PortraitWe’ve tried this before, but one major challenge that we have is no animations are “shared” other than some basic attacks (and even those have different timings). Imagine if you stole Garen’s Spin to Win and we tried to make LeBlanc do that with no animation, or had to make exponential animations to support that. We’d have to stop making all other content. 🙂

[ Link to Post ]

 

 

Do you think Dominion will get an overhaul at some point

Morello Final PortraitI highly doubt it. This is a complex subject (I’ve talked about it in the past) but while we’ve learned a lot from Dominion, I think it’s hard to validate doing significant work on it.

[ Link to Post ]

 

 

 

New Items for Immobile Fighters Banner

On the topic of heavy fighters in the meta, Meddler confirmed that new items to help immobile champions will be released in Patch 5.16 or 5.17.

 

 

Fighters are hard to balance because they share many Ranged ADC items

Meddler Final Portrait We’re on the same page when it comes to fighters and ADC item overlap, which makes it difficult to offer effects that are an appropriate fit for one class, but not the other. Removing ranged crit’s not the solution we’re trying out however, we feel that does add some important value to the ADC role. What we’re looking into instead for fighters are items that:

 

  • Are a combination of offensive/defensive effects and therefore generally of noticeably lower appeal to ADCs who want to go full offense (e.g. the revised Black Cleaver which has a significant part of its budget spent on health, something fighters are fine with, but ADCs often aren’t).
  • Offer additional rewards when combined with other defensive/partially defensive items (Atma’s Impaler back in the day was an example of this sort of effect. It did have some other issues and so we felt we had to remove it, we believe there may be some variants on the concept that work better however).
  • Help melee champions engage in a fight, or stick to targets better once in a fight, in ways that aren’t as consistently useful or accessible on ranged champions (Randuin’s and Phage are good examples of this category) .

We’re currently working on some items using the above approaches, which are intended in part to be good fits on heavy, immobile fighters like Garen, Darius, Udyr etc. More details to follow sometime pretty soon (patch 5.16 or 5.17 at a guess, so potentially hitting PBE 1-3 weeks from now, depending on how the rest of the work goes).

[ Link to Post ]

 

 

Will the new items help out AP fighters

Meddler Final PortraitThis is AD focused work, we feel AP itemization’s in a generally good spot for now after the 5.13 changes.

[ Link to Post ]

 

 

 

Will there be any changes to Essence Reaver

Meddler Final PortraitEssence Reaver we’ll look at when we work on ADC itemization.

[ Link to Post ]

 

 

 

 

Do you characterize immobile fighters as those without blinks dashes

Meddler Final PortraitYeah, that’s the sort of distinction we’ve got in mind here, with heavy fighters being those without dashes/jumps/blinks. Fighters that have to fight, or at least walk past, the enemy front line, rather than diving onto their preferred targets.

Also very much a soft distinction, rather than a black/white mobile/immobile thing, particularly in cases where a champion’s strongest back line access is a longer CD ult (e.g. Shyvana).

[ Link to Post ]

 

Follow Up Banner

Meddler Final PortraitLack of burst mobility’s what we’re looking at here, as opposed to sustained or strategic mobility.

[ Link to Post ]

 

 

 

Will we see these new items in the Patch 5 15 PBE cycle

Meddler Final PortraitWe’ve got a lot of stuff being worked on for 5.16 or possibly 5.17. As a result 5.15 will be a somewhat smaller patch than usual.

[ Link to Post ]

 

 

 

Possible tweaks to Zyras passive Banner

Zyra might be getting some love in future patches in the form of afterlife:

 

 

What if Zyra could revive like Anivia if her passive killed a champion

Meddler Final PortraitThat’s a really cool suggestion, and a change that would fit well with Zyra’s playstyle and backstory. We’ll do a bit of experimentation with that sort of approach, see if we can get a version that plays well in game without being excessively strong. Can’t guarantee we’ll end up shipping any changes, definitely worth investigating though.

[ Link to Post ]

 

 

How often does Zyra get to kill someone with her passive

Meddler Final PortraitI don’t have any stats on average Zyra kills with passive per game, though must admit I’m curious now. Anecdotally I’m guessing somewhere around the one kill a game mark. That’s not going to offer that many respawn opportunities, but that’s not necessarily a bad thing. Occasional high moments can create some really memorable games and a low rate of occurrence means that not too much of a champion’s power budget needs to be spent on such an effect. High variance effects can be tough to balance at times, since a really good or lucky player can sometimes achieve extreme results we need to balance around. In this case though given the setup requires death and the reward would be lack of death that might not be too much of an issue however (again, can’t promise this’ll go anywhere yet of course).

[ Link to Post ]

 

 

What purpose do death passives serve on a champions kit

Meddler Final PortraitWe feel death passives can be the right choice in a couple of circumstances.

  1. High risk patterns that result in death frequently/where the best way to play is to expect to die in an even team fight. Post death passives here give you some chance for contribution regardless of how quickly you die and synergize well with the sort of actions you should be taking anyway (middle of enemy team or front of your own team). Sion and Karthus are the best examples here, with both often doing it right if they end up dead near the enemy team. Zyra’s fits this category slightly, as a squishy, immobile mage with moderate cast ranges, whose contribution drops off significantly after she’s used her CDs/seeds.

  2. When we want to offer a champion more power when they’re having a poor game than a successful one. If a character’s too feast or famine, absolutely crushing some games and failing to contribute anything in others, then a post death passive can be a good fit, since it offers more power to the struggling games. Kog’Maw’s the best example of this, with the passive being non existent in games where he’s stomping and a pretty reliable true damage AOE in games where he’s having a lot of trouble. Zyra comes into this category pretty solidly. She’s got a lot of damage between her plants and spells and regularly tops damage charts when having a reasonable game. She’s pretty vulnerable though when her spells are on CD/against enemies with the right tools to avoid them, so if she’s not having a good game she can end up dying a lot.

[ Link to Post ]

 

 

How about giving Zyra a temporary revive like what Sion has

Meddler Final PortraitYeah, there are a bunch of approaches that might fit here depending on the power that’s appropriate and the gameplay desired. Main ones that leap to mind that we’ll talk about internally being:

  • True respawn at point of kill, point of Zyra’s death or back at the fountain
  • Temporary respawn at point of kill
  • Substantially reduced death timer per champion killed by the passive

[ Link to Post ]

 

 

PURPOSE OF AUTOMATED PUNISHMENT SYSTEM

Lyte has outlined why the Mute feature alone doesn’t solve toxicity and why League needs an automated report system.

 

Why do we need an automated system when we can just mute toxic players

Lyte Final PortraitWe consider the “Mute” feature to be a last resort. When a player has to use the “Mute” feature, the damage has already been done. Your experience is already worse, you are already less likely to play another game, and you already don’t enjoy League as much as before. The “Mute” feature is a last resort to prevent any further harassment or abuse. Just because a feature like this exists doesn’t mean it’s OK for players to spew hate speech or be racist or verbally abusive. The vast majority of players in League hate these types of behaviors, and we should respect these players and not tell toxic players it’s OK to be dicks just because a “Mute” feature exists.

[ Link to Post ]

 

 

Are you worried about trolls getting others player in trouble over flaming

Lyte Final PortraitThe good news is, we’re adding some Intentional Feeder Detection features into the Instant Feedback System in the next patch or two… so don’t worry, players won’t be intentionally trolling or using gameplay toxicity to “escape” the system soon.

Although the Tribunal engine is “machine learning” based, it actually has a lot of human checks in place. No system is truly “automated,” and for a player to be permanent banned they actually have to go through checks from multiple systems. Cases are reviewed by human Player Support staff all the time, and we do random checks on accuracy all the time, especially for cases that are “right on the line.”

[ Link to Post ]

 

 

How often do punished players use hate speech make racist remarks etc

Lyte Final PortraitGenerally, players that get a penalty show a large pattern of these behaviors. Unless your 3 chat logs are severe hate speech or something awful like that, you will most likely never see a penalty especially if you’ve had 100s of neutral or positive games.

[ Link to Post ]

 

 

Is retaliating to a troll or flamer considered toxic behavior

Lyte Final PortraitRetaliation isn’t OK. It just makes it a worse experience for the 8 other players. If there was a player that initiated, they are most likely punished as well.

[ Link to Post ]

 

 

 

Darius Rework how to swap background music banner

 

Is the Darius rework coming within the next 3 patches

Meddler Final PortraitIt’s very likely it will.

[ Link to Post ]

 

 

 

 

Will Gangplank be nerfed

Meddler Final PortraitNo changes in 5.15 at the very least. Right now there are a lot of people playing GP who’ve never played him before and even those that have are having to learn some new stuff given the kit changes. That’s making it a bit hard to get a gauge on what his long term power’s like, initial reaction though is that it’s in roughly the right ballpark.

[ Link to Post ]

 

 

How to swap between Bilgewater music and updated SRU music

Stephiroth Final PortraitAhoy, Summoners!

We have temporarily added the ability to toggle between Updated Summoner’s Rift music and Bilgewater music on SRU.

This option has temporarily replaced the ability to enable “Classic” music.

Summoner’s Rift Games will currently default to using “Updated” music, however you can switch it to Bilgewater music by navigating to the Sound section in the Options menu, and selecting the Theme Music as “Bilgewater”.

  • You may have some difficulty enabling the Bilgewater Theme to due a current bug with the HUD. To enable it easily, you will need to open the drop down, hover over it with your cursor, and use the Mouse Wheel (middle button/scroll button) to scroll down and select the Bilgewater option.

There are some bugs you may notice with the music currently. Notably:

  • When switching from Bilgewater Music to Updated Music, the Updated Music may play over itself twice. This bug actually existed with the Classic music option too, but we did not uncover it until recently due to the low frequency of players switching between music. We are investigating a fix for that to be deployed in 5.15 🙂 This won’t occur with the Bilgewater track, only with the Updated track.
  • You may notice the Victory/Defeat music is still Bilgewater music, even though you have set your option to Updated music. This should only occur at the End of Game Victory/Defeat banner.

If you have any questions or feedback, feel free to comment!

EDIT: Just as a note, you will only experience the toggle in Matchmade games on Summoner’s Rift. The Bilgewater music is not activated for Custom SR games, or games on any other Maps (besides Butcher’s Bridge).

[ Link to Post ]

 

Will Windows 10 and League of Legends be Friends

DARTAGNAN Final Portrait Hey all,

The answer is yes! We have been been extensively testing Windows 10 here at Riot, and we will be fully supporting Windows 10. If you haven’t heard already, you will be able to freely upgrade to Windows 10 as long as you have Windows 7 or 8.1 (8 users need to update to 8.1) already installed. If you do decide to upgrade, here is what you need to know:

  • Make sure to check whether your computer meets the requirements for Windows 10
  • If you do update, Windows 10 should download all the necessary updates or latest drivers for your hardware automatically. If you do have problems afterwards, you may need to contact your computer manufacturer (Dell, HP, etc) or your hardware manufacturer (MSI, Gigabyte, Nvidia, AMD, etc) to manually download the latest updates or drivers. Since it was just released, some manufacturers may not have updated drivers/updates ready

NOTE: Older hardware not directly supported by its own manufacturers anymore may not have new drivers for Windows 10.

  • Make sure to play a Custom Game first after updating to make sure everything works normally! You don’t want to be in a Ranked Game if suddenly your mouse stops working

  • If you encounter any problems with League of Legends immediately after upgrading to Windows 10, make sure to run a repair first, to see if it resolves any problems. If not, try completing a full and clean re-installation as well.

  • If all else fails, make sure to submit a ticket! This way we can easily track any compatibility issues that may occur with Windows 10. Make sure to include the following in your ticket as well:


Lastly, if you are experiencing any issues, make a post with the following information filled out:

Operating System: Windows 10
Graphics Card:
CPU:

[ Link to Post ]

 

 


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