Update on Sona Changes, Shurima Event Ends September 21, Big Plays
Posted by News [HTML][XML][PERM][FULL] on 20 September 2014, 8:00 pm

Important : Unofficial PBE Patch Notes for 9/20/2014 - Fnatic Skins and Order of the Lotus Karma Splash Art


Update on Sona Changes

Originally Posted by Riot (View Original Source)

Hopping in here because I feel like I'm being spoken for, and what's being said here isn't accurate.

The Q change is a bug fix. The range change was never intended, and a range change is one of the last things we'd do to change Sona, as range changes are very disruptive.

As to not changing her, there are changes in test. Those changes might not ever reach live, but we're not ignoring the problems. This is still something I'm working on. There is a lot of value to getting to see how you all talk about Sona without me jumping in. I learn a lot from the discussion you have. If I commented on every Sona thread, it's likely that I warp all Sona discussion. I'm working on finding a balance of making sure you all know that we are listening while letting the discussion actually exist without me. Also need to improve communication that Sona isn't forgotten, but that real and healthy changes to her will take significant testing and iteration.

Happy to get the feedback that this needs to get better. I owe it to you all to keep improving here.




Fnatic Championship Skins Splash

Order of the Lotus Karma Splash




Commemorate Past Championships, Ascension Q&A, Skin Sale
Posted by News [HTML][XML][PERM][FULL] on 18 September 2014, 10:44 pm

Important: Unofficial PBE Patch Notes for 9/18/2014 - Jailbreak Graves Rebalance, Champion Changes


Commemorate Past Championships

Originally Posted by Riot (View Original Source)

The World Championship group stages are underway! We’re celebrating the kickoff of the World Championship by bringing a few skins from championships past out of the vault. The SKT T1, TPA and Championship Thresh skins are in the store now for a limited time.




WIP Post

Note: Summoner's Rift VU has been removed


Texture Rebalances

<table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

Jailbreak Graves

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Champion Changes

Cassiopeia

  • Base Mana is now 330 (up from 300)
  • Base Mana/lvl is now 60 (up from 50)
  • Noxious Blast [ Q ] - AP ratio is now 0.45*AP (up from 0.35*AP)

Soraka

  • Base Health is now 476 (down from 478)
  • Base Health/lvl is now 78 (down from 80)
  • Base Health Regen per 5/lvl is now 0.7 (down from 0.8)
  • Base Armor is now 20.8 (up from 19.8)
  • Base Magic Restist is now 30 (down from 32)
  • Astral Infusion [ W ] - Starcall self-healing AP ratio is now 0.4*AP (down from 0.6*AP)

Talon

  • Cutthroat [ E ] - Slow duration is now 0.25 seconds (up from 0.1)



Important: Unofficial PBE Patch Notes for 9/17/2014 - Season 2014 Finals Login Screen, Texture Rebalances, Soraka Changes


On September 18th first World Championship matches are played! Make sure to check the schedule on LoL Esports!

The TPA, SKT T1 skins and Champion Thresh are available in store now!


Warriors - 2014 World Championship

Originally Posted by Riot (View Original Source)




WIP Post


Season 2014 Finals Login Screen


Texture Rebalances

Changes to Akali are barely noticeable tho. Red Baron Corki's crosses are back!

Base Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Crimson Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Red Baron Corki

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Champion Changes

Soraka

  • Base Health is now 478 (down from 480)
  • Base Armor is now 19.8 (down from 20.8)
  • Astral Infusion [ W ] - Now Starcall heals Soraka for 25/35/45/55/65 (up from 20/30/40/50/60)
  • Astral Infusion [ W ] - Now Starcall maximally heals Soraka for 50/70/90/110/130 (up from 40/60/80/100/120)
  • Astral Infusion [ W ] - AP ratio is now 0.6*AP (up from 0.4*AP)
  • Equinox [ E ] - Initial and root explosion damage is now 70/110/150/190/230 (up from 60/80/100/120/140)




Texture Rebalances

Context on Red Baron Corki

Originally Posted by Riot (View Original Source)

It seems like we iterated on a older, less cool version of Red Baron Corki where he didn't have the Iron Crosses. Expect them back tomorrow.

<table border="0"> <tbody> <tr> <td style="text-align: center;">
OLD
</td> <td style="text-align: center;">
NEW
</td> </tr> </tbody> </table>

Red Baron Corki

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Abyssal Nautilus

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

 


Champion Changes

Sona

Hymn of Valor [ Q ] - Range is now 850 (up from 700)




Unofficial PBE Patch Notes for 9/16/2014
Posted by News [HTML][XML][PERM][FULL] on 16 September 2014, 5:08 pm

WIP Post


Texture Rebalances

<table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

Red Baron Corki

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Abyssal Nautilus

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

 


Champion Changes

Sona

Hymn of Valor [ Q ] - Range is now 825 (up from 650)




Shurima: Rise of the Ascended, Azir Available
Posted by News [HTML][XML][PERM][FULL] on 16 September 2014, 12:16 pm

Shurima: Rise of the Ascended


Azir, the Emperor of the Sands, Available Now

Originally Posted by Riot (View Original Source)

 

The lost empire of Shurima rises at Azir’s command. Resurrected and ascended, Azir won’t rest until he’s restored his kingdom, his people—and himself—to glory.

Galactic Azir

The evening’s gentle darkness envelops a lone, rickety barn, its decayed walls sagging against the framework. A cool breeze glides across the surrounding fields. Suddenly, a dazzling beam of light punctures the clouds, enveloping the world beneath. The earth begins to quake, crumbling rotted beams as a massive vessel usurps the sky. It plummets through the air, halting its plunge before smoothly touching down. Settling to the ground, the front wall of the skip dilates open, revealing an imposing figure silhouetted against the pale glow of the ship’s interior. Galactic Azir has come to rule.

Command the might of an empire as Azir and his Galactic Azir skin for 1462 RP (normally 1950 RP) until the end of the weekend.




WIP Post

NOTE: I've found 3 new files named : KINGPORO_PoroFollower, Poro_Lane, PoroKing. They were added to map 12 - which is probably Howling Abyss.


New Soraka Abilities Images

<table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q</td> <td style="text-align: center;">W</td> <td style="text-align: center;">E</td> <td style="text-align: center;">R</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Texture Rebalances

Context

Originally Posted by Riot (View Original Source)

UPDATE:
Thanks for all your feedback, both positive and negative. There's been an overwhelming response to this, so I'm sorry that I haven't been able to reply to everything. I assure you that I've been reading through this thread (as well as many many others).

So to let you know what's coming up during this cycle. We had a large response to two characters in particular, and we're looking to bring your feedback in. Namely, Akali and Nautilus.

Akali will be receiving a few more details back, in response to her being too simplified. She's being modified with our goals still in mind, but we agree that we went too far. We will also be returning the Silver kamas on Silverfang Akali.

Nautilus is being grundged up, and will be getting more rust. We're also looking at an opportunity of placing a shader on his base as well, to really help it feel like metal, and not the commonly quipped plastic.

Finally, we're looking to finish Corki with the Red Baron and Ice Toboggan skins.

<table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

Base Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Stinger Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Silverfang Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Ice Toboggan Corki

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Base Nautilus

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Champion Changes

Garen

  • Perservance [ Passive ] - Now regenerates X health every 5 seconds (from X health per second) [Note: think of Warmogs Armor]

Maokai

  • Vengeful Maelstrom [ R ] - Now can store up to 100/150/200 bonus damage (down from 150/200/250)

Talon

  • Cutthroat [ E ] - Now slows enemy by 99% for 0.1 second
  • Cutthroat [ E ] - 1 second silence has been REMOVED

Item Changes

Infinity Edge

  • Now costs 3800 gold (down from 3950) [Back to live]



Important: Unofficial PBE Patch Notes for 9/16/2014 - Soraka Abilities Images, Texture Rebalances, Champion Changes


Lyte on 4v5 Games, Honor, Positive Behavior and More

Originally Posted by Riot (View Original Source)

@Lyte,

I've been playing this game for a few years now, from Silver to Diamond. One of the biggest problems I have with this game is when someone in ranked is AFK from the start. This immediately raises tilt-esque behavior in players because it simply isn't fair. [...]

We agree that starting a game 4v5 is an incredibly frustrating experience, even if it happens rarely. Right now, we're working on the LeaverBuster system which addresses leavers/AFKs more aggressively; however, we do have some work in the pipe to allow players to restart a match if a player fails to connect or is AFK at the start of a match. The leaver/AFK would of course receive leaver/AFK penalties, but the rest of the players in the game can just restart the match.




Unofficial PBE Patch Notes for 9/16/2014
Posted by News [HTML][XML][PERM][FULL] on 15 September 2014, 11:16 pm

WIP Post

NOTE: I've found 3 new files named : KINGPORO_PoroFollower, Poro_Lane, PoroKing. They were added to map 12 - which is probably Howling Abyss.


New Soraka Abilities Images

<table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q</td> <td style="text-align: center;">W</td> <td style="text-align: center;">E</td> <td style="text-align: center;">R</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Texture Rebalance

Context

Originally Posted by Riot (View Original Source)

UPDATE:
Thanks for all your feedback, both positive and negative. There's been an overwhelming response to this, so I'm sorry that I haven't been able to reply to everything. I assure you that I've been reading through this thread (as well as many many others).

So to let you know what's coming up during this cycle. We had a large response to two characters in particular, and we're looking to bring your feedback in. Namely, Akali and Nautilus.

Akali will be receiving a few more details back, in response to her being too simplified. She's being modified with our goals still in mind, but we agree that we went too far. We will also be returning the Silver kamas on Silverfang Akali.

Nautilus is being grundged up, and will be getting more rust. We're also looking at an opportunity of placing a shader on his base as well, to really help it feel like metal, and not the commonly quipped plastic.

Finally, we're looking to finish Corki with the Red Baron and Ice Toboggan skins.

<table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

Base Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Stinger Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Silverfang Akali

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Ice Toboggan Corki

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Base Nautilus

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

Champion Changes

Garen

  • Perservance [ Passive ] - Now regenerates X health every 5 seconds (from X health per second) [Note: think of Warmogs Armor]

Maokai

  • Vengeful Maelstrom [ R ] - Now can store up to 100/150/200 bonus damage (down from 150/200/250)

Talon

  • Cutthroat [ E ] - Now slows enemy by 99% for 0.1 second
  • Cutthroat [ E ] - 1 second silence has been REMOVED

Item Changes

Infinity Edge

  • Now costs 3800 gold (down from 3950) [Back to live]



Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 15 September 2014, 1:05 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow September 16th. Click a champion’s icon for guides. Additionally, all Shuriman champs are free for the duration of the Shurima event.

<table> <tbody> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> </tbody> </table>


Mass Texture Rebalancing Q&A, Small Update on Sona
Posted by News [HTML][XML][PERM][FULL] on 14 September 2014, 12:33 am


Mass Texture Rebalancing Q&A

Originally Posted by Riot (View Original Source)

So will we be looking at a larger than normal patch size for this?
Surprisingly, no! Only a few megabytes per patch.
Will Malzy be getting any love?

We're planning to! I think he could use a little love.

Edit: I mean in the rebalancing sense. Again, this isn't a ChampUp project. <3




WIP Post

UPDATE3: Got numbers of new Garen's Passive! Sick numbers, but it's still subject to change (Red Post)
UPDATE2: Added old version of textures for comparision.
UPDATE:
Finally updated all 47 skins.


New Profile Icons

<table border="0"> <tbody> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"> </td> </tr> </tbody> </table>

Champion Changes

Garen

  • Preservance [ Passive ] - Cooldown is now 9/6/4 seconds at 1/11/16 level (down from 9 at all ranks)
  • Preservance [ Passive ] - Now regenerates 0.4/0.8/2% max Health per second (up from 0.4% at all ranks)
  • Preservance [ Passive ] - New mechanics
    At level 11 damage from non-epic monsters will no longer stop Perserverance.
    At level 16 the power of Perserverance is increased significantly.

 Soraka

  • Base Movement Speed is now 325 (down from 345)
  • Base Armor is now 20.8 (down from 21.8)
  • Starcall [ Q ] - Now costs 70/75/80/85/90 mana (down from 70/80/90/100/110)
  • Astral Infusion [ W ] - Maximum Starcall healing is now 40/60/80/100/120 (down from 50/70/90/110/130)
  • Equinox [ E ] - Now deals 60/80/100/120/140 damage on initial cast and zone disappearance (down from 80/100/120/140/160)
  • Equinox [ E ] - Now deals damage only to champions (instead of enemies)
  • Equinox [ E ] - Now costs 70 mana at all ranks (up from 60)

Tristana

  • Buster Shot [ R ] - Cooldown is now 100/85/70 seconds (up from 60 at all ranks)

Viktor

  • Death Ray [ E ] - The missile speed is now 1500 (down from 2000)
  • Death Ray [ E ] - The augmented missile speed is now 1500 (down from 1800)
    [Both changes are unconfirmed yet!]

Vladimir

  • Tides of Blood [ E ] - Tooltip update - Now says the duration of the Tides of Blood stacks - 10 seconds

Item Changes

Infinity Edge

  • Now costs 3950 gold (up from 3800)

Hex Core

  • Now gives 20 AP per upgrade (down from 25)

Massive Texture Rebalance

Or texture update, if you prefer that way. Everything you need to know is in official Riot thread

Some changes are clearly visible like major polishment changes (almost all Akali skins), some are barely noticeable (like small color tone change - Base Ahri, Base Ashe)

<table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

Base Ahri

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Dynasty Ahri

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Midnight Ahri

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Crimson Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Stinger Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

All-star Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Nurse Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Blood Moon Akali

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Silverfang Akali

<table border="0"> <tbody> <tr> <td>

</td> <td>

</td> </tr> </tbody> </table>

Base Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Freljord Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Sherwood Forest Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Woad Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Queen Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Amethyst Ashe

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Corki

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

UFO Corki

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Hot Rod Corki

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

URF Rider Corki

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Fiora

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Royal Guard Fiora

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Nightraven Fiora

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Galio

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Enchanted Galio

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Hextech Galio

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Commando Galio

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Gatekeeper Galio

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Graves

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base LeBlanc

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Prestigious LeBlanc

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Wicked LeBlanc

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Mistletoe LeBlanc

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Leona

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Defender Leona

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Valkyrie Leona

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Iron Solari Leona

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Nautilus

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Abyssal Nautilus

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Subterranean Nautilus

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Orianna

<table border="0"> <tbody> <tr> <td> </td> <td> </td> </tr> </tbody> </table>

Have some difficulties in model viewer, can't load her texture properly. Will make an in-game pick once PBE is up

Gothic Orianna

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Sewn Chaos Orianna

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Bladecraft Orianna

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Base Xerath

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Battlecast Xerath

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>

Runeborn Xerath

<table border="0"> <tbody> <tr> <td></td> <td>

</td> </tr> </tbody> </table>


Unofficial PBE Patch Notes for 9/12/2014
Posted by News [HTML][XML][PERM][FULL] on 12 September 2014, 5:08 pm

WIP Post

NOTE: Lots of champions received the previously forecasted texture updates!


 


New Profile Icons

MANY of them

<table border="0"> <tbody> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"> </td> </tr> </tbody> </table>

Champion Changes

Garen

  • Preservance [ Passive ] - New mechanics [unconfirmed, need to check in game!]
    At level 11 damage from non-epic monsters will no longer stop Perserverance.
    At level 16 the power of Perserverance is increased significantly.
    Bonus Health Regen per 5 seconds: X

 Soraka

  • Base Movement Speed is now 325 (down from 345)
  • Base Armor is now 20.8 (down from 21.8)
  • Starcall [ Q ] - Now costs 70/75/80/85/90 mana (down from 70/80/90/100/110)
  • Astral Infusion [ W ] - Maximum Starcall healing is now 40/60/80/100/120 (down from 50/70/90/110/130)
  • Equinox [ E ] - Now deals 60/80/100/120/140 damage on initial cast and zone disappearance (down from 80/100/120/140/160)
  • Equinox [ E ] - Now deals damage only to champions (instead of enemies)
  • Equinox [ E ] - Now costs 70 mana (up from 60)

Tristana

  • Buster Shot [ R ] - Cooldown is now 100/85/70 seconds (up from 60/60/60)

Viktor

  • Death Ray [ E ] - The missile speed is now 1500 (down from 2000)
  • Death Ray [ E ] - The augmented missile speed is now 1500 (down from 1800)
    [Both changes are unconfirmed yet!]

Vladimir

  • Tides of Blood [ E ] - Tooltip update - Now says the duration of the Tides of Blood stacks - 10 seconds

Item Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v640 / Air PBE v702)</th><th class="new-value">New (Game PBE v641 / Air PBE v702)</th></tr> <tr class="modified"> <td class="key" colspan="2">Infinity EdgeFile: 3031.inibinKey: infinity-edge</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Infinity Edge</dt><dd class="p-tooltip-item total-cost">Item Cost: 3800 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 645 </dd><dd class="p-tooltip-item passive">+80 Attack Damage
+25% Critical Strike Chance

UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.</dd></dl>
  • Infinity Edge

    • B. F. Sword

    • Pickaxe

    • Cloak of Agility

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Infinity Edge</dt><dd class="p-tooltip-item total-cost">Item Cost: 3950 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 795 </dd><dd class="p-tooltip-item passive">+80 Attack Damage
+25% Critical Strike Chance

UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.</dd></dl>
  • Infinity Edge

    • B. F. Sword

    • Pickaxe

    • Cloak of Agility

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Perfect Hex CoreFile: 3198.inibinKey: perfect-hex-core</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Perfect Hex Core</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+6 Ability Power per level
+75 Ability Power
+500 Mana

UNIQUE Passive - Glorious Evolution: Viktor has reached the pinnacle of his power, upgrading Chaos Storm in addition to his basic spells.</dd></dl>
  • Perfect Hex Core

    • Augment: Gravity

      • The Hex Core

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Perfect Hex Core</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+6 Ability Power per level
+60 Ability Power
+500 Mana

UNIQUE Passive - Glorious Evolution: Viktor has reached the pinnacle of his power, upgrading Chaos Storm in addition to his basic spells.</dd></dl>
  • Perfect Hex Core

    • Augment: Gravity

      • The Hex Core

</td> </tr> <tr class="modified"> <td class="key" colspan="2">The Hex Core mk-1File: 3196.inibinKey: the-hex-core-mk-1</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Hex Core mk-1</dt><dd class="p-tooltip-item total-cost">Item Cost: 1000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+4 Ability Power per level
+25 Ability Power
+150 Mana

UNIQUE Passive - Progress: Viktor can upgrade one of his basic spells.</dd></dl>
  • The Hex Core mk-1

    • The Hex Core

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Hex Core mk-1</dt><dd class="p-tooltip-item total-cost">Item Cost: 1000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+4 Ability Power per level
+20 Ability Power
+150 Mana

UNIQUE Passive - Progress: Viktor can upgrade one of his basic spells.</dd></dl>
  • The Hex Core mk-1

    • The Hex Core

</td> </tr> <tr class="modified"> <td class="key" colspan="2">The Hex Core mk-2File: 3197.inibinKey: the-hex-core-mk-2</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Hex Core mk-2</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+5 Ability Power per level
+50 Ability Power
+300 Mana

UNIQUE Passive - Progress: Viktor can upgrade one of his basic spells.</dd></dl>
  • The Hex Core mk-2

    • Augment: Power

      • The Hex Core

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Hex Core mk-2</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1000 </dd><dd class="p-tooltip-item passive">+5 Ability Power per level
+40 Ability Power
+300 Mana

UNIQUE Passive - Progress: Viktor can upgrade one of his basic spells.</dd></dl>
  • The Hex Core mk-2

    • Augment: Power

      • The Hex Core

</td> </tr> </tbody> </table>


Important: [9/11/2014] Live Gameplay Forecast!
Important: Unofficial PBE Patch Notes for 9/11/2014 - Fnatic Skins, Champion Changes
UPDATE: Added Coming Soon: Mass Texture Rebalancing! Right below Live Gameplay Forecast Q&A


[9/11/2014] Live Gameplay Forecast Q&A

Originally Posted by Riot (View Original Source)

Great that you guys are doing this!

With the changes to Akali; is the overall goal to nerf her slightly while removing the counterplay issues she has, or more along the lines of adding counterplay in exchange for strength in other ways?

While Jag is out, I think we're exploring lighter changes to give her more directionally-relevant strength while potentially giving her just a bit more opportunity for counterplay. That said, Akali's a tough gal to strike the right balance. Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

changes to give her more directionally-relevant strength

What does directionally-relevant strength mean in this context?

Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

True story. She's my most played champion and her all-in-ness is a big part of what I love about her. That being said, it's frustrating to simultaneously have a kit that offers very little counterplay to enemies and is counterplayed so hard by certain really specific things enemies do (pinking the shroud).

I'm super happy there's work being done in this space, Akali's one of my favorite champions in the game to play and I can't wait to see what's done.

NINJA STUFF

And agreed with your other point.

[edit]

Also we might not hit for 4.17.

Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

But that is like...the most un-ninja thing possible in terms of gameplay, right up there with being a tank...yeah I still question your design choices when it comes to ninjas. Only Zed remotely fits being a ninja.

She collects their essences and becomes stronger. Isn't that what Ryu Hayabusa does? Ninja stuff.

In all seriousness, I think the shroud/stealth aspects of her kit really do fit with what you'd expect of a ninja (aside from giving resistances, cough) and there may be changes we can make to it to play up that a little bit more. We're still looking at options.

1) Why are you nerfing Kha'Zix. W has more than enough counterplay when not evolved, when evolved it doesn't have counterplay - fair but at the same time...none of his abilities have counterplay. Your crew made a near 0 counterplay champion (His Q is about it isolation dmg wise and maybe his R with wards). Either Kha Zix jumps in and he gets a kill or he doesnt. Right now he jumps in and MAYBE gets a kill.

If you nerf his W he will not be played anywhere. It will literally go from >sometimes this champion gets a kill to > this champion never kills aynthing because his damage his abysmally low play any other assassin to be better than him.

Forgot to add this in but we're prepared give Kha'Zix some compensatory assassin-y buffs if he needs it. Q is important to note with regards to isolation (so Kha'Zix is more of a strategic counterplay than an in-the-moment tactical counterplay, I suppose), but yeah back to that first point.

2) Talon changes are "nerfs" just call them what they are, you're going to gut him so he can't be played anymore OR you're going to rework him to the point where we wont recognize him.

3) Akali...............heh and here I thought the queen of not being balanced was finally balanced. Guess not. Same problem as Kha Zix - she essentially has 0 counterplay and to give her counterplay would make her an irrelevant champion pick - AKA pick another assassin.

These two are definitely interesting. You raise the same points / challenges we're dealing with and assessing. It'll certainly be a tough cookie to crack and maybe it won't be fully solvable until preseason.

The other ones are more statements than questions <_<


I usually agree with the spirit of the changes you propose, even though some times I disagree with the way you go about them, but I have to say, the fact that you're targeting Kha'Zix again is, if anything, a sign you've been going about him the wrong way, and at worst, a blatant display of an inability to execute a champion.

[...]

The direction we've always wanted to take Kha'zix is that he has to be an opportunistic assassin. To exert his power on the field, he needs to find the correct windows of vulnerability on the enemy team instead of brute forcing his way. Much like DR on his earlier versions of evolved ultimate, or the damage profile on his old Q, this version of W gives him the ability to force action.

I sympathize with you that continuous nerfs to a champion can be frustrating. That said, we've tried to reorient Kha'zix's power in ways that are healthy for the game while still giving him the opportunity to be picked. We don't plan on nerfing him to the point where he does not feel viable.

The thing is - I don't see how opportunistic Kha'zix is going to be all that healthy for the game either. He doesn't have much counterplay other than "stay next to allies", making him no different than an Akali - exactly what you're trying to fix. Emphasizing his isolation range so much also feels REALLY bad, because that's pure counterplay and almost no play. You can't guarantee that someone will stand isolated - it's very hard to even force people to isolate themselves with how freaking large the range is.

[...]

You bring up some good points. The part that is questionable to me is asserting that teams can ensure they literally never will prevent themselves from becoming isolated. I think the natural chaos of teamfights means that positioning is a dynamic state, and opportunities will always present themselves, even against top-level players. Furthermore, certain champions control space or just create disruption and isolation naturally (e.g.: Gragas), so I think teams that play Kha'zix will always have tools to make certain he'll find his spots.

That said, isolation has often been challenging to tune correctly, both in terms of range of isolation and in terms of payoff to Kha'zix. The clarity issue is made worse by the concept of isolation being difficult to understand. I wonder how you'd feel Guardian of the Sands Kha'zix feels in this regard?

What about Cassiopeia, won't we see any numbertweaks or buffs for her? Haven't you been following the discussion in RiotStashu's thread so far? It's quite apparent that the majority of her playerbase shows a strong dislike towards the changes.

Definitely keeping a close eye on her. We get more playtests of a champion in the first hour they're out on live than we ever did internally, so RiotStashu will have plenty of data to look at and assess what state she's in. Keep giving him feedback.

2 Patches ago, you mentioned something about Corki, that their would be something coming for him "soon". Can we expect something like that this patch or the next one, or was it just a hint towards the Fnatic skin he would receive?

More on-topic: Kha'Zix. I am really curious about what route you want to take him now, if you decide to nerf him. He has been nerfed on every single evolution and tactics people have come up with, yet they still come up with a new tactic in which he can get his optimal usage.

The Corki note was a "this is a world championships patch so it must be time to buff Corki" joke that somewhat missed the mark. Sorry. :( He doesn't have any immediate balance changes in store for him.

As for Kha'zix, the path we'd like to take him down is closer to team/situation-dependent strength; a path that isn't an all-in-one package of damage, cc, and mobility where he has the tools to solve any problem with just his own kit.


Coming Soon: Mass Texture Rebalancing!

Originally Posted by Riot (View Original Source)

Hey everyone!

As the update to Summoner's Rift continues to percolate on the PBE, we're looking to address the fact that many of League's older champion and skins were created using the Rift's current look and color palette (or even older ones), which continues to evolve over time. At this point, many champion and skin textures need a bit of rebalancing to ensure they look nice regardless of where they're standing, or who they're standing next to.

We're talking just about every champion and skin released before 2013 (with a few outliers). This may seem scary, but I want to emphasize that these will generally be small tweaks; corrections rather than major changes. Due to the scale of the project, this won't all be coming at once, so don't despair if you don't see your favorite champion in the first batch! Here's an example of what you'll eventually see (old on the left, new on the right):


This then ties back to the update to SR, as one of our primary goals with the update is fleshing out LoL's visual hierarchy. Put simply, this means that particles should have the highest visibility, followed by characters, then finally the environment and map. Rebalancing characters' colors and textures gives us the chance to also better execute within that visual hierarchy.

We also aim for hierarchy on the characters themselves, drawing attention to key areas like heads and weapons through highlights, while dropping the values on less visible or important areas so it doesn't distract from characters' focal points. At the highest level, we want to ensure that everything looks consistent, and that the art always adds to, rather than detracts, from gameplay.

With these goals in mind, we've locked several character artists in a room (no, they’re really in there - they've got classic rock playing on a loop, and we're occasionally throwing them some food or something), and they're cranking away in order to finish things up by the time the update to SR hits Live. We'll be rolling these out over time, and you'll see the first batch of ~10 tomorrow on the PBE (barring any hitches!).

Please let us know any feedback and questions that you have on this. IronStylus and I will be hanging out and chatting!

FAQ:
Could you explain a little more of the technical details of this?
While making these changes, we're reassessing the finer details and making calls to emphasize certain areas of characters with the goal of increasing overall visual fidelity. Because we have a very zoomed out isometric camera angle, we want to communicate the important parts of a character without detracting from them as a whole. In other mediums (minigames, Udyr comic, cinematics like 'A New Dawn,' etc.) characters will also show a level of detail suitable for the angle in question.

This is something we've already been doing with new champions and skins to increase readability and clarity, while minimizing pixel flicker and excess noise. Our goal is never to take something away from our characters. We continue to develop and iterate on all our characters so they look like they fit inside of the same world, and in this case so they'll have visual consistency on the Rift.

Are you updating skins as well?
Absolutely. We always consider skins when working on champions, although in this case most recent skins already reach the quality standard that we're shooting for on this project.

However, there will be a few instances where we’ll deliver some changes to a character that will only affect their default appearance. An example of this is a metal shader that we’re adding to Orianna's base texture, which will not be applied to the skins at this time. This is being done opportunely where we see a chance to do justice to the character's core identity.

Will this affect the releases of Champion Updates?
Nope! This isn’t a project done by ChampUp, so it won’t affect any of the upcoming projects in the slightest.


Azir and Banner of Command Interaction

Originally Posted by Riot (View Original Source)

What was the reason to not make the soldiers make use of Banner of Command? It really looks like an item for Azir; as an emperor he should be leading his army, Banner just makes sense and it would make his soldiers even better.

The soldiers don't actually have an attack value--they scale with Azir's level and AP. We COULD have made an exception for Banner of Command, but I feel that would have made the item too much of a must-buy. For other pet champions, pets represent a small portion of their damage output. For Azir, it's almost all of his damage.


Viktor PBE Changes

Originally Posted by Riot (View Original Source)

Changelist (Generally will be reflected in the next day's PBE patch)
(9/11)
AP on each upgrade of the Hex Core reduced to 20 from 25 (Perfect is now 168 AP from 183)
Base damage on Q empowered attack changed to 20~210 from 15~250
Augment E explosions start faster (0.25 seconds faster to be precise)
BUGFIX: Q empowered attack properly procs Lich Bane
BUGFIX: Q empowered attack no longer works on structures
BUGFIX: Put back missing Siphon Power shield particles on Creator Viktor skin
BUGFIX: Creator Viktor's Death Ray makes a distinct sound again
BUGFIX: Fixed R becoming too chaotic




Important: [9/11/2014] Live Gameplay Forecast!
Important: Unofficial PBE Patch Notes for 9/11/2014 - Fnatic Skins, Champion Changes


[9/11/2014] Live Gameplay Forecast Q&A

Originally Posted by Riot (View Original Source)

Great that you guys are doing this!

With the changes to Akali; is the overall goal to nerf her slightly while removing the counterplay issues she has, or more along the lines of adding counterplay in exchange for strength in other ways?

While Jag is out, I think we're exploring lighter changes to give her more directionally-relevant strength while potentially giving her just a bit more opportunity for counterplay. That said, Akali's a tough gal to strike the right balance. Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

changes to give her more directionally-relevant strength

What does directionally-relevant strength mean in this context?

Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

True story. She's my most played champion and her all-in-ness is a big part of what I love about her. That being said, it's frustrating to simultaneously have a kit that offers very little counterplay to enemies and is counterplayed so hard by certain really specific things enemies do (pinking the shroud).

I'm super happy there's work being done in this space, Akali's one of my favorite champions in the game to play and I can't wait to see what's done.

NINJA STUFF

And agreed with your other point.

[edit]

Also we might not hit for 4.17.

Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.

But that is like...the most un-ninja thing possible in terms of gameplay, right up there with being a tank...yeah I still question your design choices when it comes to ninjas. Only Zed remotely fits being a ninja.

She collects their essences and becomes stronger. Isn't that what Ryu Hayabusa does? Ninja stuff.

In all seriousness, I think the shroud/stealth aspects of her kit really do fit with what you'd expect of a ninja (aside from giving resistances, cough) and there may be changes we can make to it to play up that a little bit more. We're still looking at options.

1) Why are you nerfing Kha'Zix. W has more than enough counterplay when not evolved, when evolved it doesn't have counterplay - fair but at the same time...none of his abilities have counterplay. Your crew made a near 0 counterplay champion (His Q is about it isolation dmg wise and maybe his R with wards). Either Kha Zix jumps in and he gets a kill or he doesnt. Right now he jumps in and MAYBE gets a kill.

If you nerf his W he will not be played anywhere. It will literally go from >sometimes this champion gets a kill to > this champion never kills aynthing because his damage his abysmally low play any other assassin to be better than him.

Forgot to add this in but we're prepared give Kha'Zix some compensatory assassin-y buffs if he needs it. Q is important to note with regards to isolation (so Kha'Zix is more of a strategic counterplay than an in-the-moment tactical counterplay, I suppose), but yeah back to that first point.

2) Talon changes are "nerfs" just call them what they are, you're going to gut him so he can't be played anymore OR you're going to rework him to the point where we wont recognize him.

3) Akali...............heh and here I thought the queen of not being balanced was finally balanced. Guess not. Same problem as Kha Zix - she essentially has 0 counterplay and to give her counterplay would make her an irrelevant champion pick - AKA pick another assassin.

These two are definitely interesting. You raise the same points / challenges we're dealing with and assessing. It'll certainly be a tough cookie to crack and maybe it won't be fully solvable until preseason.

The other ones are more statements than questions <_<


I usually agree with the spirit of the changes you propose, even though some times I disagree with the way you go about them, but I have to say, the fact that you're targeting Kha'Zix again is, if anything, a sign you've been going about him the wrong way, and at worst, a blatant display of an inability to execute a champion.

[...]

The direction we've always wanted to take Kha'zix is that he has to be an opportunistic assassin. To exert his power on the field, he needs to find the correct windows of vulnerability on the enemy team instead of brute forcing his way. Much like DR on his earlier versions of evolved ultimate, or the damage profile on his old Q, this version of W gives him the ability to force action.

I sympathize with you that continuous nerfs to a champion can be frustrating. That said, we've tried to reorient Kha'zix's power in ways that are healthy for the game while still giving him the opportunity to be picked. We don't plan on nerfing him to the point where he does not feel viable.

The thing is - I don't see how opportunistic Kha'zix is going to be all that healthy for the game either. He doesn't have much counterplay other than "stay next to allies", making him no different than an Akali - exactly what you're trying to fix. Emphasizing his isolation range so much also feels REALLY bad, because that's pure counterplay and almost no play. You can't guarantee that someone will stand isolated - it's very hard to even force people to isolate themselves with how freaking large the range is.

[...]

You bring up some good points. The part that is questionable to me is asserting that teams can ensure they literally never will prevent themselves from becoming isolated. I think the natural chaos of teamfights means that positioning is a dynamic state, and opportunities will always present themselves, even against top-level players. Furthermore, certain champions control space or just create disruption and isolation naturally (e.g.: Gragas), so I think teams that play Kha'zix will always have tools to make certain he'll find his spots.

That said, isolation has often been challenging to tune correctly, both in terms of range of isolation and in terms of payoff to Kha'zix. The clarity issue is made worse by the concept of isolation being difficult to understand. I wonder how you'd feel Guardian of the Sands Kha'zix feels in this regard?

What about Cassiopeia, won't we see any numbertweaks or buffs for her? Haven't you been following the discussion in RiotStashu's thread so far? It's quite apparent that the majority of her playerbase shows a strong dislike towards the changes.

Definitely keeping a close eye on her. We get more playtests of a champion in the first hour they're out on live than we ever did internally, so RiotStashu will have plenty of data to look at and assess what state she's in. Keep giving him feedback.

2 Patches ago, you mentioned something about Corki, that their would be something coming for him "soon". Can we expect something like that this patch or the next one, or was it just a hint towards the Fnatic skin he would receive?

More on-topic: Kha'Zix. I am really curious about what route you want to take him now, if you decide to nerf him. He has been nerfed on every single evolution and tactics people have come up with, yet they still come up with a new tactic in which he can get his optimal usage.

The Corki note was a "this is a world championships patch so it must be time to buff Corki" joke that somewhat missed the mark. Sorry. :( He doesn't have any immediate balance changes in store for him.

As for Kha'zix, the path we'd like to take him down is closer to team/situation-dependent strength; a path that isn't an all-in-one package of damage, cc, and mobility where he has the tools to solve any problem with just his own kit.


Azir and Banner of Command Interaction

Originally Posted by Riot (View RedTracker Source)

What was the reason to not make the soldiers make use of Banner of Command? It really looks like an item for Azir; as an emperor he should be leading his army, Banner just makes sense and it would make his soldiers even better.

The soldiers don't actually have an attack value--they scale with Azir's level and AP. We COULD have made an exception for Banner of Command, but I feel that would have made the item too much of a must-buy. For other pet champions, pets represent a small portion of their damage output. For Azir, it's almost all of his damage.


Viktor PBE Changes

Originally Posted by Riot (View Original Source)

Changelist (Generally will be reflected in the next day's PBE patch)
(9/11)
AP on each upgrade of the Hex Core reduced to 20 from 25 (Perfect is now 168 AP from 183)
Base damage on Q empowered attack changed to 20~210 from 15~250
Augment E explosions start faster (0.25 seconds faster to be precise)
BUGFIX: Q empowered attack properly procs Lich Bane
BUGFIX: Q empowered attack no longer works on structures
BUGFIX: Put back missing Siphon Power shield particles on Creator Viktor skin
BUGFIX: Creator Viktor's Death Ray makes a distinct sound again
BUGFIX: Fixed R becoming too chaotic




[9/11/2014] Live Gameplay Forecast!
Posted by News [HTML][XML][PERM][FULL] on 11 September 2014, 8:00 pm

[9/11/2014] Live Gameplay Forecast!

Important: Unofficial PBE Patch Notes for 9/11/2014 - Fnatic Skins, Champion Changes

Originally Posted by Riot (View Original Source)

Saludos Invocadores!

Spinning these Patch Forecasts back up as more changes come hurtling to the PBE. In the future we'll be experimenting with the forecast to see what's the best way to communicate pre-PBE changes, but for now we've got some neat things on the way that we wanted to talk about.

The overarching narrative for this patch is to reduce stagnation in the live environment by targeting highly banned champions and (finally) looking at those champs who make for a low-counterplay game (looking at you Talon). Speaking to the latter (low counter play dudes), it's worth mentioning they've always had low counterplay, but that we've traditionally let them be due to their low visibility and (occasionally) lack of current-meta strengths. More below!




Unofficial PBE Patch Notes for 9/11/2014 - Fnatic Skins
Posted by News [HTML][XML][PERM][FULL] on 11 September 2014, 4:12 pm

WIP Post


Fnatic Skins

First world champions receive their own set of skins! Just like TPA and SKT T1
NOTE: Jarvan skin is bugged, at least in model viewer.

Corki

Gragas

Janna

Karthus


Champion Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v639 / Air PBE v701)</th><th class="new-value">New (Game PBE v640 / Air PBE v701)</th></tr> <tr class="modified"> <td class="key" colspan="2">NidaleeFile: Nidalee.inibinKey: game_character_displayname_Nidalee</td> </tr> <tr> <td class="old-value">
Nidalee the Bestial Huntress
  • Damage: 52.5(+3.5 per level)
  • Health: 480(+90 per level)
  • Mana: 265(+45 per level)
  • Movement Speed: 335
  • Armor: 20.5(+3.5 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 5
  • Mana Per 5 Sec: 7
  • Range: 525
</td> <td class="new-value">
Nidalee the Bestial Huntress
  • Damage: 47.5(+3.5 per level)
  • Health: 480(+90 per level)
  • Mana: 265(+45 per level)
  • Movement Speed: 335
  • Armor: 20.5(+3.5 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 5
  • Mana Per 5 Sec: 7
  • Range: 525
</td> </tr> <tr class="modified"> <td class="key" colspan="2">SorakaFile: Soraka.inibinKey: game_character_displayname_Soraka</td> </tr> <tr> <td class="old-value">
Soraka the Star-crossed Rework
  • Damage: 56(+3 per level)
  • Health: 480(+80 per level)
  • Mana: 310(+60 per level)
  • Movement Speed: 325
  • Armor: 21.8(+3.8 per level)
  • Magic Resist: 32
  • Health Per 5 Sec: 3.5
  • Mana Per 5 Sec: 7.8
  • Range: 550
</td> <td class="new-value">
Soraka the Star-crossed Rework
  • Damage: 56(+3 per level)
  • Health: 480(+80 per level)
  • Mana: 310(+60 per level)
  • Movement Speed: 345
  • Armor: 21.8(+3.8 per level)
  • Magic Resist: 32
  • Health Per 5 Sec: 3.5
  • Mana Per 5 Sec: 7.8
  • Range: 550
</td> </tr> </tbody> </table>

Lore No Lore changes in this Patch. Ability

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v639 / Air PBE v701)</th><th class="new-value">New (Game PBE v640 / Air PBE v701)</th></tr> <tr class="modified"> <td class="key" colspan="2">LeBlancDistortion [ W ]File: LeblancSlide.inibinKey: game_spell_displayname_LeblancSlide</td> </tr> <tr> <td class="old-value">Dashes to a target location, dealing 85/125/165/205/245 (+0.6*AP) magic damage to nearby units.

For 3 seconds, she can activate Distortion again to return to her starting location.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>80/85/90/95/100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>600</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>18/16/14/12/10 Seconds</dd></dl></td> <td class="new-value">Dashes to a target location, dealing 85/125/165/205/245 (+0.6*AP) magic damage to nearby units.

For 4 seconds, she can activate Distortion again to return to her starting location.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>80/85/90/95/100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>600</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>18/16/14/12/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">LeBlancMirror Image [ Passive ]File: game_character_passiveName_LeblancKey: game_character_passiveName_Leblanc</td> </tr> <tr> <td class="old-value">When LeBlanc drops below 40% Health, she becomes invisible for 0.5 seconds.When the invisibility fades,she creates a Mirror Image that deals no damage and lasts for up to 8 seconds.

Mirror Image has a 1 minute cooldown.

Mirror Image can be controlled by holding the Alt key and using the right mouse button.</td> <td class="new-value">When LeBlanc drops below 40% Health, she becomes invisible for 1 second and creates a Mirror Image that deals no damage and lasts for up to 8 seconds.

Mirror Image has a 1 minute cooldown.

Mirror Image can be controlled by holding the Alt key and using the right mouse button.</td> </tr> <tr class="modified"> <td class="key" colspan="2">MaokaiVengeful Maelstrom [ R ]File: MaokaiDrain3.inibinKey: game_spell_displayname_MaokaiDrain3</td> </tr> <tr> <td class="old-value">Toggle: Maokai surrounds himself with a magical vortex that protects him and allied champions by reducing damage from non-turret sources by 20 % for up to 10 seconds.

Maokai can end the effect to release the stored energy, dealing 100/150/200 (+0.5*AP) (+2 per damage absorbed) magic damage to enemies within the vortex. Maokai can store up to 200/250/300 bonus damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>40 Mana, 30 Mana Per Second</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>500</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>40/30/20 Seconds</dd></dl></td> <td class="new-value">Toggle: Maokai surrounds himself with a magical vortex that protects him and allied champions by reducing damage from non-turret sources by 20 % for up to 10 seconds.

Maokai can end the effect to release the stored energy, dealing 100/150/200 (+0.5*AP) (+2 per damage absorbed) magic damage to enemies within the vortex. Maokai can store up to 150/200/250 bonus damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>40 Mana, 30 Mana Per Second</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>500</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>40/30/20 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">NidaleeProwl [ Passive ]File: game_character_passiveName_NidaleeKey: game_character_passiveName_Nidalee</td> </tr> <tr> <td class="old-value">Moving through brush increases Nidalee's Movement Speed by 10% for 2 seconds, increased to 30% toward visible enemy champions within 5500 range.

Hitting champions with Javelin Toss and Bushwhack triggers a Hunt , revealing them for 4 seconds. During this time, Nidalee gains 10% Movement Speed (increased to 30% toward the Hunted target) and the first of each of her cougar abilities is enhanced against them.</td> <td class="new-value">Moving through brush increases Nidalee's Movement Speed by 10% for 2 seconds, increased to 30% toward visible enemy champions within 5500 range.

Hitting champions with Javelin Toss and Bushwhack triggers a Hunt , revealing them for 4 seconds. During this time, Nidalee gains 10% Movement Speed (increased to 30% toward the Hunted target) and her first Takedown and Pounce are enhanced against them.</td> </tr> <tr class="modified"> <td class="key" colspan="2">SorakaAstral Infusion [ W ]File: SorakaW.inibinKey: game_spell_displayname_SorakaW</td> </tr> <tr> <td class="old-value">Active: Restores 110/140/170/200/230 (+0.6*AP) Health to target ally. Cannot be cast if Soraka is below 5% Health.

Passive: Each enemy Champion hit by Starcall heals Soraka for 20/30/40/50/60 - 40/60/80/100/120 (+0.4*AP) (Based on % Missing HP).<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>10% Max Health, 20/25/30/35/40 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>450</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>4/3.5/3/2.5/2 Seconds</dd></dl></td> <td class="new-value">Active: Restores 120/150/180/210/240 (+0.6*AP) Health to target ally. Cannot be cast if Soraka is below 5% Health.

Passive: Each enemy Champion hit by Starcall heals Soraka for 25/35/45/55/65 - 50/70/90/110/130 (+0.4*AP) (Based on % Missing HP).<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>10% Max Health, 20/25/30/35/40 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>450</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>4/3.5/3/2.5/2 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SorakaEquinox [ E ]File: SorakaE.inibinKey: game_spell_displayname_SorakaE</td> </tr> <tr> <td class="old-value">Creates a zone at target location for 1.5 seconds. Enemies standing in the zone are silenced until they leave. When the zone disappears, all enemies still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s).<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>925</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>18/17/16/15/14 Seconds</dd></dl></td> <td class="new-value">Creates a zone at target location for 1.5 seconds,dealing <span class="abilities-effects">80/100/120/140/160 (+0.4*AP)Magic Damage to enemy Champions in the cast radius. Enemies standing in the zone are silenced until they leave.

When the zone disappears, all enemy Champions still standing on the zone are rooted for 1/1.3/1.5/1.8/2 second(s)and are dealt <span class="abilities-effects">80/100/120/140/160 (+0.4*AP)Magic Damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>925</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>18/17/16/15/14 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SorakaStarcall [ Q ]File: SorakaQ.inibinKey: game_spell_displayname_SorakaQ</td> </tr> <tr> <td class="old-value">Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35*AP) magic damage.

Enemies standing in the center take 150% damage and are slowed by 20/25/30/35/40 % for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>70/80/90/100/110 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>970</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/6.5/6/5.5/5 Seconds</dd></dl></td> <td class="new-value">Calls down a star at target location. Enemies standing in the explosion radius take 70/110/150/190/230 (+0.35*AP) magic damage.

Enemies standing in the center take 150% damage and are slowed by 30/35/40/45/50 % for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>70/80/90/100/110 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>970</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/6.5/6/5.5/5 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SorakaWish [ R ]File: SorakaR.inibinKey: game_spell_displayname_Wish</td> </tr> <tr> <td class="old-value">Calls upon divine powers to restore 150/250/350 (+0.55*AP) Health to all allied Champions. Wish's power is increased by 50% on each Champion below 40% Health.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>Global</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>160/145/130 Seconds</dd></dl></td> <td class="new-value">Calls upon divine powers to restore 150/250/350 (+0.55*AP) Health to all allied Champions,removing all instances of Grievous Wounds beforehand. Wish's power is increased by 50% on each Champion below 40% Health.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>Global</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>160/145/130 Seconds</dd></dl></td> </tr> </tbody> </table>

Item No Item changes in this Patch.




Important: Shurima Event, Guardian of the Sands Kha'zix Available
Important: Unofficial PBE Patch Notes for 9/10/2014 - Viktor TU and Rework
UPDATE: Added Crowd Control Bugfix on PBE right below 1st news.


Master Tier Live

Originally Posted by Riot (View RedTracker Source)

Hey all, with the launch of Master Tier Diamond players may notice some changes to their LP gains and losses. Here's what is going on in these cases:

* The top 200 challenger spots were protected by a concept called 'clamping' before Master Tier was introduced. This ensured the top 200 dudes on the server had both the highest LP and MMR. This greatly slowed gains and losses, making small gains appear normal. Removing clamping means gains (both up and down) are more fluid now. Since in some cases clamping was actually protecting players from falling down too quickly, these players will see some larger losses and smaller gains until they're back where the system expects them to be.

* In other tiers (bronze - plat) league standing is a very accurate mapping of player skill, but there is a buffer to slow players LP losses temporarily if they start to go on a losing trend. Since clamping was removed, but challenger and master must contain the very best players, the loss shielding is thinner in diamond than other tiers. In other words, gains and losses can feel more swingy.

Gains should become more stable over time. We'll be monitoring how LP changes stabilize over the next few days and evaluating if we need to make adjustments or not based on the results.




Unofficial PBE Patch Notes for 9/10/2014 - Viktor TU and Rework
Posted by News [HTML][XML][PERM][FULL] on 11 September 2014, 1:15 am

NOTE: Summoner's Rift and Viktor are enabled after some bugfixes.


Viktor Texture Update, New Ability Visuals

Base Skin

 Full Machine Viktor

 Prototype Viktor


Viktor's Hex Core

Now you should be able to upgrade Hex Core and then choose the ability you want to augment - think of Kha'zix.

<table border="2"> <tbody> <tr> <td style="text-align: center;"> Unupgraded</td> <td style="text-align: center;"> 1st Upgrade</td> <td style="text-align: center;"> 2nd Upgrade</td> <td style="text-align: center;"> 3rd Upgrade</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

 


Champion Changes

Soraka

  • Equinox [ E ] - Now costs 60 mana (down from 80)



Unofficial PBE Patch Notes for 9/10/2014
Posted by News [HTML][XML][PERM][FULL] on 10 September 2014, 8:40 pm

WIP Post


Viktor's Hex Core

Now you should be able to upgrade Hex Core and then choose the ability you want to enchance - think of Kha'zix. Unconfirmed

<table border="2"> <tbody> <tr> <td style="text-align: center;"> Unupgraded</td> <td style="text-align: center;"> 1st Upgrade</td> <td style="text-align: center;"> 2nd Upgrade</td> <td style="text-align: center;"> 3rd Upgrade</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

 


Champion Changes

Soraka

  • Equinox [ E ] - Now costs 60 mana (down from 80)



Shurima Event, Guardian of the Sands Kha'zix Available
Posted by News [HTML][XML][PERM][FULL] on 10 September 2014, 12:13 pm

Shurima Event - Promo Page

This is HUGE promo site so i suggest you to quickly view original source. It contains lots of informations about Azir, new game mode, skins and most importantly - the story of Shurima's fall. Also, by playing Ascension game mode you can claim rewards for it on this site.

Originally Posted by Riot (View Original Source)





Important: Unofficial PBE Patch Notes for 9/9/2014 - Order of the Lotus Karma, Soraka and Viktor Reworks
Important: Patch 4.16 Notes


Patch Rundown – 4.16

Originally Posted by Riot (View Original Source)

 

The Patch Rundown’s back!

We’re focusing Patch 4.16’s rundown discussion on mages and mage identity! While Azir’s busy summoning soldiers and getting his empire back up and running, Cassiopeia’s shed her skin and transformed into a late game hypercarry role in 4.16. Join MsPudding as she discusses the patch alongside designers Riot Scruffy, ZenonTheStoic and Riot Scarizard!

As before, we’re looking for feedback to help us improve future videos, so add in your comments below!




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