Important: Jungle Tier List - Gnar Era


BotRK and Targeting Bug Fixed

Originally Posted by Riot (View Original Source)

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Hey guys, I think I identified what was going on with this. The BotRK post from last week rang some alarm bells for me. What happened was that the pixel perfect targeting part of the code was broken so the targeting system was making decisions based only on the bounding volume around models.

How this manifests is that when you have targetable objects near each other (like Taric near a tower, or minions packed in a wave) you will get imprecise targeting even though your mouse is over the model of the thing you're trying to target.

I just checked in a fix and it's going through the QA process.

Thanks to all of you for raising awareness on this. I'd been thinking that something felt "off", but I thought I was just a baddie or had intermittent lag. Your comments helped narrow things down. This video is really helpful for providing a solid test case for us.


Originally Posted by Riot (View Original Source)

We're getting the fix tested now and once complete, we'll let you all know when to expect the fix Live.




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 18 August 2014, 1:14 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow.

<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>


Phreak on Diana, About Viktor's Q and Rework Not This Month
Posted by News [HTML][XML][PERM][FULL] on 17 August 2014, 1:21 am


Phreak on Diana

Originally Posted by Riot (View Original Source)

Diana has worse base damages and ratios than Orianna in every single of her spells.

Diana's E is literally the utility portion of Orianna's ultimate and Dissonance. Only that she doesn't have the luxury of being able to do it from a safe 825 distance that Orianna's Q allows. The slow also lasts 1 second less and the knock-in effect is a bit weaker.

[...]

Just as food for thought, devil's advocate, and whatever:

Reliability is actually a really big part of that. Orianna Q-R'ing you versus Diana R-E'ing are very different, and Diana's is much more reliable. I can Valkyrie away from Ori's combo. I have to Flash away from Diana's. Additionally, the cooldown on that combo is significantly better for Diana as well.

To address random other points you put in:

The number of times a champion has been nerfed is irrelevant. The history really doesn't matter. If Caitlyn got nerfed by 8 AD one patch, versus being nerfed by 1 AD eight patches in a row, the end result is the same. I'd urge you to not include things like that in the future: It clutters your message.

Base stats vs. passives, siphoning power, etc.: It's a gameplay thing. We're not trying to say, "Yo guys, Diana is THE attack speed champion!" We're not saying, "Lissandra is THE manaless mana champion."

Rather, we're saying, "Hey, Diana should feel like she attacks pretty fast all the time. Her passive should always feel useful." So rather than say, "Okay, you start pretty fast, and then go SUPERSPEED" we flattened it instead and say, "You start as literally the fastest-attacking champion in the game, and get a little bit faster in the end, pretty close to everyone else too." Now you could make the argument that Diana should be a more AS-focused champion, but taking out base stats and placing an equivalent in an ability is not about cheekily nerfing and buffing a champion, it's about crafting a specialized experience.




Phreak on Diana, Viktor's Q and Rework Not This Month
Posted by News [HTML][XML][PERM][FULL] on 17 August 2014, 12:10 am


Phreak on Diana

Originally Posted by Riot (View Original Source)

Diana has worse base damages and ratios than Orianna in every single of her spells.

Diana's E is literally the utility portion of Orianna's ultimate and Dissonance. Only that she doesn't have the luxury of being able to do it from a safe 825 distance that Orianna's Q allows. The slow also lasts 1 second less and the knock-in effect is a bit weaker.

[...]

Just as food for thought, devil's advocate, and whatever:

Reliability is actually a really big part of that. Orianna Q-R'ing you versus Diana R-E'ing are very different, and Diana's is much more reliable. I can Valkyrie away from Ori's combo. I have to Flash away from Diana's. Additionally, the cooldown on that combo is significantly better for Diana as well.

To address random other points you put in:

The number of times a champion has been nerfed is irrelevant. The history really doesn't matter. If Caitlyn got nerfed by 8 AD one patch, versus being nerfed by 1 AD eight patches in a row, the end result is the same. I'd urge you to not include things like that in the future: It clutters your message.

Base stats vs. passives, siphoning power, etc.: It's a gameplay thing. We're not trying to say, "Yo guys, Diana is THE attack speed champion!" We're not saying, "Lissandra is THE manaless mana champion."

Rather, we're saying, "Hey, Diana should feel like she attacks pretty fast all the time. Her passive should always feel useful." So rather than say, "Okay, you start pretty fast, and then go SUPERSPEED" we flattened it instead and say, "You start as literally the fastest-attacking champion in the game, and get a little bit faster in the end, pretty close to everyone else too." Now you could make the argument that Diana should be a more AS-focused champion, but taking out base stats and placing an equivalent in an ability is not about cheekily nerfing and buffing a champion, it's about crafting a specialized experience.




UPDATE: Added new quote - Master Tier Enabled on PBE
Important: Unofficial PBE Patch Notes for 8/15/2014 - Headhunter Caitlyn Splash Art, PROJECT: Yasuo New Particles


The Truer Evolution

Originally Posted by Riot (View RedTracker Source)

Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I'm here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph's, Mejai's passive effects ofc). The Hex Core is the source of Viktor's powers and it should feel POWERFUL




Dino Gnar Available
Posted by News [HTML][XML][PERM][FULL] on 15 August 2014, 2:31 pm

Dino Gnar Will Eat You Up!

Inside news you'll find one more big picture!

Originally Posted by Riot (View RedTracker Source)

Dino Gnar, king of the dinosaurs, destroyer of Demaglia, scourge of the sandbox! He’s cute. He’s cuddly. He’s in a dinosaur onesie! Seriously, IT’S A DINOSAUR ONESIE. He’s green and purple with an adorable little tail.

Just don’t steal his toys.

Overload on cuteness with Dino Gnar, available now in the League of Legends store for 975 RP.




UPDATE: New Yasuo's Skin Particles added into the news!
NOTE: More stuff added to Map8 (Ascension) - SandstormFoW Overlay and WallOfGrass... New visuals for brush or sth else?
NOTE2: Summoner's Rift VU is in files, but unavailable for testing.


Headhunter Caitlyn Splash Art


PROJECT: Yasuo New Particles

Yup, he got renamed from Cyberg Ops. Normal Q particles:

Charged Q indicator

Shield




Updated Champion Splashart

Headhunter Caitlyn

<table class="diff-table" style="width: 1347px;"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v680)</th><th class="new-value">New (Air Client v681)</th></tr> <tr class="modified"> <td class="key" colspan="2">Aatrox</td> </tr> <tr> <td class="old-value">Aatrox the Darkin Blade 
Damage: 
55 (3.)
Health: 
395 (85 )
Mana: 
30 (45 )
Movement 
Speed: 345
Armor: 
18 (3.)
Magic 
Resist: 30 (1.25 )
Health 
Per Sec: 5.75 (0.)
Mana 
Per Sec: ()
Range: 
150 
Defense 
Rating: 
Magic 
Rating: 
Difficulty 
Rating: 
Attack 
Rating: 

Tags: 
fighter 

Tips: 
*Avoid engaging in fight with low health unless your Blood Well is full so that you regain enough health to continue fighting.*Building Life Steal can be very potent on Aatrox to help compensate for his health costs.*Massacre is great at turning the tide of battle,make sure to use it at the right moment to maximize the benefits from it.
Opponent 
Tips: *When Aatrox takes fatal damage he is healed for the amount currently in his resource bar,landing fatal blow on him while the resource bar is low will result in him reviving with lower amount of health.*When Aatrox casts Dark Flight towards your location,avoid being knocked up by moving away from the center of impact.*Aatrox is auto attack reliant for most of his damage and survivability,reducing his attack speed by purchasing Randuin's Omen or Frozen Heart can help reduce both of those components greatly.</td> <td class="new-value">Aatrox the Darkin Blade 
Damage: 
55 (3.)
Health: 
395 (85 )
Mana: 
30 (45 )
Movement 
Speed: 345
Armor: 
18 (3.)
Magic 
Resist: 30 (1.25 )
Health 
Per Sec: 5.75 (0.)
Mana 
Per Sec: ()
Range: 
150 
Defense 
Rating: 
Magic 
Rating: 
Difficulty 
Rating: 
Attack 
Rating: 

Tags: 
fighter 

Tips: 
*Avoid engaging in fight with low health unless your Blood Well is full so that you regain enough health to continue fighting.*Building Life Steal can be very potent on Aatrox to help compensate for his health costs.*Massacre is great at turning the tide of battle,make sure to use it at the right moment to maximize the benefits from it.
Opponent 
Tips: *When Aatrox takes fatal damage he is healed for the amount currently in his resource bar,landing fatal blow on him while the resource bar is low will result in him reviving with lower amount of Health.*When Aatrox casts Dark Flight towards your location,avoid being knocked up by moving away from the center of impact.*Aatrox is auto attack reliant for most of his damage and survivability,reducing his attack speed by purchasing Randuin's Omen or Frozen Heart can help reduce both of those components greatly.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Soraka</td> </tr> <tr> <td class="old-value">Soraka the Starchild 
Damage: 
48.()
Health: 
405 (76 )
Mana: 
240 (60 )
Movement 
Speed: 340
Armor: 
17 (3.)
Magic 
Resist: 30 ()
Health 
Per Sec: 4.(0.55 )
Mana 
Per Sec: 6.(0.65 )
Range: 
550 
Defense 
Rating: 
Magic 
Rating: 
Difficulty 
Rating: 
Attack 
Rating: 

Tags: 
support 

Tips: 
*Soraka is powerful ally in battle,using her healing and Mana restoration spells to keep the party moving forward.*You can use Wish on your allies from across the map to save them from otherwise fatal events.*Starcall's damage can really add up when used consecutively.
Opponent 
Tips: *Focus on attacking Soraka if she ever ventures to the frontline in team fight.*Soraka's healing powers are increased when her ally's health is low,so consider saving an Ignite to help counter this effect.*Watch out for Soraka's Starcall debuff the negative magic resist can begin to add up.</td> <td class="new-value">Soraka the Starchild 
Damage: 
48.()
Health: 
405 (76 )
Mana: 
240 (60 )
Movement 
Speed: 340
Armor: 
17 (3.)
Magic 
Resist: 30 ()
Health 
Per Sec: 4.(0.55 )
Mana 
Per Sec: 6.(0.65 )
Range: 
550 
Defense 
Rating: 
Magic 
Rating: 
Difficulty 
Rating: 
Attack 
Rating: 

Tags: 
support 

Tips: 
*Soraka is powerful ally in battle,using her healing and Mana restoration spells to keep the party moving forward.*You can use Wish on your allies from across the map to save them from otherwise fatal events.*Starcall's damage can really add up when used consecutively.
Opponent 
Tips: *Focus on attacking Soraka if she ever ventures to the frontline in team fight.*Soraka's healing powers are increased when her ally's Health is low,so consider saving an Ignite to help counter this effect.*Watch out for Soraka's Starcall debuff the negative magic resist can begin to add up.</td> </tr> </tbody> </table>

 

<table class="diff-table" style="width: 1347px;"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v680)</th><th class="new-value">New (Air Client v681)</th></tr> <tr class="modified"> <td class="key" colspan="2">Fizz - [W] - Seastone Trident</td> </tr> <tr> <td class="old-value">Fizz [W] Seastone Trident 
Passive: Fizz's attacks rend his enemies,dealing 30/40/50/60/70 (+0.35)plus 4/5/6/7/8% of the target's missing Health as magic damage over 3/3/3/3/3 seconds.(Max 300 vs.minions)

Active: 
For 5/5/5/5/5 seconds,Fizz's attacks deal an additional 10/15/20/25/30 (+)magic damage on hit and apply Grievous Wounds to his target,reducing incoming healing by 50%.

Cost: 
40/40/40/40/40 Mana 

Range: 


Cooldown: 
10/10/10/10/10</td> <td class="new-value">Fizz [W] Seastone Trident 
Passive: Fizz's attacks rend his enemies,dealing 30/40/50/60/70 (+0.35)plus 4/5/6/7/8% of the target's missing Health as Magic Damage over 3/3/3/3/3 seconds.(Max 300 vs.minions)

Active: 
For 5/5/5/5/5 seconds,Fizz's attacks deal an additional 10/15/20/25/30 (+)magic damage on hit and apply Grievous Wounds to his target,reducing incoming healing by 50%.

Cost: 
40/40/40/40/40 Mana 

Range: 


Cooldown: 
10/10/10/10/10</td> </tr> <tr class="modified"> <td class="key" colspan="2">Alistar - [E] - Triumphant Roar</td> </tr> <tr> <td class="old-value">Alistar [E] Triumphant Roar 
Restores 60/90/120/150/180 (+0.2)health to Alistar and half as much to nearby allies.Cooldown is reduced by 2/2/2/2/2 seconds each time nearby enemy unit dies.

Cost: 
40/50/60/70/80 Mana 

Range: 
575 

Cooldown: 
12/12/12/12/12</td> <td class="new-value">Alistar [E] Triumphant Roar 
Restores 60/90/120/150/180 (+0.2)Health to Alistar and half as much to nearby allies.Cooldown is reduced by 2/2/2/2/2 seconds each time nearby enemy unit dies.

Cost: 
40/50/60/70/80 Mana 

Range: 
575 

Cooldown: 
12/12/12/12/12</td> </tr> <tr class="modified"> <td class="key" colspan="2">Aatrox - [Passive] - Blood Well</td> </tr> <tr> <td class="old-value">Aatrox [Passive] Blood Well 
When using an ability that costs Health,Aatrox stores the self-inflicted damage into the Blood Well.Upon taking fatal damage Aatrox extracts the blood from the well and recovers it as Health over brief duration.Additionally,Aatrox gains 1% Attack Speed for every 2% blood that is in the well.</td> <td class="new-value">Aatrox [Passive] Blood Well 
When using an ability that costs Health,Aatrox stores the self-inflicted damage into the Blood Well.Upon taking fatal damage,Aatrox extracts the blood from the well and recovers it as Health over brief duration.Additionally,Aatrox gains 1% Attack Speed for every 2% blood that is in the well.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Trundle - [R] - Subjugate</td> </tr> <tr> <td class="old-value">Trundle [R] Subjugate 
Trundle drains 20/24/28 (+0.02)of an enemy champion's maximum Health as magic damage and 40/40/40% of their Armor and Magic Resist,half immediately and half over 4/4/4 seconds.The Armor and Magic Resist is returned 4/4/4 seconds after the drain ends.

Cost: 
75/75/75 Mana 

Range: 


Cooldown: 
80/70/60</td> <td class="new-value">Trundle [R] Subjugate 
Trundle drains 20/24/28 (+0.02)of an enemy champion's maximum Health as Magic Damage and 40/40/40% of their Armor and Magic Resist,half immediately and half over 4/4/4 seconds.The Armor and Magic Resist is returned 4/4/4 seconds after the drain ends.

Cost: 
75/75/75 Mana 

Range: 


Cooldown: 
80/70/60</td> </tr> <tr class="modified"> <td class="key" colspan="2">Elise - [Q] - Neurotoxin / Venomous Bite</td> </tr> <tr> <td class="old-value">Elise [Q] Neurotoxin Venomous Bite 
Deals magic damage equal to 40/75/110/145/180 plus 8% (+0.03%)of the target's current Health.Max 50/75/100/125/150 bonus damage to monsters.

Cost: 
80/85/90/95/100 Mana 

Range: 
625 

Cooldown: 
6/6/6/6/6</td> <td class="new-value">Elise [Q] Neurotoxin Venomous Bite 
Deals Magic Damage equal to 40/75/110/145/180 plus 8% (+0.03%)of the target's current Health.Max 50/75/100/125/150 bonus damage to monsters.

Cost: 
80/85/90/95/100 Mana 

Range: 
625 

Cooldown: 
6/6/6/6/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Elise - [W] - Volatile Spiderling / Skittering Frenzy</td> </tr> <tr> <td class="old-value">Elise [W] Volatile Spiderling Skittering Frenzy 
Summons venom-gorged Spiderling that moves to target location and explodes,dealing 75/125/175/225/275 (+0.8)magic damage when it nears an enemy or after seconds.

Cost: 
60/70/80/90/100 Mana 

Range: 
950 

Cooldown: 
12/12/12/12/12</td> <td class="new-value">Elise [W] Volatile Spiderling Skittering Frenzy 
Summons venom-gorged Spiderling that moves to target location and explodes,dealing 75/125/175/225/275 (+0.8)Magic Damage when it nears an enemy or after seconds.

Cost: 
60/70/80/90/100 Mana 

Range: 
950 

Cooldown: 
12/12/12/12/12</td> </tr> <tr class="modified"> <td class="key" colspan="2">Elise - [R] - Spider Form</td> </tr> <tr> <td class="old-value">Elise [R] Spider Form 
Elise transforms into menacing spider,granting access to arachnid abilities.

Spider 
Form: Elise deals 10/20/30 (+0.3)bonus magic damage per attack and gains 10/10/10 Movement Speed.

Spiderlings: 
Spiderlings deal 10/20/30 (+)damage and take 20/20/20% reduced damage from multi-target abilities.Max 2/3/4 Spiderlings.

Cost: 


Range: 


Cooldown: 
4/4/4</td> <td class="new-value">Elise [R] Spider Form 
Elise transforms into menacing spider,granting access to arachnid abilities.

Spider 
Form: Elise deals 10/20/30 (+0.3)bonus Magic Damage per attack and gains 10/10/10 Movement Speed.

Spiderlings: 
Spiderlings deal 10/20/30 (+)damage and take 20/20/20% reduced damage from multi-target abilities.Max 2/3/4 Spiderlings.

Cost: 


Range: 


Cooldown: 
4/4/4</td> </tr> <tr class="modified"> <td class="key" colspan="2">Lee Sin - [Q] - Sonic Wave / Resonating Strike</td> </tr> <tr> <td class="old-value">Lee Sin [Q] Sonic Wave Resonating Strike 
Sonic Wave: Lee Sin projects discordant wave of sound to locate his enemies,dealing 50/80/110/140/170 (+)physical damage to the first enemy it encounters.If Sonic Wave hits,Lee Sin can cast Resonating Strike for the next seconds.

Resonating 
Strike: Lee Sin dashes to the enemy hit by Sonic Wave,dealing 50/80/110/140/170 (+)physical damage plus 8% of their missing Health (Max: 400 damage vs.Monsters).

Cost: 
50/50/50/50/50 Energy 30/30/30/30/30 Energy 

Range: 
1000 

Cooldown: 
11/10/9/8/7</td> <td class="new-value">Lee Sin [Q] Sonic Wave Resonating Strike 
Sonic Wave: Lee Sin projects discordant wave of sound to locate his enemies,dealing 50/80/110/140/170 (+)physical damage to the first enemy it encounters.If Sonic Wave hits,Lee Sin can cast Resonating Strike for the next seconds.

Resonating 
Strike: Lee Sin dashes to the enemy hit by Sonic Wave,dealing 50/80/110/140/170 (+)physical damage plus 8% of their missing Health (Max: 400 Damage vs.Monsters).

Cost: 
50/50/50/50/50 Energy 30/30/30/30/30 Energy 

Range: 
1000 

Cooldown: 
11/10/9/8/7</td> </tr> <tr class="modified"> <td class="key" colspan="2">Poppy - [Passive] - Valiant Fighter</td> </tr> <tr> <td class="old-value">Poppy [Passive] Valiant Fighter 
All physical and magic damage dealt to Poppy that exceeds 10% of her current Health is reduced by 50%.This does not reduce damage from structures.</td> <td class="new-value">Poppy [Passive] Valiant Fighter 
All physical and Magic Damage dealt to Poppy that exceeds 10% of her current Health is reduced by 50%.This does not reduce damage from structures.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Poppy - [Q] - Devastating Blow</td> </tr> <tr> <td class="old-value">Poppy [Q] Devastating Blow 
Poppy crushes her opponent,dealing 20/40/60/80/100 (+)(+0.6)plus 8% of her target's maximum Health as magic damage.The base plus percent Health bonus damage cannot exceed 75/150/225/300/375.

Cost: 
55/55/55/55/55 Mana 

Range: 


Cooldown: 
8/7/6/5/4</td> <td class="new-value">Poppy [Q] Devastating Blow 
Poppy crushes her opponent,dealing 20/40/60/80/100 (+)(+0.6)plus 8% of her target's maximum Health as Magic Damage.The base plus percent Health bonus damage cannot exceed 75/150/225/300/375.

Cost: 
55/55/55/55/55 Mana 

Range: 


Cooldown: 
8/7/6/5/4</td> </tr> <tr class="modified"> <td class="key" colspan="2">Poppy - [E] - Heroic Charge</td> </tr> <tr> <td class="old-value">Poppy [E] Heroic Charge 
Poppy charges at an enemy and carries them for short distance.The initial impact deals 50/75/100/125/150 (+0.4)magic damage.If they collide with terrain,her target takes 75/125/175/225/275 (+0.4)magic damage and will be stunned for 1.5/1.5/1.5/1.5/1.seconds.

Cost: 
60/65/70/75/80 Mana 

Range: 


Cooldown: 
12/11/10/9/8</td> <td class="new-value">Poppy [E] Heroic Charge 
Poppy charges at an enemy and carries them for short distance.The initial impact deals 50/75/100/125/150 (+0.4)Magic Damage.If they collide with terrain,her target takes 75/125/175/225/275 (+0.4)Magic Damage and will be stunned for 1.5/1.5/1.5/1.5/1.seconds.

Cost: 
60/65/70/75/80 Mana 

Range: 


Cooldown: 
12/11/10/9/8</td> </tr> </tbody> </table> <table class="diff-table" style="width: 1347px;"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v619 / Air PBE v680)</th><th class="new-value">New (Game PBE v620 / Air PBE v680)</th></tr> <tr class="inserted"> <td class="key" colspan="2">JinxSuper Mega Death Rocket! [ R ]</td> </tr> <tr> <td class="old-value"> </td> <td class="new-value">Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing 125/175/225 (+0.5*AD) to 250/350/450 (+1*AD) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.<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>90/75/60 Seconds</dd></dl></td> </tr> <tr class="deleted"> <td class="key" colspan="2">JinxSuper Mega Death Rocket! [ R ]</td> </tr> <tr> <td class="old-value">Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing 125/175/225 (+0.5*AD) to 250/350/450 (+1*AD) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.<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>90/75/60 Seconds</dd></dl></td> <td class="new-value"> 

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


Patch Rundown – 4.14, Arcade Miss Fortune Available
Posted by News [HTML][XML][PERM][FULL] on 13 August 2014, 9:25 pm

Patch Rundown – 4.14

Originally Posted by Riot (View Original Source)

 

Patch 4.14 features a few competitive balance tweaks along with the sometimes adorable, sometimes terrifying bundle of fluff known as Gnar! This episode, MsPudding’s joined by sixtwo and Morello alongside ZionSpartan from Team Dignitas to chat about Gnar’s impact and League’s balance for the coming World Championship.

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




Important: Unofficial PBE Patch Notes for 8/13/2014 - Final Boss Veigar, Urgot's Q Particles and Changes
Important: Patch Rundown – 4.14, Arcade Miss Fortune Available


Gnar, the Missing Link, Available Now

Originally Posted by Riot (View RedTracker Source)

Gnar, the Missing Link, available now

By sixtwo

Armed with boomerang and boulder, and with his temper teetering on the brink, Gnar has made his way to the Rift.




WIP Post

UPDATE: Final Boss Veigar video is up!
NOTE: Yasuo's skin got a name now! Cyber Ops Yasuo


Final Boss Veigar

it's legendary skin - 1820 RP (Red post)


New Urgot's Q Particles

New particles and now the acid hunter swirls!


Champion Changes

Urgot received some changes, forecasted by Meddler long time ago. Summary:

Originally Posted by Riot (View RedTracker Source)

General

  • Basic attack missile speed increased to 1600 (from 1300)
    - Given Urgot's short attack range a more responsive auto attack's appropriate for the risk he's often putting himself in
  • Recommended item update
  • Some minor visual effects clean up
Q
  • Acid Hunters now check for Noxian Corrosive Charge on both start and end of Acid Hunter cast
    - Currently only checks at start of cast, penalizing swift follow up shots after firing the E at long range and attempts to sneak in a final homing shot as Noxian Corrosive Charge is close to expiring)
  • Half mana cost refunded on kill
    - Primary goal here is to punish Urgot less for last hitting with Acid Hunters when he needs to. Slight increase in cost to maintain a bit more harass cost, though still aiming to have this be a net buff to Urgot's mana usage.

R

  • CD reduced to 120/110/100 (from 120)
  • - Adding a bit of late game power, without increasing his potential lane bully case
  • Mana cost reduced to 100 (from 120)
    - Standardization with standard ult mana cost
  • No longer shifts the Urgot player's camera to Urgot's position on completion of ult
  • Now grants Armor/MR immediately, rather than after 0.25s
  • Urgot now ignores unit collision for 1s after completion of ult

And few more changes

Urgot

  • Acid Hunter [ Q ] - No longer is on smartcast by default
  • Acid Hunter [ Q ] - Now got range indicator!



Unofficial PBE Patch Notes for 8/13/2014
Posted by News [HTML][XML][PERM][FULL] on 13 August 2014, 2:45 pm

WIP Post

NOTE: Seems like Urgot is getting some particle changes, not sure tho. Will check once PBE is up


Final Boss Veigar

He looks... weird in that model viewer.


Champion Changes

Urgot

  • Basic Attack missle speed is now 1600 (up from 1300)
  • Acid Hunter [ Q ] - Now, if Acid Hunter kills a unit half its mana cost is refunded.
  • Hyper-Kinetic Position Reverser [ R ] - Now costs 100 mana (down from 120)
  • Hyper-Kinetic Position Reverser [ R ] - Cooldown is now 120/110/100 seconds (down from 120 at all ranks)



Important: Unofficial PBE Patch Notes for 8/12/2014 - Master Tier Images, Ichor of Illumination Nerf
Important: Unofficial PBE Patch Notes for 8/13/2014 - New Yasuo Skin, Essence Reaver Buff
Important: Patch 4.14 Notes


Scarizard on Kha'zix's Q and Isolation

Originally Posted by Riot (View Original Source)

Hey Zanesbro,

Let me begin by saying that i appreciate the time you've invested took to write your thoughts here. I know this post has fallen off the front page, but this topic/suggestion in particular is one i've seen a number of times and so i hope you don't mind me outlining my beliefs on the subject below!

Isolation as a mechanic has constantly suffered from readability - not particle-wise, mind you, but in terms of understanding where the power comes from. Variable isolation damage not only muddies the counterplay (I thought i was supposed to be near my allies? Sorry dude, you're 23% too far from them so Kha'Zix hit you for 37% bonus damage with his Q!) - but also i think hurts the positive feedback loop for a learning Kha'Zix player (Catch them alone/out of position, massive damage). Q Evolution hits pretty damn hard now, but how would you really estimate your damage accurately? 'I think i can all-in this guy, but he's only 50 units away from his minions instead of 100 - wait, how much damage will i do again?'




NOTE: Summoner's Rift and Client VU is back!
NOTE2: Audio files of new Yasuo skin has been added!
NOTE3: Interesting file for Ascension game mode added - SandstormFogOfWarOverlay.dds


Master Tier Images

Already here! Doesn't mean the tier will be activated immediately.


Item Changes

Ichor of Illumination

  • Now gives 10% Cooldown Reduction (down from 15%)



NOTE: It's second patch today, click here to see the previous one!


New Yasuo Skin

No name yet, and it's still missing some particles. Price - 1350 RP


Item Changes

Essence Reaver

  • Now costs 3200 gold (down from 3400)



Patch 4.14 Notes
Posted by News [HTML][XML][PERM][FULL] on 12 August 2014, 5:37 pm

Patch 4.14 Notes

Originally Posted by Riot (View RedTracker Source)

Hey Summoners,

A small patch means a small foreword! As 4.14 is potentially the patch we'll be playing the World Championship on, we're deliberately playing safe in terms of disruptive changes. While there aren't a lot of things here, 4.14 does mark the release of Gnar, the Missing Link, much to the adoration of Yordle fans around the world. Remember to check out Gnar's champion reveal page for more information, but we're hoping to see true Gnar masters who can deftly adjust their playstyle according to his uncontrollable transformations. Nothing's sweeter than hopping up in mini Gnar form and then landing in the middle of a team fight as a tanky mega Gnar. Go try him out!

Anyway, that's all for now, so read on for the rest of our changes and context! See you next time!

Champions
Gnar

Gnar, the Missing Link, will be released a bit later during Patch 4.14!


Corki
Soon!?
  • General
    • SOON Soon.

Gragas

Gragas has new recommended items (HELLO LICH BANE) and his E always carries him the maximum distance.

When you got a belly that big, momentum's working against you, man.
  • General
    • THIS HELPS MORE THAN YOU'D THINK Updated recommended items
  • E - Body Slam

    • ALL IN THE HIPS Gragas now always travels the full distance in the direction of the cast (still stops on first target he hits)

Kassadin

Riftwalk now has a longer period of time before it resets its damage / mana cost stacks.

Although we want Kassadin's iconic strength be his super mobility, we also want him to be thinking hard about when and how often he jumps around.
  • R - Riftwalk
    • WAS MORE LIKE A RIFTSPRINT 12 seconds 20 seconds

Kayle
  • General
    • KNOWN BUG Due to a bug, Kayle is temporarily receiving 2.2 attack speed per level 2.5 attack speed per level. This will be reverted as soon as possible!

Kog'Maw

Koggy moves slower and R chunks champions for less.

Despite our changes in 4.13, Kog'Maw still has few weaknesses for his ultra-powerful late game identity. Since our goal is to to preserve a champion's strategic strengths even as we reduce power, we started with Kog's core weaknesses (low mobility) before tackling his early game strengths.
  • General

    • BASE MOVEMENT SPEED 330 325
  • E - Void Ooze

    • WHEN DID YOU EAT THAT, KOG'MAW Has new particles, looks more gross
  • R - Living Artillery

    • BONUS BASE MAGIC DAMAGE TO CHAMPIONS 125% 100%

Lulu
  • W - Whimsy

    • NOT A NERF WE SWEAR Tooltip fixed to correctly state the polymorph duration as 1.5 to 2.5 seconds 1.25 to 2.25 seconds (actual value unchanged)

Maokai

W's damage has been reduced and R has a max duration of 10 seconds per cast.

Maokai's a pretty cool dude and we're always happy to see a magical tree beating up dragons and yordles, but having a 100% uptime on Vengeful Maelstrom doesn't offer many windows of opportunity (otherwise known as counterplay!), and we may have overshot slightly on his base power.
  • W - Twisted Advance

    • BASE MAGIC DAMAGE 9/10.5/12/13.5/15% max health 9/10/11/12/13% max health
    • ABILITY POWER RATIO +4% max health damage per 100 AP +3% max health damage per 100 AP
  • R - Vengeful Maelstrom

    • [NEW] MAXIMUM DURATION 10 seconds

Morgana

Black Shield has a lower base and R doesn't nuke as hard.

Regardless of how she's played (as a mage or a support), Morgana brings a lot of utility and damage to the table, so we're looking to reduce some of her overall effectiveness. While we don't usually talk about specific changes in the context, reducing the base value on Black Shield means support Morgana will have to choose between the defense it provides and the offensive power she gets from leveling Dark Binding, while mage Morgana will be less affected with her AP ratios compensating at rank 1.
  • E - Black Shield

    • BASE SHIELD 95/160/225/290/355 70/140/210/280/350
  • R - Soul Shackles

    • BASE MAGIC DAMAGE 175/250/325 150/225/300
    • TOTAL POSSIBLE MAGIC DAMAGE PER TARGET 350 / 500 / 650 300 / 450 / 600

Orianna
Although we really like Orianna's complexity and high skill potential, she's often seen as a very reliable - and safe - choice for any team who needs a well-rounded mage. These changes are to give Ori's lane opponents a little more breathing room (especially melee) against her as she winds up for the mid to late game.
  • General
    • BASE ATTACK DAMAGE 47 41

Rengar

R's cooldown is longer and the warning indicator's range is increased. Also Rengar's prey will always have a warning indicator if he's within range, even if he's hiding behind a wall. Obtaining the giga-rare 'Head of Kha'Zix' gives Rengar more vision while stalking in brush.

While Rengar's Thrill of the Hunt is usually quite fun for him, we've seen he can be a little frustrating to play against - particularly in the early game when he's roaming everywhere, and in the late game when his prey is usually dead as they see the warning indicator. The short-form of this context would be that we want Rengar's ganking power to... Slow Down!
  • General

    • BUG-FREE KITTY Fixed a rare bug where Rengar would not leap from a brush if he recently flashed into it
  • Head of Kha'Zix

    • [NEW] DON'T ASK HOW THIS WORKS Rengar now has increased vision range while in a brush with the Head of Kha'Zix
  • R - Thrill of the Hunt

    • [NEW] X-RAY CAT FINDER Warning indicator now appears even if Rengar is in the fog of war while stealthed. In other words, if Rengar is within 1250 range of any opponent while stealthed via Thrill of the Hunt, they will be notified.
    • LONG RANGE CAT FINDER Warning indicator range increased from 1000 1250
    • COOLDOWN 120/95/70 seconds 150/110/70 seconds

Syndra

R no longer deals damage to untargetable champions, causing fewer opponents to rage.

Now you should be able to fully dodge a Syndra ult if you time your abilities right.
  • R - Unleashed Power

    • SLIGHTLY LEASHED POWER Fixed a bug where Unleashed Power's Dark Spheres were still dealing damage to targets who had become untargetable (via Rappel, Zhonya's Hourglass, Playful/Trickster, etc)

Thresh
Thanks to one particularly intrepid player, we've fixed a longstanding bug with Thresh's Flay.
  • E - Flay

    • THANKS DUDE Fixed a bug where Flay would sometimes not move opponents

Xerath

R's delay between shots doesn't scale with cooldown reduction.

We always intended for Xerath's ultimate to be very dodgeable in a one-on-one situation, as he should be relying on his teammates for help. While we could technically position this as a bugfix, this is a definite power reduction for Xerath, so we're calling it a nerf fix (as opposed to a buff fix).
  • R - Rite of the Arcane

    • NERF FIX The delay between Arcane Barrages scales with cooldown reduction is fixed at 0.6 seconds between individual shots

Zed

Death Mark now places Zed behind his prey and allows him to ignore unit collision while active, finally making him a real-er ninja.

Zed lost a lot in 4.10 with our marksman itemization changes, but he's still performing consistently at the highest levels of play. That said, we saw we could give him some small usability buffs to help him stick to his Death Marked targets better.
  • R - Death Mark
    • [NEW] THE UNSEEN ZED IS THE DEADLIEST When Zed uses Death Mark on a target, he dashes in front of them behind them
    • [NEW] THE UNBLOCKABLE ZED IS THE DEADLIEST Zed now ignores unit collision while the Death Mark is active on a target

Twisted Treeline, Crystal Scar & Howling Abyss
Sanguine Blade
We're making Sanguine Blade a little more player friendly by extending that passive duration. The small shift from lifesteal to AD is just to make Sanguine Blade more promising as a high-AD item, but we didn't want that lifesteal to get out of hand.
  • PASSIVE DURATION 4 seconds 8 seconds
  • ATTACK DAMAGE 40 45
  • LIFESTEAL 15 10

Post Game Lobby
We forgot to mention in 4.13 that we've updated the buttons in the post game lobby. The new buttons have a modernized look and feel and should help reduce misclicks. We also did a bit of cleanup this patch based on initial feedback.
  • HAPPY CLICKING! Post game lobby buttons have been updated

Player Behavior
Suggested Players
We're introducing Suggested Players to help fill out premade lobbies. The initial list includes players from your recent victories as well as any premades you queued together with in your last match, but over time will be expanded to include groups like honorable players, potential friends and friends of friends.
  • Hosts and Captains of all matchmaking queues will now see a list of "Suggested Players" they can invite to fill out premade groups. The list includes:
    • Premades you queued together with in your last match
    • Team members from matches you've recently won
Chat Restrictions
Although 75% of players improve their behavior after just 1 set of chat restrictions, in some cases the system was handing out fewer initial restrictions than it should have, resulting in back-to-back waves of restrictions. We've tuned the system to be more accurate with the first wave - for example, one set of 30 instead of three sets of 10.
  • The Chat Restriction system is now more accurate with its first set of restrictions, reducing instances of back-to-back restriction waves

Custom Lobby Spectating
We've upped the number of spectators that can join a custom lobby. This should be especially useful for local tournament scenes!
  • CONVENIENCE Increased the maximum number of custom lobby spectator slots from 2 to 4

Patcher Speeds
Patching and installing have been sped up a bit. These changes are separate from the upcoming Patcher & Landing Page Refresh, which will inherit these improvements when released a bit further down the road.
  • FRESH INSTALLS League of Legends installs roughly 15% faster
  • PATCHES League of Legends updates roughly 7% faster

Audio Engine
Now that the new engine is up and running, we're removing old files that aren't needed any more. This'll clear out over half of the audio files currently stored on your computer (the new engine is slimmer than the old one!) and reduce the number of files we need to update in future patches.
  • YOU SHOULD DEFRAG Removed about 700 MB of obsolete audio files

Bugfixes
  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
  • Pink wards are pink again!
  • Relic Shield and its upgrades no longer execute Heimerdinger's turrets (in line with the 4.12 change which removed the execute from Yorick's ghouls and Zyra's plants)
  • Quinn's E - Vault no longer causes weird text to appear
  • Targeting an ally with Zilean's Q - Time Bomb no longer pops their spellshield effects

Upcoming Skins

The following skins will be released at various times during Patch 4.14:




Unofficial PBE Patch Notes for 8/12/2014
Posted by News [HTML][XML][PERM][FULL] on 12 August 2014, 5:44 pm

WIP Post

NOTE: Summoner's Rift Update is back!
NOTE2: Audio files of new Yasuo skin has been added!


Master Tier Images

Already here! Doesn't mean the tier will be activated immediately.


Item Changes

Ichor of Illumination

  • Now gives 10% Cooldown Reduction (down from 15%)



Champion Spotlight: Gnar, the Missing Link

Originally Posted by Riot (View Original Source)

Discover the beast within the boy and learn to master both sides of the Missing Link in the Gnar Champion Spotlight.

Gnar’s a double-headed beast best played on the edges of fights in his Mini form, and in the enemies’ midst as Mega Gnar. During the laning phase, use basic attacks and clever casts of Boomerang Throw to trigger Hyper, which chunks your opponent down and helps you stay out of range of their retaliation. Hop’s a useful ability, too, but best saved for moments when you need to flee from jungle ganks or guarantee kills against your target. As teams start grouping, Crunch into fights as Mega Gnar before using Wallop, Boulder Toss and GNAR! to burst down the enemy’s weaker damage dealers  and pummel their tanks.

Discover more about Gnar here:


[NA] Server Maintenance: Patch 4.14

Originally Posted by Riot (View RedTracker Source)

Server Maintenance: Patch 4.14 On 08/13/2014, starting at 1:30 AM PST, ranked queues will be disabled in preparation for patch 4.14. At 3:00 AM PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.


[EUW]

Originally Posted by Riot (View RedTracker Source)

Server Maintenance: Patch 4.14 On 13/08/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.14. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.



Important: The Final Boss Approaches, New Ranked Tier - Master
Important: Satisfy Your Sweet Tooth with Sugar Rush!
Important: Custom Game Type: League Deathmatch


Socrates on Master Ranked Tier

Originally Posted by Riot (View Original Source)

Hey all, to clarify on one point: there is no hard limit to the number of players in master tier like the current challenger 200 spots. This doesn't mean these players will be immune from demotion once they achieve the tier. So master tier could be the top 511 or 534 players in a region based on the amount of participation in ranked, etc. Players who achieve Master tier will have a short immunity period and then be vulnerable to demotion if they don't maintain their performance at that level.

Would the demotion from Master to Diamond 1 be calculated in the same way that a Diamond 5 can fall back into Plat 1 (if their MMR is way below Diamond 5)?

Also, if you are able to say, is this estimated before or after S4WC?

Demotion will work similarly to other tiers, where there are a few checks before you fall. A player will fall back into diamond 1 if they lose enough games in master tier.

We expect to be on PBE in the next few days.




The Final Boss Approaches, New Ranked Tier - Master
Posted by News [HTML][XML][PERM][FULL] on 11 August 2014, 6:34 pm

The Final Boss Approaches

UPDATE: Some info suggest it could be Veigar skin! See below.
NOTE: This news was listed under skin preview, it could be a teaser for new ultimate skin! This is Blitzcrank's hand...

Originally Posted by Riot (View RedTracker Source)

What's interesting, the name of an image leading from main site to this news is: frontpagecard_fb-veigar_<language>.png

Considering the name of the image, it's very possible it's Final Boss Veigar. For some more hidden teasers, look what Arcade Miss Fortunes has under her arm - it's the same hand!!


New Ranked Tier - Master

Originally Posted by Snoopeh on Facebook (View Original Source)




Satisfy Your Sweet Tooth with Sugar Rush!
Posted by News [HTML][XML][PERM][FULL] on 11 August 2014, 2:45 pm

Satisfy Your Sweet Tooth with Sugar Rush!

Originally Posted by Riot (View RedTracker Source)

Candy-coated Cupcake Icons, Gingerbread Wards and Lollypoppys galore! Sometimes, you’ve just got to satisfy your confectionery craving with a tasty treat. So, from August 28 through September 2, we’re celebrating Sugar Rush, a sinfully sweet week of scrumptious surprises. Here are the details:

  • Double IP weekend from midnight on August 28 until 23:59 on August 31
  • The Legacy Vault will be temporarily thrown open during Sugar Rush and all 47 retired Legacy skins will be available at their regular price during the entire event, and will be 50% off for one day (details below)
  • Candy-coated Cupcake Icon – 250 RP
  • Hextech Hard Candy Icon – Earn by sending a gift during Sugar Rush
  • Double the regular chance of gifting a legendary skin in mystery gifts
  • Sinfully Sweet bundle – 30 % off at 4365 RP (6097 RP if you need the champions)
  • Each skin from the bundle is also available by itself during Sugar Rush for 15% off.
    • Champ skins – 829 RP each
    • Gingerbread Ward – 544 RP
  • Extra bonus RP during the entire week

Here’s a breakdown of how much RP you’ll receive for purchases during Sugar Rush:

  • 2,50 € - 400 RP
  • 5,00 € - 880 RP (800 + 40 RP standard bonus + 40 RP extra bonus)
  • 10,00 € - 1960 RP (1600 + 180 RP standard bonus + 180 RP extra bonus)
  • 20,00 € - 4040 RP (3200 + 420 RP standard bonus + 420 RP extra bonus)
  • 35,00 € - 7300 RP (5600 + 850 RP standard bonus + 850 RP extra bonus)
  • 50,00 € - 10600 RP (8000 + 1300 RP standard bonus + 1300 RP extra bonus)

Celebrate Sugar Rush and satisfy your sweet tooth for an entire week!

*Extra bonus RP does not apply to mobile payment methods, and because of the advance notice, there will be no refunds for RP purchases made prior to the announcement or the promotion. Extra bonus RP also applies to prepaid cards redeemed during the period.

Here are the details on the 47 retired Legacy skins:




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 11 August 2014, 1:44 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow, August 12th.

<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>


Important: [PBE] Gnar Login Screen


Vesh on Soraka's Rework Healing

Originally Posted by Riot (View RedTracker Source)

It would be kind of hilarious if they did go this route.

"Soraka, I need you to heal me!"
"Ok, hold on, blugh!"
"HOLY SHI- WHY ARE YOU TROWING UP BLOOD!?"
"It's how I heal, so you gonna stand still and let me-"
"N-NO, GOD NO! I'm gonna grab some pots instead..."

But on a more serious note, if they went with the infused style I would love to see a Soulstealer skin for Soraka.
It's definitely not like a "here's my blood" and more of a "I'm a martyr."
Hmm... interesting...

You know, with all these hints your dropping, I'm expecting her new kit to be out in a patch or two. And if not... well, I won't say I'd be disappointed, because I understand stuff comes up, but it will make me have to be patient for that much longer.

EDIT: It does sound like she might use her own health as a resource, in some way; Assuming this is the case, I'm hoping there's a mechanic in place where stacking health (And therefor, building tanky, something you say you want to avoid) won't become her dominant build.
A percent max health cost would be a pretty good way to solve that



[PBE] Gnar Login Screen
Posted by News [HTML][XML][PERM][FULL] on 8 August 2014, 6:35 pm

Gnar Login Screen

And here you got the music in standalone version.




Gnar Login Screen
Posted by News [HTML][XML][PERM][FULL] on 8 August 2014, 4:45 pm

WIP Post


Gnar Login Music

NOTE: Video will be available soon

 




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