Important: Unofficial PBE Patch Notes for 7/11/2014 - Mecha Splash Arts, Sunfire Cape VFX, New Profile Icons, Champion Changes
Important: 3rd Party Skin Site Fraud Update


3rd Party Skin Site Fraud Update - Q&A

Originally Posted by Riot (View RedTracker Source)

So wait, does that mean that from today on you will be deactivating all of the skin codes, or the ones that are purchased and activated from today onwards?

Edit:
Also how are we supposed to prove that we got the skins legit? It's not like everyone keeps the skin cards after activating them..

Hi iMonox!

We won't be deactivating skins that you've already redeemed on your account using a code. What it means is that we'll be deactivating all codes that currently exist. So anything that hasn't been redeemed yet cannot be redeemed using the code in the normal way.

If you've recently attended an event and received a skin code from a Rioter, and you haven't had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).




WIP Post

UPDATE: Added Profile Icon Names and Sunfire VFX! Check them out
NOTE: Sona updated kit and Summoner's Rift VU has been withdrawn from PBE in preparation for 4.12 patch


Mecha Aatrox Splash Art

Mecha Malphite Splash Art


New Sunfire Visuals


New Profile Icons

        

Profile Icon Names

NOTE: They're not new icons, just a names of them. Candy Fest... I wonder what it's gonna be


Champion Changes

Context on Sona

Originally Posted by Riot (View RedTracker Source)

Quick Update!

Just wanted to let you know that Sona's Update will be off the PBE for a few days. This is simply due to how our builds progress through development, and she'll be back very soon with more changes, more polish and a number of bug fixes.

Sorry for the disruption! I'll be leaving this post stickied so anyone who got in a last last game has a place to give us their thoughts. Thanks to everyone who has already helped so much already!

Kha'Zix

  • Taste Their Fear [ Q ] - Isolated damage has been updated to match new base values. Isolated damage still deals 30% of base damage.

Lucian

  • Base Attack Damage is now 52 (up from 49)
  • Base Health is now 500 (up from 470)
  • Base Movement Speed is now 335 (up from 330)
  • Piercing Light [ Q ] - Now deals full damage to minions (from 75%)
  • Relentless Pursuit [ E ] - Cooldown is now 14/13/12/11/10 seconds (down from 16/15/14/13/12)



Unofficial PBE Patch Notes for 7/11/2014
Posted by News [HTML][XML][PERM][FULL] on 10 July 2014, 8:47 pm

WIP Post


Mecha Aatrox Splash Art

Mecha Malphite Splash Art


New Profile Icons

        


Champion Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v587 / Air PBE v647)</th><th class="new-value">New (Game PBE v588 / Air PBE v647)</th></tr> <tr class="modified"> <td class="key" colspan="2">LucianFile: Lucian.inibinKey: game_character_displayname_Lucian</td> </tr> <tr> <td class="old-value">
Lucian the Purifier
  • Damage: 49(+3 per level)
  • Health: 470(+80 per level)
  • Mana: 271(+41 per level)
  • Movement Speed: 330
  • Armor: 22(+3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 5.1
  • Mana Per 5 Sec: 7
  • Range: 500
</td> <td class="new-value">
Lucian the Purifier
  • Damage: 52(+3 per level)
  • Health: 500(+80 per level)
  • Mana: 271(+41 per level)
  • Movement Speed: 335
  • Armor: 22(+3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 5.1
  • Mana Per 5 Sec: 7
  • Range: 500
</td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaFile: Sona.inibinKey: game_character_displayname_Sona</td> </tr> <tr> <td class="old-value">
Sona Maven of the Strings
  • Damage: 50(+3 per level)
  • Health: 450(+70 per level)
  • Mana: 310(+45 per level)
  • Movement Speed: 330
  • Armor: 18.3(+3.3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 4.5
  • Mana Per 5 Sec: 7
  • Range: 550
</td> <td class="new-value">
Sona Maven of the Strings
  • Damage: 50(+3 per level)
  • Health: 450(+70 per level)
  • Mana: 310(+45 per level)
  • Movement Speed: 330
  • Armor: 15.3(+3.3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 4.5
  • Mana Per 5 Sec: 7
  • 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 v587 / Air PBE v647)</th><th class="new-value">New (Game PBE v588 / Air PBE v647)</th></tr> <tr class="modified"> <td class="key" colspan="2">AatroxDark Flight [ Q ]File: AatroxQ.inibinKey: game_spell_displayname_AatroxQ</td> </tr> <tr> <td class="old-value">Aatrox takes flight and slams down at a targeted location, dealing 70/115/160/205/250 (+0.6*AD) physical damage to all nearby enemies and knocking up targets at the center of impact for 1 second.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>10% of Current Health</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>16/15/14/13/12 Seconds</dd></dl></td> <td class="new-value">Aatrox takes flight and slams down at a targeted location, dealing 70/115/160/205/250 (+0.6*AD) physical damage to all nearby enemies and knocking up targets at the center of impact for 1 second.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>10% of Current Health</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>Global </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>16/15/14/13/12 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">Kha'ZixTaste Their Fear [ Q ]File: KhazixQ.inibinKey: game_spell_displayname_KhazixQ</td> </tr> <tr> <td class="old-value">Passive: Marks enemies who are isolated from nearby allies.

Active: Deals 70/95/120/145/170 (+1.2*AD) physical damage. If the target is isolated, the damage is increased to 72 (+1.56*AD).

Evolved Enlarged Claws: If target is isolated, the damage is increased to (+1.56*AD). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50 .<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>25 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>325</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>3.5/3.5/3.5/3.5/3.5 Seconds</dd></dl></td> <td class="new-value">Passive: Marks enemies who are isolated from nearby allies.

Active: Deals 70/95/120/145/170 (+1.2*AD) physical damage. If the target is isolated, the damage is increased to 91 (+1.56*AD).

Evolved Enlarged Claws: If target is isolated, the damage is increased to (+1.56*AD). Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50 .<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>25 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>325</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>3.5/3.5/3.5/3.5/3.5 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">LucianPiercing Light [ Q ]File: LucianQ.inibinKey: game_spell_displayname_LucianQ</td> </tr> <tr> <td class="old-value">Shoots a bolt of piercing light through an enemy unit, damaging enemies in a line for 80/110/140/170/200 (+0*AD) ( 60/75/90/105/120 % of bonus Attack Damage) physical damage. Deals 75% damage to minions.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>500</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>9/8/7/6/5 Seconds</dd></dl></td> <td class="new-value">Shoots a bolt of piercing light through an enemy unit, damaging enemies in a line for 80/110/140/170/200 (+0*AD) ( 60/75/90/105/120 % of bonus Attack Damage) physical damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>500</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>9/8/7/6/5 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">LucianRelentless Pursuit [ E ]File: LucianE.inibinKey: game_spell_displayname_LucianE</td> </tr> <tr> <td class="old-value">Dashes a short distance, removing all slow effects.

Whenever Lightslinger hits an enemy, Relentless Pursuit's cooldown is reduced by 1 second (doubles to 2 seconds against champions).<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>No Cost</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>445</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>16/15/14/13/12 Seconds</dd></dl></td> <td class="new-value">Dashes a short distance, removing all slow effects.

Whenever Lightslinger hits an enemy, Relentless Pursuit's cooldown is reduced by 1 second (doubles to 2 seconds against champions).<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>No Cost</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>445</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>14/13/12/11/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaAria of Perseverance [ W ]File: SonaAriaofPerseverance.inibinKey: game_spell_displayname_SonaAriaofPerseverance</td> </tr> <tr> <td class="old-value">Active: Heals Sona and the most wounded nearby allied Champion for 25/50/75/100/125 (+0.25*AP) . This heal increases by 1% per 1% missing health on the target. Sona gains an aura that grants allies a 0.2 (+0.25*AP) shield for 2 seconds.Sona's aura is extended by 0.5 seconds for each ally she aids.

Power Chord - Diminuendo: Reduces an enemy's total damage output by 20% (+0.25*AP%) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65/70/75/80/85 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> <td class="new-value">Persistent Aura: Grants nearby allied Champions <span class="abilities-effects">6/7/8/9/10 bonus Armor and Magic Resist.

Activation: Heals Sona and the most wounded nearby allied Champion for 40/55/70/85/100 (+0.25*AP) and grants <span class="abilities-effects"> 6/7/8/9/10 additional Armor and Magic Resist for 3 seconds.

Power Chord - Diminuendo: Reduces an enemy's total damage output by 20% (+0.25*AP%) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60/65/70/75/80 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaCrescendo [ R ]File: SonaCrescendo.inibinKey: game_spell_displayname_SonaCrescendo</td> </tr> <tr> <td class="old-value">Active: Strikes an irresistible chord forcing enemy Champions to dance for 1.5 seconds and take 150/250/350 (+0.5*AP) magic damage.

Passive: Each rank of Crescendo grants Sona increased power in her auras.

+ <span class="abilities-effects">10/20/30 magic damage for Hymn of Valor
+ <span class="abilities-effects">10/20/30 shield power for Aria of Perseverance
+ <span class="abilities-effects">2/4/6 % movement speed for Song of Celerity <dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100/150/200 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>900</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> <td class="new-value">Strikes an irresistible chord forcing enemy Champions to dance for 1.5 seconds and take 150/250/350 (+0.5*AP) magic damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100/150/200 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>900</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaHymn of Valor [ Q ]File: SonaHymnofValor.inibinKey: game_spell_displayname_SonaHymnofValor</td> </tr> <tr> <td class="old-value">Active: Deals 50/100/150/200/250 (+0.5*AP) magic damage to the nearest two enemies (prioritizes Champions). Sona gains a temporary aura that grants allies 0.5 (+0.25*AP)additional magic damage on their next attack for a short time.Sona's aura is extended by 0.5 seconds for each ally she aids.

Power Chord - Staccato: Deals 50% bonus power chord damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> <td class="new-value">Persistent Aura: Increases the Attack Damage and Ability Power of nearby allied Champions by <span class="abilities-effects">4/8/12/16/20 .

Activation: Deals 50/100/150/200/250 (+0.5*AP) magic damage to the nearest two enemies (prioritizes Champions).

Power Chord - Staccato: Deals double power chord damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>45/50/55/60/65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaSong of Celerity [ E ]File: SonaSongofDiscord.inibinKey: game_spell_displayname_SonaSongofDiscord</td> </tr> <tr> <td class="old-value">Active: Grants Sona % (+0.04*AP%) Movement Speed that decays over time and creates an aura of Celerity around her. Allies touched by the aura gain % (+0.04*AP%) Movement Speed for 1.5 seconds,and Sona increases the duration of her aura by 0.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.075*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> <td class="new-value">Persistent Aura: Grants nearby allied Champions <span class="abilities-effects">4/8/12/16/20 bonus Movement Speed.

Activation: Grants nearby allies <span class="abilities-effects">4/6/8/10/12 % (+0*AP%) Movement Speed for 1.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.04*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> </tr> </tbody> </table>


Harvest your enemies with Soulstealer Vlad
Posted by News [HTML][XML][PERM][FULL] on 10 July 2014, 4:25 pm

Harvest your enemies with Soulstealer Vladimir

Originally Posted by Riot (View Original Source)

Harvest your enemies with Soulstealer Vladimir

By Riot Paradox

*Thud*

The sounds of splintering wood stir Soulstealer Vladimir from his slumber as his carriage rumbles to a halt. He throws open the door, gliding from the carriage’s velvet interior into the moon’s faint glow. The pale features of his face dance under his amulet’s emerald glow as, step by slow step, he circles around towards his driver, dead in his seat and propped up only by the bolt through his chest.

“Pardon, sire. We’ll be having your purse now.”

Vladimir turns towards three cloaked figures, their swords glinting in the cool moonlight. The one who spoke steps forward, weapon raised. Vladimir sneers. He raises his amulet towards the would-be thieves, unleashing a torrent of spirits that tear through the first man, ravaging his body. The second bandit shrieks, agony etched into his face, as Vladimir pillages his very life force. The final thug’s eyes widen as the Soulstealer turns to him. With a smirk, Vladimir melts into the ground. The man tosses his sword aside and turns to flee, but it’s too late. He falls. Surrounded by the grasping souls of Vladimir’s tortured prisoners, they leech away the last of his vitality.

Reforming amidst the hollow shells of his attackers, a malicious smile spreads across Soulstealer Vladimir’s bloodless face. Four more for the collection.

Harvest the souls of your enemies with Soulstealer Vladimir, available now in the League of Legends store for 1350 RP (on sale for 975 RP through July 14).




3rd Party Skin Site Fraud Update
Posted by News [HTML][XML][PERM][FULL] on 10 July 2014, 2:41 pm

3rd Party Skin Site Fraud Update

Originally Posted by Riot (View RedTracker Source)

Getting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently we’ve noticed an increase in fraud around 3rd party skin sites and skin reselling.

These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You can’t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.

Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request to Player Support and include proof of ownership. We’d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason.

For more information about codes and how to send Player Support a request, check out our code cards FAQ.

Originally Posted by Riot (View Original Source)

I am terrible for not noticing this earlier, but only codes before April 2014 are deactivated https://support.leagueoflegends.com/entries/46095810#q6



[EUW] Second RoG Tournament
Posted by News [HTML][XML][PERM][FULL] on 10 July 2014, 12:44 am


[EUW] Second RoG Tournament

Sadly Riot didn't share any interesting informations today, but that doesn't mean there's no news! Once again our fellow forum members - Pandashka and Yazla, organize a tournament on EUW platform. I'm posting their message along with basic ruleset below

Hello RoGers!

It seems like it was only yesterday when our first EUW RoG Tournament finished, with an intense final match betwen ISRYMD and The OuterRaven Experience. We've checked the feedback you've sent our way, both in the thread we made and via PM, and are proud to announce that I and our favourite Panda, will be hosting the second RoG Tournament!

We looked at your feedback and took our time to solve as many issues as possible. To help us deal with this, we've changed the format of our tournament to acomodate the new ruleset. Expect to play more games, and not be thrown out of the tournament just by losing a single game with our new 2 stage tournament, consisting of both a group and tournament stage, played in a Double Elimination fashion (Winners/Losers Bracket). 

The purpose of the tournament for us remains the same. We wish for our community to get to know each other, which the first tournament seems to have acomplished. As of the 15th of July inscriptions will open. You can send your applications now, but they won't be considered untill the 15th of July.

You can send your team applications to our tournament mail: RoGTournament@gmail.com

Click on the Spoiler button to check the basic rules and information for our tournament!

  • There is a minimum of 8 teams and a maximum of 16. First come, first served.
  • All matches besides Winner's Bracket/Loser's Bracket/Consolidation Match are Bo1, while the previous are Bo3.
  • The Grand finals will be a Bo4 (Check the Complete Ruleset for more info)
  • Inscriptions for teams are sent to RoGTournament@gmail.com
  • Every team needs a captain.
  • Teams are allowed to have substitutes but they won't receive prizes (if applicable).
  • Tournament is expected to start on September 5th.
  • Since there has been a general agreement and to create equal teams, we've set an ELO-limit for teams. There is a HARD CAP of 10000 CURRENT LKS (lolking score). LKS is snapshoted when you apply, and not modified later. No team will be allowed with a score above 10k. We want teams to be as balanced as possible since stomps are not that enjoyable, and we're aiming for this to be a learning experience.
  • We would appreciate teams Captains having a Reign of Gaming account to facilitat communication and managing through Private Messages, otherwise a tournament administrator will add the team captain ingame for easier communication.

All other informations and full set of rules is available on our forums, in the official tournament thread. If you're interested, make sure you stop by




Important: Patcher&Landing Page Visual Refresh to PBE
Important: Unofficial PBE Patch Notes for 7/8/2014 - New Profile Icons, Champion Changes


Patcher & Landing Page Visual Refresh Q&A

Originally Posted by Riot (View Original Source)

but will it be powered by adobe air..

No it won't. The patcher update that we are releasing to PBE includes a lot of the core tech needed for a new client. The patcher update won’t use Adobe AIR, it is built on our own native code base and HTML5 UI.

Looks great rito! It's nice to know that you guys are listening to our suggestions :)
Thank you. This is the first step of a long process, and we definitely want your continued thoughts and feedback. Looking forward to you all letting us know what does (and doesn’t!) work. We’ve seen a few threads of your ideas on how to redesign the pre-game experience, and are constantly impressed by everyone’s creativity and passion. :)
will the new patcher and client be twice as big or the same size because twice as big would call for some really big changes
The patcher definitely got bigger - same dimensions as the client, which'll be staying at its current size. Just prettier :D




New Profile Icons

   


Mecha Ward Skin Image


 Champion Changes

Context on Sona's changes

NOTE: There's something not mentioned in this post, E scalings got changed. You can see them in diffs below

Originally Posted by Riot (View Original Source)

Hey all,

Thanks to everyone who played some Sona games, and special thanks to everyone who posted their feedback.

The major issues we have heard and addressed in this patch:

  • Players were having a hard time applying their auras to allies
    • We’ve increased the range of the auras to 350 units from 300 units
  • Sona was exceptionally frail in early laning
    • We’ve increased Sona’s base armor to 15 from 12
  • Sona’s VFX were too loud
    • We've toned down the brightness of her aura VFX and made updates to some of her ability casts
  • Sona could gain power chord stacks by clicking item slots with no active
    • Awesome find! We've fixed this bug.

We also continue to improve the ways that Sona communicates her effects

  • We've added clearer effects to Sona's power chord impacts.

We are currently working on a number of improvements, but haven't made changes yet on the following:

  • Sona's power chord ready state is harder to see with the new aura effects.
    • We are working on new effects for power chord ready to work better with the rest of Sona's new effects.
  • Sona's longer cooldowns have dramatic impacts on her entire kit and gameplay experience.
    • This was always a known issue, but we do hear you all that many of you aren't happy with this change
    • We are discussing what shorter cooldowns would have to mean for Sona, and what she'd have to give up to have shorter cooldowns again.

As before, all feedback is welcome, but there are a few questions that are of greatest interest to us:

  • How many games have you played on the Sona Update?
  • What sort of game was this? (Doom bots, Summoners Rift 5v5, Standard Bots, Howling Abyss, etc.)
  • Did you feel in danger when granting allies aura tags?
  • What was your laning experience like?
  • What was your team fight experience like?
  • What items felt powerful?
  • What items felt weak?

Thanks to everyone who has given feedback so far and everyone who gives feedback here!

Kassadin

  • Null Sphere [ Q ] - Now deals 80/105/130/155/180 damage (up from 60/90/120/150/180)
  • Nether Blade [ W ] - Cooldown is now 9 seconds (up from 6)
  • Force Pulse [ E ] - Now slows by 50/60/70/80/90% (up from 40/45/50/55/60%)

Lucian

  • Relentless Pursuit [ E ] - Now doesn't cost mana (from 40/30/20/10/0)

Thresh

  • Dark Passage [ W ] - Now shields 60/95/130/165/200 damage (down from 60/100/140/180/220)
  • Dark Passage [ W ] -Tooltip update: Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 60/95/130/165/200 (+0.4*AP)damage. Allies can only receive the shield once per cast.
    NOTE: Reverted to live!

Item Changes

Manamune (Crystal Scar)

  • Updated to match the new Summoner's Rift version. Map specific balance changes are untouched.



Patcher&Landing Page Visual Refresh to PBE
Posted by News [HTML][XML][PERM][FULL] on 8 July 2014, 6:26 pm

IMPORTANT: Unofficial PBE Patch Notes for 7/8/2014 - New Profile Icons, Champion Changes

Patcher & Landing Page Visual Refresh to PBE

Originally Posted by Riot (View Original Source)

Hey all! We've got a set of visual changes for the patcher and client landing page that'll be hitting the PBE soon. Before we push them out, we wanted to talk a little more about what you guys can expect, both with these changes and our overall work on the League of Legends client.

We’ve heard your feedback and know a new client is at the top of many wishlists. These changes are just the first phase of what will be an extensive and ongoing development process focused on improving the pre-game experience. Along with the visual changes to the patcher, a large part of this first phase involves introducing new core client technology. While this technology won’t noticeably change your pre-game experience, it will help us plan our future updates. That being said, our biggest focus is maintaining stability and making sure everything works smoothly as we continue updating the client. We're looking forward to sharing our long-term plans, but today's talk is going to be focused on foundation-setting.




Important: Unofficial PBE Patch Notes for 7/7/2014 - Intro Bots, Kassadin, Lucian Changes


Meddler's Urgot Discussion

Originally Posted by Riot (View RedTracker Source)

Meddler, if you're reading this, how does making his shield scale off AD sound?


AP is such a useless stat on him, especially as there is literally only one thing that scales off AP for him, and he will NEVER get any items with AP outside of the Baron buff or an allied Lulu. If not AD, scale off his health? Scale off Armor?
One change I'd like to test, but have only limited confidence in at present, is having his shield scale with mana instead of AP. Doing so would offer some additional build distinction for Urgot (tanky mana build versus raw AD/pen build) and supports using Tear which I feel's fun and synergizes well with the Q refund change if that sticks. Potential downsides are a risk of forcing Urgot down a single build path, damage and tankiness from one stat via Manamune/Muraman (snowball issues) or alternatively, if the Muramana changes go through, a lack of appropriate mana items to support such a passive.
Do you think you can give urgot some compensation for the planned manamura changes, as it completely takes away urgots late game power that he needs to stay relevent and gives bonus effects quite useless on him.
Yeah, would definitely want to add some compensatory power somewhere if we go ahead with those changes and they cut significant power off Urgot. Not sure what form that would take yet though, few things such as a the possible mana scaling above, I'd want to look into to help make that decision




Minimap/Timers Colorblind Update

NOTE: Baron is magenta and Dragon is yellow. Without colorblind they're purple and orange respectively. Buffs/camps didn't change.


 Champion Changes

Kassadin

  • Null Sphere [ Q ] - Now deals 60/90/120/150/180 damage (down from 80/105/130/155/180)
  • Force Pulse [ E ] - Now slows enemies for 40/45/50/55/60% (up from 30/35/40/45/50%)
  • Force Pulse [ E ] - Now slow lasts for 1 second (down from 3)

Lucian

  • Basic Attack Range is now 500 (down from 550)
  • Piercing Light [ Q ] - Cast range is now 500 (down from 550)
  • Piercing Light [ Q ] - Now costs 50/55/60/65/70 mana (down from 60/65/70/75/80)
  • Relentless Pursuit [ E ] - Tooltip removed: "If Lucian kills an enemy while The Culling is active, the cooldown of Relentless Pursuit is reset."
  • Relentless Pursuit [ E ] - New tooltip: "Whenever Lightslinger hits an enemy, Relentless Pursuit's cooldown is reduced by 1 second (doubles to 2 seconds against champions)."
  • Relentless Pursuit [ E ] - Now costs 40/30/20/10/0 mana (down from 60/45/30/15/0)
  • Relentless Pursuit [ E ] - Cooldown is now 16/15/14/13/12 seconds (from 18/16/14/12/10)

Intro Bots

Originally Posted by Riot (View RedTracker Source)

Hello Summoners!

We've just enabled our new Intro Bots on the PBE. Intro Bots presents a new mode of Coop vs. AI designed for players who are brand new to League of Legends. You can get the full run-down on what we are trying to do with Intro Bots in this dev blog.

We know that PBE players are for the most part very far from being "new". For that reason we're mostly looking for bug reports from testers, though we're happy to engage in a discussion about why we've included (or left out!) certain lessons in Intro Bots.

Hop in and give the bots a whirl, and please post bug reports and discussion below!

EDIT: Recommended items are currently broken for Intro Bots, but will be resolved in the next patch. Thanks for the reports!

Hopefully the recommended items will be fixed soon. Anyway, you receive some quests in the game. That's first of them

There's the second one. Each time you recall, it pops.

Oh, in case you forgot to lvl up the spell... Just a note here, the lane is empty of bots for a first few minutes. They come to the lane very late.

Besides the big text in the middle of the screen, it's also visible in the upper right corner.

Here comes a warning message! Pops out when you anger few minions.

I received this warning only once despite constantly entering red zones you can see in this image (around Nasus), better shot of it below.

The red zone is the range where bots will start to cast offensive spells on you. That's it, didn't caught any more interesting features on Intro Bots.




WIP Post


 Champion Changes

Kassadin

  • Null Sphere [ Q ] - Now deals 60/90/120/150/180 damage (down from 80/105/130/155/180)
  • Force Pulse [ E ] - Now slows enemies for 40/45/50/55/60% (up from 30/35/40/45/50%)
  • Force Pulse [ E ] - Now slow lasts for 1 second (down from 3)

Lucian

  • Basic Attack Range is now 500 (down from 550)
  • Piercing Light [ Q ] - Cast range is now 500 (down from 550)
  • Piercing Light [ Q ] - Now costs 50/55/60/65/70 mana (down from 60/65/70/75/80)
  • Relentless Pursuit [ E ] - Tooltip removed: "If Lucian kills an enemy while The Culling is active, the cooldown of Relentless Pursuit is reset."
  • Relentless Pursuit [ E ] - New tooltip: "Whenever Lightslinger hits an enemy, Relentless Pursuit's cooldown is reduced by 1 second (doubles to 2 seconds against champions)."
  • Relentless Pursuit [ E ] - Now costs 40/30/20/10/0 mana (down from 60/45/30/15/0)
  • Relentless Pursuit [ E ] - Cooldown is now 16/15/14/13/12 seconds (from 18/16/14/12/10)



Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 7 July 2014, 2:34 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow July 8th.

<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: Community Gold: Rengar's One-Shot combo


Meddler's Plans Regarding Urgot

Originally Posted by Riot (View RedTracker Source)

Hey all.

Long delayed update here and a change of plans. My original hope had been that we'd be able to rework Urgot's gameplay without needing substantial art support. That's proven to be too optimistic however, with the sort of changes we'd like to make including some new skills and other functionality changes that need animation, spell effects, sound and potentially model changes. Urgot is on our list for such a full rework, that's a ways off though (Sion's up next for major reworks, and we've been tentatively discussing Poppy as an option for after that, though that's not yet certain). As a result the new plan's to do some much shorter term work on Urgot that, while it won't fix everything, should help out on some of his issues and get him into a better spot until we're free to do larger scale work on him.

That shorter term work's potentially going to be split into a couple of patches. The first (and I'm guessing that would be around patch 4.15, though not certain on that yet) focusing on some general cleanup and quality of life, with a possible follow up set of changes to add in a bit more power if appropriate.

Tentative list of changes we're looking at for that first patch (note, not yet in testing, so may well change):

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)
  • Mana cost increased to 50 (from 40), 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



[4.12] Live Gameplay Patch Forecast Q&A
Posted by News [HTML][XML][PERM][FULL] on 4 July 2014, 11:40 pm


[4.12] Live Gameplay Patch Forecast Q&A

Originally Posted by Riot (View Original Source)

What if Kassadin's ult charged up instead of his E charging up whilst also having a longer cd, but refreshing if it hit a certain stack threshold (6)? That way he has to think about using it when he's not in a teamfight, i.e. in lane. That way in teamfights he's still effective, but after everything starts to die down he has to be more conservative about using it since it's on a longer cd.

If the identity of the champion is conditional, e.g. based on hitting other units/champions with the ability, would his identity still be strong/intact?

For example, I'm imagining something like a 10 second cooldown on Riftwalk, decreasing by 4 seconds per champion hit. Perhaps even also decreased by 1 second per minion hit? This incentivizes aggressive play, decreases the power and frustration of fighting against Riftwalk in no minion areas, gives a window for players to respond in teamfights, gives an opportunity for Kassadin to make a high risk play, and (maybe?) still keeps his identity.

We've done something similar with Gragas when his E was on a low cooldown, and I'm wondering if a similar approach could work here.

Edit: Just for context, I'm not on the design team. I'm just curious about this specific issue and the questions about what we can do to make it healthier for the game.

--------------------

The identity of Kassadin is a high mobility champion. When we look at how to make nerfs to champions with a very distinct identity like Kassadin, we try to keep their identity intact. We will be looking at other ways of approaching this champion before taking away his mobility.




Building Better Onboarding: Intro Bots
Posted by News [HTML][XML][PERM][FULL] on 4 July 2014, 4:07 pm

Building Better Onboarding: Intro Bots

Originally Posted by Riot (View Original Source)

Hey everyone,

Welcome to another developer blog entry! Today we’re talking about something different: our approach to teaching new League of Legends players. If you’ve ever tried to teach friends or family how to play, you might know what a challenge (or pain in the ass) it can be, and many of you have given us great feedback about improvements you’d like to see. Today, we’ll dive into the principles we use to think about how to improve onboarding for new players, and give you a glimpse into an upcoming mode that aims to add a hand-hold onto the MOBA learning cliff.

Why onboarding?

League of Legends was built by and for core gamers, and the desire to learn and master the game coupled with the help of friends has gotten millions of players past its substantial learning curve. We’ve heard your feedback that sometimes that just isn’t enough: League is a game best played with your friends, and too many times we bring in friends from other games only to see them become frustrated and quit.

As a veteran player, it’s easy to forget all the things a brand-new player has to pick up. I’m sure we all remember some of the strange things we did when we first started playing – perhaps trying to smite champions or use abilities on turrets. We see new players of all sorts struggle with the same basics time and again, and even Beginner Co-Op vs AI matches often prove too much at once with too little direction for someone still learning how to move and cast.

We think we can do a much better job of exposing the intricacies that make up a game of League of Legends and letting new players more smoothly build up proficiency.




WIP Post


New Profile Icon


Champion Changes

Alistar

  • Headbutt [ W ] - Now costs 65/70/75/80/85 mana (down from 70/80/90/100/110)
  • Pulverize [ Q ] - Now costs 65/70/75/80/85 (down from 70/80/90/100/110)
  • Unbreakable Will [ R ] - Damage reduction is now 70% at all ranks (up from 50/60/70)

Ezreal

  • Essence Flux [ W ] - Tooltip change:
    "If Ezreal or his Allied champions are hit by the wave,their Attack Speed is increased by 20/25/30/35/40 % for 5 seconds." from
    "Allied champions hit by the wave have their Attack Speed increased by 20/25/30/35/40 % for 5 seconds."

Kha'zix

  • Taste Their Fear [ Q ] - Now deals 70/95/120/145/170 (up from 55/80/105/130/155)

Thresh

  • Dark Passage [ W ] - Now shield 60/100/140/180/220 damage (up from 60/95/130/165/200)
  • Dark Passage [ W ] - Tooltip change:
    "Additionally, the Lantern will grant a shield lasting 4 seconds that absorbs up to 60/100/140/180/220 (+0.4*AP) damage to Thresh and up to one ally if they come near the Lantern." from
    "Additionally, allies who come near it gain a shield lasting 4 seconds that absorbs up to 60/95/130/165/200 (+0.4*AP) damage.Allies can only receive the shield once per cast."

 

Item Changes

NOTE: They're bugged a little

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v582 / Air PBE v641)</th><th class="new-value">New (Game PBE v584 / Air PBE v641)</th></tr> <tr class="modified"> <td class="key" colspan="2">Archangel's Staff (Crystal Scar)File: 3007.inibinKey: archangels-staff-crystal-scar</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Archangel's Staff (Crystal Scar)</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1140 </dd><dd class="p-tooltip-item passive">+250 Mana
+60 Ability Power
+10 Mana Regen per 5 seconds

UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +10 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (occurs up to 2 times every 6 seconds). Transforms into Seraph's Embrace at +750 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Archangel's Staff (Crystal Scar)

    • Tear of the Goddess (Crystal Scar)

      • Sapphire Crystal

      • Faerie Charm

    • Blasting Wand

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Archangel's Staff (Crystal Scar)</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1140 </dd><dd class="p-tooltip-item passive">+250 Mana
+60 Ability Power
+10 Mana Regen per 5 seconds

UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +10 maximum Mana (max +10 Mana) for each spell cast and Mana expenditure (occurs up to 2 times every 6 seconds). Transforms into Seraph's Embrace at +10 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Archangel's Staff (Crystal Scar)

    • Tear of the Goddess (Crystal Scar)

      • Sapphire Crystal

      • Faerie Charm

    • Blasting Wand

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Ardent CenserFile: 3504.inibinKey: ardent-censer</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ardent Censer</dt><dd class="p-tooltip-item total-cost">Item Cost: 3635 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 550 </dd><dd class="p-tooltip-item passive">+30 Ability Power
+10 Mana Regen per 5 seconds
+10% Cooldown Reduction

UNIQUE Passive: +8% Movement Speed
UNIQUE Passive: Your heals and shields on another unit grant them 25% Attack Speed for 6 seconds.

(This does not include regeneration effects or effects on yourself.) </dd></dl>
  • Ardent Censer

    • Malady

      • Dagger

      • Dagger

      • Amplifying Tome

    • Aether Wisp

      • Amplifying Tome

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ardent Censer</dt><dd class="p-tooltip-item total-cost">Item Cost: 3635 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 550 </dd><dd class="p-tooltip-item passive">+40 Ability Power
+10 Mana Regen per 5 seconds
+10% Cooldown Reduction

UNIQUE Passive: +8% Movement Speed
UNIQUE Passive: Your heals and shields on another unit grant them 25% Attack Speed for 6 seconds.

(This does not include regeneration effects or effects on yourself.) </dd></dl>
  • Ardent Censer

    • Malady

      • Dagger

      • Dagger

      • Amplifying Tome

    • Aether Wisp

      • Amplifying Tome

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Essence ReaverFile: 3508.inibinKey: essence-reaver</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Essence Reaver</dt><dd class="p-tooltip-item total-cost">Item Cost: 2650 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 975 </dd><dd class="p-tooltip-item passive">+60 Attack Damage
+10% Life Steal
+10% Cooldown Reduction

UNIQUE Passive: Restores 2% to 8% of the damage dealt by basic attacks as Mana. This effect increases based on missing Mana.</dd></dl>
  • Essence Reaver

    • Vampiric Scepter

      • Long Sword

    • Pickaxe

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Essence Reaver</dt><dd class="p-tooltip-item total-cost">Item Cost: 3400 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1050 </dd><dd class="p-tooltip-item passive">+80 Attack Damage
+10% Life Steal
+10% Cooldown Reduction

UNIQUE Passive: Restores 2% to 8% of the damage dealt by basic attacks as Mana. This effect increases based on missing Mana.</dd></dl>
  • Essence Reaver

    • Vampiric Scepter

      • Long Sword

    • B. F.Sword

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Grez's Spectral LanternFile: 3159.inibinKey: grezs-spectral-lantern</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Grez's Spectral Lantern</dt><dd class="p-tooltip-item total-cost">Item Cost: 1350 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 250 </dd><dd class="p-tooltip-item passive">+15 Attack Damage
+20 Armor
+12% Life Steal

UNIQUE Passive: Basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage on hit.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).</dd></dl>
  • Grez's Spectral Lantern

    • Cloth Armor

    • Vampiric Scepter

      <ul class="b-tree-tier3 b-tree-count1">
    • Long Sword

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Grez's Spectral Lantern</dt><dd class="p-tooltip-item total-cost">Item Cost: 1765 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 180 </dd><dd class="p-tooltip-item passive">+15Attack Damage
+30% Attack Speed

UNIQUE Passive - Maim: Basic attacks against monsters deal 75 bonus magic damage and heal 10 Health on hit.
UNIQUE Passive: Gain 30% increased Gold from monsters.
UNIQUE Passive: - Trap Detection Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).</dd></dl>
  • Grez's Spectral Lantern

        <
    li
        class="b-tree-item">

    Madred's Razors

        <
    ul class="b-tree-tier3
      b-tree-count2">
    • Dagger

    • Hunter's Machete

  • Long Sword

  • Dagger

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Ichor of IlluminationFile: 2048.inibinKey: ichor-of-illumination</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ichor of Illumination</dt><dd class="p-tooltip-item total-cost">Item Cost: 500 </dd><dd class="p-tooltip-item passive">Click to Consume: Grants +30-64 Ability Power based on level, +15% Cooldown Reduction, and increased Mana and Energy regeneration for 4 minutes.</dd></dl>
</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ichor of Illumination</dt><dd class="p-tooltip-item total-cost">Item Cost: 500 </dd><dd class="p-tooltip-item passive">Click to Consume: Grants +30-64 Ability Power based on level, +15% Cooldown Reduction, and increased Mana and Energy regeneration for 3 minutes.</dd></dl>
</td> </tr> <tr class="modified"> <td class="key" colspan="2">Ichor of RageFile: 2040.inibinKey: ichor-of-rage</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ichor of Rage</dt><dd class="p-tooltip-item total-cost">Item Cost: 500 </dd><dd class="p-tooltip-item passive">Click to Consume: Grants +20-40 Attack Damage based on level, +20-40% Attack Speed based on level, and 15% increased damage to turrets for 4 minutes.</dd></dl>
</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Ichor of Rage</dt><dd class="p-tooltip-item total-cost">Item Cost: 500 </dd><dd class="p-tooltip-item passive">Click to Consume: Grants +20-40 Attack Damage based on level, +20-40% Attack Speed based on level, and 15% increased damage to turrets for 3 minutes.</dd></dl>
</td> </tr> <tr class="modified"> <td class="key" colspan="2">Lord Van Damm's PillagerFile: 3104.inibinKey: lord-van-damms-pillager</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Lord Van Damm's Pillager</dt><dd class="p-tooltip-item total-cost">Item Cost: 3800 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 995 </dd><dd class="p-tooltip-item passive">+70 Attack Damage
+25% Critical Strike Chance

UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.</dd></dl>
  • Lord Van Damm's Pillager

    • Wicked Hatchet

      • Brawler's Gloves

      • Long Sword

    • Pickaxe

    • Cloak of Agility

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Lord Van Damm's Pillager</dt><dd class="p-tooltip-item total-cost">Item Cost: 3800 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 995 </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>
  • Lord Van Damm's Pillager

    • Wicked Hatchet

      • Brawler's Gloves

      • Long Sword

    • Pickaxe

    • Cloak of Agility

</td> </tr> <tr class="modified"> <td class="key" colspan="2">ManamuneFile: 3004.inibinKey: manamune</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Manamune</dt><dd class="p-tooltip-item total-cost">Item Cost: 2100 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1040 </dd><dd class="p-tooltip-item passive">+250 Mana
+20 Attack Damage
+7 Mana Regen per 5 seconds

UNIQUE Passive - Awe: Grants bonus Attack Damage equal to 2% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +4 maximum Mana (max +750 Mana) for each basic attack, spell cast, and Mana expenditure (occurs up to 2 times every 8 seconds).

Transforms into Muramana at +750 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Manamune

    • Tear of the Goddess

      • Sapphire Crystal

      • Faerie Charm

    • Long Sword

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Manamune</dt><dd class="p-tooltip-item total-cost">Item Cost: 2200 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 625 </dd><dd class="p-tooltip-item passive">+250 Mana
+25 Attack Damage
+7 Mana Regen per 5 seconds

UNIQUE Passive - Awe: Grants bonus Attack Damage equal to @Effect1Amount*100@% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +{Effect2Amount}maximum Mana (max +{Effect3Amount}Mana) for each basic attack, spell cast, and Mana expenditure (occurs up to {Effect4Amount}times every {Effect5Amount}seconds).

Transforms into Muramana at +{Effect3Amount}Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Manamune

    • Tear of the Goddess

      • Sapphire Crystal

      • Faerie Charm

    • Pickaxe

</td> </tr> <tr class="modified"> <td class="key" colspan="2">MuramanaFile: 3042.inibinKey: muramana</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Muramana</dt><dd class="p-tooltip-item total-cost">Item Cost: 2100 </dd><dd class="p-tooltip-item passive">+1000 Mana
+20 Attack Damage
+7 Mana Regen per 5 seconds

UNIQUE Passive - Awe: Grants bonus Attack Damage equal to 2% of maximum Mana.
UNIQUE Toggle: Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus physical damage equal to twice the amount of Mana consumed.

(Unique Passives with the same name don't stack.) </dd></dl>
</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Muramana</dt><dd class="p-tooltip-item total-cost">Item Cost: 2200 </dd><dd class="p-tooltip-item passive">+1000 Mana
+25 Attack Damage
+7 Mana Regen per 5 seconds

UNIQUE Passive - Awe: Grants bonus Attack Damage equal to 2% of maximum Mana.
UNIQUE Toggle: Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus physical damage equal to twice the amount of Mana consumed.

(Unique Passives with the same name don't stack.) </dd></dl>
</td> </tr> <tr class="modified"> <td class="key" colspan="2">Tear of the Goddess (Crystal Scar)File: 3073.inibinKey: tear-of-the-goddess-crystal-scar</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Tear of the Goddess (Crystal Scar)</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 120 </dd><dd class="p-tooltip-item passive">+250 Mana
+6 Mana Regen per 5 seconds

UNIQUE Passive - Mana Charge: +5 maximum Mana on spell cast or Mana expenditure (up to twice per 6 seconds);
+1 maximum Mana per 6 seconds;
Max +750 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Tear of the Goddess (Crystal Scar)

    • Sapphire Crystal

    • Faerie Charm

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Tear of the Goddess (Crystal Scar)</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 120 </dd><dd class="p-tooltip-item passive">+250 Mana
+6 Mana Regen per 5 seconds

UNIQUE Passive - Mana Charge: +5 maximum Mana on spell cast or Mana expenditure (up to 2 times per 6 seconds);
+1 maximum Mana per 6 seconds;
Max +750 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Tear of the Goddess (Crystal Scar)

    • Sapphire Crystal

    • Faerie Charm

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Tear of the GoddessFile: 3070.inibinKey: tear-of-the-goddess</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Tear of the Goddess</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 120 </dd><dd class="p-tooltip-item passive">+250 Mana
+6 Mana Regen per 5 seconds

UNIQUE Passive - Mana Charge: +4 maximum Mana on spell cast or Mana expenditure (up to twice per 8 seconds);
+1 maximum Mana per 8 seconds;
Max +750 Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Tear of the Goddess

    • Sapphire Crystal

    • Faerie Charm

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Tear of the Goddess</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 120 </dd><dd class="p-tooltip-item passive">+250 Mana
+6 Mana Regen per 5 seconds

UNIQUE Passive - Mana Charge: +{Effect1Amount}maximum Mana on spell cast or Mana expenditure (up to {Effect6Amount}times per {Effect2Amount}seconds);
+{Effect3Amount}maximum Mana per {Effect4Amount}seconds;
Max +{Effect5Amount}Mana.

(Unique Passives with the same name don't stack.) </dd></dl>
  • Tear of the Goddess

    • Sapphire Crystal

    • Faerie Charm

</td> </tr> <tr class="modified"> <td class="key" colspan="2">The BloodthirsterFile: 3072.inibinKey: the-bloodthirster</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Bloodthirster</dt><dd class="p-tooltip-item total-cost">Item Cost: 3400 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1050 </dd><dd class="p-tooltip-item passive">+80 Attack Damage
+15% Life Steal

UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level.

This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.

(Bonus Attack Damage is any Attack Damage from buffs, items and masteries) </dd></dl>
  • The Bloodthirster

    • Vampiric Scepter

      • Long Sword

    • B. F. Sword

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Bloodthirster</dt><dd class="p-tooltip-item total-cost">Item Cost: 3500 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 1150 </dd><dd class="p-tooltip-item passive">+80 Attack Damage

UNIQUE Passive: +20% Life Steal
UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level.

This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.

(Bonus Attack Damage is any Attack Damage from buffs, items and masteries) </dd></dl>
  • The Bloodthirster

    • Vampiric Scepter

      • Long Sword

    • B. F. Sword

</td> </tr> <tr class="modified"> <td class="key" colspan="2">The LightbringerFile: 3185.inibinKey: the-lightbringer</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Lightbringer</dt><dd class="p-tooltip-item total-cost">Item Cost: 2575 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 450 </dd><dd class="p-tooltip-item passive">+20 Attack Damage
+25 Armor
+15% Life Steal
+200 Health

UNIQUE Passive - Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage on hit (damage doubled for non-champions).
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • The Lightbringer

      • Soulsight Lantern

        • Vampiric Scepter

          <ul class="b-tree-tier4 b-tree-count1">
        • Long Sword

      • Madred's Razors

        <ul class="b-tree-tier4 b-tree-count2"><li class="b-tree-item">

        Dagger

      • <
    li
        class="b-tree-item">

    Hunter's Machete

<li class="b-tree-item">

Ruby Crystal

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Lightbringer</dt><dd class="p-tooltip-item total-cost">Item Cost: 2280 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 350 </dd><dd class="p-tooltip-item passive">+30 Attack Damage
+30% Critical Strike Chance

UNIQUE Passive: Critical Strikes cause your target to bleed for an additional 90% of your bonus Attack Damage as physical damage over 3 seconds and reveal them for the duration.
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • The Lightbringer

    • Wicked Hatchet

      • Brawler's Gloves

      • Long Sword

    • Cloak of Agility

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Youmuu's GhostbladeFile: 3142.inibinKey: youmuus-ghostblade</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Youmuu's Ghostblade</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 563 </dd><dd class="p-tooltip-item passive">+30 Attack Damage
+15% Critical Strike Chance
+10% Cooldown Reduction

UNIQUE Passive: +20 Armor Penetration
UNIQUE Active: Grants +20% Movement Speed and +40% Attack Speed for 6 seconds (60 second cooldown).

(Armor Penetration: Physical damage is increased by ignoring an amount of the target's Armor equal to Armor Penetration.) </dd></dl>
  • Youmuu's Ghostblade

    • Avarice Blade

      • Brawler's Gloves

    • The Brutalizer

      • Long Sword

      • Long Sword

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Youmuu's Ghostblade</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 563 </dd><dd class="p-tooltip-item passive">+30 Attack Damage
+15% Critical Strike Chance
+10% Cooldown Reduction

UNIQUE Passive: +20 Armor Penetration
UNIQUE Active: Grants +20% Movement Speed and +40% Attack Speed for 6 seconds (45 second cooldown).

(Armor Penetration: Physical damage is increased by ignoring an amount of the target's Armor equal to Armor Penetration.) </dd></dl>
  • Youmuu's Ghostblade

    • Avarice Blade

      • Brawler's Gloves

    • The Brutalizer

      • Long Sword

      • Long Sword

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


Important: Unofficial PBE Patch Notes for 7/3/2014 - Sona's Updated Kit, Doom Bots, New Summoner's Rift Icons, Bloodthirster Change


[4.12] Live Gameplay Patch Forecast

Originally Posted by Riot (View RedTracker Source)

Hey all,

Welcome to another Patch Forecast from the Live Gameplay team! With the World Championships coming up, our focus for the next few patches will be aimed at competitive play - both in increasing the diversity of picks and hitting those outliers who beat down all meaningful choice in champ select.

As a reminder: these are not promises for what will be in Patch 4.12, rather, they're a forecast of what we are currently working on and the problems we see.

ONWARD!

Ahri: Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. We're investigating ways to make Ahri feel better to play without just tipping her into the perma-pick category (hello S3 worlds).

Alistar: OH BOY. We really want to bring Alistar back up as a support, but our big challenge is to make sure he doesn't also become an insane jungling cow god, because that gets obnoxious. Access to what's essentially a mini-Malphite ult at level 2, combined with powerful tower dives and displacement makes for a worrisome combination that keeps us up at night. Worrying.

Kassadin: This guy. Man.

Lucian: Like we mentioned in the 4.11 patch notes, Lucian is still strong and his super well-rounded nature makes him less of a strategic pick and more of a must-pick. We're really exploring ways to give Lucian meaningful weaknesses while also highlighting some of his core strengths. At this point we probably can't bring along all of his advantages, but we're looking to maintain Lucian's mobility / burst while also highlighting his spellslinger archetype. You'll see more as we go!

Them aggro junglers: Depending on who you talk to, there are roughly 3-5 competitive junglers in the 'very strong' category who are outshining entire categories of dudes (see tanky jungler buffs). That said, we're balancing our approach here to make sure we don't just hit one so the others become default picks, but this gang has such high early aggression that they're still inhibitive in the game. Chances are high we won't have anything for these in 4.12 as we're still watching how the 4.11 jungle item changes have affected the scene, but we have a strong inkling that these dudes will still be around.


Up today we've got Riot Hongyou from the Live Gameplay team to answer some of your questions / comments on the forecast.





Morello Forecasts Lee Sin Nerfs

Originally Posted by Riot (View Original Source)

@RiotMorello how do you feel about lee sin though?

I love his kit. I hate his raw power. He's only "balanced" because insanity like Elise and Vi exist.

so he probably won't see nerfs? People constantly complain in general discussion, but then again that's gd for ya.

Actually, when we nerf Lee, it causes a HUGE uproar. If I wasn't worried about what people thought we'd nerf him months ago

Why can't you just nerf him for the sake of balance? Would you do what needs to be done?

I think if we hit all of them together, then yes.


Originally Posted by Riot (View Original Source)

To be clear, we backed on previous Lee nerfs because we needed better changes. I think Lee needs work, but so do other AAA tier jungle.




WIP Post

NOTE: Doom Bots are here!


Doom Bots


Sona's Updated Kit

NOTE: Those are only tooltips, there's no diffs for them yet.

Hymn of Valor [Q] : Sona plays the Hymn of Valor,sends out bolts of sound,dealing magic damage to the nearest two enemy champions or monsters.Sona gains a temporary aura that grants allies tagged by the zone bonus damage on their next attack onto champions and extends the duration of her aura for each ally she aids.

Aria of Perseverance [W] :Sona plays the Aria of Perseverance,sending out protective melodies,healing Sona and a nearby wounded ally.Sona gains a temporary aura that grants allies tagged by the zone a temporary shield and extends the duration of her aura for each ally she aids.

Song of Celerity [E] : Sona plays the Song of Celerity,granting herself bonus Movement Speed that decays over time.Sona gains a temporary aura that grants nearby allied champions bonus Movement Speed and extends the duration of her aura for each ally she aids.

Datamined Descriptions

Hymn of Valor [Q] :
Active:
Deals X (+Y AP) magic damage to the nearest two enemies (prioritizes Champions). Sona gains a temporary aura that grants allies X2 (+Y2 AP)additional magic damage on their next attack for a short time. Sona's aura is extended by 0.5 seconds for each ally she aids.
Power Chord - Staccato: Deals 50% bonus power chord damage.

Aria of Perseverance [W] :
Active: Heals Sona and the most wounded nearby allied Champion for X (+Y AP).This heal increases by 1% per 1% missing health on the target.Sona gains an aura that grants allies a X2 (+Y2) shield for 2 seconds. Sona's aura is extended by 0.5 seconds for each ally she aids.
Power Chord - Diminuendo: Reduces an enemy's total damage output by 20% (+X)for 3 seconds.

Song of Celerity [E] :
Active:
Grants Sona X% (Y%)Movement Speed that decays over time and creates an aura of Celerity around her. Allies touched by the aura gain X2 (Y2%)Movement Speed for 1.5 seconds,and Sona increases the duration of her aura by 0.5 seconds.
Power Chord - Tempo: Slows an enemy by 40% (+X%)for 2 seconds.

Crescendo [R] :
Active: Strikes an irresistible chord forcing enemy Champions to dance for 1.5 seconds and take X (+Y) magic damage.
Passive: Each rank of Crescendo grants Sona increased power in her auras.

  • X magic damage for Hymn of Valor
  • Y shield power for Aria of Perseverance 
  • Z% movement speed for Song of Celerity

New Jungle Monsters Icons

        Murk Wolf         Greater Murk Wolf          Razorbeak

     

 




Important: Patch 4.11 Notes
Important: Unofficial PBE Patch Notes for 7/1/2014 - Mecha Aatrox, Malphite And Ward Skin, Ahri Buff, Item Changes


Sona Update Q&A

Originally Posted by Riot (View RedTracker Source)

Hey everyone!

A few months ago, we talked with you all about what you loved about Sona, and what you thought could be better. We also had numerous internal discussion about the faults in her design along with the things about Sona that make her a great part of League of Legends. The product of those dialogues, along with many weeks of exploration and testing, is a updated Sona kit that will be hitting PBE very soon.

However, we are going to be using PBE a bit differently this time. Sona is getting out to PBE much earlier in the development process, with much of her VFX still in progress, and the design still very much in iteration. The main reason for this is to get the maximum amount of feedback on Sona. We know how many people love Sona, and we want to ensure that we give as much of a window for people to check out what we’re doing with her and give us their thoughts.

This also means that players will get a chance to see a much longer window of development. The good side of this is way more time to absorb and react to the feedback we get, the downside is that there will be more bugs and pre-final game balance, art and audio.

As far as the actual kit changes, the gameplay update is focused almost entirely on updating what an aura can be in league of legends. The primary goal is to transform Sona’s auras from giant stat bubbles to high impact “Snuggle Zones.” (Thanks Feral Pony!) Sona’s old auras granted her allies a tremendous amount of power (100 AP/AD on Q for example), but they weren't well communicated, and didn’t create new gameplay. Sona’s allies didn’t play differently with Sona’s auras, they just did everything invisibly better.

Sona now gets much smaller zones, and they now grant short duration buffs of condensed power to any ally Sona tags with the zone. This means that Sona players need to care when they give these buffs, and giving these buffs to the entire team requires skilled positioning and more team interaction. It also means that allies can make skillful use of the auras, rewarding teamplay and coordination. The goal was to increase the tactical and strategic choices Sona makes without increasing the mechanical complexity required to play Sona well.




WIP Post

NOTE: New skins in the patch! Mecha Aatrox and Mecha Malphite
NOTE2: Updated Summoner's Rift is back!


Champion Changes

Ahri

  • Orb of Deception [ Q ] - Scaling is now 0.35 for each hit (up from 0.325)
  • Orb of Deception [ Q ] - Now costs 55/60/65/70/75 mana (down from 70/75/80/85/90)

Item Changes

Hunter's Machete

  • Tooltip Update - "Passive: Auto attacks deal +10 physical damage vs. monsters." from "+10 Attack Damage vs. Monsters "

 Spirit of the Ancient Golem

  • UNIQUE Passive - Conservation - Tooltip Update

Spirit of the Elder Lizard

  • UNIQUE Passive - Conservation - Tooltip Update

Spirit of the Spectral Wraith

  • UNIQUE Passive - Conservation - Tooltip Update

The Bloodthirster

  • New UNIQUE Passive: +10% Bonus Attack Damage
  • Now shields 50-350 damage (down from 50-440)
  • Now shield decays after 25 seconds (up from 15)
  • Now tooltip says: "(Bonus Attack Damage is any Attack Damage from buffs,items and masteries)"

Youmuu's Ghostblade

  • Active's cooldown is now 60 seconds (up from 45)



Patch 4.11 Notes
Posted by News [HTML][XML][PERM][FULL] on 1 July 2014, 6:39 pm

Patch 4.11 Notes

Originally Posted by Riot (View Original Source)

Hey Summoners,

Welcome to Patch 4.11! Our big story for this patch is to bring some equality back to the jungle. In the 2014 season, popular junglers have been heavily skewed in favor of high-pressure damage dealing champions like Lee Sin, Pantheon, Kha'Zix, Evelynn, Elise, etc, and it was these dominant picks that knocked most supportive tanky junglers right out of the park. On deeper analysis, we quickly realized the problem was less about buffing tanky junglers to keep up and more that we lacked a strong item path for utility junglers to pick up. As a result, patch 4.11 will be introducing one new and one might-as-well-be-new item in the form of Quill Coat and Spirit of the Ancient Golem, both of which should cater heavily to the tanky utility-focused junglers in the game. We also went through and brought a few champions we felt needed additional love up to speed, as well as one mini-renovation for Maokai so that he could feel better about being back in the spotlight.

With the League of Legends World Championships on the horizon, we've also begun looking at high-level competitive changes we can make, like turret modifications and some reductions in dominant champion power. One champion you might be expecting to see in this category but isn't (Lucian) is still in the garage as we're thinking about the best approach to take. I'm telling you now because we want you to know that we know he's particularly strong as a well-rounded marksman (especially in competitive play), but we want to make sure we can highlight a meaningful weakness (and strength) in Lucian before moving forward.

And that's it for today's foreword! Check out the patch notes below, and remember that you can now navigate through the notes via a handy floating table of contents on the right side (desktop / laptop viewers only!). Time to dust off my Sejuani!

General

Kill dudes, buy boots. Turrets hit harder and ramp up faster. Lane minion experience range has been increased.

When we talk about 'snowballing' in League of Legends, we're mainly talking about teams rolling into victories through a single skirmish or unlucky fight without having to earn their win through multiple displays of skill. Like we've mentioned in our design values dev blog about mastery, we want to ensure there are systems in place that reward the consistently skilled team who can continually make intelligent choices - even when they're behind - to win the game.

Along that line of thought, back at the start of the 2014 season we made some 'anti-snowball' changes to First Blood mechanics so that it would still give rewards but not so much as to derail a game through one unsuccessful jungle invade. We still want to make sure League has exciting potential - even after first blood - but we felt we could spice up the incentives for successful early aggression.

As for the Turret and experience range changes, we wanted to make sure that Turrets remain a safe(ish) place to be in early levels and that players in 'lost' lanes (like 2v1 lanes or completely blown out matchups), can still function later in the game. While these upgrades are aimed specifically at competitive, they also affect other levels of play as players who fall behind in lane have virtually no safe place to hide. Finally, if the enemy team has a dive-heavy jungler (ie: Pantheon, Elise, Lee Sin, etc), weak turrets can skew champion diversity such that players can only choose champions who don't rely on turrets for protection (this is particularly true for solo lanes like top and mid).
Bounty Rewards
  • EARLY KILL LIMITS Early kills now reward 60% 75% of normal value (scaling up to 100% at 4 minutes)
  • FIRST BLOOD BONUS First Blood bonuses are unaffected by early kill reward limitations, so First Blood in the first 2 minutes of the game will now give +280 gold +325 gold
  • KILL STREAK BOUNTY Personal bounty increases by 20% 16.5% per kill.
  • KILL STREAK BOUNTY CAP Players will cap in value at 500 gold after 4 kills 5 kills

Turrets
  • PENETRATING BULLETS Turrets now gain +25% 37.5% damage per hit
  • WARMING UP Turrets now finish 'warming up' after 3 hits 2 hits (maximum +75% bonus damage remains unchanged)
  • TURRET APM Turrets select targets slightly faster

Experience
  • EXPERIENCE RANGE Lane minions now grant experience at 1250 1400 range

Champions
Braum

Braum's passive does less damage and the timing window that players have to activate his stun is now shorter.

While we're happy with how Braum does in equal matchups, he can still completely shut down a lane when he picks up a small advantage. These changes are to give a little more breathing room against this muscular shield man. As a clarification, the reduction in the debuff time to activate Concussive Blows means Braum (or his teammates) now have less time to proc the stun. It does not mean the stun lasts longer or that Braum can stun people more often (wouldn't that be terrifying).
  • Passive - Concussive Blows
    • DAMAGE 70 + 10 per level 50 + 12 per level
    • DEBUFF TIME TO PROC STUN 5 seconds 4 seconds
  • W - Stand Behind Me
    • C'MON BRAUM Fixed a bug where when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.

Heimerdinger
  • General
    • [NEW] CLARITY Added a new 'Turret Focus Target' particle for Heimerdinger when he marks an opponent for Turret death
    • [NEW] CLARITY Added new 'Turret Aggro' and 'Turret Focus Aggro' particles for the player being shot by Heimerdinger's turrets

Jax
Even though Jax is intended to be a champ that scales well into the late game, he's currently so well-rounded that 'scaling well' ultimately turns him into an offensive brick wall with very few defensive weaknesses.
  • General
    • BASE HEALTH 561 535
    • HEALTH PER LEVEL +98 +85
    • ARMOR PER LEVEL +3.5 +3.0

Karthus
  • R - Requiem
    • BUGFIX Fixed a bug where Requiem's team ult HUD indicator (green dot on the left!) would display as available even when it wasn't

Kayle

Kayle gets less attack speed per level and her E scales less with ability power. Intervention's cooldown has been increased.

Kayle has a ton of strengths - good damage, safe laning, high utility, great wave clear, fancy wings - and not too many weaknesses. Initially we wanted to only hit Kayle's high offensive power so we could continue to emphasize her utility, but saw it just wasn't enough to reduce her fervor in a meaningful way. All of these changes, combined, should help in clipping some of Kayle's high power across the board.
  • General
    • ATTACK SPEED PER LEVEL +2.5 +2.2
  • E - Righteous Fury
    • BONUS ABILITY POWER RATIO +0.4 ability power +0.2 ability power
  • R - Intervention
    • COOLDOWN 90/75/60 seconds 110/95/80 seconds

Lucian
We have no change for Lucian this patch but wanted to highlight that he's currently high on our list. Specifically in competitive play, Lucian is crowding out almost all other marksman choices (aside from maybe Kog'Maw) due to his high general strengths and lack of meaningful weaknesses (does this sound familiar?). We're currently very aware of Lucian's dominating performance but want to make sure we get the right changes in to give him said weaknesses!
  • General
    • Very Strong Yes Still yes

Maokai

Maokai is now a sentient purple people protector. Mana costs and damage on Maokai's abilities have gone down, but he's gained increased disruption with W on a lower cooldown and his Saplings slowing whoever they explode on. W's range has gone down so Maokai doesn't just become a nonstop ganking tree. Vengeful Maelstrom now centers on Maokai and travels with him.

These changes are to give Maokai more of a 'core' identity as a defensive peeling support tank who can disrupt the baddies that jump on his squishy friends. Some of you might be asking: why so much change for the tree? Old Maokai might not be the strongest jungler on the scene but he's still very capable of shutting down entire lanes in the early to mid game while not contributing much to later teamfights. These updates let us balance around new Maokai kit without bringing back the Maokai pain train of Season 2 (such nonstop reliable tower dives, wow).
  • Q - Arcane Smash
    • SLOW DURATION 2 seconds 1.5 seconds
    • COST 55 mana 45 mana
  • W - Twisted Advance
    • [REMOVED] CAST TIME Maokai no longer has to 'wind up' before advancing to an enemy (travel time remains the same)
    • DAMAGE 80/115/150/185/220 (+0.8 ability power) 9/10.5/12/13.5/15% + (0.04 ability power)% of target's maximum health
    • COST 75/80/85/90/95 mana 75 mana at all ranks
    • COOLDOWN 13 seconds at all ranks 13/12/11/10/9 seconds
    • RANGE 650 525
  • E - Sapling Toss
    • [NEW] SPEEDY SAPLINGS Sapling movement speed now scales with Maokai's bonus movement speed
    • [NEW] ANNOYING SAPLINGS Enemies damaged by a sapling explosion are now slowed by 50% for 1 second
    • SAPLING BASE MOVEMENT SPEED 475 450
    • LANDING MAGIC DAMAGE 40/75/110/145/180 (+0.4 ability power) 40/60/80/100/120 (+0.4 ability power)
    • EXPLOSION MAGIC DAMAGE 80/130/180/230/280 (+0.6 ability power) 80/120/160/200/240 (+0.6 ability power)
    • COST 70/80/90/100/110 mana 60/70/80/90/100 mana
  • R - Vengeful Maelstrom
    • [NEW] UTILITY Vengeful Maelstrom is now self-cast and circles Maokai instead of sitting in a targeted area
    • [NEW] GOOD JOB MAOKAI Vengeful Maelstrom now shows (through combat text) how much damage Maokai is mitigating for his teammates (this is only visible to Maokai)
    • INITIAL COST 75 mana 40 mana
    • RADIUS 550 475

Nautilus

More anchors to the face.

When we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game (like Nautilus). Here we saw some easy wins for Nautilus to scale into the late game while also adding... CLARITY!
  • Passive - Staggering Blow
    • [NEW] CLARITY! There is now an indicator showing how long until you can use Staggering Blow on same target
    • UTILITY Nautilus can now trigger this effect on the same target every 9 seconds at all ranks 9/8/7/6 seconds (at levels 1/6/11/16)

Nidalee

It's a little tough to explain these changes so you'll have to read them. Sorry!

Following Nidalee's Gameplay Update, we undershot on her overall power levels so we're giving her some small buffs and game flow improvements as we continue to watch players pick up on her new playstyle. These might look like a lot of changes, but they're really focused on helping Nidalee succeed at her cat games. One big goal here is to help Nidalee trigger her Hunting mechanic more reliably while not always getting her killed when she jumps into the fight.
  • General
    • Base Health 370 390
    • Base Armor 15 17
  • Passive - Prowl
    • [NEW] SPEEDY CAT Nidalee now receives +10% Movement Speed in all directions while Hunting, which increases to +30% movement speed toward Hunted targets
    • KITTY SPEED LIMITS At any one time, Nidalee can never receive more than a total of +30% Movement Speed from The Hunt and Brush movement speed bonuses
  • Q - Javelin Toss
    • JAVELIN WIDTH 30 40
  • W - Bushwhack
    • CLARITY Targets that trigger a trap are now only marked as Hunted if Nidalee is within 3000 units of them
    • COOLDOWN 17/15/13/11/9 seconds 13/12/11/10/9 seconds
    • DAMAGE 12/14/16/18/20% of target's current health 10/12/14/16/18% of target's current health
    • BUGFIX Fixed a bug where Bushwhack could reveal enemy wards when an enemy unit affected by Bushwhack walked over them
  • W - Pounce
    • HUNTED POUNCE RANGE 700 750
    • HUNTED POUNCE JUMP LOCATION Pouncing on a Hunted target now puts Nidalee 150 units to the opposite side of the target 75 units in the direction the target is facing
  • E - Primal Surge
    • COST 60/80/100/120/140 mana 60/75/90/105/120 mana
  • R - Aspect Of The Cougar
    • [NEW] QUICKDRAW KITTY Triggering The Hunt resets Aspect of the Cougar's cooldown if Nidalee is in Human form

Rengar
  • E - Empowered Bola Strike
    • BUGFIX Empowered Bola Strike now correctly slows on top of the root

Skarner
When we made changes to Skarner back in patch 4.10, we had to tune down some of his offensive power in favor of his sticky Skarner-ness. Now that the loneliest scorpion has made his way to the live game, we're seeing he's still doing a lot of damage on top of his disruptive play so we're dialing him back just a bit.
  • Q - Crystal Slash
    • PHYSICAL DAMAGE 20/32/44/56/68 18/28/38/48/58
    • BONUS MAGIC DAMAGE 20/32/44/56/68 18/28/38/48/58
    • BONUS MOVEMENT SPEED +3/4/5/6/7% per stack of Crystal Energy +2/3/4/5/6% per stack of Crystal Energy
  • R - Impale
    • SKARNERFIX Fixed a bug where Skarner could occasionally throw out basic attacks while impaling a target

Vladimir
We think the world is ready for a Vlad who can use Flash after he's entered his Sanguine Pool. Or Ghost. Or Heal. OR ZHONYA'S HOURGLASS?!
  • W - Sanguine Pool
    • [NEW] UTILITY Vladimir can now cast summoner spells and use items while in his troll pool

Yasuo
As a nimble fighter, Yasuo should be balancing his offense and defense throughout the laning phase. Right now, however, Yasuo's ability to stack up excessive amounts of extra damage on Sweeping Blade (particularly at early levels) means he can quickly bully out opponents before they have the chance to retaliate.
  • E - Sweeping Blade
    • BONUS DAMAGE CAP 100% at 4 stacks 50% at 2 stacks

Zac
Like Nautilus, when we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game. For Zac, it was a simple matter of bouncing up his early clear speeds while also giving his sustained damage an elastic stretch in the right direction.
  • W - Unstable Matter
    • [NEW] UNSTABLER MATTER Picking up a chunklet reduces the cooldown of Unstable Matter by 1 second
    • [NEW] UNSTABLEST MATTER Whenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick up chunklets)
    • COOLDOWN 4 seconds 5 seconds

Ziggs

Ziggs moves slower and his bombs got skinnier.

Right now we see Ziggs as having a unique strategic fit in the game (stalling out to let his teammates ramp up in strength), but he's a little too safe in lane and still has a lot of explosive power to carry his team to a win when he gets ahead. Adding on these strengths, Ziggs is also a well-rounded, consistent champion who can do a lot of things at once, so we're looking for ways to add more risk or unreliability to his kit.
  • General
    • MOVEMENT SPEED 330 325
  • Q - Bouncing Bomb
    • EXPLOSION TRIGGER DETECTION RADIUS 180 150

Embiggened Champions
This might be a nerf (or buff if you enjoy eating skill shots) to the following champions, but we want to ensure for the sake of clarity that their hitboxes always match their visual representation.
  • HITBOX The following champions had smaller than average hitboxes so we've increased them to the average hitbox size. In other words, we've added 27.3% Teemos to each champion's overall hitbox (from 50 units all around to 65 units all around) but there should be no visual change:

Updated Splashes
Given their high visibility, we're taking a broad look at base champion splashes throughout our roster and showing some love to older ones that are showing their age. Caitlyn and Urgot are first out of the gate; keep an eye out for more over the next few patches!
  • SPLASH Several champions have received updated splashes:

Items

Sustain-focused tanky junglers now have an item build path that supports their playstyle from Hunter's Machete to Quill Coat to Spirit of the Ancient Golem. These new (and newly changed) items give high regeneration stats while ensuring jungle monsters can be taken down in a decent timeframe from the mid to late game.

The problem with the old Hunter's Machete and Spirit Stone items (at least for tanky sustained junglers) was that they were too damage-focused to really help the slow and steady Maokaii and Nautilii (Maokais? Nautiluses?) of the world. As a result, these tanky dudes fell out of favor against damage-heavy junglers like Kha'Zix and Pantheon or early pressure/utility junglers like Lee Sin and Elise. While these changes may not directly shift the landscape back to equal footing, we want to at least offer a meaningful choice for those who want to play the utility tank jungler.

To focus on the changes themselves, our goal here is to 'normalize' jungle clear speeds so that even a utility jungler can clear reasonably well throughout the game - even without buying a damage item. The solution to add Sapping Barbs (and make it based off a percent of maximum health) means that once a jungler gets a Quill Coat / Spirit of the Ancient Golem, they'll be guaranteed to clear a jungle camp within a set period of time. Adding a ward to Quill Coat and Ancient Golem also gives tanky junglers a way to fight back against high-pressure junglers through superior vision control, rather than giving more stats to out-duel the duelists. Final point: Spirit of the Ancient Golem scales with bonus health, so you'll need to be building health to see bigger gains.
Jungle Items
Hunter's Machete
  • PRICE 300 gold 325 gold
  • [NEW] DAMAGE REDUCTION +5 Damage Reduction vs. Monsters
  • [NEW] BONUS DAMAGE +10 Attack Damage vs. Monsters
  • [REMOVED] MAIMLESS No longer has the UNIQUE Passive: Maim
  • [REMOVED] BUTCHERLESS No longer has the UNIQUE Passive: Butcher

[NEW] Quill Coat
  • RECIPE Hunter's Machete + Cloth Armor + 75 gold
  • TOTAL COST 700 gold
  • ARMOR +20
  • PASSIVE Sapping Barbs: Attacking monsters lose 5% of their maximum health over 3 seconds (up to 150). Wearer gains +40 health regeneration per 5 seconds and +30 mana regeneration per 5 seconds when in combat with monsters.
  • ACTIVE Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)

Spirit of the Ancient Golem
  • [NEW] RECIPE Quill Coat + Kindle Gem + 450 gold
  • TOTAL COST 2000 gold (unchanged)
  • HEALTH +350 +200
  • COOLDOWN REDUCTION +10% (unchanged)
  • [NEW] ARMOR +0 +20
  • [NEW] BONUS HEALTH +25% Bonus Health
  • [NEW] PASSIVE Sapping Barbs: Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 195). Wearer gains +60 health regeneration per 5 seconds and +45 mana regeneration per 5 seconds when in combat with monsters.
  • [NEW] ACTIVE Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)
  • [REMOVED] TENACITYLESS No longer has the UNIQUE Passive: Tenacity
  • [REMOVED] BUTCHERLESS No longer has the UNIQUE Passive: Butcher

Spirit Stone
  • COMBINE COST 40 gold 15 gold (total cost remains the same)

Madred's Razors
  • TOTAL COST 750 gold 775 gold

Wriggle's Lantern
  • COMBINE COST 240 gold 215 gold (total cost remains the same)

Attack Damage Items
While we realize that Essence Reaver probably needs more tweaks before it'll be in an optimal state, we want to keep it in the spotlight to show that we're committed to supporting this build path for marksman (ie: Ezreal, Corki and Sivir) that should like it.
Essence Reaver
  • ATTACK DAMAGE 50 60

Ranked Duo Queue
We're introducing a new restriction for ranked duo queues so players can only duo queue with teammates ranked within one full tier above or below them. We found that the vast majority of duos are already between players within these thresholds and this change will allow us to curb some of the potential abuse cases we see under the current matchmaking system.

In the case of unseeded players, the new system allows for duo queuing with Gold, Silver and Bronze players while their skill level is still being assessed. After they've been placed, the usual restrictions will apply.
  • Players may only queue for ranked duo games with players ranked within one full tier above or below them. For example, a Silver III player may duo with players ranked anywhere from Bronze V to Gold I.
  • Unseeded players who were ranked in solo queue during the previous season will use that rank to determine duo eligibility.
  • Unseeded players who have never been ranked in solo queue are able to duo queue with Gold, Silver or Bronze players.

Bots
With our bot updates in Patch 4.6, we were able to take bots off their purple leash and introduce a little variety to which side players end up on. This has been a great addition for our Co-op vs AI enthusiasts, but it's a little jarring for new players trying to get a handle on how the game is played. In order to meet each group's needs, bots in Beginner Co-op matches will go back to always being the Purple team while Intermediate matches will continue to sometimes give Blue side to the bots.
  • Bots in Beginner-level Co-op vs AI matches will always play from Purple side

Public Chat Rooms
Public chat rooms aren't really serving their purpose at the moment as they're often filled with scams, spam and phishing attempts. This can create a pretty negative experience, especially for new players, so we're disabling them while we investigate long-term solutions.
  • Public Chat Rooms have been disabled

Bugfixes
  • Muting players in-game no longer unfriends them or puts them on your Blocked list
    • As a result, accidental mutes no longer reset Mystery Gifting's 2-week restriction on sending Mystery Gifts to new friends
  • 'Ignore' tools have been relabeled as 'Block' to clarify their functionality

Upcoming Skins

The following skins will be released at various times throughout Patch 4.11:




Dev Blog: Finding Your Place On The Rift
Posted by News [HTML][XML][PERM][FULL] on 1 July 2014, 2:46 pm

Dev Blog: Finding Your Place On The Rift

Originally Posted by Riot (View RedTracker Source)

Clarity’s been a key point since we started updating Summoner’s Rift. We wanted players to be able to glance at the stream, screen or screenshot and know instantly where the camera was based on the surrounding environment.
This isn’t the first time we’ve tried to make Summoner’s Rift visually differentiated, but whereas before we sought to create individual points of interest (random signs in the jungle! Blue’s boiling pot!), they were just that: individual and inconsistent, and because there’s no apparent reason for them to exist, they go unnoticed and fail to successfully orient players. With this update, we’re theming the entire map, using a specific focal point to scar and otherwise affect each of the Rift’s four quadrants. And what better focal point than the Baron pit?

On the new Rift, each quadrant is thematically unique thanks to Baron’s impact. And we mean impact: Baron didn’t just shatter the ground around his entry point - the entire Summoner’s Rift features cracks and torn earth that branch out from his river base. His presence is most apparent in the north and west jungle, while the south jungle in particular has been largely untainted by Baron and remains overgrown and lush.

We also knew we wanted to theme each jungle quadrant area around the largest monsters in them. In the north jungle, that’s the Red Brambleback, a fiery and woody monster. We created the ground plane largely using clay hues, and as you get closer to the Brambleback, you’ll start to notice crimson flowers growing within the ivy, and insects hovering around. Meanwhile the west jungle’s sentinel has caused blue glowing ferns and fungus to sprout. We changed the ground plane here, too: instead of clay, we used neutral colors and small blue flowers to give the area a distinctive look.

In the east jungle we also needed a blue motif, but wanted to separate it from its western counterpart. We did this my making the area much more overgrown and mossy, safe from Baron’s destruction. We painted the motif of the sentinel into the area by creating blue puddles throughout the region, while cairn stones reflect the spiralling magical runes on the sentinel. We also added a slight drizzle to the area to help its atmosphere feel distinct. Finally, as I mentioned, we wanted the south jungle to look the lushest of the quadrants, and filled the area with vegetation. Bramblebacks are enraged nature elementals, and the monster here has affected the area by filling the south jungle with giant roots and vines. We also used orange and red flowers and mushrooms to serve as a visual reminder of how close you are to the creature.

Finally, we wanted to differentiate the two bases! The blue side turrets are geometric and fortified with a stag motif, while the red side turrets are curvilinear, magical, and use an owl motif as their key emblem. We also used a gothic-arch stone inlay in the ground plane to point the player down the lane toward the enemy base.

That’s about it for now! By structuring the map around the Baron pit – and by theming each of the jungle’s quadrants around unique themes – we’re able to create layers of orientation with color, architecture and even disaster. These visual clues help ensure you’ll always know where you are when playing or spectating on Summoner’s Rift.




Server Maintenance: Patch 4.11
Posted by News [HTML][XML][PERM][FULL] on 1 July 2014, 12:41 pm

[NA] Server Maintenance: Patch 4.11

Originally Posted by Riot (View RedTracker Source)

On 02/07/2014, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 4.11. At 03:00 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.

[EUW] Server Maintenance: Patch 4.11

Originally Posted by Riot (View RedTracker Source)

On 02/07/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.11. 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.



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