Patch Rundown 5.4

Originally Posted by Riot (View Original Source)




The Early Bird Gets the Funding
Posted by Articles [HTML][XML][PERM][FULL] on 26 February 2015, 6:36 pm

I hear people say fairly often, “I never buy Early Access games, I prefer to spend my money on finished products.” Disregarding for the moment that I’ve played very few games I’d consider truly “finished products” at launch lately, I actually don’t really have much objection to this argument. It makes sense to me, and I think it’s a good line of demarcation to draw in the sand if you’re looking to be careful and thoughtful about your gaming purchases.

But what I don’t understand as much are the corners of open hostility to Early Access. From my point of view, I’d argue that not only is Early Access not a net negative for the gaming industry, for developers on otherwise challenging budgets and for a burgeoning business of homebrew game-development, but that, rather, it is a net positive.

I think Early Access games may be the best thing to happen in the industry in years, and I would argue that predicated on three key ideas. First: early access gaming leads to the creation of games that might not otherwise have existed. Second: Early Access gaming provides and option to and subverts outdated publishing models of game creation. And, most importantly, third: Early Access leads to better games at release.

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Unofficial PBE Patch Notes for 2/26/2015
Posted by News [HTML][XML][PERM][FULL] on 26 February 2015, 4:54 pm

WIP POST

Headhunter Akali

 




Still Quizzing Still Up
Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 26 February 2015, 10:00 am

As I mentioned yesterday, I'm having a crazy week of work.  I had a bunch of projects land at the same time, which is always a blessing for money but a curse for my sanity and sleep schedule.  I've been working 16 hour days basically the entire week.

It doesn't leave much room for gaming.  But I do need to take the occasional break to clear my head.  Usually a break is catching up on twitter for a few minutes or listening to part of a podcast while I'm eating a fast meal.

But 10-15 minute gaming breaks can be super refreshing mentally.  So, I've been playing a lot of Quiz Up!  I might dig into some other iPhone games I have waiting on my phone already, but for the moment Quiz Up is keeping me sane.  It's really easy to do short sessions and it takes my full attention.

It's amazing how much better I can work after a quick gaming break.  Clearing my mind with breaks every few hours let's me keep being super productive and last through these long days.

I'm hoping that I can get back to a more normal schedule later this week.  At least by this weekend hopefully.


Saying some nice things about Crowfall
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 26 February 2015, 5:36 am
To stop the death threats I should write some nice things about Crowfall. :) Just kidding, there are actually nice things to say about Crowfall and as I only talked about the Kickstarter I feel that my generally negative attitude towards Kickstarter may look as if I hated Crowfall, which is not the case.

First of all I totally agree with Rohan that it is totally okay for Crowfall to be a PvP-centric game. We don't have enough decent PvP games, especially in the fantasy genre. Even for somebody like me who won't play a PvP game it would be interesting to know whether the lack of success of fantasy PvP games is due to there being no demand, or there not being any decent game on offer.

Second, I totally dig the Crowfall business model. I am not a big fan of the straight WoW-like subscription model, because that model sells you "equal opportunity of access for equal money". As in reality two people with equal opportunity of access will have two very different degrees of consumption, the straight subscription model penalizes players for playing less if either their real world commitments or their interests result in them not playing many hours per day. There is a good reason why there are so few restaurants with all you can eat buffets, the customers who just want a regular meal resent paying for the gluttons. In spite of $15 not being a huge drain on my finances, I cancelled my WoW subscription when I started to play less, because it always makes me feel uncomfortable to waste money.

The Crowfall business model is much better. You can buy the game once and play forever (I assume that is only valid for the core game, and any expansions will again have to be paid for). With that single payment comes just a single character passive skill training. Passive skill training means gaining skill while offline, which obviously is a huge advantage. So if you want to play more different characters, you either need to buy the game several times, or you need to get a "VIP subscription", which gives you three passive skill training slots. In either case, a casual player who has enough with just one character will pay less for Crowfall than a very engaged player who feels he needs several characters.

The semantics of that business model are somewhat tricky. On the one hand the devs can claim that theirs is not a Free2Play game with a Pay2Win / Pay4Power item shop. On the other hand an account with three passive skill training slots is rather obviously more powerful than one with only one, so you *do* pay for power. But as that power comes in the form of having more options, and being able to play more different characters without the disadvantage of having no passive training, the power of any individual character is not affected by this. That is extremely important for a PvP game. Crowfall does not allow you to boost the power of a single character by using money. It does allow you to use money to get more trained characters and larger kingdoms, things that are desirable (and thus will presumably sell) but not an unfair advantage in PvP. I find that very well balanced. It is even a slight improvement over the EVE model, where you need to pay several subscriptions for several characters in offline training.

I put an alert on the Crowfall Kickstarter to check in a month how it went. Given the current result it appears almost certain that the $800k goal will be reached, but that isn't really the number I am interested in. I am interested in the number of backers, currently just under seven thousand, in order to get an idea of what the potential market size for a PvP MMORPG is. (Don't quote EVE numbers to me, which are highly misleading: They count accounts instead of players, and count the 80+% of PvE EVE players together with the PvP players.) Dividing the money given by the number of backers also gives the highly interesting information that the average backer gave around $100, which is very interesting regarding the financing of niche games. Ultimately a niche game will need to get more money from the players than a mass market game due to economies of scale, and it is interesting to see whether that is possible.
Tobold's Blog



League of Legends - Patch 5.4 in Under 1 minute
Posted by News [HTML][XML][PERM][FULL] on 26 February 2015, 2:00 am

League of Legends - Patch 5.4 in Under 1 minute




Vigilante justice
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 26 February 2015, 2:31 am
Last week an 11-year old kid accepted an offer of help from a stranger on the internet, giving him access to his game of Destiny via the PS4 Share Play feature. The stranger promptly deleted the kid's characters and exotic weapons. So far, so "just another day on the internet". The video of the event went viral. And the internet reacted in the usual way by taking up the torches and the pitchforks and harassing the person who owned the account which the stranger had used to ruin the kid's game of Destiny. Then of course it turned out that the stranger wasn't the account owner. Account sharing between friends and family is rather common, and the account owner had let somebody else play on his account.

Apart from being a double lesson in why account sharing in any way is a really bad idea, I think the story also is a lesson on the dangers of vigilante justice. In another story this week it turned out that one person who had posted bizarre death threat videos in the name of Gamergate was in fact a comedian with an extremely bad sense of humor who thought it would be funny to make an extreme parody of Gamergate. Now it is him who is getting the death threats.

The underlying problem is that apparently many people feel that the internet is a lawless space, and decide to take up justice in their own hands. Apart from that sometimes going wrong and ending up hurting the wrong person, the so-called "justice" is often far more criminal than the offense of person harassed. The person taking offense is more likely to end up in jail than the offender. The law is quite clear on that: If you put both the person who deletes a kid's Destiny character and the person who in response for that offence sent out death threats in front of a judge, the judge will find that only the death threat is a criminal offense.

Computer games are very much part of the internet, and it is probably because of this that the hate culture is so strong among gamers. Being called names and suffering ad hominem attacks for the "offense" of having an opinion about a game is considered normal. You are less likely to receive hate mail for having an opinion or making a decision that negatively affects the life of real people at work than you are for writing on a game blog. And that more and more becomes a death spiral, with reasonable and polite people quitting the discussion and leaving the field to the trolls and the haters. I don't think that this is good for gaming in the long term.
Tobold's Blog



Lum the Mad Pokes Head Up, Sees His Shadow, Chews Out Mark Kern
Posted by Zen Of Design [HTML][XML][PERM][FULL] on 26 February 2015, 1:30 am
Scott has some kind words for Mark Kern. My previous coverage of Mark Kern’s bizarre attempts to try to blame #gamergate on the gaming press despite all logic or evidence otherwise:  Here, here and here.


Unofficial PBE Patch Notes for 2/25/2015
Posted by News [HTML][XML][PERM][FULL] on 25 February 2015, 3:50 pm

WIP POST

*Warwick, Taric, Janna and Cho'Gath texture rebalances in the files

Base Warwick

Warwick Skins

Base Janna + Skins

Base Taric

Taric Skins

Cho'Gath Skins

Tower Changes

  • 2nd Tower now has 1300 health (up from 1000) and shield was increased as well (to be determined)



Too much work
Posted by Welshtroll [HTML][XML][PERM][FULL] on 25 February 2015, 3:01 pm
Well my blogging has taken a big hit as I’ve been a little overwealmed with a project at work that is creeping into my free time a little.  When that happens my blogging schedule is usually the first victim. Outside of the out of hours support that I usually do, I’m certainly not in favour […]


DJ Sona Now Available
Posted by News [HTML][XML][PERM][FULL] on 25 February 2015, 1:13 pm

DJ Sona Now Available

Originally Posted by Riot (View Original Source)




The Evil Within – ‘The Assignment” Official Gameplay Trailer
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 25 February 2015, 10:00 am
For many that have completed The Evil Within, the mysteries surrounding Sebastian’s partner, Juli Kidman, are among the most discussed plotlines in the game. These questions (and new questions… hehe) will arise in Part 1 of Kidman’s DLC adventure, The Assignment. Taking the role of Kidman, The Assignment features an increased focus on stealth gameplay […]


Archer
Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 25 February 2015, 10:00 am

It's shaping up to be a busy work week for me, so I'm not playing a lot of games.  I did get to watch an episode of Archer with my wife while I was taking a meal break yesterday and I realized I haven't written anything about it even though I've been watching through the entire series.

Archer is a really funny show.  I know everyone's humor is different, but something about it strikes a chord with me.  I usually laugh out loud at least once every episode.  That's super rare for me.  Most popular comedy shows don't do much for me and rely heavily on dumb humor that I don't appreciate.  Something about this one just clicks with my sense of humor.

When I first looked into Archer I was turned off by the fact that it's an animated show.  I didn't realize how adult it actually is.  Looking at stills don't do the show justice.

I would recommend checking out the show if you already have a Netflix subscription, since there are 4 seasons sitting there just waiting to be streamed.  I really like it.


How much does it cost to make a MMORPG?
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 25 February 2015, 3:40 am
The news of the week is the Crowfall Kickstarter, which has raised some serious questions. Not just the usual Kickstarter question whether the company can actually deliver what they promised. But a far more fundamental question of how realistic it is to make a MMORPG for less than a million dollars.

For me Crowfall in scope somewhat resembles Darkfall. So how much did it cost to make Darkfall? We don't have official numbers, but we do know they received $3 million (€2.6 million) from InternetQ plc as investment just for the development of Darkfall 2.0. They also received a bunch of European and Greek government research grants, which were said to be around $20 million. As Ionomonkey pointed out, the $800k they are asking for via Kickstarter corresponds to less than industry standard salary for the 17 known team members for a year.

Other MMORPG Kickstarter projects asked for much more money, for example Camelot Unchained with $2 million. And then of course there is a long list of actually released MMORPGs which did cost tens or even hundreds of millions of dollars. Of course the scope of these might have been a lot bigger, but I'm not sure if all Crowfall Kickstarter backers understand that they'll get a game with indie scope and polish, and not something comparable in quality to The Elder Scrolls Online or Wildstar.

In short, I do believe that it costs several million dollars to make even an indie MMORPG with ugly graphics and lots of bugs. It costs tens of millions of dollars to make a half-decent MMORPG, and over a hundred million dollars to make a top-shelf one. Backing a $800k project is basically giving a donation to a bunch of guys so they can have some fun coding the game of their dreams for a year, before reality hits them and sinks the project.
Tobold's Blog



To DLC, or not to DLC? That is the question...
Posted by Articles [HTML][XML][PERM][FULL] on 24 February 2015, 7:17 pm

Way back in the mists of pre-history, when you got a game, you got your box, with a floppy or disk and maybe a manual or a feelie. Whatever was in that box was what you got, at least until the sequel (or your buddy with some hex-editing skills) came along. With the advent of better-connected technology and the growing complexity of the games themselves, though, what you ultimately get isn't limited by what's in the box (assuming you get a box at all). Connectivity allows changing the game after it's shipped, which has became so common in the general gaming landscape as to be assumed. And like most complicated decisions humanity has undertaken, it has been a mixed blessing.

Complaints are long and loud, and often the rallying cry is something along the lines of "It didn't used to be that way!" But I don't remember any sort of halcyon days when games weren't buggy as heck (or even completely broken) at ship - and I go back to the Vic20, when it was my own typos that caused those bugs. The fact that you CAN fix those self-created bugs, rather than just having to wait for a next version like I had to with Merchant Prince back in the 90's, is a good thing, overall. (Believe me, gang, World Of Warcraft did not invent the concept of a bugged spawn.) I remember those and try to take it in stride, even when I'm stuck spending some of my few gaming minutes looking at the update screen rather than the game load screen I was expecting.

Most of us have come to terms with the patching concept in practice (as long as it works correctly), but the industry has moved on to the next logical step: If you can fix it after the fact, you can add things to it after the fact. And that brings us to downloadable content, or "DLC." As Evolve marks yet another headline in the story of DLC, I like to step back to review the ways I judge the content that doesn't come with the box.

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Guest hosting on MMORPG.com’s podcast
Posted by [HTML][XML][PERM][FULL] on 21 February 2015, 5:29 pm
From the MMORPG.com homepage: CLICK HERE TO LISTEN Game On #62 | The State of MMOs in 2015: This week Chris and Ryan take to the mics with special guest and new/returning writer, Beau Hindman! We cover the week’s news — including the “business as usual” layoffs at Daybreak Studios and more — before getting … Continue reading Guest hosting on MMORPG.com’s podcast


Patch 5.4 Notes
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 5:58 pm

Patch 5.4 Notes

Originally Posted by Riot (View Original Source)

Hello Summoners,

Welcome to patch 5.4 - the one where we follow up on patch 5.2 with some mage love. Up front: the new +120 AP item is currently slated for a future patch (soon(tm)), but this hasn't stopped us from working on the few mages that needed help in a post-DFG world. Actually, like we mentioned in the patch 5.2 foreword, the impact of DFG's removal hasn't been all that noticeable in champion performance, but there were two we knew would have identity crisis (that's the plural) in the aftermath: Mordekaiser and Veigar.

When we went into deep examination of what made Morde and Veigar who they are, we realized that a lot of their identity came down to "blow this fool up (and get a ghost!)." Unfortunately, amping up a play pattern like that makes for some sad times in the world of counterplay, so we had to take a longer look to see what could be done. Ultimately we'll explain more in their individual context paragraphs, but the rundown of the issue is this: when a champion is tuned around a fine line between "functional" and "oppressive," balance isn't a question of number tuning; rather, it's all about finding a healthy direction where that champ can prosper without getting paranoid about fame. Can you imagine a world where Veigar is the best - and most popular - champion in the game? That's a tough vision to sell for his opponents, and we want to make sure his success is warranted. Check out those contexts for more information, but this is an important philosophy to keep in mind as you read through these notes!



Bard, the Wandering Caretaker, revealed
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 2:57 pm

Bard, the Wandering Caretaker, revealed

Bard should be in this PBE patch - 1-2 hours!

Originally Posted by Riot (View Original Source)

Bard

The Wandering Caretaker

The celestial vagabond known only as Bard dwells beyond the physical universe in realms unknown to man. Manifesting when others threaten the cosmic equilibrium, the ancient caretaker acts with speed and intent, only returning to his endless watch once he has steered Runeterra from catastrophe.

Abilities

Passive: Traveler’s Call

Ancient Chimes

Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana.

Meeps

Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.


Q: Cosmic Binding

Bard fires out a burst of spirit energy in a line, damaging and slowing the first enemy struck. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets.


W: Caretaker’s Shrine

Bard conjures a health pack that gains power for a few seconds. Allied champions who walk over the pack gain health and a brief burst of movement speed, while enemies can stand on the pack for a moment to destroy it.


E: Magical Journey

Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.


R: Tempered Fate

After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis. Frozen units are immune to all damage until the effect wears off.


 

Gameplay

Bard is League’s first support to gain advantages solely from moving around Summoner’s Rift. By constantly collecting his unique chimes, he covers plenty of ground at all stages of a game, and offers his team both solid sustain with his health packs and unrivalled team mobility with his long range portals.

Laning

Even if he is a wandering spirit, Bard first has to identify the best windows of opportunity to roam before he runs off - he can't just abandon his marksman whenever he pleases. By making runs when his lane’s pushed or when his marksman has recalled, Bard can successfully roam without placing his teammate in imminent danger, then return to lane by the time he’s needed.

And while Bard roams around collecting his chimes, he has plenty of tools to support his allies. Laying down a Caretaker’s Shrine or two near friendly turrets gives Bard’s teammates the sustain to recover lanes that are losing, or overwhelm ones that are winning, and all without the Wandering Caretaker staying in lane. Bard’s Magical Journeys cover long distances in specific locations, too, gifting friendly fighters and tanks quick access to the enemy team’s jungle, and mages easy access to their own blue buff. The portals needn’t propel just Bard and his pals through the jungle, though - coordinating them with allied movement means Bard can quickly move his damage-dealing allies into lane ganks and toward objective control. That said, Magical Journey is best used when his enemies are both seen and distant - they serve little use when enemy assassins simply follow Bard through the portal before claiming lives.

Bard offers more than pure sustain and mobility, though, and fires out solid poke whenever he’s in lane thanks to Cosmic Binding. Though it deals meaningful damage on its own, the slow (and if procced, stun) give Bard surprising ganking potential, particularly when used in conjunction with Magical Journey. Enemies will have to think twice about escaping through the bottom and top lane brush when Bard can pin them to the nearby wall with a well-placed Q.

Once Bard hits six, he gains countless opportunities to secure and protect objectives across Summoner’s Rift thanks to the incredible versatility of Tempered Fate. If the enemy team’s tower diving a stranded ally, casting the ability over them grants them a few precious seconds of invulnerability while Bard’s team comes to the rescue. The ability has offensive uses, too, like freezing a lone enemy while Bard’s team closes in for the kill, or freezing an enemy turret while Bard and his allies get to work on diving their suddenly unprotected targets.

Teamfights

The Wandering Caretaker has plenty of ways to control areas of the map come mid game. Even if his team arrives late to a dragon attempt, Bard can cast Tempered Fate over the dragon before creating a Magical Journey into the beast’s pit. Suddenly what seemed like a simple dragon kill turns into a contested dragon buff and a full-scale teamfight. Here, Bard’s role changes to backline utility support. By planting a few Shrines around his team’s objective, he gives his team an automatic sustain advantage - allowing his frontline tanks to temporarily pull back to top their health back up, or squishier allies to recover if they get chunked down. Cosmic Binding becomes increasingly useful in tight areas, too - without large spaces to escape to, it’s much more likely to tether against a nearby wall or second enemy, stunning both units while Bard’s team secure valuable kills. Provided he’s collected enough of the chimes through the course of the game, even Bard’s meeps offer solid utility, slowing and damaging fleeing enemies once the fight is over.

Finally, Magical Journey offers Bard the chance to bring copious amounts of mischief to Summoner’s Rift. Baiting the enemy team into following him through a portal before stunning them with Cosmic Binding can bring about a quick and brutal ace, or drag them out of position, letting Bard sacrifice himself as his team emerges elsewhere from the fog of war to tear the enemy’s defenses apart.

Synergy

Works well with:

Caitlyn - the Sheriff of Piltover

While other Marksmen might suffer on their own, Caitlyn has all tools she needs to survive while Bard roams Summoner’s Rift. Her Piltover Peacemaker rounds clear waves quickly and safely, her Yordle Snap Trap can keep her relatively safe from enemy junglers, and if all else fails, 90 Caliber Net often gives her enough mobility to escape from otherwise deadly spots. When Bard’s in lane, well-aimed Cosmic Binding casts help the Sheriff land her Piltover Peacemakers, too.



Udyr - the Spirit Walker

Udyr’s a beast once he gets to his target’s face, but traditionally has trouble getting there in the first place. That’s where Bard comes in - Caretaker’s Shrine gives the Spirit Walker the speed he needs to accelerate him into the heart of most enemy teams. And even if the enemy still gets away, Bard can help with accurate Cosmic Binding casts, and, if needed, Tempered Fate.



Amumu
- the Sad Mummy

The Sad Mummy has one of League’s strongest team fight initiation combos, but Bandage Toss into Curse of the Sad Mummy is only effective when Amumu actually lands his Q. Bard can speed Amumu into position with a smart Magical Journey before slowing his mark with Cosmic Binding. Even if he misses, Bard can simply fire Tempered Fate at his team’s target while Amumu walks into position to unleash his ultimate.

Struggles against:


Rek'Sai - the Void Burrower

The quickest way to kill a wandering support is with an aggressive jungler, and none see further than Rek’Sai. By using Tremor Sense to track the roaming Bard, Rek’Sai can tunnel in, knock up and kill the Wandering Caretaker before escaping to safety. If Bard’s jungle is well warded, Rek’Sai can reposition with Void Rush to claim her kill, too.



Draven - the Glorious Executioner

Bard can only comfortably roam when his Marksman faces up against opponents who favor sustained damage over burst. Draven, with his brutal early game power, is anything but that, and will comfortably shred much more of his target’s health than Bard’s Shrines could hope to restore.



Leona - the Radiant Dawn

Similar to Draven, Leona exacerbates Bard's weaknesses by being a classic lane bully. In a favorable two vs one lane, Leona’s all the more likely to activate Eclipse before using Zenith Blade and Shield of Daybreak to close in and stun Bard’s lone marksman, even under tower.

Champion Insights

Bard, game design by Rabid Llama

We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. But we still liked the idea, and so started thinking of ways that we could bring a new champion into League that had all the hallmarks of a roaming utility support.

At the same time, one of the champion concept artists had drawn up a really compelling character. He was strange and otherworldly looking, so we started figuring out how we could join these two pieces - roaming support and this character - together. After trying out a few different mechanical hooks (he was, at one stage, a pretty bardy Bard, with a musical theme and an instrument that was more central to his abilities), we ended up with a cosmic character, a caretaker who existed to protect relics and places scattered around the world.

So how’s he different in game? Well, Bard’s roams to empower both himself and his allies. Each chime he collects soups up his Meeps passive, and as he travels, he’s incentivized to help out his other lanes and jungler with Caretaker’s Shrine. Crucially, they don’t require him to hang around, so Bard can pop into mid, drop off a shrine, then carry on towards top on the hunt for more chimes. Each chime gives him a short movement boost (so he can jet around at a decent pace), experience (so he doesn’t miss out on too much minion xp), and mana. All this means he’s rewarded for roaming, and can (hopefully) leave his marksman during laning without handing them a big fat death sentence.

Let us know your thoughts in the comments below! We’re super excited to see how - and where - you play him!




Unofficial PBE Patch Notes for 2/24/2015
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 2:59 pm

 

Abilities

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v804)</th><th class="new-value">New (Air Client v805)</th></tr> <tr class="modified"> <td class="key" colspan="2">Lulu - [R] - Wild Growth</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Lulu - [R] - Wild Growth
Lulu enlarges her ally, knocking nearby enemies into the air. For 7/7/7 seconds, her ally gains 300/450/600 (+0.5) bonus Health and slows nearby enemies by 30/45/60%.

Cost:
100/100/100 Mana

Range:
0

Cooldown:
110/95/80</td> <td class="new-value" style="vertical-align: top;" width="50%">Lulu - [R] - Wild Growth
Lulu enlarges her ally, knocking nearby enemies into the air. For 7/7/7 seconds, her ally gains 300/450/600 (+0.5) bonus health and slows nearby enemies by 30/45/60%.

Cost:
100/100/100 Mana

Range:
0

Cooldown:
110/95/80</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [Q] - Decimating Smash</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [Q] - Decimating Smash
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 20/40/60/80/100 (+) to 60/120/180/240/300 (+) physical damage to enemies in the area (60/60/60/60/60% damage to minions). Enemies hit are briefly slowed.

If
Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

Cost:
45/50/55/60/65 Mana

Range:
0

Cooldown:
10/9/8/7/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [Q] - Decimating Smash
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 20/40/60/80/100 (+) to 60/120/180/240/300 (+) physical damage to enemies in the area (60/60/60/60/60% damage to minions). Enemies hit are briefly slowed.

If
Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

Cost:
40/45/50/55/60 Mana

Range:
0

Cooldown:
10/9/8/7/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [W] - Soul Furnace</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [W] - Soul Furnace
Passive: Sion gains 2/2/2/2/2 maximum Health whenever he kills a unit (10/10/10/10/10 for large monster and champion kill or assist). Current Bonus:

Active:
Sion shields himself for 30/55/80/105/130 (+0.4) (+) (10/10/10/10/10% of maximum Health) for 6 seconds. After 2 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+0.4) plus 10/11/12/13/14% of the target's maximum Health as magic damage to enemies around himself. Max 400 bonus damage against minions and monsters.

Cost:
65/70/75/80/85 Mana

Range:
500

Cooldown:
13/13/13/13/13</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [W] - Soul Furnace
Passive: Sion gains 2/2/2/2/2 maximum Health whenever he kills a unit (10/10/10/10/10 for large monster and champion kill or assist). Current Bonus:

Active:
Sion shields himself for 30/55/80/105/130 (+0.4) (+) (10/10/10/10/10% of maximum Health) for 6 seconds. After 2 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+0.4) plus 10/11/12/13/14% of the target's maximum Health as magic damage to enemies around himself. Max 400 bonus damage against minions and monsters.

Cost:
60/65/70/75/80 Mana

Range:
500

Cooldown:
13/13/13/13/13</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [E] - Roar of the Slayer</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [E] - Roar of the Slayer
Sion fires a short range shockwave, dealing 70/105/140/175/210 (+0.4) magic damage to the first target hit, slowing it by 40/45/50/55/60%, and reducing its Armor by 20/20/20/20/20% for 2.5 seconds.

If
the target is not a champion, they will be knocked back. All enemies that the knocked back unit passes through will take 50/50/50/50/50% bonus damage and be slowed by 40/45/50/55/60%.

Cost:
35/35/35/35/35 Mana

Range:
800

Cooldown:
12/11/10/9/8</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [E] - Roar of the Slayer
Sion fires a short range shockwave, dealing 70/105/140/175/210 (+0.4) magic damage to the first target hit, slowing it by 40/45/50/55/60%, and reducing its Armor by 20/20/20/20/20% for 2.5 seconds.

If
the target is not a champion, they will be knocked back. All enemies that the knocked back unit passes through will take 50/50/50/50/50% bonus damage and be slowed by 40/45/50/55/60%.

Cost:
35/40/45/50/55 Mana

Range:
800

Cooldown:
12/11/10/9/8</td> </tr> <tr class="modified"> <td class="key" colspan="2">Kalista - [E] - Rend</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Kalista - [E] - Rend
While off cooldown, Kalista's spears pierce their target and linger there for 4 seconds.

Active:
Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2/2/2/2/2 seconds. Each extra spear increases Rend's damage by 10/14/19/25/32 (+).

If
it kills a target, Rend's cooldown is reset and Kalista regains 20/20/20/20/20 mana (up to twice per cast).

Cost:
40/40/40/40/40 Mana

Range:
0

Cooldown:
0/0/0/0/0</td> <td class="new-value" style="vertical-align: top;" width="50%">Kalista - [E] - Rend
While off cooldown, Kalista's spears pierce their target and linger there for 4 seconds.

Active:
Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2/2/2/2/2 seconds. Each extra spear increases Rend's damage by 10/14/19/25/32 (+).

If
it kills a target, Rend's cooldown is reset and Kalista regains 20/20/20/20/20 mana (up to twice per cast).

Cost:
40/40/40/40/40 Mana

Range:
0

Cooldown:
0/0/0/0/0</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [Passive] - Voracity</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies.</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [Q] - Bouncing Blades</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [Q] - Bouncing Blades
Throws a dagger dealing 60/85/110/135/160 (+0.45) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.

Enemies hit are marked for 4 seconds. Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+) additional magic damage.

Cost:

Range: 0

Cooldown: 10/9.5/9/8.5/8</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [Q] - Bouncing Blades
Throws a dagger dealing 60/85/110/135/160 (+0.45) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.

Enemies hit are marked for 4 seconds. Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+) additional magic damage.

Cost:

Range: 0

Cooldown: 10/9.5/9/8.5/8</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_Q.png</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [W] - Sinister Steel</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [W] - Sinister Steel
Whirls daggers in a circle dealing 40/75/110/145/180 (+) (+0.25) magic damage. If she hits an enemy Champion, Katarina gains 15/20/25/30/35% movement speed for 1 second.

Cost:

Range: 400

Cooldown: 4/4/4/4/4</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [W] - Sinister Steel
Whirls daggers in a circle dealing 40/75/110/145/180 (+) (+0.25) magic damage. If she hits an enemy Champion, Katarina gains 15/20/25/30/35% movement speed for 1 second.

Cost:

Range: 400

Cooldown: 4/4/4/4/4</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_W.png</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [E] - Shunpo</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [E] - Shunpo
Teleports to a target's location. Deals 60/85/110/135/160 (+0.4) magic damage if the target is an enemy.

After using Shunpo, Katarina takes 15/15/15/15/15% reduced damage for 1.5/1.5/1.5/1.5/1.5 seconds.

Cost:

Range: 0

Cooldown: 12/10.5/9/7.5/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [E] - Shunpo
Teleports to a target's location. Deals 60/85/110/135/160 (+0.4) magic damage if the target is an enemy.

After using Shunpo, Katarina takes 15/15/15/15/15% reduced damage for 1.5/1.5/1.5/1.5/1.5 seconds.

Cost:

Range: 0

Cooldown: 12/10.5/9/7.5/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [R] - Death Lotus</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [R] - Death Lotus
Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing @Effect1Amount*10@ (+) (+2.5) magic damage over 2.5/2.5/2.5 seconds.

Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.

Cost:

Range: 0

Cooldown: 90/60/45</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [R] - Death Lotus
Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing @Effect1Amount*10@ (+) (+2.5) magic damage over 2.5/2.5/2.5 seconds.

Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.

Cost:

Range: 0

Cooldown: 90/60/45</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_R.png</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_E.png</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_Passive.png</td> </tr> </tbody> </table>

Items

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v804)</th><th class="new-value">New (Air Client v805)</th></tr> <tr class="modified"> <td class="key" colspan="2">Ohmwrecker</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Ohmwrecker

+300 Health
+50
Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)
+10%
Cooldown Reduction

UNIQUE
Active: Prevents nearby enemy turrets from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 8 seconds.

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets.


Cost:
750</td> <td class="new-value" style="vertical-align: top;" width="50%">Ohmwrecker

+300 Health
+50
Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)
+10%
Cooldown Reduction

UNIQUE
Active: Prevents nearby enemy turrets from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 8 seconds.

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets (including fallen turrets).


Cost:
750</td> </tr> <tr class="modified"> <td class="key" colspan="2">Raptor Cloak</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Raptor Cloak

+30 Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets.

Cost:
520</td> <td class="new-value" style="vertical-align: top;" width="50%">Raptor Cloak

+40 Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets (including fallen turrets).

Cost:
520</td> </tr> <tr class="modified"> <td class="key" colspan="2">Righteous Glory</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Righteous Glory

+500 Health
+300
Mana
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
UNIQUE
Active: Grants +60% Movement Speed to nearby allies when moving towards enemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 80% for 1 second(s) (60 second cooldown).

This
effect may be reactivated early to instantly release the shockwave.

Cost:
700</td> <td class="new-value" style="vertical-align: top;" width="50%">Righteous Glory

+650 Health
+300
Mana
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
UNIQUE
Active: Grants +60% Movement Speed to nearby allies when moving towards enemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 80% for 1 second(s) (60 second cooldown).

This
effect may be reactivated early to instantly release the shockwave.

Cost:
700</td> </tr> <tr class="modified"> <td class="key" colspan="2">Zz'Rot Portal</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Zz'Rot Portal

+50 Armor
+50
Magic Resist
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets or Void Gates.

UNIQUE
Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane. Voidspawn explodes when attacking structures. Voidspawn ignore champions and void targets (150 second cooldown).

The
first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage.

Cost:
950</td> <td class="new-value" style="vertical-align: top;" width="50%">Zz'Rot Portal

+60 Armor
+60
Magic Resist
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets or Void Gates (including fallen turrets).

UNIQUE
Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures. Voidspawn ignore champions and void targets (150 second cooldown).

The
first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage.

Cost:
950</td> </tr> </tbody> </table>

New Champion Splash Art

Bard_Splash_0.jpg

Updated Champion Splash Art

No updated Champion Splash Art in this patch




Trying to Like Borderlands 2
Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 24 February 2015, 10:00 am

I must lack some basic pleasure mechanism that allows me to enjoy Borderlands 2.  It's a game that I feel like I should enjoy and I keep going back and trying it because of that feeling.

I never actually have fun playing it.

Shooting with friends is ok, but the rest of the game just bugs me.  I hate their quest system, the crazy amounts of loot, constantly smashing the pick-up item button, figuring out which gun is better, and traveling around the world.  Not to mention how repetitive the gameplay and enemies are.  And the shooting doesn't even feel that satisfying.  Borderlands 2 just doesn't ever click with me.

I should probably call it quits with the series.  I never really liked the first game either, even though I finished it in it's entirety.

The promise of adventures in an interesting world is one of the main factors that draws me back in.  I mean, I loved the first episode of Tales from the Borderlands.  The story and the world were fantastic and I'm super excited for the next episode.  But that's an adventure game with the focus on story.

That fun and interesting world building hasn't ever carried over to the main games.  They devolve into generic shooter loot-grind fests.  And if you know me you know how much I hate a loot grind.

All of this to say... I'm done with Borderlands 2.  I give up.  I'm never going to enjoy it.  I deleted it from my hard drive and I'm not going to let it tempt me again.  That way only leads to disappointment.


1/30/15 – random
Posted by [HTML][XML][PERM][FULL] on 30 January 2015, 11:44 am



BYOC Attendees — Get ready for QuakeCon 20
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 24 February 2015, 9:56 am
It’s crazy to think, but we’re only 148 days away from QuakeCon – and this year’s a big one. We’ll be celebrating the event’s 20th anniversary, which means 1) we’re all getting old and 2) we’re planning to make this the biggest and most exciting QuakeCon ever! For everyone planning to spend 4 days in […]


Design the QuakeCon BYOC T-Shirt & Win!
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 24 February 2015, 9:56 am
*That’s ‘Design Your Own BYOC T-Shirt’! QuakeCon’s BYOC has thrived for 20 years because of the personalities and culture you have brought to it. The case mods, “wooooops”, and skyscrapers built from BAWLs cans are what make the BYOC memorable. YOU KNOW IT!!! So when it came time to figure out the design for this […]


Server Maintenance: Patch 5.4
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 8:54 am

[NA] Server Maintenance: Patch 5.4

Originally Posted by Riot (View Original Source)

On 02/25/15, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.4. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.


[EUW]

Originally Posted by Riot (View Original Source)

On 25/02/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.4. 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.



The Favorites of Selune - Trollhaunt - Session 1
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 24 February 2015, 2:31 am
In the previous session the Favorites of Selune had vanquished all the henchmen of the previous adventure, but decided to not go after the main villain. They suspected Princess Taidra of the Duchy of Faywyr to have engineered the events in order to discredit her brother Prince Ular in a dispute about the line of succession, but didn't want to act without absolute proof. So instead they spent a month in training for their paragon levels and then traveled towards the town of Moonstairs in search of a portal to the Feywild.

This session started with their river boat having been stopped by a chain hung under water from bank to bank, and under attack by three magical tentacles. The tentacles turned out to be not very dangerous, and the adventurers killed them within a few rounds. But the chain and tentacles had damaged the boat, so that it couldn't travel further upstream toward Moonstairs. But as the town was only two hours away, they decided to continue on foot, through the swamp.

When night fell they were on a path through the swamp towards Moonstairs, and they saw two lights like torches or lantern ahead. Approaching they found that the lights were will-o-wisps, illuminating the carcass of a horse around which several trolls were fighting for the choicest bits. The leg of a man was sticking out from under the horse. While the druid of the group would have liked to avoid the fight, the trolls saw the adventurers in the light of the will-o-wisps and attacked.

As the group was aware of the troll regeneration, they utilized whatever powers with the fire attribute they had to stop that from happening. Especially the priest caught all of the trolls in a big column of heavenly fire. The trolls didn't stand a chance and died quickly. The man under the horse turned out to be a dead courier, carrying a letter from the mayor of Moonstairs to Duke Ruwan of Faywyr. It was to inform the duke that Prince Ular had died battling the trolls, and asking for reinforcements for the town. The group decided to bring that letter back to the boat, so that the captain could float downstream and deliver the letter as soon as possible.

Then they went on to Moonstairs, where they found an old acquaintance in the inn: Beatrice, the guard of the seamstresses' guild, who had accompanied the prince on his troll-hunting expedition. Beatrice was drowning her sorrows, and told the group a sorry tale of betrayal: The expedition had equipped themselves with flasks of oil from the palace quartermaster to burn the trolls that the soldiers cut down. But when they wanted to use them it turned out that somebody had replaced all the oil by water, and the regenerating trolls overwhelmed the prince and his party. Beatrice had run away, but was the only survivor. The trolls even came to Moonstairs and delivered the head of the prince in a sack.

The druid of the group, who had already been to the portal to the Feywild, was able to draw a map showing the location. And Beatrice could tell the adventurers that this was right where the warren of the trolls was. Their king, Skalmad, was apparently trying to recreate the old troll kingdom of Valdar, which had been destroyed a hundred years ago by a previous Duke of Faywyr. With this we ended the session.
Tobold's Blog



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