1. Sign up to set up your teamspeak account!

League of Legends PBE (Surrender at 20)

Discussion in 'Game News!' started by jamiew0w, Jun 10, 2015.

  1. jamiew0w

    jamiew0w Administrator
    Staff Member

    Joined:
    Sep 4, 2014
    Messages:
    68
    Likes Received:
    2
    This thread will be updated by a bot.
     
    #1
  2. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    Good news everyone - Server maintenance for our next patch, Patch 5.11, has been scheduled!

    On June 10th at 3:00 AM PST for NA, 5:00 GMT for EUW, and 2:00 GMT for EUNE, servers will go down for maintenance and the 5.11 patch will be applied.

    Here's NA version of the Network Operations maintenance announcement:
    "On 06/10/2015, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 5.11. At 03:00 PDT, 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.."​
    Be sure to check your particular servers status page for your region's specific 5.11 maintenance times:

    NA, EUW, EUNE, BR, TR, LAS, LAN, RU, OCE, KR

    I'll keep you updated as more information on what the patch contains and patch notes become available. While the [ 5.11 PBE content ] is usually a good indicator of what's to come, please remember that it is tentative and not everything may make it to live.

    Continue reading...
     
    #2
  3. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This morning's red post collection includes Gypsylord noting they plan to increase to Ekko's R mana cost in 5.12, Repertoir with a few more comments on Ryze, Meddler discussing the potential addition of Lux being able to "pre-detonate" her E, a new episode of /ALL Chat, and more!
    [​IMG]
    Continue reading for more information

    [​IMG]

    [​IMG]

    Table of Contents


    Ekko R Mana Cost Increase Planned for 5.12

    [​IMG]
    With patch 5.11 on the way, gypsylord has commented he will also be increasing Ekko's R mana cost to 100 from 0 in patch 5.12.
    "So first of all, giving his ult a mana cost is not likely to solve any of the frustration problems it might have. In the vast majority of fights it's going to be used the same way, under the same contexts. If the spell needs a downside (not saying it does) giving it a mana cost isn't going to solve that.
    That said, from a design standpoint I do agree that there is something to the idea of "he's been spamming spells and is out of mana, now is my chance to strike." His ult not having a cost directly avoids the minor gameplay idea of "characters are weak when they're OOM." My bad on that one. We'll be fixing it for 5.12 by upping the cost to 100 (from 0). There were localization things that prevented it getting in for 5.11.
    As a side note, adding higher mana costs across Ekko's kit (we're also upping W cost to 50 from 30 in 5.11) helps mitigate burst in an indirect manner. Higher costs means he has a harder time farming and may want to invest in more mana/regen itemization. More gold spent on mana + less gold overall = lower AP totals at X point in the game."​
    As for what "locazliation things" are, ricklessabandon explained:
    "changing the tooltip from "no cost" to "100 mana" requires changes to several localization files so it updates for all the various locale (country+language) settings we support. we have deadlines that tell us how late into a patch's development cycle is too late to change those files, and these ekko nerfs came up after that."​

    [Continued] Ryze Changes in the Works

    [​IMG]
    Following up on his earlier comments, Repertoir jumped back on the boards to comment on the current state of Ryze following the 5.10 buffs and reiterate they are looking to make some changes soon.
    "Ryze isn't much of a winrate problem at the moment. He's just a crappy experience to play against, mainly due to an abusive skill order option. This was a slip up on my end in the 5.10 buffs, but I believe it can be addressed in a way that leaves the core high moments (rapid chain casting, NOT 100% uptime rooting) of the character intact while limiting some of the more abusive stuff. It's perfectly justifiable for players to be vocal about something that looks and feels unfair, regardless of whether or not they have numerical data to support their claims. You shouldn't need to know Ryze's win rate in order to tell me he feels dumb to play against."​

    Meddler on Lux Pre-Detonating E and W Shield Timing

    [​IMG]
    In a thread inquiring about Lux being able to pre-detonate her E and changing when her W's shield actually applies, Meddler commented on a few potential changes they are looking at:
    "Quote :
    Two things about Lux REALLY bother me.
    1) Lux can't pre-detonate her E like Gragas can for his Q or Ziggs can for his W. This lets tons of kills slip away because your target barely slipped out of the AOE before you could even give a detonation command. You're generally left waiting 0.1-0.2 seconds after Lucent Singularity reaches its destination before you can detonate it.
    2) Lux only gets the first application of her shield at the end of its cast animation, not at the beginning. That 0.1-0.15 second delay has killed me more times than I'd like.
    However, whenever I bring these up, people seem to raise their pitchforks and torches at me, and say that those delays are intentional. That can't be right, right? I mean, Lux has enough counters already, why should she be held further back by tech-based clunkiness? That just sucks ass, IMO.
    Pre-detonate on Lux E is something we've got on our backlog and will add at somepoint. It will add a bit of power, but should give a clear feel improvement and help out players with higher pings. Should be a pretty straight forward change, I'll see where it's up to, that's one we should have got in previously.
    Shield application at end of cast's currently intended functionality, rather than a bug. Having said that I do agree that there's a noticeable feel cost there, given almost every other shield in the game is immediate. I'll pass that suggestion on to the balance team, see if they've got any concerns about bundling it with the pre-detonate change."​
    When asked about her E's mana cost, he noted:
    "We feel a high mana cost on Lux's E is necessary, given its range and size of explosion. That mana limit's actually going to be a bit more important too after the pre-detonate change, given that will increase Lux's ability to land the E under some circumstances."​

    Recent 4-Win IP Boost for using FB Friend Finder

    [​IMG]
    Following a ton of reddit threads inquiring about it, Limely popped on the boards to remind everyone about the 4-Win IP boost that was handed out to players who linked their LoL and FB accounts prior to June 1st.
    "Hey everyone!
    You might have received a 4-win IP boost recently and wondered where that came from! Well, you unlocked it by finding friends with the friend discovery feature that connect your League and Facebook accounts. Mystery solved! :3
    Thanks,
    Limely
    P.S. We might do more (and louder) promotions around friend discovery in the future. Keep an eye out! ;)"​

    /ALL Chat | Dash Gets Dunked at the NACC Finals!

    Last up we have a new /ALL Chat! In this episode, the crew heads to the NACC Finals to get dunked.

    "We head to the North American Collegiate Championship Finals at the Barker Hanger in Santa Monica, California to hang with players and experience the party. Intense games were played, BBQ was consumed en masse, and player passion was off the charts.
    Carman Lam, co-founder of UBC eSports, discusses running one of the biggest eSports clubs in North America, and Volpin Props’ Harrison Krix and Tom Weiser go step-by-step through the trophy’s intricate creation.
    And then we drop Dash in a dunk tank.
    Tell us what you think!"​

    Patching Issues Help thread

    With Patch 5.11 on the way in less than 24 hours, remember to check out this patching help thread from dArtagnan should you find yourself encountering issues

    Continue reading...
     
    #3
  4. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    Patch 5.11 is on the way and the official patch notes have been posted!
    [​IMG]
    Continue reading for the complete notes, including three new Prehistoric skins releasing later in the patch, oodles of changes coming to the Twisted Treeline and Crystal Scar maps, and more!

    Here's the full 5.11 patch notes with an introduction by Pwyff & Scarizard:
    Greetings, Summoners.

    Welcome to patch 5.11 - the one where we buff Caitlyn and roll out some pretty significant changes to Twisted Treeline. That Caitlyn is being buffed isn't a milestone in itself, but when you consider how long it's been since we've given the Sheriff of Piltover any attention (hint: a long time), it's at least worth a novelty mention in the foreword. So here you go, Caitlyn. A foreword mention and a patch note.

    Moving on.

    As League continues to evolve through the regular season, we remain committed to our pursuit of champion diversity in as many different ways as possible. Today we looked at some of the highs and lows of the champion viability ladder and chose a few we could prod closer to the center. In some cases (like Katarina, LeBlanc, and Hecarim), we had champions putting out high amounts of oppressive (one might say frustrating) power, which ultimately translated to investigation tasks for us to deflate some strengths (or highlight weaknesses) without just kicking them to the curb. On the other end of the spectrum, we wanted to highlight certain unique strengths on undervalued champs with things like Caitlyn's Headshot upgrade, Aatrox's bloodier passive, or Kha'Zix's buffed isolation range (technically it's reduced, but in a good way).

    We also have some pretty big updates heading to everyone's favorite (one might say only) Twisted Treeline. We were in the process of doing a large cross-map consistency pass for all alternative map modes in League of Legends (you might remember our work on the Howling Abyss), and felt we could also do some broad balance adjustments while we were here. Check out the Twisted Treeline section of the patch notes for more information, because there's a lot of it.

    And that about encapsulates the contents of this patch. For those of you struggling to keep up in your games of League, we're always striving to ensure you won't be stuck up the river without a paddle. That said, if conventional means don't work, be careful who you call when seeking help; there's all sorts of things out there, preying on the wishes of desperate people. Mope, and you mope alone - laugh, and the world laughs with you. Or so they say.

    Boy that was cryptic.​


    Chris "Pwyff" Tom & Patrick "Scarizard" Scarborough
    Combat Text Tuning
    Look at this continued support. We're just throwing in some tweaks to address popular floating combat text concerns; specifically, recognizing critical strikes faster and better communicating individual sources of damage when damage-over-time abilities are running rampant.​
    CRITICALLY UNIQUECritical Strikes have had their motion, color, and icon adjusted to contrast more with regular damage text
    LOOK AT THIS ITERATIONWe've done some polish and bugfixes for floating combat text

    Champions
    [​IMG]
    Aatrox

    Blood Well's cooldown lowered at later levels.
    Aatrox is a champion that seeks to constantly all-in and punish poor positioning by diving head-first into battle, but this has always been at odds with Blood Well's monstrous cooldown. No longer! You should expect Aatrox's early dives to stay as tame as they've ever been, but now his team doesn't have to wait an eternity for him to be ready to throw-down in a late-stage moshpit (what else are you picking an ancient blood-god for, anyway?).​
    [​IMG]Passive - Blood Well

    COOLDOWN225 seconds at all levels 225/200/175/150 (at levels 1/6/11/16)

    [​IMG]
    Ashe

    League's most senior Marksman recently got some pretty big changes, and while she's certainly more satisfying to play, her damage is a little out of hand for such a utility-based champion. We're hitting some of her lane-bullying and tower-shoving potential to preserve her unique role as a more 'support-carry' as we take a deeper look at how she's settling into the competitive landscape for future follow-up.​
    General

    ROYAL ARMORYRecommended items updated

    [​IMG]Q - Ranger's Focus

    SAVE IT FOR SOMETHING THAT CAN FIGHT BACKThe 5-stack flurry attack no longer triggers on attacks against turrets

    [​IMG]W - Volley

    DAMAGE40/50/60/70/80 20/35/50/65/80

    [​IMG]E - Hawkshot

    VISION RADIUS WHILE TRAVELING1500 1000
    NEED EYES ON 'EMHawks update their vision more frequently as they travel

    [​IMG]
    Brand

    Brand's R will spread to nearby targets, even if his target uses Zhonya's Hourglass.
    When we were looking into Brand's unique niche as a chaos-sowing inferno-mage (that can be his official title if you'd like), we realized Pyroclasm was a pretty neat place to start. In reality, this change is half of what we wanted (and we'll be looking to get the second half out as soon as possible), but our end game is this: rather than thinking of Pyroclasm as a targeted nuke that chains off into everyone else, it's more of an area-effect inferno that starts at a "suggested" point (your targeted cast). After that, however, little Pyro (that's what we're calling him) just goes where he pleases, mindlessly seeking out nearby targets to set on fire.

    You'll see this further iterated on soon, when we make it so that if Pyroclasm ever tries to hit an untargetable body (either it gets dead mid-flight or uses Zhonyas or gets Bard ulted) during his bounce time, he'll just fly right on by to another victim, rather than fizzling out on the spot.​
    [​IMG]R - Pyroclasm

    NEWNO STOPPING MEIf Pyroclasm's original target becomes untargetable during its travel time, it will seek out a different target rather than just fizzling out on the spot

    [​IMG]
    Caitlyn

    Headshot's better against tanky targets, and R gives vision on cast.
    As mentioned in the foreword, it's been a while since Caitlyn was present in the patch notes. This doesn't inherently mean that every champion that hasn't been touched in forever is due, but when the meta has shifted to favoring Marksman that excel in dealing damage while kiting and the Sheriff was AWOL, we figured something was up. Not much behind some general improvements to what feel like bugs (especially in regards to R and Vision), but now Headshot's fancy bonusarmor penetration (as in, only penetrates bonus armor like Yasuo's R) will help keep Caitlyn's shots relevant in a late-game of tanks and fighters as she loads them up with greater frequency.​
    [​IMG]Passive - Headshot

    NEWPILTILE SNIPERNow ignores 50% of the target's bonus armor (champion only)

    [​IMG]W - Yordle Snap Trap

    ARM TIME1.0 seconds - 1.25 seconds standardized to 1.1 seconds
    BUGFIXFixed a bug where certain dashes could pass over the traps without triggering the root

    [​IMG]R - Ace in the Hole

    TRAINED EYENow gives vision at start of cast instead of at start of channel

    [​IMG]
    Ekko

    Movespeed down, clarity increased for opponents on W and R.
    It doesn't take a time-traveler to see Ekko was a little Chrono-broken in 5.10. It's still early, so we're still gathering data and taking a good look at how players are adapting to his in-and-out skirmish style of play, but it's easy to see he needs a little off the top (have you seen his hair?). With that in mind, we're making some numbers adjustments and upping the clarity (without stomping on his damage output) for his opponents to smooth things out as we continue to evaluate Ekko's performance across each timeline.​
    General

    MOVEMENT SPEED345 340

    [​IMG]W - Parallel Convergence

    COST30/40/50/60/70 mana 50/55/60/65/70 mana
    VISIONGranted on cast Granted 2 seconds after cast
    CLARITY CONVERGENCEDetonation zone is now more readable for opponents

    [​IMG]R - Chronobreak

    EKKO LOCATIONIncreased visibility of Ekko's time-clone following Ekko for the enemy team

    [​IMG]
    Hecarim

    Cleaning up Passive and E to not be insane with Homeguard.
    Both of these changes are targeted specifically at Hecarim's particularly insane synergy with Homeguard and Teleport. For someone that already provides great initiation and damage, Warpath and Devastating Charge were adding so much damage to his combo that this edge-case gets to be unbearable for anyone not sporting a Malphite's worth of armor to withstand. We're pretty good with how Hecarim's doing outside of this specific interaction, which is why we're being so surgical towards it here.​
    [​IMG]Passive - Warpath

    UPDATE CYCLE1 second 0.25 seconds

    [​IMG]E - Devastating Charge

    MOVEMENT SPEED BONUSStacks multiplicatively with other movement speed bonuses Stacks additively with other movement speed bonuses

    [​IMG]
    Jayce

    Transform now has 1 rank, Jayce's spells now have 6.
    For the average player, putting points in R feels like a trap and was rarely satisfying, so we're adding 6 ranks to his spells and giving Jayce his bonuses from Transform when he would have gotten them for free. Below this context are a lot of numbers, but the key things to take away are that Jayce now has very different power spikes relative to other champions, and his signature Shock Blast / Acceleration Gate combo is much stronger, pushing the incentive to take him over similar choices in a dedicated poke/siege strategy.​
    [​IMG]Q - To The Skies!

    BASE DAMAGE20/65/110/155/200 30/70/110/150/190/230
    COOLDOWN16/14/12/10/8 seconds 16/14/12/10/8/6 seconds
    SLOW30/35/40/45/50% 30/35/40/45/50/55%
    [​IMG]Q - Shock Blast

    DAMAGE60/115/170/225/280 70/120/170/230/270/320

    [​IMG]W - Lightning Field

    DAMAGE100/170/240/310/380 100/160/220/280/340/400

    [​IMG]W - Hyper Charge

    DAMAGE MULTIPLIER70/80/90/100/110% 70/78/86/94/102/110%
    COOLDOWN13/11/9/7/5 seconds 13/11.4/9.8/8.2/6.6/5 seconds

    [​IMG]E - Thundering Blow

    DAMAGE8/11/14/17/20% of target's maximum health 8/10.4/12.8/15.2/17.6/20% of target's maximum health
    COOLDOWN14/13/12/11/10 seconds 15/14/13/12/11/10 seconds

    [​IMG]E - Acceleration Gate

    MOVEMENT SPEED BONUS30/35/40/45/50% movement speed 30/35/40/45/50/55% movement speed

    [​IMG]R - Transform

    NEWNATURAL TRANSFORMATIONOld level-up benefits now given at levels 6/11/16

    [​IMG]
    Katarina

    E's early damage ratio lowered.
    We'll keep this one short: Katarina's Shunpo is essential to help her get around and chain multi-kills once she's Death Lotus'd up a storm, but the base and ratio were contributing far more to her midgame burst than what's intended from a flexible mobility spell. Lowering it makes her work harder and be more cautious with when to enter a fight if she wants to make it out alive.​
    [​IMG]E - Shunpo

    BASE DAMAGE60/85/110/135/160 40/70/100/130/160
    RATIO0.4 ability power 0.25 ability power

    [​IMG]
    Kha'Zix

    HE'S OUT TO GET YOU
    Just tossin' a little love over to Kha'Zix's isolation radius. Kay-Z doesn't have ways of naturally isolating his opponents, so we're looking for a middle-ground between 'killing you right next to your support' and 'opportunistically catching people out of position'.​
    [​IMG]Q - Taste Their Fear

    ISOLATION RADIUS500 425

    [​IMG]
    LeBlanc

    It's time.
    One of the most notorious champions in League of Legends, Leblanc's reason for being in the patch notes this time around aren't unlike her colleagues in Riven and Zed; She's flashy and hard to master, but can be pretty frustrating to fight once the snowball gets rolling. Leblanc's changes this patch are all in the name of increasing her opponent's ability to react. Her nigh-unparalleled ability to delete a high priority target (or double-distort into the backlines for massive damage) are left intact, but making her combo easier to dodge can be the difference between a big play or a blunder that encapsulates LB's tricky brand of Risk vs. Reward.​
    [​IMG]W - Distortion

    MISSILE SPEED1600 1300

    [​IMG]E - Ethereal Chains

    MISSILE WIDTH70 55
    DISTANCE CHECKChecks to see if the target has broken the tether four times as fast
    LET'S STAY CONNECTEDFixed a bug where Ethereal Chains would fizzle on Morgana's Black Shield, even if it broke through it

    [​IMG]R - Mimic: Distortion

    MISSILE SPEED1600 1300

    [​IMG]R - Mimic: Ethereal Chains

    MISSILE WIDTH70 55
    DISTANCE CHECKChecks to see if the target has broken the tether four times as fast
    LET'S STAY CONNECTEDFixed a bug where Ethereal Chains would fizzle on Morgana's Black Shield, even if it broke through it

    [​IMG]
    Malphite

    W reworked to give armor passively, activate to rock-slap people.
    These changes for Malphite are all about 'Play Pattern', which is to say the style in which a champion executes their abilities in the game. Malphite's kind of a one-trick-pony - after using Unstoppable Force and getting in your grill, he quickly runs out of things to do and finds himself waiting for cooldowns (and hoping you can't escape or kill him as he does it). We're changing Brutal Strikes to be a more satisfying button press and help him have something to do to kill the time. We're aware that AP Malphite's been popping up somewhat recently, and while build diversity is sometimes neat, we're more interested in what this does for Malphite's flexibility in playstyle. We'll iron out the scaling as necessary, but the idea is giving the ol' rolling stone a rock solid game-plan when his basic spells don't get the job done.​
    [​IMG]W - Brutal Strikes

    PASSIVEBasic attacks deal 30/38/46/54/62% attack damage to nearby enemies Malphite gains 10/15/20/25/30% additional armor
    ACTIVEMalphite gains armor and attack damage Basic attacks deal an additional 25/40/55/70/85 (+0.15 ability power) physical damage to the target and nearby units
    CLARITY SLAPBrutal Strikes now displays a visual effect that indicates the effective area
    CLOBBERIN' TIMEBasic attacks while Brutal Strikes is active now use Malphite's critical strike animation

    [​IMG]
    Orianna

    R's lock-out on snapping back to Orianna slightly increased.
    Before y'all get into a fit about Orianna being nerfed, this one's actually pretty simple: this increased cooldown only affects Shockwave when the ball returns to Ori as a result of out-ranging it, meaning you're less likely to accidentally ult on top of yourself when you don't mean to. When casting Command: Protect on yourself (or simply walking over the ball to pick it up), there's no change. Huzzah! Context!​
    [​IMG]R - Command: Shockwave

    COOLDOWN UPON OUT-RANGING THE BALL0.5 seconds 0.75 seconds

    [​IMG]
    Ryze

    W and E no longer grant passive stacks / trigger cooldown effects if he casts them just as the target dies.
    Sorry about that!​
    [​IMG]Passive - Arcane Mastery

    WHOOPSFixed a bug where Ryze could use W - Rune Prison and E - Spell Flux on a dying target to build passive stacks without completing the spellcast (or using mana)

    [​IMG]
    Sejuani

    We're repeating ourselves, but this change is finally implemented from 5.10. W's on-hit bonus damage now deals less of the target's max health.
    We're repeating ourselves, but this change is finally implemented from 5.10. Might as well copy paste that context again: for a tanky, crowd-control focused armor lady, Sejuani's dealing a whole boar-load of damage (sorry) in addition to her super disruptive glacial powers. Reducing some of that damage lets us focus Sej on what she does best - being a tanky, crowd-control focused armor lady (we just said that).​
    [​IMG]W - Flail of the Northern Winds

    BONUS MAGIC DAMAGE4/5.5/7/8.5/10% of target's maximum health 4/4.5/5/5.5/6% of target's maximum health

    [​IMG]
    Shen

    Passive and E are better late-game. Also, Shen finally has magic resistance per level.
    Ah, Shen. Once the poster-child of split-pushing, Shen finds himself in a rough spot - a world where his strategic niche (global pressure) is now shared by a vast majority of top laners due to Teleport's presence in the modern metagame. Teleport allowing such a wide group of champions to participate from such an isolated position is a pretty neat thing, so while we aren't necessarily solving that today, we're hooking Shen up with some late-game goodies to keep up the pressure where he falters most. While there's other changes that are self explanatory, Ki Strike's the biggest of the few here. Tanks in LoL require some amount of sustained threat (or they aren't worth being so hard to take down), and by significantly upping the output of Ki Strikes, Shen can return to being a map-wide nuisance and a tower-taking threat that demands an answer.​
    General

    BASE MAGIC RESISTANCE30 32.1
    MAGIC RESISTANCE GROWTH STAT0 1.25

    [​IMG]Passive - Ki Strike

    COOLDOWN9 seconds 9/8/7 seconds (at champion levels 1/7/13)

    [​IMG]E - Shadow Dash

    COST100 energy 100/95/90/85/80 energy

    [​IMG]
    Shyvana

    W gives Shyvana stronger basic attacks for its duration.
    Despite a brief spark in competitive play via Cinderhulk/Skirmisher's Sabre, Shyvana remains a champion that feels left behind. We're loading her up with more basic-attack beatdowns when Burnout is active to reinforce her melee moshing and make you feel better when diving in for the kill.​
    [​IMG]W - Burnout

    BURNING FINGERNow does 25% of Burnout's AoE damage per basic attack for the duration (still does AoE magic damage per second)
    BUGFIXFixed a bug where Burnout had twice its bonus attack damage ratio only while in Dragon Form

    [​IMG]
    Sivir

    R's burst of speed weaker at later ranks.
    Before we get to Sivir, let's talk for just a sec about diversity. Just as Feral Flare, Cinderhulk, and nowadays Luden's Echo, it's not an uncommon thing in League for one option (though unique on its own) to become the 'best' and crowd out others from viability. Part of our hyper-meta-goal of Champion Diversity is not only making sure that each champion has a niche, but that there are multiple niches that co-exist to make a pretty cool strategic landscape.

    So how does Sivir fit into this?

    Sivir's niche has always been well-defined: make your team go faster than the other team (usually involving lots of murder upon arrival) at the expense of hyper-carry damage output. The larger issue is that in a game where tanks have found their footing once again and items like Righteous Glory help the initiator-on-the-go, Sivir's become much less of a champion you pick when you want to synergize with hard-engaging and instead turns every team she's on into a 'hard-engage' team, no matter what the composition looks like (If you're old enough to remember Nidalee before her rework, this was a similar issue - you didn't pick Nidalee into a 'poke comp', your team became a poke comp by virtue of having Nidalee on it).

    That brings us to where we are today, where people are picking Sivir with long-ranged poke champions and managing to get the best-of-every-world and shutting out diversity in the types of compositions that see play. This change is a revert to the one we gave her in patch 4.13 (a time long before tanks and Righteous Glory existed) but we'll be keeping an eye on when and how teams pick Sivir now that she doesn't carry the burden of enabling heavy engage teams all by herself.​
    [​IMG]R - On The Hunt

    INITIAL MOVEMENT SPEED DURATION2/4/6 seconds 2/3/4 seconds

    Items
    [​IMG]
    Luden's Echo

    Luden's Echo builds less charges per spell cast and scales lower with ability power
    This will be long because we feel like talking about item philosophies. Up front: Luden's Echo is pretty strong. That said, the direction of our changes are a lot more nuanced then "make it less strong!" so we'll explain. First, what makes an item like Luden's Echo 'strong,' and why is that problematic? Balance issues aside, we'd be much happier if Luden's Echo was situationally strong - where picking it up at the right time conferred a great deal of power, but not so much at other points in time. Unfortunately, Luden's Echo is just straight up powerful, so it becomes the default choice for all AP champions that can use it. If you want to take that situation one step further, a very strong item in the ecosystem starts to warp champion viability around "who can use that item the best," rather than the other way around (see also: old Challenging Smite top lane, or old Feral Flare).

    So that's the problem space we're dealing with.

    So our second point: when we want to tackle a powerful item like Luden's Echo, we want to make sure we're pushing it in a unique direction so that when a mage does pick it up, they're doing so for very specific reasons. Rabadon's Deathcap, for example, is an item you rush when you want to hit that late game AP spike that no other item can offer. Luden's Echo, then, gives a strong early-game benefit with its high base-damage proc. As such, we decided to reduce its ability power ratio so there was less overlap with Deathcap's end game fantasy (look, even items can have them). The charge stack decrease on spell cast also feeds into our philosophy of focusing Luden's identity - specifically as one that benefits kite-focused mages heavily, meaning it should always be rewarding continuous movement and spellcasting (but not purely one or the other). If we were to make future changes to Luden's Echo, you'd probably see us further tunneling in on those values, but this was a very long context post to explain some of our nuanced philosophy when it comes to items. Sorry.​
    I'M CHARGING MY LUDEN'SLuden's Echo charges stacks at a rate of 20 stacks per spell cast 10 stacks per spell cast
    ABILITY POWER RATIO0.15 0.1
    CONSISTENCY, MANThis change includes Twisted Treeline and Dominion versions of Luden's Echo as well

    Twisted Treeline & Crystal Scar
    Visual updates

    Crystal Scar and Twisted Treeline were lagging a bit behind in terms of map-agnostic visual improvements like animated victory/defeat screens, loading screen art, and new minion models. We’ve brought these improvements to Dominion / TT matches everywhere, in addition to a comprehensive texture pass to bring these maps more in line with their big brother (sister?).​
    NOW LOADINGThe loading screen for Crystal Scar and Twisted Treeline matches now have background art
    IT’S ALIVEEnd of game victory/defeat banners are now animated!
    BRUSH PHYSICSBrush now sways ambiently and rustles when champions move through it

    (CRYSTAL SCAR) MINION MIGRATIONMinion models have been replaced with reskinned assets from the updated Summoner's Rift.
    (CRYSTAL SCAR) SMOOTH AS CRYSTALTextures across the map have been updated to remove visual noise and feel more like other maps
    (CRYSTAL SCAR) COLOR CONSISTENCYAll textures, particles and UI elements now use the Blue/Red color scheme

    (TWISTED TREELINE) FAREWELL, SUMMONERSMinion, inhibitor and nexus models have been replaced with reskinned assets from the updated Summoner's Rift. We've kept the blue-purple color scheme since red doesn't fit Twisted Treeline's thematics.
    (TWISTED TREELINE) BRUSH FIX-ICSBrush has been adjusted to ensure each brush gives the same vision into lane as its mirror on the other side of the map
    (TWISTED TREELINE) HOT MOSSGolems have received a texture update
    (TWISTED TREELINE) REINFORCED HEALTH BARSStructures now have custom health bars

    [​IMG]
    Lord Van Damm's Pillager

    Now applies a bleed on crit instead of amplifying crit damage.
    We don’t have anything against bringing Infinity Edge’s crit damage multiplier to other maps, but it was kind of random to shoehorn it in at the expense of Wicked Hatchet’s unique identity. Pillager now inherits Wicked Hatchet’s bleed effect in an appropriately buffed state - this is, after all, a consistency pass.​
    NEWUNIQUE PASSIVE - CRITICAL VISIONCritical strikes cause enemies to bleed for an additional 150% of bonus Attack Damage as magic damage over 3 seconds and reveal them for the duration
    REMOVEDSORRY YASUONo longer causes critical strikes to deal 250% damage instead of 200%

    [​IMG]
    Wicked Hatchet

    A small buff. Move along.​
    WHAT ARMOR?UNIQUE Passive: Critical strikes cause enemies to bleed for an additional 60% of bonus Attack Damage as physical magic damage over 3 seconds.

    [​IMG]
    Overlord's Bloodmail

    Overlord's has traditionally been a bit of a boring item - a health boost with a conditional passive. The addition of Crystalline Bracer makes it a little more enticing while smoothing out its build path.​
    RECIPEGiant's Belt + Ruby Crystal + 1055 gold Giant's Belt + Crystalline Bracer + 900 gold
    TOTAL COST2455 gold 2500 gold
    HEALTH850 800
    NEWHEALTH REGENERATION+100% base health regeneration
    UNIQUE PASSIVEUpon champion kill or assist, restores 300 Health over 5 seconds (unchanged)

    Twisted Treeline
    Some high-level context here: while we were doing our consistency pass-through on alternative maps, we identified some low-scope opportunities to react to player feedback for Twisted Treeline's larger balance / game pacing issues. You'll see this reflected in most of our changes, so read below for the full story, but we'll keep an eye as to how these impact game pacing on Twisted Treeline, and adjust accordingly if they push things a little too crazy.​
    Global game flow changes

    Here be complicated math, so let’s just leave things simple: level-up requirements and death timers now scale more consistently from level to level.​
    EXPERIENCE CURVESmoothed out
    DEATH TIMERSSmoothed out

    Jungle changes

    Camps are easier and spawn slightly earlier
    One of Twisted Treeline’s major draws is its flexible meta: when duo lane and jungler comps are both competitive, we see a wider variety of champions and strategies in play. At the moment, though, Treeline camps are so damn tough that dedicated junglers have fallen out of favor. We’re tweaking things across the board to help bring the role back up to par.

    Note: since camps now start at level 2, we’re showing spawn values (old level 1 vs. new level 2) rather than base values.​

    General changes

    CAMP SPAWN TIME1:40 1:35
    CAMP STARTING LEVELLevel 1 Level 2
    EXPERIENCE REWARDJunglers now reach level 2 after clearing 1 camp and level 3 after a full clear

    Big Golem

    HEALTH ON SPAWN1440 1240
    DAMAGE ON SPAWN73 70
    Golem

    HEALTH ON SPAWN540 480
    DAMAGE ON SPAWN35 33

    Wraith

    HEALTH ON SPAWN1200 1050
    DAMAGE ON SPAWN55 52
    Lesser Wraith

    HEALTH ON SPAWN250 230
    DAMAGE ON SPAWN20 18

    Giant Wolf

    HEALTH ON SPAWN1320 1120
    DAMAGE ON SPAWN42 40
    Wolf

    HEALTH ON SPAWN420 390
    DAMAGE ON SPAWN16 15

    Vilemaw

    Vilemaw takes longer to kill, is harder to solo and now grants a minion-buffing aura instead of a stat boost.
    For an undead spider god, Vilemaw has never really been a meaningful objective; instead, it tends to be taken as the last item on the checklist to snowball a game into victory. Contrast that to SR, where teams often act based on Baron/Dragon pressure, and it’s clear we have room for improvement.

    We’ve decided to widen the window for interference during Vilemaw attempts and to give Crest of Crushing Wrath (kudos if you recognized the name) a solid identity as a sieging tool. Clear incentives should allow teams to make smart plays around Vilemaw not only through optimal buff use but also in prepping the map, trading other objectives, and even team comp selection.​

    General

    REINFORCED HEALTH BARSVilemaw now has a custom health bar. It's pretty.
    RESPAWN TIME5 minutes 6 minutes
    JUNGLE TIMERHas one

    Combat updates

    HEALTH3500 5500
    ATTACK DAMAGE113 100
    AOE SLAM ATTACKRange slightly increased, area of effect slightly decreased
    MELEE ATTACKSDelay on attack shortened
    NEWSPIDERWEBSVilemaw's attacks now reduce attack speed in addition to reducing armor and magic resistance
    EIGHT EYES, AND YET...Removed a few 'blind spots' where champions could stand to avoid being attacked by Vilemaw during the encounter

    Crest of Crushing Wrath

    NEWTOO SPOOKYUpon killing Vilemaw, champions become ghosted, ignoring all unit collision for the duration of the buff. Additionally, nearby minions gain aura bonuses (noted below), and briefly terrorize nearby enemy minions on first contact (much spooky).
    MELEE MINIONS+20 armor & magic resistance, +20% attack speed, +15 attack damage, +75 attack range
    CASTER MINIONS+10 armor & magic resistance, +10% attack speed, +20 attack damage, +100 attack range
    CANNON MINIONS+30 armor & magic resistance, +10% attack speed, +50 attack damage, +750 attack range
    SUPER MINIONS+10 armor & magic resistance, +10% attack speed, +10 attack damage
    REMOVEDSNOWBALLS ARE FOR ARAMNo longer grants bonus health regen, mana regen, cooldown reduction or attack speed
    DURATION2 minutes 3 minutes

    Altar changes

    We've changed the altar buffs to be less snowbally and more interesting. Like Vilemaw. Consistent goals are good.​

    1-Altar buff

    The problem with explicitly attaching income to a buff is that teams only tend to lose control of the buff when they’re behind. Once income discrepancy is established, the enemy team no longer has to work to extend a lead - the game passively does that for them. We're subbing in a large movement speed boost which is still impactful if stolen, but won’t snowball the game unless the enemy team takes advantage of its absence.​
    NEWSPOOKY SPEEDNow grants +10% movement speed
    REMOVEDSNOWBALLS ARE FOR ARAMNo longer grants +3 gold on unit kill
    NEWTHE GOLD MUST FLOWDefault gold value of all minions/monsters increased by 3to compensate

    2-Altar buff

    The flipside of one team losing their altar is the other team controlling both. Again, this situation tends to imply that one team has taken control of the game. Rewarding that control with a stat bomb makes it extremely hard to swing the game back toward equilibrium because the 2-altar-buffed team became stronger in every situation. We've shifted the 2-altar buff to instead enable objective sieging (like the new Vilemaw buff), adding a specific type of power that can be played toward and against.​
    NEWSPOOKY SIEGINGNow restores 1% maximum health on minion or monster kill
    REMOVEDSNOWBALLS ARE FOR ARAMNo longer grants +10% bonus attack damage and ability power

    Turret rebalancing

    Turrets are sturdier and there’s one more in each lane.
    Turrets are pretty flimsy on Treeline, as best exemplified by the Nexus turret’s susceptibility to a single unaccompanied super minion wave. We’re bolstering defenses across the board and upping the threat of Inhibitor and Nexus turrets to make sure teams have to actively strive for objective control.​

    Global backdooring changes

    REINFORCED ARMORAll turrets gain 75 200 armor and magic resistance if no enemy minions are nearby

    NEWOuter turrets

    With the recessed positioning of inner turrets, getting any structures on the scoreboard required teams to extend really, really far into enemy territory. Given the lack of visibility tools on the map, most are unwilling to make this risk in the early game, meaning when the first turret falls, that's usually a sign of Bad Things to come. It’s worth noting that this is a big reason why squishy/immobile champions have had a historically poor showing on Twisted Treeline.

    We’re adding a new set of outer turrets as an early-game objective to address these concerns. They’re intentionally weaker than the remaining turrets since our goal isn’t to extend match times.​
    NEWOUTER TURRETSBoth teams now have a third turret in top and bottom lane
    HEALTH1850
    ARMOR & MAGIC RESISTANCE50
    DAMAGE152
    GLOBAL GOLD100

    Inner turrets

    HEALTH2050 (unchanged)
    DAMAGE190 160
    ARMOR67 100
    MAGIC RESISTANCE100 (unchanged)
    GLOBAL GOLD150 125

    Inhibitor turrets

    HEALTH2350 (unchanged)
    DAMAGE170 (unchanged)
    ATTACK SPEED0.83 1.25
    ARMOR60 100
    MAGIC RESISTANCE100 (unchanged)
    GLOBAL GOLD150 100

    Nexus turret

    HEALTH2650 (unchanged)
    DAMAGE180 150
    ATTACK SPEED0.83 2.50
    ARMOR67 100
    MAGIC RESISTANCE100 (unchanged)
    GLOBAL GOLD150 100

    REMOVED
    Vision-granting items

    Not having wards on Twisted Treeline adds a level of fear you'd expect from the Shadow Isles, but also means squishy champions don't have great ways of moving safely around the map. It also leads to (get ready for it) snowballing: when you’re ahead, you have more control over the map, more strength in a jungle fight, and less to lose from hanging out in a brush. We saw an opportunity to address some of these concerns with the trinket slot to give players more compelling choices than "facecheck the jungle or AFK at turret".

    The immediate change below might not make sense here (we talk about how snowbally vision is, and then we remove vision granting items), but if you go one changelist below that, you'll see we're introducing a trinket! So... please read below.

    The following items have been removed from Twisted Treeline:​
    [​IMG]Grez's Spectral Lantern

    [​IMG]The Lightbringer

    [​IMG]Hextech Sweeper

    [​IMG]
    NEW
    Hextech Sweeper Trinket

    That was a short-lived removal. This new Hextech Sweeper briefly grants vision and reveals stealthed units in the target area.
    Rather than forcing teams to invest heavily in vision granting items (and further reinforce the snowbally nature of TT), we're switching the vision game over to a trinket system so that all can participate. That said, our intent isn’t to completely trivialize vision, so we’ll be keeping an eye on how the new trinket plays out and make followup changes as appropriate.​
    ACTIVEHunter's Sight: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing traps and enemy champions that enter for 3 seconds
    COOLDOWN60 seconds

    [​IMG]
    REMOVED
    Madred's Razors

    Collateral damage.
    With the removal of Grez's Spectral Lantern, Madred's doesn't build into anything. That's depressing, so we're deleting it.​
    REMOVEDIS A THINGIs no longer a thing

    Battle Training
    WATCH OUT FOR THAT SENTINELThe loading screen for Battle Training has been updated
    Ranked Updates
    Diamond 5 LP Gains

    We rolled out this change partway through 5.10 but wanted to shed more light on it here. Many players have been hitting an LP wall as soon as they're promoted from Platinum into Diamond, with victories rewarding less and defeats removing more. We want to stress that this wasn't a bug, but a consequence of Diamond representing a much wider skill range than we had designed for.

    Technical explanations aside, Diamond players should still be ready to put in a lot of hard work to progress into higher divisions, but climbing shouldn't feel as impossible as before.​
    DIAMOND 5 LP GAINSSmoothed out for most players. D5 players close to demotion will continue to see low gains until their MMR climbs back to Diamond levels.

    Champion Mastery
    You all know why.​
    SWAGThe rank 5 Champion Mastery emote is now visible to the enemy team.

    Bugfixes
    • Azir soldiers no longer spam their attack animation while idle
    • Heimerdinger's turret charge bars have been moved back down to their correct position
    • Fixed edge cases where Gromp buff, Cinderhulk aura and the jungle item damage-over-time proc were killing large monsters instead of leaving them at 1 health
    • Muramana no longer consumes mana when attacking wards
    • Ardent Censer's passive now grants assists even when applied by healing a full-health ally

    Upcoming Skins
    The following skins will be released during patch 5.11:


    Points of Interest from the 5.11 PBE

    Here's a brief look at a few of the new things included in patch 5.11, including things mentioned above in the patch notes and things discovered during the last PBE cycle! Most of this coverage includes preview screen shots and video taken during the 5.11 PBE cycle and may vary from what is pushed to live.

    Upcoming Champion Skins

    Patch 5.11 is set to include a total of THREE new champion skins - Prehistoric Anivia, Prehistoric Cho'Gath, and Prehistoric Renekton. As usual, no release dates for any of these but we'll have complete preview posts ready when they launch!

    [​IMG]
    Prehistoric Anivia​


    750 RP
    [​IMG]

    Prehistoric Cho'Gath​


    750 RP
    [​IMG]

    Prehistoric Renekton​


    750 RP
    [​IMG]

    More screen shots can be found in our 5.11 PBE coverage.

    Twisted Treeline and Crystal Scar updates

    As mentioned above, there are a ton of changes coming to the Twisted Treeline and Crystal Scar maps in patch 5.11!

    From our 5.11 PBE coverage, here's a quick look at some of the larger visual additions:

    First up is the new textures for Golems and the updated minions and structures.
    [​IMG][​IMG]
    [​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG]
    Each lane on Twisted Treeline now has an extra turret closer towards the middle of the map.

    Blue Side:
    [​IMG][​IMG]
    [​IMG]

    Purple Side:
    [​IMG][​IMG]
    [​IMG]

    and finally, the distance between the two new towers:
    [​IMG][​IMG]



    Similar to the timer for Dragon and Baron on Summoner's Rift, a timer has been added for Vilemaw on Twisted Treeline.
    [​IMG]
    [​IMG]


    Next up is a set of shots from the Crystal Scar texture updates, including color changes to the bases:
    [​IMG]
    [​IMG][​IMG][​IMG]
    [​IMG][​IMG]

    New loading screens for Crystal Scar, Twisted Treeline, and the Tutorial.
    [​IMG][​IMG]
    [​IMG]

    Splash Art Changes

    The shared splash art for the recently released High Stakes skin set has been altered, with changes to the throne that King of Clubs Mordekaiser is sitting on.
    [​IMG]
    As such, King of Clubs Mordekaiser's loading screen slice has also been changed:
    [​IMG][​IMG]
    [NEW (Left) vs OLD (Right)]

    Miscellaneous

    • A mysterious laugh can be heard if you walk into the river and do an emote laugh (default control +4 or /laugh in chat). There are a total of five different laughs that can trigger.

    • As mentioned above, Malphite's W now has a visual indicator for the cleave range it's on hit effect.
    [​IMG]



    • Several esports summoner icons originally added in 5.10 have been updated or tweaked, including Enemy (NA) , Kabum (BR ), KLG (LAS) , and ROX (RU)
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    • A Porowl critter has been added to Summoner's Rift. You can find him under the red side, inner top tower in the trees.
    [​IMG]


    Continue reading...
     
    #4
  5. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    [This is a WORK IN PROGRESS POST ]

    With patch 5.11 headed to live, today's patch kicks off the 5.12 PBE cycle! Today's patch includes new Pool Party skins for Draven, Dr. Mundo, Lulu, Rek'Sai, and Zac, new Chroma packs for Caitlyn, Darius, Morgana, Rocket Girl Tristana, and Zac, a new Anivia splash art, and more!
    [​IMG]
    Continue reading for more information!

    (Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )​

    Table of Contents


    New Pool Party Skins

    To kick off the 5.12 PBE cycle we have a cool batch of five new Pool Party skins - Pool Party Draven, Dr. Mundo, Lulu, Rek'Sai, and Zac!
    Pool Party Draven​


    975 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    Here's Riot KateyKhaos with a bugs and feedback thread for Pool Party Draven!
    "Hit the beach (or the Rift) in styyyle with Pool Party Draven!
    Pool Party Draven will be 975 RP* and includes:
    • New model and texture!
    • Some new particles!
    • Some new sound effects!
    • New recall animation!
    Pool Party Draven is now available to play on PBE! As always, we find bug reports and feedback super helpful, so please feel free to comment in the thread below! Likewise, if you’ve got questions regarding the skin, post ‘em here, and we’ll do our best to answer them!
    *Prices on PBE are subject to change."​

    Pool Party Dr. Mundo​


    975 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    [There is an ERROR in the video. His Q has unique SFX.]

    Here's Nurse Flan with a bugs & feedback thread for Pool Party Dr. Mundo:
    "Mundo thinks he needs a vacation.
    Mundo wants to go to the pool.
    Mundo gonna wear his favorite blue Hawaiian shirt.
    Mundo won't forget his ukulele!
    Mundo has new things today!
    • New tropical model! (that Hawaiian shirt!)
    • New cleaver! (ukulele!)
    • Some new particles! (fun in the sun!)
    • New recall! (RIP ukulele)
    • *975 RP (pricing subject to change)
    • He lifts, bro.
    Mundo thinks you should leave your bugs and feedback in this thread. Or Mundo gets really mad.
    See you on the Mundo!"​

    Pool Party Lulu​


    1350 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Here's Nurse Flan with a bugs & feedback thread for Pool Party Lulu:
    "The best part about a Pool Party are the inflatable floaties! Though when too many people show up at the pool, the next best place to go is the beach!
    Pool Party Lulu's packed up her trusty inflatable squid hat and arm floaties and went to the beach to build some sand castles. Be careful with Pix the Puffer Fish though, we don't want him to pop anything!
    Check out all the cool, new, watery things this Yordle packs!
    • Completely new model (the squid hat eyes bobble!)
    • New particles! (so watery, with a sandcastle in the ult!)
    • New recall! (the squid takes over!)
    • Her clamshell staff opens up during her autoattacks!
    • New watery sound effects!
    • Pix the Puffer Fish!
    • *1350 RP (price subject to change)
    As players who get the first look at this in-progress skin, it would be wonderful to hear your thoughts and feelings on Lulu's new Pool Party skinaw! The feedback and bugs you leave here will help us get a better idea of things we may still have to take a look at. :]
    See you on the Rift!"​
    Pool Party Rek'Sai​


    1350 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Here's Riot KateyKhaos with a bugs & feedback thread for Pool Party Rek'Sai:
    "You’re gonna need a bigger ult.
    Rek’Sai joins the pool party this year – but beware – if you’re looking for a shark, you’re not gonna find her only on the land. ;D
    Pool Party Rek’Sai will be 1350 RP* and includes:
    • New model and texture for Rek’Sai and her tunnels!
    • All new particles!
    • All new sound effects!
    • New recall and Void Rush (R) animations!
    Pool Party Rek’Sai is now available to play on PBE! As always, we find bug reports and feedback super helpful, so please feel free to comment in the thread below! Likewise, if you’ve got questions regarding the skin, post ‘em here, and we’ll do our best to answer them!
    *Prices on PBE are subject to change.​

    Pool Party Zac
    1350 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Here's Galetta with a bugs & feedback thread for Pool Party Zac:
    "Time to introduce myself,
    Pool Party Zac is here to make a splash! Everyone's favorite blob is finally ready to make his dramatically late debut at this years pool party! This skin includes:
    • New model and texture!
    • New Recall animation!
    • All new particles!
    • All new Sound Effects!
    This skin will be 1350rp. (pricing on PBE is subject to change)
    Your feedback and bug reports are extremely helpful to us, so please check out Pool Party Zac and let us know what you think! Feel free to drop any bugs you find in this thread as well!
    See you on the Rift!
    Note: Zac's base animations for his (E) and (R) have gotten some quality of life clean up and adjustments! These changes aren't unique to his Pool Party skin, they will appear on his base and all of his existing skins!"​

    New Chroma Packs

    We also have new chroma packs for Caitlyn, Darius, Morgana, Rocket Girl Tristana, and Zac!

    Before we jump into previews, here's Riot LoveStrut with a context post on the latest additions:​
    "Chroma Packs are back (now with 300% more gomu gomu). We’re bouncing out four new champion base chroma packs and one champion skin chroma pack, all designed with a specific theme in mind. So whether you’re terrorizing your foes with Morgana Haunt or dropping the axe with Darius Forge, these chroma packs re-imagine champs and skins as you know them.
    This round of chroma packs includes Morgana Haunt, Darius Forge, Caitlyn Rebel , Zac Sweet, and Rocket Girl Tristana Punk for 590 RP each.​
    [​IMG]
    Let us know what you think of this champ and skin selection and who you think we should deck out in colors next! Got questions? Check out the Chroma Pack FAQ here.
    On to a better look:
    Caitlyn Rebel Chroma

    590 RP for 3
    [​IMG]
    [​IMG]
    [​IMG]


    Darius Forge Chroma

    590 RP for 3
    [​IMG]
    [​IMG]
    [​IMG]


    Morgana Haunt Chroma

    590 RP for 3
    [​IMG]
    [​IMG]
    [​IMG]


    Rocket Girl Tristana Punk Chroma
    590 RP for 3
    [​IMG]
    [​IMG]
    [​IMG]


    Zac Sweet Chroma

    590 RP for 3
    [​IMG]
    [​IMG]
    [​IMG]


    Over on Twitter, KateyKhaos commented on the Zac's Chroma: " TO CLARIFY: The Zac Sweet Chroma pack includes Bubblegum (pink) Honey (yellow) and Orange (...orange). It does NOT include 'black Zac'."
    For reference, this is the ​
    black Zac chroma that will soon be removed. ​

    As for why the black Zac chroma isn't actually a thing, LoveStrut commented:​
    "As for black Zac, however, this was a placeholder texture from a long time ago that accidentally got out here. Unfortunately, we couldn't move forward with this color because dark colors (especially, just plain black) lead to gameplay readability problems such as not being able to immediately read Zac as he's coming out of the fog-of-war and not being able to provide effective shading on dark colors to aid readability and clarity."​
    New Splash Art

    Anivia has also received a splash art update in today's patch!
    Anivia​


    [​IMG]
    [​IMG][​IMG]

    HUD Update

    [The HUD Update is NOT back on the PBE just yet. It will return soon!]​

    Balance Changes

    * Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

    Champions
    Ekko
    • Base Mana increased to 300 from 280
    • Mana per level increased to 50 from 40
    • Timewinder (Q) AP ratio on initial hit reduced to .15 from .2.
    • Timewinder (Q) AP ratio on return hit reduced to .55 from .6
    • Chronobreak (R) mana cost increased to 100 from 0

    Lulu
    • Mana Regen per second reduced to 1.2 from 1.7
    • Mana Regen Growth per second increased to .16 from .12

    Ryze
    • Arcane Mastery (Passive) cooldown reducing effect is now 105/110/115/120/125% of Q's CD based on Q rank from 4 seconds / 100% of Q's cooldown
    • Arcane Mastery (Passive) stack duration lowered to 8 seconds from 12 seconds
    • Arcane Mastery (Passive) supercharged duration down to 4 seconds from 6 seconds
    [​IMG]
    • Overload (Q) damage changed to 60/95/130/165/200 from 65/95/125/155/185
    • Overload (Q) mana cost changed to 40 at all rank from 30/35/40/45/50
    • Overload (Q) new effect "Arcane Mastery's cooldown reducing effect is increased to 105/110/115/120/125% of Overload's cooldown"
    [​IMG]
    • Rune Prison (W) cooldown increased to 24 seconds from 14 seconds.
    • Rune Prison (W) root duration changed to 1.25 seconds at all ranks from .75/1/1.25/1.5/1.75
    • Spell Flux (E) cooldown reduced to 7.25/6.75/6.25/5.75/5.25 from 7 at all ranks
    • Spell Flux (E) mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100
    • Spell Flux (E) initial damage lowered to 32/44/56/68/80 from 50/66/82/98/114
    • Spell Flux (E) return damage lowered to 16/22/28/34/40 from 25/33/41/49/57
    • Desperate Power (R) duration lowered to 4 seconds at all ranks from 6 seconds.

    Items
    Item 3901, 3902, 3903
    • Three new items added. No stats, no description but they do say "This item is only available to Gangplank."
    [​IMG]

    Abyssal Scepter

    Hextech Sweeper (Twisted Treeline Trinket)
    • Cooldown increased to 90 from 60

    Mandrake Ward
    • [Files added back on the PBE but not in-game. We've been told that they are not actively working on this experimental item.]

    Continue reading...
     
    #5
  6. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    Following last night's massive PBE update to start the 5.12 PBE cycle, we also have a large Red Post Collection! This morning's red post collection includes a patch rundown for 5.11, Meddler with context on the 5.11 Hecarim changes, a note that the missile system rewrite is NOT in 5.11, a tease on the Gangplank rework, information on the 2015 World Championship Regional Seeds, and more!​
    [​IMG]
    Continue reading for more information!

    [​IMG]

    [​IMG]

    Table of Contents


    Patch Rundown 5.11 – Diversity Rules

    With patch 5.11 out on live, we have a new episode of the Patch Rundown to explore some of the changes included in the recent patch!

    "We’ve given the rundown a fresh lick of paint but the show’s the same! Join Scarizard, Ghostcrawler and Zirene as they discuss the goal of champion diversity before jumping on the changes hitting Leblanc, Jayce, and Shen."​

    With the new set and new style, Scarizard also tweeted out he's looking for feedback on the patch rundown changes:
    [1] "Looking for feedback on the new-new Rundown. We're trying to be as hands-off as possible with the conversation and just chill/talk."
    [2] "We never had much prompting at all, but this is actually just 'getting together and freestyling about design stuff'. Felt great on set."​

    Hecarim 5.11 Changes

    [​IMG]
    When asked to elaborate in the patch 5.11 Hecarim changes, Meddler commented:
    "Quote:
    Patch 5.11
    Passive - Warpath
    UPDATE CYCLE 1 second ⇒ 0.25 seconds

    E - Devastating Charge
    MOVEMENT SPEED BONUS Stacks multiplicatively with other movement speed bonuses ⇒ Stacks additively with other movement speed bonuses

    So with his passive can someone explain what that means?
    And with his E does that mean it only adds the other buffs rather then multiply it?(So say before his E multiplied his speed by two and now his E only adds speed to him)
    Passive - At present Hecarim's passive only recalculates how much bonus AD he gets once a second. That means he's potentially getting a bunch of bonus AD speed boosts after they've already ended (e.g. Homeguard after he's entered combat). Under this change the AD bonus is recalculated much more often, so the amount of extra AD he gets will much closer match his current speed, rather than lagging noticeably behind at times.
    For the E, yeah, it basically won't be much more effective when combined with other speed boosts than without. Using E on Hecarim without any other hastes should be unchanged, using it with major speed boosts (like Homeguard) won't offer as much total speed as previously however."​

    Missile System Rewrite not in 5.11


    During the 5.11 PBE cycle it was announced the team was working on rewriting the code for missiles. MeyeA has commented this will not be going out to live in patch 5.11 and is tentatively slated for 5.12:
    "[Update] We won't release in 5.11. We found a technical bug that blocked us. We're slated to release in 5.12 now barring any blockers."​
    More information on the missile system rewrite can be found here.

    Status of updated Match History

    When asked what happened to the updated in-client Match History that was originally documented in the 5.9 patch notes, Lyte commented:
    "Quick update.
    The teams involved in rolling this out to the rest of the servers hit some snags with hardware in some of the servers. RiotRazor and co. have a team working on getting the hardware issues resolved ASAP, but we can't roll it out until then.
    For the new Reform Systems, we're aiming to get to KR and OCE next, but we actually are facing some of the same hardware issues as Match History, which is why the Player Behavior team is involved for both features now"​

    Pool Party Skin & Lack of Yorick Skins

    [​IMG]
    With the new Pool Party skin set (including Pool Party Zac) out on the PBE, Riot KateyKhaos commented:
    "Sorry we couldn't spill the beans sooner! This was one of the hardest to keep quiet about, haha.
    This is one example of if a champion fits for a specific skin thematic that's tied to a particular time of year, we'll hold the skin until the right time. Welp, it's nearly summer - let the pool party begin! :D
    Hope you like him!"​

    When asked about the idea of Pool Party Ahri, Kindlejack commented that no one is off the table for future skins but if she was made it would be more than just "Ahri in a bikini":
    "When it comes to Pool Party you can see that no champion is off the table! However with a lot of the LoL female champs there is not much visual interest in their silhouette/body type (personally I see this as a big mistake made in the past) so putting them in a swimsuit almost creates the 'anime effect' where they can only be distinguished by their hair colour. That's a bit of an exaggeration but what I'm getting at is that a straight up 'this champion minus the outfit' is underwhelming and often very odd looking due to removing bulky armour etc. If we do a champion like Ahri there needs to be a theme to the outfit and not just -clothes +bikini."​

    With the long awaited reveal of a new Zac skin, Kindlejack also commented on Yorick's lack of skins since his release years ago:
    "Yorick won't get a skin until his rework is finished. You know it's sad but truuuuuueeee."​
    For a refresher, Scruffy mentioned back in April Yorick's update is currently being worked on and he is up for a Sion level visual and gameplay update.

    As for why Taric hasn't received in years, he continued:
    "Another champion that is waiting for the rework to be completed. When it does there are like, a hundred great skin ideas for Taric. Maybe for those few champs that have been waiting forever for a rework ( Taric, Urgot, Poppy, Yorick ) we could launch two skins back to back to make up for it? I'm going to suggest it tomorrow and see if it's possible."​

    Ryze PBE Changes

    [​IMG]
    Following the extensive set of Ryze balance changes in the 6/9 PBE update, Riot Repertoir commented:
    "There was a bug on today's PBE version where the R tooltip said it had a 4 second duration, but it hasn't been touched from 6. This tooltip bug should be fixed tomorrow.
    Also, this isn't intended to be the Ryze 'gutting'. Reading too far into the W cooldown change alone may give that impression, but there are other factors that come into play to offset this."​

    Gangplank Rework Tease

    [​IMG]
    Following a question about Gangplank's rework and his delicious citrus, Riot Scruffy teased:
    "Is there such a thing as too many oranges? I can give you assurances that the update will have more oranges than current GP.
    Orange Intensifies.
    PS- I'm mostly talking about visuals, orange gameplay is relatively unchanged"​
    As a reminder, Gangplank is currently on the champion update schedule for a visual and gameplay update.


    Context on Unintentional Black Zac PBE Chroma

    [​IMG]
    The 6/9 PBE update included a new Pool Party Zac skin and a set of orange, pink, and yellow Zac Chroma, as well as an unintended black Zac chroma.

    When asked about this chroma, Riot LoveStrut explained that it is an older placeholder that was not meant to hit the PBE and will not be released.
    "As for black Zac, however, this was a placeholder texture from a long time ago that accidentally got out here. Unfortunately, we can't move forward with this color because dark colors (especially, just plain black) lead to gameplay readability problems such as not being able to immediately read Zac as he's coming out of the fog-of-war and not being able to provide effective shading on dark colors to aid readability and clarity."​

    2015 World Championship Regional Seeds

    Riot Magus has published details concerning the 2015 World Champion participants and how many spots each region will have, as well as where they come from.​
    [​IMG]
    "As we begin the march towards the 2015 World Championships, we’re excited to reveal the final seeds per region. Below is a breakdown of the regional seeding for the upcoming 2015 Worlds compared to the 2014 tournament: ​
    [​IMG]
    WHAT’S CHANGED AROUND SEEDING?
    For the most part, the seeds per region haven’t changed between 2014 and 2015 with the exception of Southeast Asia and Taiwan.
    Southeast Asia: GPL and LMS
    In 2014, the GPL included the top teams from both Taiwan and Southeast Asia. After the split of last year’s GPL into the LMS (composed of the top teams in Taiwan, Hong Kong and Macau) and the current GPL (composed of teams representing the rest of Southeast Asia), we’ve transferred the league’s two guaranteed seeds to LMS, while also giving GPL a qualification path to Worlds through an International Wildcard Qualifier.
    Based on historical and recent performance, we feel that LMS merits the two seeds that it historically earned through the GPL, while the new GPL deserves a chance to compete for a spot at Worlds with other growing markets in the International Wildcard Qualifiers.
    International Wild Card Regions and Qualifiers
    Two new leagues, Southeast Asia’s GPL and Japan’s LJL, will join the fight to be a part of Worlds. They will participate along with Oceania, Latin America, Commonwealth of Independent States (CIS), Turkey, and Brazil in the International Wild Card Qualifiers. The top team from each IWC region will compete in two qualifier tournaments, each of which will qualify a single team to participate in 2015 Worlds:
    • Qualifier 1: CIS, Brazil, and Latin America
    • Qualifier 2: Southeast Asia, Turkey, Japan, and Oceania
    The first IWC Qualifier tournament will be played in Chile and the second IWC Qualifier will be played in Turkey.
    We’ll share more information about the Group Draw as we get closer to Worlds, as well as following each region’s progress as teams get closer and closer to the 2015 World Championship. Tune in along with us to see which teams will qualify to represent their regions at Worlds in Europe later this year."​

    LCS Summer Finals Ticket Update

    [​IMG]
    Earlier this month it was announced that the LCS Summer Finals would be heading to NYC and Stockholm in August and that tickets would be available later this month.

    The LoL eSports twitter has announced the EU LCS summer final tickets will be available on June 15th and that they are still finalizing details for the NA LCS summer finals.
    [1] "Tickets for the EU #LCS Summer Finals in Stockholm will be available on June 15 at three price points -- 140, 190, 320 SEK"

    [2] "We're still finalizing details for the NA #LCS Summer Finals in NYC."​

    Continue reading...
     
    #6
  7. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    [This is a WORK IN PROGRESS POST - check back for constant updates now that today's patch out.]

    [Status: The PBE currently still down for maintenance.]

    The PBE has been updated!

    Continue reading for more information!

    (Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )​




    New Chroma Pack Assets


    [Shop assets and such for the new Chroma packs have been added. Here's the champion select slices.]

    Caitlyn: Rebel Chroma
    [​IMG][​IMG][​IMG]
    [Click here for a video preview of these chroma.]​

    Darius: Forge Chroma
    [​IMG][​IMG][​IMG]
    [Click here for a video preview of these chroma.]​

    Morgana: Haunt Chroma
    [​IMG][​IMG][​IMG]
    [Click here for a video preview of these chroma.]​

    Rocket Girl Tristana: Punk Chroma
    [​IMG][​IMG][​IMG]
    [Click here for a video preview of these chroma.]​

    Zac: Sweet Chroma
    [​IMG][​IMG][​IMG]
    [Click here for a video preview of these chroma.]​

    More information and full picture and video previews of each of these upcoming chroma packs can be found in out 5.12 PBE megapost!

    Miscellaneous

    • [BUG FIX] Super Galaxy Rumble's drill now once again changes colors when he overheats.
    [​IMG]

    Balance Changes

    * Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

    Champions
    Lulu
    • Mana Regen per second reverted back to 1.7 from 1.2
    • Mana regen per second growth reverted back to .12 from .16
    • [Context: These changes, originally from 6/9 update, were unintentional. Lulu's mana regen + growth has been reverted back to live values.]

    Ryze
    • [SEVERAL CHANGES RELATIVE TO THE PREVIOUS PBE CHANGES, NOT LIVE.]
    • Overload (Q) cooldown reducing effect for Arcane Mastery reduced to 60/70/80/90/100% from 105/110/115/120/125%
    • Overload (Q)'s new passive now also reads "and spells that would reduce Overload's cooldown instead fully reset it."
    • Rune Prison (W) cooldown lowered to 22/21/20/19/18 from 24 at all ranks
    • Spell Flux (E) cooldown reduced to 6.25/5.75/4.75/4.25 from 7.25/6.75/6.25/5.75/5.25
    • Spell Flux (E) mana cost decreased to 50/55/60/65/70 from 60/65/70/75/80
    • Desperate Power (R) [duration reverted back to 6 seconds from 4 seconds]
    • [Note: This is actually a tooltip bug fix. While the tooltip was changed in the 6/9 update to 4 seconds, it was actually still 6 secs and 6 is the intended duration.]

    Check out THIS PAGE for a comprehensive list of the new content in this PBE cycle or catch up with the individual update links below !
    [​IMG]
    [​IMG]

    Continue reading...
     
    #7
  8. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    A new champion and skin sale starts tomorrow! Between June 12th and June 15th, you'll be able to pick up Night Hunter Rengar for 487 RP, Cowgirl Miss Fortune for 375 RP, Battlecast Xerath for 260 RP, Vel'Koz for 487 RP, Graves for 440 RP and Jax for 292 RP.
    [​IMG]
    Continue reading for a better look at this sale's discounted skins!

    Night Hunter Rengar (487 RP)​


    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    Cowgirl Miss Fortune (375 RP)​


    [​IMG]
    [​IMG]
    [​IMG]


    Battlecast Xerath (260 RP)​


    [​IMG]
    [​IMG]
    [​IMG]


    [Reminder] All of the skins that will be on sale during June have been announced early!

    Continue reading...
     
    #8
  9. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This morning's red post collection includes Meddler mentioning potential Death Recap updates soon, ricklessabandon commenting he'll have tentative Elise changes on the PBE soon, a heads up on the upcomng anti-cheater banwave, a look at Teemo's origins, and more!
    [​IMG]
    Continue reading for more information!

    [​IMG]

    [​IMG]

    Table of Contents


    Death Recap Updates in the works

    Following the recently announced HUD Update, there has been a lot of discussion on the Death Recap system and if Riot plans to improve it any time soon.

    Meddler has commented that work is being done and may be ready to release as soon as 5.12 or 5.13:
    "Fair question. We've been pretty quiet on Death Recap for a while, it's definitely been on our minds though. We've been doing a fair bit of work on it, and at a guess, should be in a position to release that in either patch 5.12 (the next one) or 5.13. That work's been focused on ensuring that Death Recap properly collects data more consistently and, once it's got it, attributes it to the correct unit and spell.
    Having said that, we don't want to over promise here. We think these changes will turn Death Recap back into a tool that feels informative and worth using, they're certainly not going to fix every issue however. Feedback on how you find Death Recap after the changes will be extremely helpful as a result and we'll include mention of the changes going out in the notes for whichever patch they're in."​

    Tentative Elise PBE Changes coming soon

    [​IMG]
    ricklessabandon has tweeted out we may be seeing a set of tentative Elise changes hit the PBE soon:
    [1] "the next pbe update may or may not have some elise changes."

    [2] "doing some investigation work on her and wanted to put in some of the things i'm thinking about while i dive deeper into some other options"

    [3] "so, you know, keep in mind that these are just potential pieces of the larger puzzle that is elise."​
    When asked about the possibility of setting up her abilities similiar to the recent Jayce changes in 5.11, ricklessabandon commented that would not be happening:
    [4] "no, not for elise. she has other issues that need to be solved first, imo."​

    Anti-cheater banwave incoming

    Riot Cluvie has posted regarding an upcoming anti-cheater banwave aimed at sending cheaters on a "
    permanent vacation from the game.":
    "Hey all,
    Just wanted to give you all some visibility on a wave of bans we have incoming for cheaters in League of Legends. Up front: it's always a challenge communicating about our anti-cheat efforts, due to the fact that we don't want to tip off potential cheaters as to our tactics (they are many!) and when we'll be taking action.
    That said, this is an issue we're passionate about tackling and, while we can't be super transparent in this space, we wanted to at least show we care a great deal about preserving the competitive integrity of League. We're going to continue ramping up our anti-cheating efforts for the future and, even if you don't hear from us, we hope you don't take our silence for inaction."​
    The Wolff also commented these are not aimed at bots but that is coming soon!
    "As someone who has seen plenty of bots in games, I feel your pain. This ban wave will not include bots, but we'll be doing ban waves for them soon. I can't say exactly when, but this is more "as soon as possible" rather than "soon(tm)". As much as we strive to stop cheaters, we're just as passionate about giving bots the boot."​

    Enemy Champion Mastery Emote not in 5.11

    [​IMG]
    The official patch 5.11 notes have been updated to reflect the change to allow enemies to see your champion mastery emotes did not go out and is still on the PBE for testing.
    "Update: Whoops! This update's still testing on PBE and won't ship this patch!
    SWAG : We're testing a change on PBE where the rank 5 Champion Mastery emote is now visible to the enemy team. Won't be going out in 5.11 - sorry!"​

    The Birth of Evil: Teemo

    Last up we have an interview with Jeff "Riot Jeff Jew" Jew, Colt "Ezreal" Hallam, and Brandon "Ryze" Beck about the origins of Teemo!
    [​IMG]
    "You love him, or you hate him--but if you love him, you’re crazy. Teemo is the worst.
    We talked to Jeff Jew (Producer), Colt Hallam (Senior Game Designer), and Brandon Beck (CEO) to delve into what went into creating League's greatest monster -- and more importantly, why someone would decide to inflict him upon the world.
    Teemo’s Nightmarish Origins
    What kind of sadist thought Teemo was a good idea?
    BRANDON BECK
    : Teemo comes from an earlier time, really. It was the wild west back then -- we were all over the place with ideation; the League Universe was just starting to come together. Yordles emerged as a result of Teemo and became a bucket for champs not originally conceived as such, like Amumu. You could say Teemo made that all possible.
    JEFF JEW: We knew we wanted a diverse cast of characters, with everything from terrifying evil badasses to cute little guys you could root for. Personally, I've always been a fan of moogles, ewoks, and things like that, so I was really interested in developing some small but mighty champions that could embody the inspirational / underdog end of the champion spectrum. After Teemo and Amumu, we began designing more tiny, intrepid characters like Corki and Tristana, and they all ended up coalescing as this group that brought a really fun, plucky personality to the champion roster.​
    [​IMG]
    "...But he's so cute!"
    Why is Teemo so (frustratingly) adorable?
    JEFF JEW
    : I love Teemo’s look, I really do. It’s a pretty timeless take on League’s style, with a great niche on the more light-hearted end of the spectrum. There’s a reason he’s a lot of players’ first favorite. The funny thing is that his look contrasts so much with his gameplay identity -- you see this cute little guy and don’t realize he’s a huge asshole until you see him work his magic in game.
    COLT HALLAM: Based on his look we pretty quickly pegged him for a cute scout identity in-game. I actually have a real-life Eagle Scout and Scoutmaster buddy, so I drew a lot of inspiration from him.
    JEFF JEW: We’d ended up with a couple of these similarly small and cute characters, and decided since they were all such good buds they might as well be the same race. We started theorycrafting (they can’t lie, they love hats, that kind of thing), but actually didn’t have a name yet. Then Paul “Pabro” Bellezza showed up one day and was like “Jeff, I’VE GOT IT.” Apparently, the night before he’d had a dream about Yoda and Yaddle from Star Wars, and woke up saying “Yordles.”​
    [​IMG]
    Fan art by Quirkilicious
    Inside Teemo's Toolbag
    How'd Teemo end up so trolly?
    BRANDON BECK
    : I definitely recall my first time seeing this little scout-looking dude with a frakkin’ blow gun, and immediately seeing something trolly about what he’d represent in game. It’s no surprise he became the annoying little shit he did.
    JEFF JEW: We knew we wanted him to be fast. Like, in a world of Garens and Katarinas, how does this little guy fight you? He’s not gonna overpower you -- he’s gonna be fast, use his blowgun to blind you, and wear you down. It really started to come together once we hit on the mushroom idea. His personality started to really emerge and he changed from a guy who just kited you to a mischievous shit who could lock down whole areas and really piss off the entire enemy team.
    We had some interesting steps along the way. I shit you not, he used to shoot a nuke. We’ve always loved making homages to our favorite games, and this was pretty much NUCLEAR LAUNCH DETECTED, complete with laser targeting from stealth. While it was certainly cool, we eventually came to our senses and saw that it wasn’t super interactive and didn’t really fit with the flavor and pace we were going for.​
    [​IMG]
    Fan art by Tvonn9
    COLT HALLAM: This was way before we’d solidified champs into roles like ADC and Mage, so we were just looking for unique play patterns. We started developing Teemo as this guy who would go out scouting and lead the way for his teammates. His original passive was “Pathfinder” or “Leading the Way” or something like that -- basically he left a trail behind him that temporarily granted vision and made allies faster. Two pretty funny things about that though. One, Teemo is, of course, squishy as **** so pathfinding tended to get him obliterated, and two, our tools weren’t great. The ability worked by leaving -- you guessed it -- an invisible minion every 100 units. Of course, it didn’t take too long for that to create MASSIVE slowdown.
    The nuke was actually our second ult idea. The first one, while smaller in scope, was a true terror. Basically, it was a beefed-up poison dart that whacked you with a super strong DoT and put you to sleep for six seconds. Originally the target would wake on damage, but we switched it to invulnerability after a bit. It also burned mana, and a flat rate at that, so it would basically leave non-mages completely dry. Bruiser hell, I tell you. That obviously didn’t last too long, nor did the nuke, and after those we settled on the idea of him setting traps to fit his whole scout thing.
    Finishing Touches
    What inspired Teemo’s iconic mushrooms?
    [​IMG]
    COLT HALLAM: We were close to lock on Teemo and I was banging my head against a wall trying to figure out how to make landmines work, since they easily can be pretty dang toxic. Eventually, we settled on making it a DoT effect. At that point we didn’t have any visual resources, though, and I had no idea what we were gonna do. One morning, I was just zoning out, staring at Summoner’s Rift, at nothing in particular, when I saw something. There, in the jungle somewhere, was a tiny little mushroom. I ran over to the artists, asked them frantically if they could cut it out from the map, yelled ‘ENHANCE’ and all that… It was perfect. Exploding mushroom = poison DoT. It happened to spin, but we just said hey, it’ll read better. I actually don’t think we ever figured out why they spin.
    So obviously, that’s what we ended up shipping with, though he still had a couple post-launch changes. We gave him the badger dance at some point, and his stealth / speed aspects eventually got updated a bit. I never got to make the most important change though -- Badger Teemo already has mushrooms, but I meant to get his dart changed to a snake and complete the homage.​
    [​IMG]
    The Many Skins of Teemo
    What went into Teemo's wardrobe?
    JEFF JEW: I headed up skins for a while back in the day, and I guess Teemo just somehow ended up with seven skins before some champs had two. I mean, I had the data -- Teemo skins were super popular with players, but let’s just say I never met a Teemo skin I didn’t like.
    My favorite skin is Astronaut Teemo, but I’ve got a heck of a good reason. When I ran skins I’d joke about the idea all the time, until my birthday rolled around and Chance “SpaceStallion” Rowe dropped by my desk saying he had a present for me. He’d mocked up a prototype in his spare time. Being 100% impartial of course, I gave it a hearty “SHIP IT!”​
    [​IMG]
    Love Him or Hate Him
    Wait, you mean some people actually like Teemo?!
    JEFF JEW: He really is that polarizing cute yet asshole character -- whether you like him or not, he’s fodder for discussion. He’s arguably one of the most unique and recognizable champions, which makes him a huge League connector. His hat is cool, he’s cute, and he’s probably responsible for bringing more players to League than any other champion. He’s a great mascot -- neutral yet interesting on the spectrum of champion identities, and really representative of League’s diversity. To top it off, he’s the kind of cute that has worldwide appeal.
    COLT HALLAM: Every game needs a villain, ours is just adorable. Love him or hate him, there’s so much passion around him. The global taunt is real, and there’s nothing in League quite like killing the little bugger or, conversely, getting surprise shroomed to death when you’re low. There’s just this great dichotomy between the player having so much fun and his opponent shaking with hate.
    BRANDON BECK: Teemo’s ended up repping something super iconic about League today, namely the vast diversity in the champ roster. He straddles the grim vs. whimsical line that you see throughout League’s roster, which I think is a big part of why he appeals to so many different players. Teemo lightens the game, and so many other champs are possible because of him. It’s just gravy that all his elements came together in the perfect way to make him one of the most polarizing characters in League.
    The fact that players have latched on so strongly to Teemo has inspired so much -- be it hats, his inexplicably large skin collection (sorry!), the Astro Teemo mini-game, or even the teemodies stream. I love the dimensionality he brings, the unique stuff he offers for players to connect to and engage with League. I mean, he’s a freakin’ unit of in-game measurement!
    He’s a great League indicator for new players -- we want to capture the badass, but also to chuckle. The irony in his cute theme is that he’s actually one bad mother****** who’ll take pleasure in dancing on your corpse. Think about that leaked, never-finished Dominion cinematic from a couple years ago -- Teemo shows up, chuckles while doing a cool flip, blinds Mordekaiser, then dies brutally. That’s Teemo at his best.​
    [​IMG]
    Fan art by robynlauart"

    Continue reading...
     
    #9
  10. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    The EU LCS Summer Split continues on as we kick off Week 3!
    [​IMG]

    Continue reading for a (spoiler free) look at team info, schedules, and VODs once they become available!

    ( Please be aware that this post WILL BE UPDATED as the action continues throughout the week. VODs and any other pertinent info will be posted once available! )

    2015 EU Summer Week 3


    With the Spring Split behind us, the 2015 EU LCS Summer Split features Europe's top ten teams - Copenhagen Wolves, Elements, Fnatic, Gambit Gaming, GIANTS GAMING, H2K, Origen, ROCCAT, SK Gaming, Unicorns of Love - playing against each other for championship points and a chance to represent their region at the 2015 World Championship! Keep in mind that at the end of the split, the 10th place team will automatically be relegated and the 8th and 9th places will have to battle the top Challenger series teams to retain their spots.

    Be sure to acquaint yourself with Origen who battled their way through the challenger scene to join the EU LCS summer split and all of the recent roster changes! Lolesports has provided a great run down of the off season roster changes or you can just browse the team bios for more information!

    LCS Summer Split Week 3 will be played on patch 5.10 and Ekko is available for play!
    [​IMG]

    Standings:

    As we head into EU LCS Summer Week 3, the current standings are
    [​IMG]

    Stream:


    Schedule:

    Day 1 - June 11th - Beginning at 9:00 AM PST // 18:00 CET



    Origen vs. Unicorns of Love
    9:00 AM PST // 18:00 CET
    [VOD when available]

    ROCCAT vs. Giants Gaming
    10:00 AM PST // 19:00 CET
    [VOD when available]

    SK Gaming vs. H2K
    11:00 AM PST // 20:00 CET
    [VOD when available]

    Fnatic vs. Elements
    12:00 PM PST // 21:00 CET
    [VOD when available]

    Copenhagen Wolves vs. Gambit Gaming
    1:00 PM PST // 22:00 CET
    [VOD when available]
    Day 2 - June 12th - Beginning at 9 AM PST // 18:00 CET



    Fnatic vs. Giants Gaming
    9:00 AM PST // 18:00 CET
    [VOD when available]

    ROCCAT vs. Origen
    10:00 AM PST // 19:00 CET
    [VOD when available]

    Elements vs. Copenhagen Wolves
    11:00 AM PST // 20:00 CET
    [VOD when available]

    Gambit Gaming vs. SK Gaming
    12:00 PM PST // 21:00 CET
    [VOD when available]

    Unicorns of Love vs. H2K
    1:00 PM PST // 22:00 CET
    [VOD when available]

    As always, feel free to check LoLesports.com for more information, VODs, and advanced scheduling!

    Continue reading...
     
    #10
  11. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    [This is a WORK IN PROGRESS POST - check back for constant updates now that today's patch out.]

    [Status: The PBE currently still down for maintenance.]

    The PBE has been updated!

    Continue reading for more information!

    (Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )​


    !


    !


    Balance Changes

    * Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

    Champions

    !
    • ! ( ! ) !


    Ryze

    [Lots of stuff - Changes relative to PBE not to Live. Will need PBE up to confirm some]

    • Overload (Q) line width increased to 55 from 50
    • Overload (Q) damage increased to 60/100/140/180/220 from 60/95/130/165/200
    • Overload (Q) 's new passive effect has been changed - now reads "Arcane Mastery's supercharged duration is increased to 3/3.5/4/4.5/5 seconds
    • Rune Prison (W) damage increased to 80/100/120/140/160 from 65/95/125/155/185
    • Rune Prison (W) root duration changed to 1/1.125/1.25/1.375/1.5 from 1.25 at all ranks
    • Rune Prison (W) cooldown reverted to 14 at all ranks from 22/21/20/19/18
    • Spell Flux ( E ) mana cost reverted to 60/70/80/90/100 from 50/55/60/65/70
    • Spell Flux ( E ) cooldown reverted to 7 from 6.25/5.75/5.25/4.75/4.25
    • Spell Flux ( E ) initial damage reverted to 50/66/82/98/114 from 32/44/56/68/80
    • Spell Flux ( E ) secondary damage reverted to 25/33/41/49/57 from 16/22/28/34/40
    • (R) !

    Items

    !
    • ! ( ! ) !


    Check out THIS PAGE for a comprehensive list of the new content in this PBE cycle or catch up with the individual update links below !
    [​IMG]
    [​IMG]

    Continue reading...
     
    #11
  12. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This afternoon's red post collection includes details on the upcoming Team Up week and Pool Party event where the community as a whole will unlock various rewards by playing with friends and gifting, a look at the June 11th patch update, tips from Foxdrop on how to optimize your jungle clear, and more!
    [​IMG]
    Continue reading for more information!

    [​IMG]


    Table of Contents


    Team Up and Pool Party Coming

    Good news everyone, we'll soon be having a Pool Party celebration! Next week will kick off a Team Up Week where the ENTIRE community will earn points for winning premade team games and gifting other players followed by a Pool Party with rewards based on the total points earned by everyone!
    [​IMG]
    "League’s more fun with friends, so starting next week, we’ll celebrate playing together (and earning rewards) in two distinct phases. First, Team Up Week runs from June 15-21. You’ll team up with friends and earn points by winning games in five-player premades or sending gifts to friends both new and old. These points pool together to unlock levels of rewards for the whole community to enjoy.
    When patch 5.12 launches, phase two begins. Pool Party kicks offwith the splashdown of five new Pool Party skins and the rollout of all the rewards the community teamed up to earn the week before. Snorkel on down to see the rewards and learn the details!
    How You Can Earn Points
    June 15 - 21

    • 5 points (per team): Win a matchmade game (no bots) on Summoner’s Rift, Howling Abyss or Crystal Scar in a five-player premade party
    • 10 points: Give a gift to another player
    • 20 points: Give a gift to another player at the end-of-game screen
    Community Reward Levels
    At the beginning of Team Up Week, 6/15, we’ll launch a hub that will provide daily updates on the community’s progress and detail each unlockable reward.​
    [​IMG]
    Recruit new friends for Team Up Week on Boards! We’ll stick around to answer any questions below."​


    When asked which servers will be participating and how much you have to contribute to get the rewards, Hippalus noted:
    "All servers excluding China can contribute points, and yes, one win with a 5-man premade team, or one gift sent, is enough to count as a participant."​

    As for how to get the mystery champion mentioned in #3, he noted:
    "Yes any player who has signed up for Facebook friend discovery will receive a mystery champion if that milestone is hit
    Also, any player that contributed to the milestone will receive an icon.
    NOTE - players who have received a ban/restriction/etc. in 2015 will likely be excluded from all rewards"​

    As for what would happen if you don't have any champions left to get a mystery champion for the third reward, Hippalus noted:
    "Exact details will come in the next few days, but my understanding is if you're ineligible for a mystery champion, you will receive a mystery skin."​

    When asked if reward six means everyone will get a the new Pool Party Mundo skin, Hippalus
    noted:
    "Yes if that milestone is achieved, the skin will be given for free to everyone who contributed points, excluding players who don't meet a threshold for good behavior in 2015"​
    To avoid mix ups with folks potentially buying the skin when it is potentially being given out for free to contributing players, he noted:
    "^ The skin will be granted at the same time it is put in the store."​
    You'll also get Dr. Mundo if you don't already own him:
    "Mundo will be unlocked for free as well for participants if that milestone is hit."​


    [Adding in more posts!]


    June 11th Patch Update
    The official 5.11 patch notes have been updated to reflect the hotfix that went out on June 11th to fix issues with Brand, Caitlyn, Jayce, and Smite on Twisted Treeline:
    "6/11/2015
    Caitlyn

    BUGFIX -The temporary vision granted by R - Ace in the Hole no longer persists if Caitlyn's target spellshields the bullet ​
    Jayce
    BUGFIX - Fixed a few bugs around damage dealt by W - Hyper Charge ​
    Brand
    "As promised below!"
    NEW CAN'T STOP ME PART 2 - If R - Pyroclasm tries to bounce to a target that becomes untargetable, it'll seek out a new target instead of fizzling out on the spot ​
    Smite (Twisted Treeline)
    BUGFIX - Fixed a bug where Smite's cooldown was sometimes too short after its first use"​
    The Climb: Optimizing Your Jungle Clear

    Continuing in a series of gameplay tips from community content creators, Riot Opti is back with tips from Foxdrop on what order to clear each mob in an individual jungle camp:
    "Which jungle monsters should you target first in each camp? The answer may surprise you. In this video, Foxdrop shows how optimizing your kill order makes a dramatic difference in reducing the damage you take, so you’re available for ganks and objectives instead of wasting time going b!​

    What tricks do you use to optimize your jungle clear? Let us know in the comments below, and please recommend your favorite community guides or videos!
    About the Educator
    Foxdrop has been playing LoL since Season 1, reaching Diamond in Season 2. He began his YouTube channel in October 2012 and it has grown to over 400 videos, blending League strategy with a healthy amount of British humor.
    Learn more about Foxdrop through the links below:
    Dia dos Namorados cards on Riot BR

    Last up we have a little surprise from Riot Brazil reds - June 12th is "Dia dos Namorados" in Brazil (think of it something similar to Valentine's Day) and the BR team has posted up a set of adorable cards featuring LoL champions!
    [​IMG]
    While the link is in Portuguese, check it out for more cards and cute pictures!

    Continue reading...
     
    #12
  13. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    The PBE has been updated! Today's update includes a new set of chroma for Headhunter Master Yi, visual effects updates for Galio and Gatekeeper Galio, tweaks to Pool Party Rek'Sai, Pool Party themed Minions, a new Enchantment: Runeglaive, and more!
    [​IMG]
    Continue reading for more information!

    (Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )​

    Table of Contents


    Skin Updates

    First up we have a few updates for come of the upcoming skins in 5.12!

    Pool Party Rek'Sai has been tweaked in today's update, including changes to her color & texture updates!
    [​IMG]
    [​IMG]
    [​IMG]

    Pool Party Dr. Mundo's W VFX have also been updated!
    [​IMG]
    [​IMG]

    For a better look at Pool Party Rek'Sai's visual effects and the other four Pool Party skins, check out our 5.12 PBE cycle mega post!
    [​IMG]

    New Headhunter Master Yi Chroma

    Following the new chroma packs for Caitlyn, Darius, Morgana, Rocket Girl Tristana, and Zac added earlier this cycle, today's update includes a new Headhunter Master Yi chroma pack!
    Headhunter Master Yi Strike Chroma -


    Gold, Aqua, Crimson

    [​IMG]
    [​IMG]
    [​IMG]


    Galio VFX Updates

    Galio's ability visual effects have been updated on the PBE!
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    In addition to the base vfx changes, Gatekeeper Galio also has his own unique VFX:​
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    Pool Party Minions

    As mentioned as a potential reward for the upcoming Team Up and Pool Party event, Pool Party themed minions have been added!
    [​IMG]
    [​IMG]

    There is currently no Pool Party themed Super Minion.

    Balance Changes

    * Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.

    Champions
    Ashe
    • Ranger's Focus (Q) tooltip changed to "Hitting a spell or attack grants" from "Apply Frost Shot grants.."
    [​IMG]

    Elise
    • Skittering Frenzy (Spider W) Elise is no longer healed by her own or spiderling attacks while active.
    [​IMG]
    • Rappel (Spider E) New Effect - "After descending, Elise's personal spider attacks have their bonuses increased by 40/55/70/85/100% for 5 seconds"
    [​IMG]
    • Spider Form (R) New Effect- now heals Elise for half (5/10/15/20 +.15 AP) of the bonus magic damage on hit.
    [​IMG]
    Ryze
    • Overload (Q) damage reduced to 60/95/130/165/200 from 60/100/140/180/220
    • Rune Prison (W) duration reduced to 1/1.1/1.2/1.3/1.4 from 1/1.125/1.25/1.375/1.5
    • [Note: Riot Repertoir has also noted that Ryze's W and E no longer cancel active movement and attack comments.]

    Items
    [Removed] Enchantment: Magus
    • Replaced by Enchantment: Runeglaive

    [New Item] Enchantment: Runeglaive
    • Builds out of [Sheen + Jungle Item + 200g]
    • Stats:
    • 40 AP
    • 200 Mana
    • +10% Cooldown Reduction
    • UNIQUE Passive - Spellblade: After using an ability, the next basic attack is converted into magic damage and deals 75% Base Attack Damage (+30% of Ability Power) bonus magic damage on hit in an AoE around the target (1.5 second cooldown). When attacking a monster, this also restores 6% of your missing Mana."
    [​IMG]
    [​IMG]
    Face of the Mountain
    • Unique Passive - Spoils of War no longer heals for +1% of owner's Maximum health
    • [Note: Xypherous has confirmed these changes went out to the PBE unintentionally and will be reverted soon. ]
    Sweeping Lens (Trinket)
    • New Effect:"Every X seconds, tracks the number of active wards on the map by each team"
    • Tooltip now lists [cooldown as 120 to 75] and now lists [Cast Range and Radius improve with level rather than the level 9 increase]
    • [Note: Riot Velocity has confirmed these changes went out early and are incomplete. These will likely be reverted and do not currently work on the PBE.]
    [​IMG]
    Warding Totem (Trinket)
    • Tooltip now lists [that ward duration is based on champion level rather than improving at level 9] and lists [120-0 second cooldown?]
    • [Note: Riot Velocity has confirmed these changes went out early and are incomplete. These will likely be reverted and do not currently work on the PBE. ]
    [​IMG]

    Masteries
    Defensive Tree
    • Following the 6/11 PBE update's defensive tree changes, the icons have now been swapped around to the correct places.​
    [​IMG]
    Check out THIS PAGE for a comprehensive list of the new content in this PBE cycle or catch up with the individual update links below !
    [​IMG]
    [​IMG]

    Continue reading...
     
    #13
  14. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    The NA LCS Summer Split continues as we kick off Week 3!
    [​IMG]
    Continue reading for a (spoiler free) look at team info, schedules, and VODs once they become available!

    ( Please be aware that this post WILL BE UPDATED as the action continues throughout the week. VODs and any other pertinent info will be posted once available! )

    2015 NA Summer Week 3


    The 2015 NA LCS Summer Split features NA's top ten teams - Team Solomid, Cloud9, CLG, Gravity, Team 8, Enemy Esports, Dignitas, Team Impulse, Team Liquid, Team Dragon Knights - playing against each other for championship points and a chance to represent their region at the 2015 World Championship! Keep in mind that at the end of the split, the 10th place team will automatically be relegated and the 8th and 9th places will have to battle the top Challenger series teams to retain their spots.

    Be sure to acquaint yourself with TDK and Enemy Esports, both of which battled their way through the challenger scene to join the NA LCS summer split and all of the recent roster changes! Lolesports has provided a great run down of the off season roster changes or you can just browse the team bios for more information!

    LCS Summer Split Week 3 will be played on patch 5.10 and Ekko is available for play!
    [​IMG]
    Standings:

    Here's the current standings as we jump into Week 3,
    [​IMG]
    Stream:



    Schedule:

    Day 1 - June 13th - Beginning at 12:00 PM PST // 20:00 CET


    Enemy vs. Team 8
    12:00 PM PST // 20:00 CET
    [VOD when available]

    Team Solomid vs. Team Dignitas
    1:00 PM PST // 21:00 CET
    [VOD when available]

    Team Liquid vs. Cloud 9
    2:00 PM PST // 22:00 CET
    [VOD when available]

    Team Impulse vs. Team Dragon Knights
    3:00 PM PST // 23:00 CET
    [VOD when available]

    Gravity vs. Counter Logic Gaming
    4:00 PM PST // 0:00 CET
    [VOD when available]
    Day 2 - June 14th - Beginning at 12:00 PM PST // 20:00 CET


    Cloud 9 vs. Team 8
    12:00 PM PST // 21:00 CET
    [VOD when available]

    Team Solomid vs. Team Dragon Knights
    1:00 PM PST // 22:00 CET
    [VOD when available]

    Team Impulse vs. Team Liquid
    2:00 PM PST // 23:00 CET
    [VOD when available]

    Team Dignitas vs. Gravity
    3:00 PM PST // 20:00 CET
    [VOD when available]

    Counter Logic Gaming vs. Enemy
    4:00 PM PST // 1:00 CET
    [VOD when available]
    As always, feel free to check LoLesports.com for more information, VODs, and advanced scheduling!

    Continue reading...
     
    #14
  15. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    The Summer Split is well underway, we're back with another edition of This Week in eSports!
    [​IMG]
    [Warning: This post contains event spoilers!]
    Continue reading for LCS Summer Split standings after week 3, the details on the 2015 World Championship regional seeds, ticket information for the LCS Summer Finals, and more!

    Current Standings:
    As always, let's kick off the wrap up with results from the various regional leagues! The brackets and standings below are up to date as of Sunday, June 14th and as always, VODs can be found here.


    [NA] LCS:
    [​IMG]
    • Top Five (W/L)
    • Counter Logic Gaming (5 - 1)
    • Team Liquid (5 - 1)
    • Gravity (4 - 2)
    • Team Solomid (4 - 2)
    • Team Dignitas (4 - 2)

    [EU] LCS:
    [​IMG]
    • Top Three (W/L)
    • Fnatic (6 - 0)
    • H2K (5 - 1)
    • Origen (5 - 1)

    [Korea] LCK:

    • Top Five (W/L)
    • SK Telecom T1 (6 - 0)
    • CJ Entus (4 - 1)
    • Jin Air Green Wings (4 - 2)
    • KT Rolster (4 - 2)
    • Najin e-mFire (4 - 2)

    Schedule / Teams / Standings - LoL eSports // eSportspedia



    [China] LPL:
    • Top Five (W/L/T) - Points
    • EDward Gaming (5 - 1 - 1) - 16 Points
    • Qiao Gu (4 - 0 - 3) - 15 Points
    • Invictus Gaming (4 - 3 - 2) - 14 Points
    • Snake (3 - 2 - 4) - 13 Points
    • OMG (3 - 0 - 4) - 13 Points
    Schedule / Teams / Standings - LoL eSports // eSportspedia


    [TW/HK/MO] LMS:
    • Top Five (W/L/T) - Points
    • ahq e-Sports Club - (6 - 0 - 0) - 18 Points
    • Flash Wolves - (3 - 1 - 2) - 11 Points
    • Hong Kong Esports - (1 - 1 - 4) - 7 Points
    • Midnight Sun E-Sports - (1 - 2 - 3) - 6 Points
    • Taipei Assassins - (1 - 2 - 3) - 6 Points
    Schedule / Teams / Standings - LoL eSports // eSportspedia


    DRIVE: The Bunny FuFuu Story

    To kick off Riot's new DRIVE series, we have a feature on Michael "Bunny Fufuu" Kurylo!

    More information on Bunny FuFuu and the series can be found here. Check back in the following weeks for similar features on IWillDominate, Quas, Pobelter, and Sneaky!

    Team, Player, & Organization News


    Europe:



    • Shaunz has joined Gambit Gaming as their Head Coach on a full-time basis following a short trial peroid.

    NA

    • Team Dignitas has announced that Helios will be joining their roster along side current jungler Azingy.

    • Team 8 have announced that due to family health issues, Slooshi will be taking a leave of absence from LCS play following week three.

    Riot:

    • With the regional leagues past their midway points, Riot has announced the amount of regional seeds that will head into the 2015 World Championship!
    • Here's a quick rundown of 2014's seeds vs 2015
    [​IMG]

    • "During the season, it's important that players aren't being distracted from their preparation or being tempted to play at less than 100% by offers of employment from rival teams."

    • Over the course of this week, Riot has handed out numerous Competitive rulings for various NA and EU Challenger Series teams and players.

    [​IMG]

    • Ticket sale days and details for the upcoming EU and NA Summer Finals have been announced!
    [​IMG]
    Other


    [​IMG]

    Continue reading...
     
    #15
  16. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This morning's red post collection includes the kick off of the Team Up week where the community will start earning points towards the Pool Party rewards, Meddler commenting on the issues currently keeping Caitlyn disabled, a heads up that the recent trinket and FotM PBE changes were unintentional, and more!
    [​IMG]
    Continue reading for more information!

    [​IMG]

    [​IMG]
    [​IMG]

    Table of Contents


    Team Up and earn Pool Party Rewards all week

    [​IMG]
    As previously announced, the TEAM UP event is now live plus a Team Up & Pool Party Hub has been launched! This new promotional page will track the communities progress through the week of June 15th to June 21st as everyone works together to earn POOL PARTY rewards for participating players!

    Hold your breath and let's dive in for a better look at what Team Up & Pool Party have to offer, as well as preview of the five Pool Party skins scheduled to be released in 5.12.
    "Welcome to Team Up Week! League’s better with a party, so from June 15-21, team up with friends and earn points by winning games in five-player premades or sending gifts to friends both new and old. These points pool together to unlock levels of rewards for the whole community to enjoy.
    When patch 5.12 launches, the Pool Party begins with the splashdown of five new Pool Party skins and the rollout of all the rewards the community teamed up to earn the week before. Snorkel on down to see the rewards and learn the details!
    HOW YOU CAN EARN POINTS - JUNE 15-21
    [​IMG]

    COMMUNITY LEVEL REWARDS
    We'll update this page every day at 9 AM PST with community's latest prize level progress​
    [​IMG][​IMG]
    [​IMG][​IMG]
    [​IMG][​IMG]
    **Players who exhibited excessive negative behavior since February won’t unlock Pool Party Mundo or the Pool Party icon. Only team players get to pool party.

    FIVE NEW POOL PARTY SKINS DIVE ONTO THE RIFT
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    FAQ

    Is there any where I can find other players to team up with?
    For starters, you can head on over to the Boards to find other players looking to team up. If you still need more for a premade, try out the Facebook friend discovery feature on your friends list or “suggested friends” in the pre-matchmaking lobby.​

    Who’s eligible for rewards?

    Everyone, but there’s a little fine print:
    • For the Pool Party icon and Pool Party Mundo, you’ll need to contribute points during Team Up Week.
    • For the Mystery Champion, you’ll need to connect League and Facebook.
    • For negative players who won’t unlock Pool Party Mundo or the Pool Party icon we took a look at an accounts recent history (February to now) with LeaverBuster, bans, and chat and ranked restrictions to make the call. We expect the vast majority of players to be eligible for the rewards.

    If I connected my account to Facebook before Team Up and Pool Party, will I still earn a mystery champion?

    Yep!​

    When do I have to connect to Facebook by?

    By the end of Pool Party. You must connect from 11:59PM PDT on 6/28 through 11:59PM PDT on 6/29 so we can unlock your Mystery Champ.

    Do I have to keep my League account linked with Facebook to unlock the Mystery Champion?
    Not forever, but the link between accounts needs to stay active for at least 24 hours to unlock the award.
    If I have all the champions, do I still get a reward for connecting my account with Facebook?

    Yep! We’ll kick a mystery skin your way instead.​

    Wait, what’s a Mystery Champion?

    It’s just like a Mystery Skin, except you unlock a random champion you don’t own instead of a random skin you don’t own.​

    Other territories get a Mystery Champion for connecting to Facebook. That feature isn’t live here. What gives?

    Yeah, sorry about that. We’re working on flipping the switch on this feature for your territory and plan to offer all the associated rewards when we do.​

    When exactly do I get stuff during Rewards Week?

    It’s a little tricky to turn all this stuff on at once, but everything should be granted by 6/27. The only exception is the Mystery Champion, which will roll out by 7/1.​

    Will Pool Party Mundo be on sale regularly?

    Whether or not the community racks up enough points to unlock Pool Party Mundo, he’ll go on sale for 975 RP.​

    What are the prices for the new Pool Party skins?
    • Pool Party Draven: 975 RP
    • Pool Party Mundo: 975 RP
    • Pool Party Lulu: 1350 RP (on sale for 975 RP at launch)
    • Pool Party Rek’Sai: 1350 RP (on sale for 975 RP at launch)
    • Pool Party Zac: 1350 RP (on sale for 975 RP at launch)

    For the five-player premades, which maps and game modes earn points?

    Summoner’s Rift, Howling Abyss, and the Crystal Scar. Remember, only matchmade victories rack up points. No customs. No bots."​

    The progress meter on the site will be updated every day at 9 AM PST so be sure to check back to see how the community is doing as we move through the week!

    As it's a little foggy up there, he's what the Pool Party Summoner icon will look like:
    [​IMG]

    For a closer look at these upcoming Pool Party skins and minions, check out our PBE megapost!
    [​IMG]

    Skill Shot Ability SFX missing in FOW

    When asked about missing SFX for abilities when casts from the fog of war, Meddler noted a bug fix is in the works:
    "We've got work underway on this issue at the moment, though until we've got a fix verified we won't know when we'll be able to roll it out. Thanks for the report."​

    Context on Caitlyn Disable

    [​IMG]
    Speaking of bugs, Meddler also commented on the problems with Caitlyn that have left her disabled since the launch of 5.11 and after the June 11th patch update:
    "To give you some context on Caitlyn we originally disabled her due to a bug with her ult, where it would grant permanent vision against targets with spellshields. We got a fix for that in, but the fix for that ended up introducing a different, more serious issue that could cause games to crash. We disabled Caitlyn again as a result, and are working on a fix for that second problem.
    As a side note this sort of occurrence is the reason we don't hotfix more than we do. Hotfixes are a great tool for addressing something quickly, but they don't have a full patch development cycle's worth of time to get tested however. As a result there's the risk of introducing something as serious, or more serious, as the problem you're trying to address. Because of that there's a certain threshold of problem needed before we feel a hotfix is worth the risk. Some bugs that we've got a fix for therefore get addressed in the next scheduled patch, rather than in an immediate hotfix."​
    When asked if this means Caitlyn will remain disabled for 5.11, he continued:
    "Hopefully not. We're working on a fix still, leaving a champion disabled for a significant period of time is something we do our best to avoid, so if it's practical to we hotfix for disables. The exception to that is we know the fix has a high risk of breaking other things we avoid hotfixing and put the fix through a full testing cycle (e.g. if modifying code that affects a number of other game elements too, which is what lead to Viktor/Rumble being disabled for an extended period)."​

    Tentative Elise Changes on PBE

    [​IMG]
    Following the 6/12 PBE update and the introduction of a set of Elise changes, Meddler commented a bit on the changes and reminded that they are indeed tentative:
    "In this set of changes, which aren't necessarily final yet, the damage on auto attacks isn't changing. The 5/10/15/20 +.15 AP number you're looking at there is the heal per auto attack, not the new damage value (we're considering shifting the healing from the W to the R). The post Rappel bonus is then a multiplier to the 10-40 damage, boosting that to 20-80 and the heal (which is half the bonus damage) to 10-40."​

    Xypherous on Incomplete PBE Trinket Changes

    Speaking of the PBE, Xypherous commented that the trinket and Face of the Mountain changes originally introduced in the 6/12 update are NOT being released any time soon and went up on the PBE by mistake - expect them to be reverted soon.
    "Trinket Changes and FoTM changes aren't going out any time soon. They're just some accidental strings that I put on the wrong environment. Sorry to freak you out guys. :p"​

    As for commentary on the Sweeping Lens changes, he noted:
    "Sorry - that's not going in any time soon. Accidentally pushed some strings for a prototype of a far off project.

    But, if you guys want to theorycraft and speculate - I'm thinking that X will probably be 180 seconds or so and it's a display on the trinket itself. I'm also puzzling over whether how severe a severe time delay - similar to how spectator works. AKA - Every minute, you see how many wards there was 3 minutes ago.

    Trying to convey a general sense of coverage in phases without giving information away about the coverage in the current phase."​
    He continued:
    "Just some prototype strings that I accidentally pushed into the wrong environment. I'm just playing around with mechanics for a future project.

    The general goal is to give you an sense of how lit up the map is for both sides, like an area control stat - I probably have to incorporate some kind of time delay like (Every 2 minutes, gives you a readout of how many active wards there were 2 minutes ago.) or something."​
    When asked out the Warding Totem change, he explained:
    "Quote:
    Question: Will these trinket changes make Sightstone obsolete?
    I kind of hope not - these are part of a larger set of changes. It's going to be part of a larger future project.
    against "build diversity", as every Support is obligated to get it.
    There will always be core items for a specific type of role or function that you want to perform.

    We've taken the stance that a Supportive style class should be able to have a stronger contribution to the vision game somehow - but not to the extent of being forced to dump all their income. Still in a heavy prototype phase - so we'll see as we iterate."​

    Continue reading...
     
    #16
  17. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    A new champion and skin sale starts tomorrow! Between June 16th and June 19th, you'll be able to pick up Dragonwing Corki for 487 RP, Panda Annie for 487 RP, Crimson Elite Riven for 260 RP, Braum for 487 RP, Orianna for 440 RP and Olaf for 395 RP.
    [​IMG]
    Continue reading for a better look at this sale's discounted skins!

    Dragonwing Corki (487 RP)​


    [​IMG]
    [​IMG]
    [​IMG]

    Panda Annie (487 RP)​


    [​IMG]
    [​IMG]
    [​IMG]


    Crimson Elite Riven (260 RP)​


    [​IMG]
    [​IMG]
    [​IMG]

    Check out the June sales schedule for a look at which champs & skins will be on sale at some point in June!

    Continue reading...
     
    #17
  18. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This week's free to play champion rotation includes Akali, Amumu, Blitzcrank, Draven, Irelia, Lissandra, Master Yi, Miss Fortune, Nami, and Twisted Fate. These champions will be free to play starting on Tuesday, June 16th.
    [​IMG]
    Continue reading for these champions' regular store prices.
    Akali
    3150 IP or 790 RP
    Amumu
    450 IP or 260 RP
    Blitzcrank
    3150 IP or 790 RP
    Draven
    6300 IP or 975 RP
    Irelia
    4800 IP or 880 RP
    Lissandra
    6300 IP or 975 RP
    Master Yi
    450 IP or 260 RP
    Miss Fortune
    3150 IP or 790 RP
    Nami
    6300 IP or 975 RP
    Twisted Fate
    1350 IP or 585 RP

    Continue reading...
     
    #18
  19. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    "Something ancient stirs." - Prehistoric Anivia, Cho'Gath, & Renekton are now available for 750 RP each!
    [​IMG]
    Continue reading for a better look at these new skins!

    From the official release announcement - Become the apex predator with Prehistoric Skins:
    "Nothing can stop them. Well, besides asteroids… and tar pits… and the ice age.​
    [​IMG]
    Teach your enemies a lesson on extinction with Prehistoric Cho’Gath, Prehistoric Anivia, and Prehistoric Renekton, now available in the depths of the primordial jungle and the League store for 750 RP (or you can try cloning real dinosaurs with amber-fossilized mosquitoes. Although we don’t recommend it)."​
    Click on each of the skins loading screen slice to jump to preview screenshots and videos:
    [​IMG][​IMG][​IMG]

    Prehistoric Anivia and Cho'Gath share this orientation of the shared Prehistoric splash art.
    [​IMG]

    To fit snug on his champion page, Prehistoric Renekton uses a flipped version of the shared splash.​
    [​IMG]
    Prehistoric Anivia​


    750 RP
    [​IMG]
    [​IMG]
    [​IMG]


    Prehistoric Cho'Gath​


    750 RP
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    Prehistoric Renekton​


    750 RP
    [​IMG]
    [​IMG]
    [​IMG]

    Continue reading...
     
    #19
  20. welp

    welp Active Member

    Joined:
    Sep 4, 2014
    Messages:
    83,686
    Likes Received:
    0
    This morning's red post collection includes an update on the community's Team Up Week & Pool Party progression, the June 15th patch update to re-enabled Caitlyn, and Love & League, a documentary on couples who play LoL together.
    [​IMG]
    Continue reading for more information!

    [​IMG]

    [​IMG]
    [​IMG]

    Table of Contents


    June 15th Patch Update - Caitlyn Re-Enabled

    [​IMG]
    The official 5.11 patch notes have been updated now that Caitlyn's bugs have been squashed and she is once again available for play!
    "Patch Updates
    6/15/2015
    Caitlyn
    • Let's Try This Again - Resolved a crash issue with R- Ace in the Hole."



    Team Up Week Update - June 16th

    [​IMG]
    Between June 15th and June 21st, the community is participating in TEAM UP WEEK! This week, each server is earning points by playing matchmade games with five player premade groups and sending gifts to other players to earn various Pool Party rewards for all participating players next week!

    Our current community point total as of June 16th is around 3-4 million.
    [​IMG]
    As a reminder, here are the Pool Party Rewards the community is working towards:
    • At 5 million points, we'll unlock Team UP IP rewards, granting +100% bonus IP for playing with a five player premade group.
    • At 15 million points, we'll earn a ton of sales including the champions, skins, tshirts, ARAM skin boosts, and more!
    • At 25 million points, we'll unlock a Pool Party themed summoner icon & a free Mystery Champion for anyone who has connected to the Facebook Friend discovery feature
    • At 35 million points, we'll have Pool Party themed minions enabled for the duration of patch 5.12
    • At 45 million points, we'll unlock a Party IP Weekend at the end of June
    • At 55 million points, everyone who contributed during Team Up Week will receive the upcoming Pool Party Mundo skin for free

    Be sure to check the Team Up & Pool Party Hub for more information on the event and the upcoming rewards! That page will be updated each day at 9 AM PST with an updated point total!


    Love & League: A Documentary

    Last up we have a new documentary focusing on several couples who play League of Legends together!

    "What's it like playing League with your significant other?

    We wanted to know more about how League of Legends figured into players' love lives, so we interviewed four everyday couples to see how their games change when their League duo queue partner is also their IRL duo queue partner.

    From bounty hunters who are partners in tracking down the bad guys on and off the rift, to a couple teaming up to secure the 2000th win, these pairs show how League can be the glue that keeps crazy love together.

    So check it out here or in the YouTube player embedded above, and if you have your own stories about Love and League, share 'em in the comments!"​

    Continue reading...
     
    #20

Share This Page