Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.
Challenger Top 200 / 50
Challenger Top 50 / 15
Challenger Top 10 / 3
NOTE: Those are icon rewards for playing ranked. Challenger has 3 different icons depending on the place you've end up:
[...] Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues. [...]
Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I'm going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.
These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I'd love to hear your suggestions for what cool Dragon bonuses could be - and I know we're still heavily iterating on the Jungle.
I'm going really light on context in this post because this isn't an official patch notes - I just wanted to get a good list of details out there so you guys have some inkling of what's going on when the stuff gets deployed to PBE.
As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.
Fountain Regeneration Improving feel of regeneration in fountain
Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.
Stat Growth Per Level Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages
Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.
Bounty Changes With Stats Growth Per Level changes, early advantages are somewhat diminished - thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth
Kill gold is no longer reduced before 4 minutes.
Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.
Death Timers Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage
Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.
Towers Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower
Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets
Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
Tower Armor and Magic Resistance have been normalized to 100.
Tower HP has been set to the following: Outer: 2000 Health Inner: 2000 Health Inhibitor: 2500 Health Nexus: 2000 Health
Inner Towers have a new mechanic - Shielding: Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage. While the shield holds, nearby champions gain a moderate shield as well.
Inhibitor Towers have a new mechanic - Beam: Inhibitor Towers attack their target continuously, up to 4 times a second. Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds. Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds. Ramp is reset when Inhibitor Towers change targets.
Base Tower regeneration reduced to 5 hp/5 from 15 hp/5
Minions Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power
Minions no longer gain Armor and Magic Resistance
Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.
Homefield Advantage Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics
While a character is in their own base, they receive a movement speed and minor resistance bonus.
Inhibitor Respawn Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially
Inhibitors respawn timers increased to 300 seconds from 240.
Blue Buff Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios
Blue Buff duration reduced to 120 seconds from 150.
Red Buff Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages - we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege
Grants you 1% of your maximum Health every 5 seconds.
Duration reduced to 120 seconds from 150.
Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
Burn damage rescaled to 5-56 damage per second from 10-44 damage
Burn damage now applies to Towers
New Powerup: Still Waters Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power
In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
This buff confers: +50 out of combat movement speed. Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.
Elixirs Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game
Elixir of Fortitude and Brilliance have been removed.
You may only benefit from one elixir at a time.
Elixirs may only be bought when your champion is level 9 or above.
Elixir price increased to 400 gold.
New Elixirs added: Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500. Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10% Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower. Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.
Baron Nashor Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out
Health and Regeneration removed (AD and AP boost remain the same)
Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds. This also massively heals you and grants you an 8 second movement speed buff once it finishes.
Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type: Melee Minions: Gain 80% damage reduction from almost all damage types Ranged Minions: Gain increased damage and a minor increase in range. Siege Minions: Gain massive increases to range - such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers. Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.
Dragon Dragon bonuses adjusted to be more 'back-loaded' so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game
Slaying Dragon now grants you a stack of 'Dragonslayer' which grants different permanent bonuses depending on how many Dragons you've slain. Stack 1: Increased Regeneration Stack 2: Increased AD / AP Stack 3: Increased Movement Speed Stack 4: Increased Health Stack 5: Triples all other bonuses
Dragon gives 50% reduced XP, compared to live.
Dragon no longer grants global gold.
Dragon deals 20% increased damage to units for every Dragon their team has slain.
Dragon takes 7% reduced damage from units for every Dragon their team has slain.
Enchantment: Captain's Removing overlapping mechanics from Elixir of Ruin and Baron Buff - and most people didn't use Captain's for this purpose anyway
Minion MS amplification removed.
Armor and Magic Resistance Resistances are inherently reactive buys - and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be
All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
In effect, there is now no meaningful difference between 'Chain Vest/Negatron Cloak' items vs. 'Cloth Armor/Null Magic Mantle' items as they will all build from the same root.
Health and Mana Regeneration We're swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently - as well as allowing these items to more naturally scale as the game goes on.
Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
% Base Health / Mana Regeneration take into account your champion's Health and Mana regeneration and any Health and Mana regeneration they gain per level.
This does not take into account: skills, masteries, runes and other sources other than your champion statistic.
Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.
Band of Remorse Recipe: Rejuvenation Bead + Ruby Crystal
Grants Health and Regeneration.
Righteous Glory Recipe: Catalyst + Band of Remorse
Grants Health, Mana and Regeneration
Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.
Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.
Ohmwrecker Recipe: Raptor Cloak + Kindlegem
Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)
Jungle Jungle is different now. For reasons!
Reasons that are outlined in the previous PBE post. Don't look at me like that.
General 1. Jungle Difficulty and Rewards have been increased 2. Red and Blue buff timers moved to 2:30
New Jungle Camp: Scuttle crab This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game
Spawns in top and bottom river and patrols the river it is in.
Is not hostile - tries to run away from enemy champions.
Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.
Smite Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it - this ensures that the Jungler always potentially benefits more from the Jungle than other roles
Brambleback (Elder Lizard) 1. Restores a large amount of Health.
Blue Guardian (Ancient Golem) 1. Restore a large amount of Mana.
Krugs (Ancient Golem) 1. Grants Gift of Heavy Hands - adding Execute Damage to your attacks.
Gromp (Large Wraith) 1. Grants Gift of the Toadstool - grants Toadstool Armor, poisoning enemies that attack you.
Raptors (Wraith Camp) 1. Grants Gift of the Eagle Eye - grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward.
Murkwolf (Wolf Camp) 1. Grants Wolf Sentry - A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it'll run at them and alert you to his position.
Jungle Itemization Jungle itemization has been overhauled - all existing jungle items have been removed.
Hunter's Machete 1. Hunter's Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters. 2. Hunter's Machete can only be bought if you have Smite as a Summoner Spell.
Upgrades Hunter's Machete now upgrades into 4 items that amplify or change your Smite ability - depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle
Stalker's Blade 1. After killing 3 monsters, you can smite Teemo enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.
Poacher's Knife 1. Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown - has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.
Skirmisher's Saber 1. Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion - doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.
Ranger's Trailblazer 1. Upgrades Smite to Desolating Smite - which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.
MOAR UPGRADES The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to
Enchantment: Warrior * Grants AD and Life Steal
Enchantment: Magus * Grants AP and CDR
Enchantment: Juggernaut * Grants Health, CDR and Movement Speed
Enchantment: Slayer * Grants AS, CDR and a stacking AS buff
Jungle Items Enchantments
Giant Enemy Crab
Homefield Advantage Buff
2nd Turret Shield
3rd Turret (Beam)
Smite Damage Indicator
NOTE: Have in mind that diffs can be buggy! Checking all of this can take a while...
Lightning Rush [ E ] - Ability revamp: Kennen gains 10/20/30/40/50 Armor and Magic Resist,an enormous but rapidly decaying movement speed increase,and ignores unit collision for 0.5 seconds, dealing 85/125/165/205/245 (+0.6*AP) magic damage to any enemy he passes through (half damage to minions).
The duration of these effects is increased by 0.5s each time Kennen passes through a new target.
NOTE: Those are intended changes, context below the diffs
Base Range is now 550 (up from 525)
Blinding Assault [ Q ] - Now blinds enemies for 1.1/1.2/1.3/1.4/1.5 seconds (down from 1.5 seconds at all ranks)
Tag Team [ R ] - Ability revamp - First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker. Valor can move through units and gains + 80/100/120 % Movement Speed, decreased gradually to + 5/10/15 % when in combat.
Second Cast: Quinn returns, replacing Valor on the battlefield, and also resetting the cooldown on HeightenedSenses.
Tag Team [ R ] - Now costs 80 mana (down from 100)
Tag Team [ R ] - Cooldown is now 40/20/1 seconds (down from 140/110/80)
NOTE: Those are intended changes, context below the diffs
Hey guys, SmashGizmo here from the Live Gameplay team, and I'm here to just give you guys a little heads up on some Singed changes coming to PBE soon. We don't think Singed needs a big push to make his way back into the mix in top lane, so we're looking at some small scale changes, both to give him something new and cool to do and to give him a little nudge up in power. The main changes we're looking at here are:
When Singed Flings an opponent into his Mega Adhesive, they are snared for 1 second
Slight buff to rank 3 Insanity Potion stats bonus
The first change is about adding some cool thematic utility to Singed and opening up some big play-making potential when he gets creative with comboing his abilities. We like the core stuff that Singed is doing and we didn't really want to change that too much, but we wanted to give him some new ways to think about his E and W usage and reward players for using them well together. The second change is just a slight nudge up to his late game effectiveness, as Insanity Potion's rank 3 isn't quite as noticeable in the late game as the earlier ranks are in the early-mid game.
Also, Singed is receiving these kit changes in tandem with some visual updates! The model and textures for all of his skins have been updated, so you can look all spiffy as you run by people and throw them onto disgusting puddles of goo.
Welcome to patch 4.18. While we don't have a lot of balance changes this patch, 4.18 is the launch date of one of our largest champion updates to date: Sion, the Undead Juggernaut. Be sure to check out his champion reveal page here, or just try him out in-game when he launches! But please, for the sake of you and your teammates' sanity, maybe play a few normal games with him before you queue up for ranked. I get the feeling many of you won't listen, but at least I've had my say.
Also of note within 4.18 is a whole pile of bugfixes for Azir (sorry!), a GANGPLANK BUFF!?, the removal of Pando Media Booster, a Smart Ping volume slider (look at this new audio technology we can implement!), and phase 2 of our mass champion texture rebalance! You can think of this patch as more of a small maintenance update as we look forward to the World Championships in Korea and the future of competitive League of Legends. Definitely some bigger things to come in the future, so stay tuned!
P.S. Same deal this patch about there being a larger than usual downloads. We're shipping pieces of the updated Summoner's Rift as we finish them but, once again, they won't be available to play!
Sion, the Undead Juggernaut, will be released with the launch of 4.18. Check out his reveal for gameplay info, his insights article for a look at his development, or his teaser for a glimpse into his story.
No more bonus resistances when Akali is in her shroud, but now whenever she stealths she gets a significant movement speed boost.
Akali's one of those champions who, when she gets ahead, completely circumvents her meaningful weaknesses by having extra resistances from Twilight Shroud. A fed Akali ultimately turns into a bruiser-assassin Akali who hops into a fight, tanks out damage in Twilight Shroud, and then continues to obliterate the squishies. Rather than removing her defensive mechanics completely, we wanted to focus Akali's skills on more ninja-y things, hence the heavier focus on sneaking and agility. This also allows us to reinforce the proper counterplay to Akali (reveal her in stealth and beat her up), give her better themed mechanics, all while reiterating her focus on opportunistic assassinations. Up front: this is meant to be an overall nerf, but we hope Akali players will be more focused on the cool plays they can make with this new mechanic.
W - Twilight Shroud
[NEW] NOW WITH MORE NINJATwilight Shroud now gives +20/40/60/80/100% movement speed each time Akali stealths, rapidly decaying over the course of 1 second
[REMOVED] RESISTANCE IS FUTILEAkali no longer gains bonus armor and magic resistance while in Twilight Shroud
So many bug fixes. Also some small buffs to Azir's base attack damage and attack speed.
Gauging a new champion's release strength has traditionally been a difficult task, given we have to account for player learning curves, the landscape of the game and, in Azir's case, how that champion's ability coding holds up in millions of unique games (and game interactions). All of the above also plays into the next steps we need to take in helping (or toning down) that champion. With Azir, we saw some small changes we could take to help out his laning phase, but we're going to take it easier on anything larger until these fixes go through.
BASE ATTACK DAMAGE43⇒47
BASE ATTACK SPEED0.556⇒0.600
Passive - Shurima's Legacy
TWO AZIRS!?Fixed a bug where two Azirs were able to summon a Sun Disc from the same interactive clicker
NO SUN FOR YOUFixed a bug where other players were able to target the Sun Disc interactive clicker with abilities (e.h. Lee Sin's Safeguard) or were told they could click on it and then couldn't and then became sad.
TACTICAL CLICKINGReduced the clickable size of the Sun Disc interactive clickers by 20%
Q - Conquering Sands
SLACKING ON THE JOBFixed a bug where moving inactive soldiers into active combat range with Conquering Sands would fail to activate their attacks properly, leading to 0 damage attacks
CONQUER FURTHERFixed a bug where Azir's sand soldiers would fail to cross a wall if they were just a little short of it
W - Arise!
PRETTY SIGNIFICANT BUFF FIXFixed a bug where multiple soldiers attacking multiple targets would often lead to soldiers incorrectly applying reduced damage. Reiterating here: this is a pretty big 'buff' fix.
THEY'RE BREAKDANCE FIGHTINGFixed a bug where dancing would break Azir's soldier's basic attacks
E - Shifting Sands
[NEW] TAKE ME WITH YOUIf Azir uses Shifting Sands on a soldier currently moving via Conquering Sands, he'll now join the soldier on a combined magical journey
I CAN'T TELL THEM APARTFixed a bug where Azir wouldn't shift to the correct soldier in certain situations
READY TO GOFixed a bug where pressing E immediately after pressing W would occasionally not work. Feel free to W+E away now (or try W+Q+E for an even cooler combo)!
R - Emperor's Divide
IT'S COMPLICATEDFixed many bugs with Emperor's Divide. This ability should no longer:
Deal damage multiple times
Pin targets to walls
Fail to bounce targets to the far side of the wall
Not break channels
Break spell shields and still knock enemies back
SOONWe're aware of a bug where Azir's Sun Disc currently does not ramp up in damage. We'll be fixing this in patch 4.19.
Cannon Barrage now deals full damage in waves to everyone within the zone, rather than randomly dropping cannonballs on heads.
Real talk: this change doesn't do everything for Gangplank in the long-term, but a consistency pass on Cannon Barrage was one we saw we could do in a self-contained change without fundamentally altering GP's playstyle.
R - Cannon Barrage
IT'S HARD TO AIM A CANNONCannonballs now fall in waves that damage the whole zone once per second. Individual cannonballs no longer have individual damage zones.
W's damage has gone down, particularly at higher ranks. Also, sometimes we just want to talk about Kha'Zix.
While it's true that Kha'Zix has been a tough bug to balance, we wanted to talk about our approach with him. If you're not interested in a long Kha'Zix context for a single change, feel free to move on. WARNING: this discussion's going to get a little complicated!
So. Kha'Zix has once again found a way to prosper as a high-priority assassin, but the popularity of a champion doesn't automatically translate to them needing a nerf. To us, when someone becomes popular in high level / competitive play, we see them as exhibiting symptoms of certain attributes that competitive players value: strength, overall effectiveness, and reliability. As such, we do keep an eye out for popular competitive champions, but our first goal is to understand if they're just powerful strategic picks in the current meta or if they're actually objectively better (or more reliable) than their peers.
In the case of Kha'Zix, Q was designed to be his main tool when assassinating targets, and it's important to maintain that relationship for game health / champion identity reasons. Right now, however, Kha's actually prioritizing W as a first evolution (and max rank), but he's still expecting to do all of his assassin-y things (note: without evolving or focusing on what should be his primary killing tool). We're fine with players opting for a W-first Kha'Zix, but this means he's gotta make some meaningful tradeoffs, like losing some offensive threat while gaining utility / poke. Unfortunately, this hasn't really been the case as we're still seeing Kha'Zix being very effective as an assassin while also getting all of the extra utility of evolved W.
What all of this tells us is one of two things: a.) The utility and strength of evolved W is too reliable in combination with Kha'Zix's base kit, so he can get the best of all worlds by maximizing his utility while also being a high-threat assassin. Or b.) Kha'Zix's evolved Q is too weak to properly use as a primary play pattern, so he's forced to max / evolve W to stay relevant in the game but doesn't really want to. We strongly suspect the first case is more true (and this is reflected in our change).
It's tough to justify a champion being 'too weak' if they continue to be a high-priority pick in games where strength and reliability are the most important traits. Final reassurance though: we do think Kha'Zix's play patterns are fairly healthy overall, so we're not planning to make any major changes in either direction, we just wanted to explain some of our thought processes as we work.
Occasionally relenting pursuit. This will have been the third time we've made a joke regarding Relentless Pursuit and no apologies will be made at this point in time.
When we originally re-balanced Lucian back in patch 4.12, we were actually concerned with him being too weak in the laning phase (hah), and so gave him compensatory buffs to keep up. Since then, however, Lucian's gone on to be a premiere lane bully with access to a pretty solid late game as well. These changes should make Lucian think a little more about that aggressiveness in lane.
Rapid Fire's gives a smaller but more powerful buff in the late game. Tristana gets less attack speed per level.
Apologies if we're repeating the same thing from 4.17 but we're looking for ways to give Tristana more moments of weakness. As another repeat: while these changes may not completely address that goal, we're hoping that by making Trist more dependent on Rapid Fire to deal damage, there will be clearer windows to engage or disengage against her.
ATTACK SPEED PER LEVEL+4% per level⇒+2.5% per level
Yasuo's base health and movement have been reduced. Remember that time we talked about taking more time to read the summary than the actual changelist?
As hypercarry swordsman, Yasuo should make early game tradeoffs for opponents to capitalize on before he grows to his late potential. Right now, that isn't quite the case as Yasuo's quite strong in the early game, even in unfavorable matchups, in addition to scaling extremely well. These changes are to more specifically highlight Yasuo's early weaknesses, including being squishier if his passive isn't up and, more importantly, being more vulnerable to ganks if he's pushed up and doesn't have minions to dash through for his retreat. We'll be keeping a close eye on Yasuo with these changes, however, as having an early game weakness will almost certainly have an impact on his late game reliability.
BASE MOVEMENT SPEED350⇒340
Mass Texture Rebalance (Part 2)
We're continuing our comprehensive pass at the game's older character textures. Our goal is to improve parity with newer releases and make sure everybody looks at home on the Rift as its style and color palette continue to evolve.
WARNING: Due to a bug, this change is currently not in effect (the tooltip is simply wrong, it's still 10%). We'll be looking to hotfix this when we can and will update the patch notes accordingly. Sorry!
With hypercarry marksmen running rampant in the mid to late game, we're returning a little more power to Randuin's Omen to give tanky dudes better itemization choices when fighting back.
ATTACK SPEED REDUCTION10%⇒15%
Featured Game Modes
Our next featured game mode, Hexakill: Twisted Treeline, will be released later this patch!
In-Game Announcement Banners
In-game announcements received a visual update back in 4.16. We've read through your feedback and are making a number of tweaks and improvements aimed at making announcements cleaner and less intrusive. For clarity.
CLARITYAnnouncements have been scaled down a bit and moved higher up on the screen
MORE CLARITYIncreased the transparency of announcement background effects
EVEN MORE CLARITYSummoner names have been removed from some announcements for brevity. Killing spree callouts retain them for bragging purposes.
In-Game Options Menu
With our new audio engine up and running, we gained the ability to tie a lot of existing audio effects to new volume sliders. We're implementing a slider for ambient sounds, as well as the often-requested ping slider. These new options are meant to give players more control over their audio experience in League of Legends."
Added a new volume slider for pings
Added a new volume slider for ambience (ex. red buff's campfire and the wind on Howling Abyss)
Removing Pando Media Booster
As we discussed a few weeks back, we’re removing Pando Media Booster from the installer and patcher this patch. Don’t know what we’re talking about? Pando is a defunct 3rd party peer-to-peer service we previously used to help players download new files faster.
If Pando Media Booster is on your computer, you’ll see a popup once you launch League of Legends that’ll prompt you to remove Pando from your computer with a single click. We no longer use Pando’s services in our releases, so we recommend removing it.
Pando Media Booster has been removed from the installer and patcher
Players with Pando Media Booster on their computers will be prompted to remove it with a single click
PREMADE FACILITATIONThe Suggested Players invite list in premade lobbies now recommends friends of friends who are currently online and available for a game
(Fixed during 4.17) Resolved a significant source of crashes introduced last patch which predominantly affected Mac players. This won't solve every crash, but we remain committed to fixing as many issues as possible in every patch.
Another bunch of short lore, this time for Shadow Isles champions
Elise's entrancing beauty and grace conceal the pitiless, black heart of a deadly predator. With ruthless cunning, she lures the unsuspecting with promises of favor from the spider god. Having exchanged her humanity to become something far more sinister, Elise sacrifices the innocent to maintain her power and seemingly eternal youth. No one can fathom how many have been caught in her web, slain to feed her insatiable hunger.
Swift and lethal, Evelynn is one of the most deadly - and expensive - assassins in all of Runeterra. Able to merge with the shadows at will,she patiently stalks her prey, waiting for the right moment to strike. While Evelynn is clearly not entirely human, and her heritage remains unclear, it is believed that she hails from the Shadow Isles - though her link with that tortured realm remains shrouded in mystery.
Hecarim is a towering, armored specter whose name is whispered fearfully across the length and breadth of Runeterra. He patrols the Shadow Isles, running down anyone foolish enough to set foot upon its cursed soil. As the vanguard of undeath, Hecarim rides forth from the Black Mist, laughing mockingly as he tramples the living beneath his iron-shod hooves.
Karthus is a harbinger of oblivion, zealously devoted to the beauty and clarity of death. Even in his youth, he was utterly obsessed with mortality, growing ever more relentless in the pursuit of his dark desires. Yearning to be one with death itself, Karthus journeyed to the Shadow Isles and willingly offered himself to undeath. Karthus transformed into the Deathsinger, a dread lich existing solely to deliver the blessed gift of annihilation.
Maokai was bound to a gnarled tree by the dark magic that transformed the Shadow Isles. The once-peaceful nature spirit is now a corruption of his former self. Infused with power that he never asked for, he has become a destructive force, sundering his enemies with wild magic and crushing limbs. Maokai continues to wander Valoran, seeking the means to bring life back to his forest home.
The vicious wraith Mordekaiser is among the most terrifying and hateful of spirits that haunt the Shadow Isles. Entombed in ancient armor, the Master of Metal is said to be the first of the unliving, a revenant who existed even before the Shadow Isles were wrought. His twisted soul thrives on his own suffering, as well as the anguish he inflicts upon others. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims' souls to become instruments of destruction.
Thresh is a sadistic,spectral reaper who relishes tormenting the living and the dead. Once a jailer who mercilessly brutalized all under his charge, Thresh was hanged from his own chains by the prisoners he had tortured. With his vicious essence unbound, the Chain Warden roams Runeterra in search of prey. He derives twisted joy from slowly breaking the minds of his most defiant victims, before trapping their souls within the sickly green light of his lantern.
A terrifying and tragic figure, Yorick is a ghoulish being that exists on the edge of mortality. Some say he was the last of his family line, dying without an heir to continue its legacy, and that he is cursed to continue to his family's duty even after death. Wielding the twisted shovel he bore in life, he continues his macabre work, endlessly digging and filling graves upon the haunted Shadow Isles.
UNIQUE Passive - Cold Steel: Now reduces Attack Speed by 15% (up from 10%)
Riot Reinboom and Feral Pony here to bring you an objective look at the objective changes we’re making for the 2015 season.
Philosophically, our big goal this season is to encourage more strategic diversity in League of Legends. This touches a lot of different areas but it all boils down to making your high level decisions matter (versus tactical decisions like last hitting, fight mechanics, etc). What champions can I bring? Where do I go on the map? How do I respond when the enemy team takes an objective? What can I do now that we’ve secured dragon? How does my build impact my interactions on the map? These things currently do matter, but we feel there’s room for improvement and we’re excited to explore some of these opportunities with you.
Along with this goal, we also want to ensure that we have more options in place to better balance the game. We want to be able to tone down problematic strategies and enhance weaker strategies without having to nerf or buff every champion involved in that particular playstyle (if anyone remembers Shen or Rengar pre-rework).
On 10/09/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.18. 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.
On 09/10/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.18. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
Riot Fearless and Axes here to talk about our goals for the jungle. In the 2015 preseason, we want to improve strategic diversity: both in which champions can get played in the jungle and what different options each one has.
This season, a jungler’s perceived strength is largely tied to their ability to gank. While there are those who are functionally better at clearing / counter-jungling / objective control than others, the impact that ganking junglers have can really overshadow other strengths.
To explain more: slow, health-focused junglers quickly lose their advantage after their first purchase because there’s so much sustain built into tier one jungle items. Objective-focused junglers rarely have the opportunity to flex their muscles when a ganking jungler can kill a lane and then take the objective with less risk. Finally, I’m sure all of you remember when we introduced Feral Flare to support heavy farming junglers, but quickly toned it down after release. It was here we realized we needed a larger suite of changes to make these different strategies actually viable, and we’re hoping that this preseason will be our opportunity to do that.