I am studying to make games and i love the methods of balance yet variety that league offers, this also including a kinda rock-paper-scissors mentality.
So what i wanna know is, are champions in development required to have a champion that they are weak against/ is strong against them before it can be release?
Another question is, does the ever growing number of champions cause problems in balancing the game or does it somewhat solve a problem of balance?
We do want champions to have identified weaknesses, we don't want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you're able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you'll get stomped) and lack of choice for the opposition.
Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we're replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.
We're constantly seeking to improve LoL across the board, and splashes are no different - as you may have noticed, we've been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.
This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough...Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.
Let us know what you think!
Why didn't you do this sooner? The art style for these splashes was a bit different from our visual target, and we didn't want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.
Why didn't you change X splash? We specifically picked splashes that met the goals of this small update, so there could be several reasons:
We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
Alternatives are too drastically different from current splash or in-game model (we're looking to improve overall cohesion in addition to just visual quality.)
What if I don't like X splash? Let us know! The goal here is to improve, not detract
Why are these only skin splashes? This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they're more highly visible (e.g. minimap icons, champion select, etc...). In general, we're looking to err on the side of caution where there's a very clear quality increase with little risk of confusion.
You may or may not have noticed that there are Vel'Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel'Koz on the whole.
Let's start with what our goals for Vel'Koz generally as a champion. When making Vel'Koz, one of the most important things that had to be true about Vel'Koz is that he fulfills the role of a terrifying laser face melter. On his release, I'd say it's fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat - Ability Power. I definitely understand that Vel'Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support. That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick's Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel'Koz and an incredibly dangerous moment for opponents. Given how his R's damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel'Koz's release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he's been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that's why you'll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.
Again, I'd like to reiterate that we are aware that support Vel'Koz's damage will take a hit if we go through with these changes, but it is our intention that Vel'Koz's character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character's ultimate is the only change that moves him out of the support position, then that's probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.
On the note of utility, we are indeed looking at reducing the slow on Vel'Koz's ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel'Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.
All other changes on Vel'Koz are aimed at just making various spell effects better match their visuals.
That's a lot of text though! Here's what we're looking at for PBE stuff to test for now...
W - Void Rift
W1 missile width increased to match W2
R - Lifeform Disintegration Ray
Range increased to 1550 from 1500
Base damage reduced to 350/475/600 from 500/700/900
Ability Power Ratio increased to 1.5 from 0.6
Slow reduced to 15% from 20%
Slow now stacks on targets up to 5 times, up from 1
This patch will have a fair amount of champions with relatively small amounts of changes, so it probably wasn't worth going through all of them here. Rest assured the 4.13 notes will be substantially thicker than the forecast. :)
So, I have to question, as far as increasing marksman diversity, do you intend to attempt to bring back high-AD lane bully carries like Graves, albeit in a lesser position than Lucian was, or are you happy to bring immobile, high damage ADCs such as Tristana, Kog'Maw, or perhaps even Twitch back? Do carries like Varus and Jinx meet the criateria for what you want to bring back? I do so enjoy Varus.
Ultimately, our goals for all marksmen are for each one to feel like they have specific aspects of the game they excel at, and have item paths to facilitate them succeeding. The BT and Essence Reaver changes should give some help to carries like Graves or Ezreal, who feel like they're a little under par right now. That said, we know some of the heavy auto-attack centric hyperscalers like Tristana and Kog'maw are very strong right now, and while we like seeing those guys picked in the game, we don't want them to be the only choice for marksman players.
We’re piloting the first episode of (what we hope to be!) a new video series, the Patch Rundown! These videos will focus on the contents of the latest patch before opening up a discussion between Riot designers and guests. Patch 4.12 introduces jungle timers along with changes to Alistar, Lucian and more - hit play for the full rundown and patch discussion featuring Statikk and Nome from Riot Games and Snoopeh from Evil Geniuses.
We’ll improve future videos with the feedback you leave us, so add in your comments below!
Thank you for the response! While it is a shame that Omen will not get to join the game it is nice to see that there is some chance to see a champion that looks somewhat like him. I think one of the best aspects of Omen was his striking appearance he looked menacing, sinister, and yet at the same time somewhat playful. Aesthetically speaking he reminds me of a slightly more demonic cheshire cat from alice and wonderland haha. Also thank you for getting back to me on the Gangplank issue I am looking forward to your response.
We've got some concepts that hit on that sort of menace, and others that do playful that you might find interesting assuming they work out, nothing that quite hits on that exact combination at present though. Agree that's a cool space, impression I get is that Omen didn't deliver on that potential though.
Gangplank wise we've got a direction we like and plan to follow at some point, as Gmang discussed a while back. He's not one of our main priorities at the moment though, so will be a way off still. Apologies that's pretty vague.
The return of 4.13 content means Sona is back on the PBE. She returns with her audio intact, an updated base model and textures, as well as updated Silent Night and Pentakill skins. We continue to improve her VFX as well, and will continue to update these as we move towards Sona's release.
Sona has also had a few balance changes since she left PBE, mostly a few tweaks to react to her dishing out a tremendous amount of healing in playtests, and a usability improvement on her E.
Mana cost increased to 55/60/65/70/75 from 50/55/60/65/70
Mana cost increased to 70/75/80/85/90 from 65/70/75/80/85
Base heal reduced to 20/40/60/80/100 from 25/50/75/100/125 (Max heal now 40/80/120/160/200)
Ratio reduced to 0.2 from 0.25 (Max now 0.4)
Fixed issue where Sona's Movement Speed buff was removed when she used another aura
Welcome to patch 4.12! With only a few patches between now and the League of Legends World Championships, our focus is on the competitive scene and the things we can do to ensure the landscape is diverse and healthy. Part of how we're accomplishing this goal is to look at champions who are skewing champion select in one way or another while also looking to healthy "almost there" champions, like Alistar or Ahri. For either side (strong or weak champions), our main philosophy is to look for strengths to highlight while also emphasizing weaknesses. This ensures a champ can hold onto their strategic value while still having meaningful tradeoffs. You'll also hear me repeat this many times. Too bad.
For you Twisted Treeline fans, we've got two item overhauls with Grez's Spectral Lantern and The Lightbringer (they're now two separate item lines with different functionality), so be sure to read up before hopping into your 3s game.
Final thing: we'll also be shipping jungle timers with patch 4.12! Read just below for a rundown on those but, as part of our focus on gameplay clarity, we want to ensure that the right skills are being rewarded in League of Legends. In the case of jungle timers, we want to focus on the meaningful choices you make with the information you've earned, rather than the quick arithmetic you can do with the clock. Also be sure to read our dev blog on Clarity for more philosophy!
And that's it for now! Read up on the changes below, and we'll see you next patch!
We want League to be all about the smart decisions you make in the moment and how you make plays around those moments, rather than how well you can track certain timers. There's definitely skill in memorizing information, but our philosophy on gameplay clarity is making sure that skillful decisions can be made with the right information and that players are fighting each other, not the system.
The information you get through clearing an objective is important stuff you've already earned, so we wanted to clarify that through jungle timers. It's also worth mentioning that jungle timers aren't adding new information that hasn't been there before, as they follow the same rules as minimap icons.
Jungle timers have been added to the game!
Jungle timers currently track the next spawn time of: enemy / team Elder Lizard, enemy / team Ancient Golem, Dragon, and Baron
Timers will only start tracking a camp if you or a teammate directly witness a monster camp being fully cleared (similar to minimap icons)
If you manage to snipe Baron or Dragon without vision, the timer will set itself off
You can access jungle timers by pressing TAB (default key) through the scoreboard. They'll be at the top of the screen.
We've also updated monster minimap icons! Check them out!
Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. That said, we don't think she needs too many buffs to keep up, so we focused on her ability to push the wave more efficiently so she can find more opportunities to roam.
Q - Orb of Deception
COST70/75/80/85/90 mana ⇒ 55/60/65/70/75 mana
ABILITY POWER RATIO0.325 (total: 0.65) ⇒ 0.35 (total: 0.7)
Ali's mana costs are lower, and his ult now reduces tons of damage, even at lower levels. In exchange, Ali's jungling is weaker.
We really want to bring Alistar back up as a support, but our challenge has been to make sure he doesn't also take up his crown of jungling cow king from the days of old. Access to a 'mini' Malphite Unstoppable Force at level 2 (via his Headbutt + Pulverize combo), combined with guaranteed tower dives and the ability to punt people away from safety makes for a pretty oppressive gank-train from the jungle. We want to give Ali the things he needs to succeed but, like we did with Maokai, we also want to make sure he's in a healthy position to do so. There's a little concern that having 70% damage reduction at level 1 Unbreakable Will might make Alistar a little too good at tower diving (even as a support), but we'll see how these changes affect him first.
W's cooldown has gone up, Force Pulse slows for a lot but for a shorter period of time.
This guy. Again.
Currently, our focus is on Kass's super snowballing potential where, when he's ahead, he can help both himself and his team succeed by constantly slowing and punching people in the face. We still don't want to go after Kass's iconic Riftwalk (as that's clearly his core strength), but these changes mean Kass will have less offensive windows to go in.
Lucian's attack ranges have gone down, but E's cooldown will now get reduced with every hit from Lucian's passive. E also has no mana cost, so Lucian will be dashing quite a bit in the mid to late game.
Our design philosophy when approaching a strong champion is to highlight their strengths while also emphasizing their weaknesses (I told you we'd be repeating this a lot). This mostly relates to the concept of meaningful choices, where we want that champ to maintain their strategic value while also having some tradeoff that enemies can play against. Specifically for Lucian, his high generic power (a strong early and late game, high burst, high mobility, etc) meant he could just be blindly picked without much consideration for the enemy team. For a while, this is what made Lucian such a strong competitive pick - he could adapt to any team and could still perform well.
Ultimately our changes are focused on highlighting some of Lucian's strengths as a spell-slinging, mobile marksman, while also emphasizing new weaknesses - like having a lower range. At higher levels with some items (cooldown reduction!!!), Lucian can fluidly chain Es together as long as he has a target to hit with his passive. This also means Lucian will be one of the most mobile mid-range ADCs in teamfights (there are some concerns that he'll be... too mobile thanks to E removing all slows, but we'll keep a close eye here). Having a lower range, however, also means Lucian will need to take more risks in order to get E's cooldown back up, and he might have some tougher matchups during the laning phase (where before he could win almost any lane). This gives us a lot more space to emphasize Lucian's unique traits, and we'll be watching how he performs after these changes.
ATTACK RANGE550 ⇒ 500
BASE MOVEMENT SPEED330 ⇒ 335
BASE HEALTH470 ⇒ 500
BASE ATTACK DAMAGE49 ⇒ 52
Passive - Lightslinger
THE DOUBLE TAP RULEFixed a bug where sometimes Lightslinger would fail to kill a champion because it incorrectly predicted that the first shot would be enough and would use the second shot to last hit a minion. Lightslinger will now always follow the double tap rule by shooting a near-dead champion twice to secure the kill.
Q - Piercing Light
[NEW] FARMCIANPiercing Light now deals75% ⇒ 100% damage to minions
CAST RANGE550 ⇒ 500
COST60/65/70/75/80 mana ⇒ 50/55/60/65/70 mana
E - Relentless Pursuit
[NEW] NOW WITH MORE RELENTLESSNESSCooldown is now reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc)
[NEW] NOW WITH MORE PURSUIT60/45/30/15/0 mana ⇒ 0 mana at all ranks
[NEW] SMOOTH SHOOTERLucian now resets his basic attack timer upon dashing
COOLDOWN18/16/14/12/10 seconds ⇒ 14/13/12/11/10 seconds[REMOVED] CULLEDRelentless Pursuit no longer resets on kill during The Culling
Some bugfixes for Quinn to give her a little more consistency in play.
E - Vault
LOOK VAL, SNACKSNow always causes Valor to immediately mark the target, even if Valor is in the process of marking another nearby enemyPROPER FORMFixed a bug where Quinn would sometimes propel herself in the wrong direction
Bloodthirster now gives even more life steal and the shield decays slower. The max shield, however, has been reduced, and Bloodthirster's life steal is now unique (to itself).
We made Bloodthirster a bit generic when we reworked the passive to a shield, because its other stats (life steal and AD) could be nabbed via other items just as easily. These changes are to push Bloodthirster as the sustain / defense item for anyone who wants to pick up AD along the way. As an aside, the UNIQUE life steal on Bloodthirster means you can't stack BTs for +40%/+60% extra life steal, but it'll still stack with any other life steal items like Vamp Scepter, Blade of the Ruined King, Ravenous Hydra, etc.
Now builds out of B.F. Sword and gives 80 attack damage. We just re-stated the changes in a sentence.
We were a little safe with Essence Reaver because there are a few champions who can get crazy strong with a mana-focused item. After seeing it in the wild, however, Essence Reaver just wasn't giving enough of a power spike for anyone building it, so we're rectifying that to make it more attractive as a pickup.
Earlier in the season, we updated the visual and sound effects of our summoner spells. We're happy with the changes, but in Exhaust's case, we think combining the fidelity of our Exhaust update with the visual impact of old Exhaust gets us the best of both worlds.
CLARITYVsuals have been updated to improve readability
[REMOVED] Jungle Items
The following jungle items have been removed from the Howling Abyss:
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Fixing some bugs we found with Twisted Treeline, along with a small balance tweak for the Ichors, which are statistically very strong so we wanted to trim just a bit of their power.
UNHEALTHY MONSTERSFixed a bug where all monsters (not just the big ones) were giving a regeneration sigil
Ichor of Rage
DURATION4 minutes ⇒ 3 minutes
Ichor of Illumination
DURATION4 minutes ⇒ 3 minutes
Spirit of the Ancient Golem
[REMOVED] WARDING ACTIVEWard active ability has been removed for Twisted Treeline
[NEW] UNIQUE PASSIVENow has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed
[NEW] UNIQUE ACTIVENow has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)
UNIQUE PASSIVENow has UNIQUE passive Maim: Basic attacks against monsters deal 50 bonus magic damage and restore 8 health
UNIQUE PASSIVEOwner now gains +30% increased gold from monsters
UNIQUE PASSIVENow has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed
UNIQUE ACTIVENow has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)
[NEW] The Lightbringer
This item has been remade - we will be listing only the new stats!
CRITICAL VISIONCritical strikes now cause the target to bleed for an additional 90% of your bonus attack damage as physical damage over 3 seconds and are revealed for the duration of the bleed.
Intro Bots is a new difficulty of Co-Op vs. AI designed for players brand new to League of Legends. In addition to changes to bot AI, there are a variety of tutorial-style features designed to help new players pick up some of League's basic lessons over the course of a few games. Check out our dev blog to get the full scoop on how we're approaching the onboarding experience.
Intro is now the default level of Co-op vs. AI for new players
Players above Summoner Level 10 will receive reduced IP/XP rewards and can't earn their First Win of the Day bonus from the Intro Bots queue
New Audio Engine
Back in 4.7, we started a multi-patch process to ship files for our new audio engine. We're happy to announce that process is now complete and the engine will be going live with 4.12! Our new audio engine brings a few immediate improvements, but more importantly will help us focus on providing a more immersive and engaging League of Legends experience moving forward. Check out our earlier post for more details!
Made improvements to stereo imaging and panning
Added proper support for Surround Sound
Made subtle improvements to audio clarity
Smoothed out a few small delays when the item shop, options menu and death recap are opened for the first time in a match
Fixed a graphical bug with start-of-game tips
Fixed a bug that occasionally applied duo queue restrictions to queues other than ranked solo/duo
Players who have negative LP from dodging ranked queues can no longer automatically reset their LP to 0 with a single ranked win
Fixed a bug that occasionally caused players with low LP to be demoted when losing a ranked match that would drop them to 0 LP
Fixed an issue with ranked teams sometimes not being promoted after winning a promo series
Fixed an issue with players sometimes being unable to join a new ranked team after leaving another
The following skins will be released at various times during Patch 4.12:
On 07/16/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.12. 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.
Get ready - it’s almost time for the next Featured Game Mode!
You thought Brazil’s Veigar Bot was challenging? Think again! We’ve souped up the bots to DOOM levels, giving them mind-melting abilities that’ll blow you away. Thought Amumu was already emo enough? What if Amumu’s Doom Bot is so sad he makes all his nearby allies units CRY WITH DESPAIR, too? What if Ziggs’s Mega Inferno Bomb broke off into six MINI INFERNO BOMBS after landing, or if Lux’s Final Spark burst out in ALL directions around her? Each of the Doom Bots have had their abilities tinkered with, and things most definitely get crazy when they get aggressive.
Fight the Doom Bots and you’ll unlock harder difficulties. Bots with 2 Bombs respawn with Bonus Doom effects such as Anivia’s passive or Swain’s ultimate, while 5 Bomb Doom Bots carry TWO Bonus Doom effects and provide the most extreme challenge in this brain-bursting Featured Game Mode!
The Doom Bots of Doom will be cavorting around the Fields of Justice from July 17 to July 27, and you’ll unlock a Doomtastic summoner icon if you challenge them at least once!