Welcome to another developer blog entry! Today we’re talking about something different: our approach to teaching new League of Legends players. If you’ve ever tried to teach friends or family how to play, you might know what a challenge (or pain in the ass) it can be, and many of you have given us great feedback about improvements you’d like to see. Today, we’ll dive into the principles we use to think about how to improve onboarding for new players, and give you a glimpse into an upcoming mode that aims to add a hand-hold onto the MOBA learning cliff.
League of Legends was built by and for core gamers, and the desire to learn and master the game coupled with the help of friends has gotten millions of players past its substantial learning curve. We’ve heard your feedback that sometimes that just isn’t enough: League is a game best played with your friends, and too many times we bring in friends from other games only to see them become frustrated and quit.
As a veteran player, it’s easy to forget all the things a brand-new player has to pick up. I’m sure we all remember some of the strange things we did when we first started playing – perhaps trying to smite champions or use abilities on turrets. We see new players of all sorts struggle with the same basics time and again, and even Beginner Co-Op vs AI matches often prove too much at once with too little direction for someone still learning how to move and cast.
We think we can do a much better job of exposing the intricacies that make up a game of League of Legends and letting new players more smoothly build up proficiency.
Essence Flux [ W ] - Tooltip change: "If Ezreal or his Allied champions are hit by the wave,their Attack Speed is increased by 20/25/30/35/40 % for 5 seconds."
Taste Their Fear [ Q ] - Now deals 70/95/120/145/170 (up from 55/80/105/130/155)
Dark Passage [ W ] - Now shield 60/100/140/180/220 damage (up from 60/95/130/165/200)
Dark Passage [ W ] - Tooltip change: "Additionally, the Lantern will grant a shield lasting 4 seconds that absorbs up to 60/100/140/180/220 (+0.4*AP) damage to Thresh and up to one ally if they come near the Lantern."
IMPORTANT NOTE: Every single item builing out of Hunter's Machete is removed from Howling Abyss!
Now gives 40 Ability Power (up from 30)
New recipe:BF Sword + Vampiric Scepter + 1050 gold
Now gives 80 Attack Damage (up from 60)
Grez's Spectral Lantern
New recipe: Madred's Razors + Dagger + Long Sword + 180 gold
Now costs 1765gold (up from 1350)
No longer gives 20 Armor
No longer gives 12% Life Steal
New UNIQUEPassive - Miam: Basic attacks against monsters deal 75 bonus magic damage and heal 10 Health on hit.
New UNIQUE Passive: Gain 30% increased Gold from monsters
New UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
Removed UNIQUE Passive: Basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage
Removed from Howling Abyss and Crystal Scar
Ichor of Illumination
Now lasts for 3 minutes (down from 4)
Ichor of Rage
Now lasts for 3 minutes (down from 4)
Lord Van Damm's Pillager
Now gives 80 Attack Damage (up from 70)
New recipe: Tear of Goddess + Pickaxe + 625g
Now costs 2200 gold (up from 2100)
Now gives 25 Attack Damage (up from 20)
Now gives 25 Attack Damage (up from 20)
New Passive - Gain 7-60 bonus true damage (on hit and on single-target physical damage spells) and 0-30% attack speed based on stacks of azure.
New Active - Spend 150 mana to gain a stack of azure for 9 seconds (20 second cooldown). During those 9 seconds, muramana may be activated up to 2 more times to gain additional azure (still costs mana, doesn't extend the 9-second duration).
The toggle Active is REMOVED
NOTE: The tooltips are not updated yet! See the Riot post below the diffs for full context!
Quill Coat (Twisted Treeline)
New UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).
Spirit of the Ancient Golem (Twisted Treeline)
New UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).
New UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
Now costs 3500 gold (up from 3400)
Now gives 20% Life Steal (up from 15%)
Life Steal is now UNIQUE Passive
New recipe: Wicked Hatchet + Cloak of Agility + 350g
Now costs 2280 gold (down from 2575)
Now gives 30 Attack Damage
No longer gives 25 Armor
No longer gives 15% Life Steal
No longer gives 200 Health
Now gives 30% Critical Strike Chance
UNIQUE Passive - Vanquish is REMOVED
New UNIQUE Passive: Critical Strikes cause your target to bleed for an additional 90% of your bonus Attack Damage as physical damage over 3 seconds and reveal them for the duration.
Active's cooldown is now 45 seconds (down from 60)
hi friends~ i just submitted some changes to manamune/muramana for pbe coverage. feel free to leave questions, comments, etc about the changes and i'll go through them after the weekend. i'm especially looking for anything regarding how easy it is to understand the changes in their entirety. the tooltip wording is admittedly…in want of improvement, to say the least so i'm very interested in potentially misleading/confusing language.
and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!
thanks in advance!
Frequently Asked Questions (last updated 2014.07.03 @ 15:05) Q) why? A) this turns out to be a fairly large question as there are a lot of reasons—the goal set for the changes hit a lot of things we're hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we 'gate' with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion's mana paradigm isn't necessarily consistent across all kits there's value in exploring systemic solutions to making mana much more interesting and meaningful.
of course, the 'now' is super important, so we're doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion's kit (which should already have awesome things like jayce's shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don't spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a 'late game' item.
Q) which champions are intended to benefit from a change like this? A) champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog'maw, et al.
Q) what about current manamune/muramana users not in the above? A) champions that tend to buy only one or two offensive items, and/or rely very heavily on spells (in relation to their reliance on basic attacks) likely won't appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we're watching.
Q) what can apply the true damage? A) basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze's overload or syndra's unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra's ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce's thundering blow no longer triggering the effect) so we'll be watching for data related to those specific cases to make sure things are still just fine for those cases.
[remade] active :: spend 150 mana to gain a stack of azure for 9 seconds (20 second cooldown). during those 9 seconds, muramana may be activated up to 2 more times to gain additional azure (still costs mana, doesn't extend the 9-second duration).
edit: to clarify, the mana-to-ad conversion is unchanged!
Welcome to another Patch Forecast from the Live Gameplay team! With the World Championships coming up, our focus for the next few patches will be aimed at competitive play - both in increasing the diversity of picks and hitting those outliers who beat down all meaningful choice in champ select.
As a reminder: these are not promises for what will be in Patch 4.12, rather, they're a forecast of what we are currently working on and the problems we see.
Ahri:Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. We're investigating ways to make Ahri feel better to play without just tipping her into the perma-pick category (hello S3 worlds).
Alistar: OH BOY. We really want to bring Alistar back up as a support, but our big challenge is to make sure he doesn't also become an insane jungling cow god, because that gets obnoxious. Access to what's essentially a mini-Malphite ult at level 2, combined with powerful tower dives and displacement makes for a worrisome combination that keeps us up at night. Worrying.
Lucian: Like we mentioned in the 4.11 patch notes, Lucian is still strong and his super well-rounded nature makes him less of a strategic pick and more of a must-pick. We're really exploring ways to give Lucian meaningful weaknesses while also highlighting some of his core strengths. At this point we probably can't bring along all of his advantages, but we're looking to maintain Lucian's mobility / burst while also highlighting his spellslinger archetype. You'll see more as we go!
Them aggro junglers: Depending on who you talk to, there are roughly 3-5 competitive junglers in the 'very strong' category who are outshining entire categories of dudes (see tanky jungler buffs). That said, we're balancing our approach here to make sure we don't just hit one so the others become default picks, but this gang has such high early aggression that they're still inhibitive in the game. Chances are high we won't have anything for these in 4.12 as we're still watching how the 4.11 jungle item changes have affected the scene, but we have a strong inkling that these dudes will still be around.
Up today we've got Riot Hongyou from the Live Gameplay team to answer some of your questions / comments on the forecast.
Our next featured game mode, the Doom Bots of Doom is now live and loose on PBE! Try them out and let us know what you think! We’re keen to get feedback from you guys.
There are three different levels (of doom) for you to challenge. When facing 2 & 5 bomb difficulties, the bots have additional ‘Bonus Doom’ buffs, inspired by the doomed abilities of other champions:
1 Bomb – Our Doom Bots have been doomed with powerful mutations to their abilities.
2 Bombs – Congratulations! You’ve unlocked Bonus Doom! On each death, the bots will randomise a new Bonus Doom.
5 Bombs – Good luck. ^_^
As an aside, the Doom Bots (much like all our other bots) do not cheat with vision. They can only see what a normal player can given their ward coverage, minion waves, abilities (doomed or otherwise), etc.
-Some sounds and VO surrounding doomed abilities might not be playing. We’re working on these.
Let us know if you guys run into any issues (particularly with the 2 & 5 Bomb difficulties) and tell us about your games! There are 15 Doom Bots in total, so we wanna know, which team compositions are the hardest? Which Bonus Doom combos the best on which bots? Who is the hardest champion you’ve beaten them with? Let us hear your magical feedback!
Sona is getting an update to help her player satisfaction and drastically improve the clarity of what she does. This update is also going to be an experiment for development, where Sona is going to be getting to PBE much earlier in her development, meaning that we have a longer time to get your feedback and react to it. This means that feedback is going to be even more valuable for us than usual. Everything you all have is welcome, but there are a few points where we really want to hear from you:
A few months ago, we talked with you all about what you loved about Sona, and what you thought could be better. We also had numerous internal discussion about the faults in her design along with the things about Sona that make her a great part of League of Legends. The product of those dialogues, along with many weeks of exploration and testing, is a updated Sona kit that will be hitting PBE very soon.
However, we are going to be using PBE a bit differently this time. Sona is getting out to PBE much earlier in the development process, with much of her VFX still in progress, and the design still very much in iteration. The main reason for this is to get the maximum amount of feedback on Sona. We know how many people love Sona, and we want to ensure that we give as much of a window for people to check out what we’re doing with her and give us their thoughts.
This also means that players will get a chance to see a much longer window of development. The good side of this is way more time to absorb and react to the feedback we get, the downside is that there will be more bugs and pre-final game balance, art and audio.
As far as the actual kit changes, the gameplay update is focused almost entirely on updating what an aura can be in league of legends. The primary goal is to transform Sona’s auras from giant stat bubbles to high impact “Snuggle Zones.” (Thanks Feral Pony!) Sona’s old auras granted her allies a tremendous amount of power (100 AP/AD on Q for example), but they weren't well communicated, and didn’t create new gameplay. Sona’s allies didn’t play differently with Sona’s auras, they just did everything invisibly better.
Sona now gets much smaller zones, and they now grant short duration buffs of condensed power to any ally Sona tags with the zone. This means that Sona players need to care when they give these buffs, and giving these buffs to the entire team requires skilled positioning and more team interaction. It also means that allies can make skillful use of the auras, rewarding teamplay and coordination. The goal was to increase the tactical and strategic choices Sona makes without increasing the mechanical complexity required to play Sona well.
UPDATE3: Late update, but changed some info in Doom bots tooltips! Seems like bots have one champion specific buff and one additional buff. UPDATE2: Doom Bots of Doom tooltips are here! Also known as Nightmare bots, many of them got additional buffs to their abilities... UPDATE: Headhunter Caitlyn received some changes to her model and textures, take a look below! NOTE: Updated Summoner's Rift is back!
Cait received many changes today, major model update
Doom Bots Of Doom Tooltips
NOTE: Also known as Nightmare bots, it's probably gonna be new featured game mode. Now we know why they're called like that, some of them receive special boost to skills... UPDATE: After analyzing some more files, seems like bots have one champion specific buff (Doom X) and one additional buff (Bonus Doom - X:)
Doom Amumu - Doom Amumu's Despair has started making everything near him sad too. So very sad. All allied units within range of Doom Amumu cry in sympathy with him. His Curse of the Sad Mummy now also reaches further.
Doom Annie - Doom Annie can set alight nearby enemy towers and burn everything. She also brought her bear Tibbers. Have you seen him?
Definitely Not Doom Blitzcrank - Doom Blitzcrank has powered up all his systems, giving him extra Rocket Grabs, a gigantic Mana Barrier and Static Field, and a Power Fist that knocks multiple enemies into the air. But it's definitely not him, so don't worry.
Doom Cho'Gath - Doom Cho'Gath grows in power as he grows in size. As he gains stacks of Feast, his Rupture and Feral Scream grow larger.
Doom Ezreal - Doom Ezreal's abilities have been fragmented into multiple energy waves.
Doom Fiddlesticks - Doom Fiddlesticks' abilities have fragmented to become even more terrifying, and the his ghosts could be anywhere nearby where you have no vision, waiting to Crowstorm from the darkness.
Doom Galio - Doom Galio's Resolute Smite and Righteous Gust have fragmented, and he will periodically create taunt zones next to nearby enemy champions.
Doom Karthus - Doom Karthus periodically Death Defies while still alive, and his abilities have fragmented.
Doom Lux - Doom Lux's abilities have been fragmented into multiple light beams.
Doom Malzahar - Doom Malzahar's abilities have fragmented, and he's brought extra voidlings with him from the void.
Doom Morgana - Doom Morgana's Dark Binding has fragmented and also added to her Tormented Soil.
Doom Wukong - Doom Wukong's Nimbus Strike creates additional clones which knock enemies into the air when disappearing. His Cyclone also summons Decoys that spin alongside him.
Doom Veigar - Doom Veigar calls down a ring of Dark Matter around himself periodically and his abilities fragment on minions.
Doom Ziggs - Doom Ziggs' Mega Inferno Bomb has fragmented, and his bombs have started rolling around, chasing enemy champions.
Doom Zyra - Doom Zyra's Rampant Growth will spawn extra plantlife near enemy champions within range of her.
Bonus Doom: Twilight Shroud - This champion creates a smoke cloud in an area for a short time. While within the cloud, this champion is stealthed and gains bonus armor and magic resistance. Attacking or using abilities will reveal them briefly. Enemies inside the smoke are slowed.
Bonus Doom: Rebirth - Upon taking lethal damage, this champion will transform into an egg with 100% health. If the egg survives for a short time, the Champion is revived with the same percentage health that their egg had.
Bonus Doom: Rebirth - This champion was recently reborn and must regain their strength.
Bonus Doom: Shadow Walk - When out of combat for a short time, this champion enters stealth only being able to be seen by enemy champions within range.
Bonus Doom: Burnout - This champion scorches the earth where they walk, leaving behind a trail of fire.
Bonus Doom: Permafrost - This champion creates pools of frost nearby, slowing all enemy champions and minions moving through them.
Bonus Doom: Garen - Every brush you can't see into nearby this champion, could have Garen hiding in it. Demacia!
Bonus Doom: Onslaught of Shadows - Spectral riders are summoned alongside this champion, causing enemy champions and minions they touch to flee in terror.
Bonus Doom: Howling Gale - This champion summons whirlwinds nearby that briefly knock enemy champions airborne and disappear after a short time.
Bonus Doom: Mirror Image - Whenever this champions is below 40% health, they create a clone of themselves.
Bonus Doom: Mirror Image - This champion has recently created a mirror image of themselves and cannot do so again for a short time.
Bonus Doom: Paranoia - This champion reduces the sight radius of nearby enemy champions and minions.
Bonus Doom: Aegis Protection - After auto-attacking or using an ability 4 times, this champion will block the next incoming turret attack or basic attack from an enemy champion, siege minion or large monster.
Bonus Doom: Hallucinate - Whenever this champion is below 40% health, they create a clone of themselves, which explodes when dying dealing magic damage to nearby enemies.
Bonus Doom: Hallucinate - This champion has recently created a clone of themselves and cannot do so again for a short time.
Bonus Doom: Ravenous Flock - Ravens circle this champion and strike out at nearby enemies dealing magic damage. This champion is healed for a portion of the damage dealt to champions and minions.
Bonus Doom: Death Ray - This champion fires laser beams in a pattern around themselves, dealing magic damage to every enemy they hit.
Bonus Doom: Blood Scent - This champion reveals enemy champions within range with less than 50% health.
Bonus Doom: Blood Scent - This unit has been detected by a Doom Bot, all enemy champions have vision of this unit.
Doom Bots Spells Tooltips:
NOTE: Their naming seems to be messy
Amumu Despair - All allied units within range of Doom Amumu, Despair in sympathy with him.
Annie Flaming Buildings - Doom Annie sets nearby enemy towers on fire, dealing magic damage in an area around them.
Fiddlesticks Crowstorm - The ghosts of Doom Fiddlesticks are everywhere! Anywhere nearby where you have no vision, they could be waiting to Crowstorm from the darkness.
Morgana Missile - Doom Morgana spawns an extra Dark Binding which circles around her Tormented Soil.
Garen - Every brush you can't see into nearby this champion, could have Garen hiding in it. Demacia!
Viktor - This champion fires laser beams in a pattern around themselves, dealing magic damage to every enemy they hit.
Veigar W - Doom Veigar periodically drops Dark Matter from the sky in a ring around him.
Also here's the list of so far known Doom Bots of Doom:
Welcome to Patch 4.11! Our big story for this patch is to bring some equality back to the jungle. In the 2014 season, popular junglers have been heavily skewed in favor of high-pressure damage dealing champions like Lee Sin, Pantheon, Kha'Zix, Evelynn, Elise, etc, and it was these dominant picks that knocked most supportive tanky junglers right out of the park. On deeper analysis, we quickly realized the problem was less about buffing tanky junglers to keep up and more that we lacked a strong item path for utility junglers to pick up. As a result, patch 4.11 will be introducing one new and one might-as-well-be-new item in the form of Quill Coat and Spirit of the Ancient Golem, both of which should cater heavily to the tanky utility-focused junglers in the game. We also went through and brought a few champions we felt needed additional love up to speed, as well as one mini-renovation for Maokai so that he could feel better about being back in the spotlight.
With the League of Legends World Championships on the horizon, we've also begun looking at high-level competitive changes we can make, like turret modifications and some reductions in dominant champion power. One champion you might be expecting to see in this category but isn't (Lucian) is still in the garage as we're thinking about the best approach to take. I'm telling you now because we want you to know that we know he's particularly strong as a well-rounded marksman (especially in competitive play), but we want to make sure we can highlight a meaningful weakness (and strength) in Lucian before moving forward.
And that's it for today's foreword! Check out the patch notes below, and remember that you can now navigate through the notes via a handy floating table of contents on the right side (desktop / laptop viewers only!). Time to dust off my Sejuani!
Kill dudes, buy boots. Turrets hit harder and ramp up faster. Lane minion experience range has been increased.
When we talk about 'snowballing' in League of Legends, we're mainly talking about teams rolling into victories through a single skirmish or unlucky fight without having to earn their win through multiple displays of skill. Like we've mentioned in our design values dev blog about mastery, we want to ensure there are systems in place that reward the consistently skilled team who can continually make intelligent choices - even when they're behind - to win the game.
Along that line of thought, back at the start of the 2014 season we made some 'anti-snowball' changes to First Blood mechanics so that it would still give rewards but not so much as to derail a game through one unsuccessful jungle invade. We still want to make sure League has exciting potential - even after first blood - but we felt we could spice up the incentives for successful early aggression.
As for the Turret and experience range changes, we wanted to make sure that Turrets remain a safe(ish) place to be in early levels and that players in 'lost' lanes (like 2v1 lanes or completely blown out matchups), can still function later in the game. While these upgrades are aimed specifically at competitive, they also affect other levels of play as players who fall behind in lane have virtually no safe place to hide. Finally, if the enemy team has a dive-heavy jungler (ie: Pantheon, Elise, Lee Sin, etc), weak turrets can skew champion diversity such that players can only choose champions who don't rely on turrets for protection (this is particularly true for solo lanes like top and mid).
EARLY KILL LIMITSEarly kills now reward60% ⇒ 75% of normal value (scaling up to 100% at 4 minutes)
FIRST BLOOD BONUSFirst Blood bonuses are unaffected by early kill reward limitations, so First Blood in the first 2 minutes of the game will now give+280 gold ⇒ +325 gold
KILL STREAK BOUNTYPersonal bounty increases by20% ⇒ 16.5% per kill.
KILL STREAK BOUNTY CAPPlayers will cap in value at 500 gold after4 kills ⇒ 5 kills
PENETRATING BULLETSTurrets now gain+25% ⇒ 37.5% damage per hit
Braum's passive does less damage and the timing window that players have to activate his stun is now shorter.
While we're happy with how Braum does in equal matchups, he can still completely shut down a lane when he picks up a small advantage. These changes are to give a little more breathing room against this muscular shield man. As a clarification, the reduction in the debuff time to activate Concussive Blows means Braum (or his teammates) now have less time to proc the stun. It does not mean the stun lasts longer or that Braum can stun people more often (wouldn't that be terrifying).
Passive - Concussive Blows
DAMAGE70 + 10 per level ⇒ 50 + 12 per level
DEBUFF TIME TO PROC STUN 5 seconds ⇒ 4 seconds
W - Stand Behind Me
C'MON BRAUMFixed a bug where when Braum tried to jump over a wall to a teammate with an enemy nearby, he would try to protect his teammate by facing the enemy, but would then smack his butt into the wall and not actually jump over to safety. Braum now jumps more intelligently.
Even though Jax is intended to be a champ that scales well into the late game, he's currently so well-rounded that 'scaling well' ultimately turns him into an offensive brick wall with very few defensive weaknesses.
Kayle gets less attack speed per level and her E scales less with ability power. Intervention's cooldown has been increased.
Kayle has a ton of strengths - good damage, safe laning, high utility, great wave clear, fancy wings - and not too many weaknesses. Initially we wanted to only hit Kayle's high offensive power so we could continue to emphasize her utility, but saw it just wasn't enough to reduce her fervor in a meaningful way. All of these changes, combined, should help in clipping some of Kayle's high power across the board.
ATTACK SPEED PER LEVEL+2.5 ⇒ +2.2
E - Righteous Fury
BONUS ABILITY POWER RATIO+0.4 ability power ⇒ +0.2 ability power
We have no change for Lucian this patch but wanted to highlight that he's currently high on our list. Specifically in competitive play, Lucian is crowding out almost all other marksman choices (aside from maybe Kog'Maw) due to his high general strengths and lack of meaningful weaknesses (does this sound familiar?). We're currently very aware of Lucian's dominating performance but want to make sure we get the right changes in to give him said weaknesses!
Maokai is now a sentient purple people protector. Mana costs and damage on Maokai's abilities have gone down, but he's gained increased disruption with W on a lower cooldown and his Saplings slowing whoever they explode on. W's range has gone down so Maokai doesn't just become a nonstop ganking tree. Vengeful Maelstrom now centers on Maokai and travels with him.
These changes are to give Maokai more of a 'core' identity as a defensive peeling support tank who can disrupt the baddies that jump on his squishy friends. Some of you might be asking: why so much change for the tree? Old Maokai might not be the strongest jungler on the scene but he's still very capable of shutting down entire lanes in the early to mid game while not contributing much to later teamfights. These updates let us balance around new Maokai kit without bringing back the Maokai pain train of Season 2 (such nonstop reliable tower dives, wow).
Q - Arcane Smash
SLOW DURATION2 seconds ⇒ 1.5 seconds
COST55 mana ⇒ 45 mana
W - Twisted Advance
[REMOVED] CAST TIMEMaokai no longer has to 'wind up' before advancing to an enemy (travel time remains the same)
DAMAGE80/115/150/185/220 (+0.8 ability power) ⇒ 9/10.5/12/13.5/15% + (0.04 ability power)% of target's maximum health
COST75/80/85/90/95 mana ⇒ 75 mana at all ranks
COOLDOWN13 seconds at all ranks ⇒ 13/12/11/10/9 seconds
RANGE650 ⇒ 525
E - Sapling Toss
[NEW] SPEEDY SAPLINGSSapling movement speed now scales with Maokai's bonus movement speed
[NEW] ANNOYING SAPLINGSEnemies damaged by a sapling explosion are now slowed by 50% for 1 second
When we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game (like Nautilus). Here we saw some easy wins for Nautilus to scale into the late game while also adding... CLARITY!
Passive - Staggering Blow
[NEW] CLARITY!There is now an indicator showing how long until you can use Staggering Blow on same target
UTILITYNautilus can now trigger this effect on the same target every9 seconds at all ranks ⇒ 9/8/7/6 seconds (at levels 1/6/11/16)
It's a little tough to explain these changes so you'll have to read them. Sorry!
Following Nidalee's Gameplay Update, we undershot on her overall power levels so we're giving her some small buffs and game flow improvements as we continue to watch players pick up on her new playstyle. These might look like a lot of changes, but they're really focused on helping Nidalee succeed at her cat games. One big goal here is to help Nidalee trigger her Hunting mechanic more reliably while not always getting her killed when she jumps into the fight.
Base Health370 ⇒ 390
Base Armor15 ⇒ 17
Passive - Prowl
[NEW] SPEEDY CATNidalee now receives +10% Movement Speed in all directions while Hunting, which increases to +30% movement speed toward Hunted targets
KITTY SPEED LIMITSAt any one time, Nidalee can never receive more than a total of +30% Movement Speed from The Hunt and Brush movement speed bonuses
Q - Javelin Toss
JAVELIN WIDTH30 ⇒ 40
W - Bushwhack
CLARITYTargets that trigger a trap are now only marked as Hunted if Nidalee is within 3000 units of them
When we made changes to Skarner back in patch 4.10, we had to tune down some of his offensive power in favor of his sticky Skarner-ness. Now that the loneliest scorpion has made his way to the live game, we're seeing he's still doing a lot of damage on top of his disruptive play so we're dialing him back just a bit.
Q - Crystal Slash
PHYSICAL DAMAGE20/32/44/56/68 ⇒ 18/28/38/48/58
BONUS MAGIC DAMAGE20/32/44/56/68 ⇒ 18/28/38/48/58
BONUS MOVEMENT SPEED+3/4/5/6/7% per stack of Crystal Energy ⇒ +2/3/4/5/6% per stack of Crystal Energy
R - Impale
SKARNERFIXFixed a bug where Skarner could occasionally throw out basic attacks while impaling a target
As a nimble fighter, Yasuo should be balancing his offense and defense throughout the laning phase. Right now, however, Yasuo's ability to stack up excessive amounts of extra damage on Sweeping Blade (particularly at early levels) means he can quickly bully out opponents before they have the chance to retaliate.
E - Sweeping Blade
BONUS DAMAGE CAP100% at 4 stacks ⇒ 50% at 2 stacks
Like Nautilus, when we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game. For Zac, it was a simple matter of bouncing up his early clear speeds while also giving his sustained damage an elastic stretch in the right direction.
W - Unstable Matter
[NEW] UNSTABLER MATTERPicking up a chunklet reduces the cooldown of Unstable Matter by 1 second
[NEW] UNSTABLEST MATTERWhenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick up chunklets)
Right now we see Ziggs as having a unique strategic fit in the game (stalling out to let his teammates ramp up in strength), but he's a little too safe in lane and still has a lot of explosive power to carry his team to a win when he gets ahead. Adding on these strengths, Ziggs is also a well-rounded, consistent champion who can do a lot of things at once, so we're looking for ways to add more risk or unreliability to his kit.
MOVEMENT SPEED330 ⇒ 325
Q - Bouncing Bomb
EXPLOSION TRIGGER DETECTION RADIUS180 ⇒ 150
This might be a nerf (or buff if you enjoy eating skill shots) to the following champions, but we want to ensure for the sake of clarity that their hitboxes always match their visual representation.
HITBOXThe following champions had smaller than average hitboxes so we've increased them to the average hitbox size. In other words, we've added 27.3% Teemos to each champion's overall hitbox (from 50 units all around to 65 units all around) but there should be no visual change:
Given their high visibility, we're taking a broad look at base champion splashes throughout our roster and showing some love to older ones that are showing their age. Caitlyn and Urgot are first out of the gate; keep an eye out for more over the next few patches!
SPLASHSeveral champions have received updated splashes:
Sustain-focused tanky junglers now have an item build path that supports their playstyle from Hunter's Machete to Quill Coat to Spirit of the Ancient Golem. These new (and newly changed) items give high regeneration stats while ensuring jungle monsters can be taken down in a decent timeframe from the mid to late game.
The problem with the old Hunter's Machete and Spirit Stone items (at least for tanky sustained junglers) was that they were too damage-focused to really help the slow and steady Maokaii and Nautilii (Maokais? Nautiluses?) of the world. As a result, these tanky dudes fell out of favor against damage-heavy junglers like Kha'Zix and Pantheon or early pressure/utility junglers like Lee Sin and Elise. While these changes may not directly shift the landscape back to equal footing, we want to at least offer a meaningful choice for those who want to play the utility tank jungler.
To focus on the changes themselves, our goal here is to 'normalize' jungle clear speeds so that even a utility jungler can clear reasonably well throughout the game - even without buying a damage item. The solution to add Sapping Barbs (and make it based off a percent of maximum health) means that once a jungler gets a Quill Coat / Spirit of the Ancient Golem, they'll be guaranteed to clear a jungle camp within a set period of time. Adding a ward to Quill Coat and Ancient Golem also gives tanky junglers a way to fight back against high-pressure junglers through superior vision control, rather than giving more stats to out-duel the duelists. Final point: Spirit of the Ancient Golem scales with bonus health, so you'll need to be building health to see bigger gains.
Jungle ItemsHunter's Machete
PRICE300 gold ⇒ 325 gold
[NEW] DAMAGE REDUCTION+5 Damage Reduction vs. Monsters
[NEW] BONUS DAMAGE+10 Attack Damage vs. Monsters
REMOVED] MAIMLESSNo longer has the UNIQUE Passive: Maim
[REMOVED] BUTCHERLESSNo longer has the UNIQUE Passive: Butcher
[NEW] Quill Coat
RECIPEHunter's Machete + Cloth Armor + 75 gold
TOTAL COST700 gold
PASSIVESapping Barbs: Attacking monsters lose 5% of their maximum health over 3 seconds (up to 150). Wearer gains +40 health regeneration per 5 seconds and +30 mana regeneration per 5 seconds when in combat with monsters.
ACTIVEHunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)
Spirit of the Ancient Golem
[NEW] RECIPEQuill Coat + Kindle Gem + 450 gold
TOTAL COST2000 gold (unchanged)
HEALTH+350 ⇒ +200
COOLDOWN REDUCTION+10% (unchanged)
[NEW] ARMOR+0 ⇒ +20
[NEW] BONUS HEALTH+25% Bonus Health
[NEW] PASSIVESapping Barbs: Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 195). Wearer gains +60 health regeneration per 5 seconds and +45 mana regeneration per 5 seconds when in combat with monsters.
[NEW] ACTIVEHunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown)
[REMOVED] TENACITYLESSNo longer has the UNIQUE Passive: Tenacity
[REMOVED] BUTCHERLESSNo longer has the UNIQUE Passive: Butcher
While we realize that Essence Reaver probably needs more tweaks before it'll be in an optimal state, we want to keep it in the spotlight to show that we're committed to supporting this build path for marksman (ie: Ezreal, Corki and Sivir) that should like it.
ATTACK DAMAGE50 ⇒ 60
Ranked Duo Queue
We're introducing a new restriction for ranked duo queues so players can only duo queue with teammates ranked within one full tier above or below them. We found that the vast majority of duos are already between players within these thresholds and this change will allow us to curb some of the potential abuse cases we see under the current matchmaking system.
In the case of unseeded players, the new system allows for duo queuing with Gold, Silver and Bronze players while their skill level is still being assessed. After they've been placed, the usual restrictions will apply.
Players may only queue for ranked duo games with players ranked within one full tier above or below them. For example, a Silver III player may duo with players ranked anywhere from Bronze V to Gold I.
Unseeded players who were ranked in solo queue during the previous season will use that rank to determine duo eligibility.
Unseeded players who have never been ranked in solo queue are able to duo queue with Gold, Silver or Bronze players.
With our bot updates in Patch 4.6, we were able to take bots off their purple leash and introduce a little variety to which side players end up on. This has been a great addition for our Co-op vs AI enthusiasts, but it's a little jarring for new players trying to get a handle on how the game is played. In order to meet each group's needs, bots in Beginner Co-op matches will go back to always being the Purple team while Intermediate matches will continue to sometimes give Blue side to the bots.
Bots in Beginner-level Co-op vs AI matches will always play from Purple side
Public Chat Rooms
Public chat rooms aren't really serving their purpose at the moment as they're often filled with scams, spam and phishing attempts. This can create a pretty negative experience, especially for new players, so we're disabling them while we investigate long-term solutions.
Public Chat Rooms have been disabled
Muting players in-game no longer unfriends them or puts them on your Blocked list
As a result, accidental mutes no longer reset Mystery Gifting's 2-week restriction on sending Mystery Gifts to new friends
'Ignore' tools have been relabeled as 'Block' to clarify their functionality
The following skins will be released at various times throughout Patch 4.11:
Clarity’s been a key point since we started updating Summoner’s Rift. We wanted players to be able to glance at the stream, screen or screenshot and know instantly where the camera was based on the surrounding environment.
This isn’t the first time we’ve tried to make Summoner’s Rift visually differentiated, but whereas before we sought to create individual points of interest (random signs in the jungle! Blue’s boiling pot!), they were just that: individual and inconsistent, and because there’s no apparent reason for them to exist, they go unnoticed and fail to successfully orient players. With this update, we’re theming the entire map, using a specific focal point to scar and otherwise affect each of the Rift’s four quadrants. And what better focal point than the Baron pit?
On the new Rift, each quadrant is thematically unique thanks to Baron’s impact. And we mean impact: Baron didn’t just shatter the ground around his entry point - the entire Summoner’s Rift features cracks and torn earth that branch out from his river base. His presence is most apparent in the north and west jungle, while the south jungle in particular has been largely untainted by Baron and remains overgrown and lush.
We also knew we wanted to theme each jungle quadrant area around the largest monsters in them. In the north jungle, that’s the Red Brambleback, a fiery and woody monster. We created the ground plane largely using clay hues, and as you get closer to the Brambleback, you’ll start to notice crimson flowers growing within the ivy, and insects hovering around. Meanwhile the west jungle’s sentinel has caused blue glowing ferns and fungus to sprout. We changed the ground plane here, too: instead of clay, we used neutral colors and small blue flowers to give the area a distinctive look.
In the east jungle we also needed a blue motif, but wanted to separate it from its western counterpart. We did this my making the area much more overgrown and mossy, safe from Baron’s destruction. We painted the motif of the sentinel into the area by creating blue puddles throughout the region, while cairn stones reflect the spiralling magical runes on the sentinel. We also added a slight drizzle to the area to help its atmosphere feel distinct. Finally, as I mentioned, we wanted the south jungle to look the lushest of the quadrants, and filled the area with vegetation. Bramblebacks are enraged nature elementals, and the monster here has affected the area by filling the south jungle with giant roots and vines. We also used orange and red flowers and mushrooms to serve as a visual reminder of how close you are to the creature.
Finally, we wanted to differentiate the two bases! The blue side turrets are geometric and fortified with a stag motif, while the red side turrets are curvilinear, magical, and use an owl motif as their key emblem. We also used a gothic-arch stone inlay in the ground plane to point the player down the lane toward the enemy base.
That’s about it for now! By structuring the map around the Baron pit – and by theming each of the jungle’s quadrants around unique themes – we’re able to create layers of orientation with color, architecture and even disaster. These visual clues help ensure you’ll always know where you are when playing or spectating on Summoner’s Rift.
On 02/07/2014, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 4.11. At 03:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 02/07/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.11. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 02/07/2014, starting at 01:30 GMT, ranked queues will be disabled in preparation for patch 4.11. At 03:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 03/07/2014, starting at 02:30 AM AEST, ranked queues will be disabled in preparation for patch 4.11. At 04:00 AM AEST, 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.