We've gathered a bunch of Rioters from the Illaoi team for some Q&A about the Kraken Priestess! Whether you're interested in Illaoi's gameplay, story, art, or fun stories from her development, ask away and we'll be happy to answer!
If new Poppy uses her R while the enemy in within her W do they not get sent flying?
Poppy's W only stops effects that her enemies apply to themselves or their allies (so it'll stop dashes, jumps Thresh W pull etc). It doesn't affect displacements applied to enemies however, so if you're playing Tristana with an allied Poppy her W won't interrupt your ult's knockback.
Poppy's basic attack throws her buckler, gaining 400 range and 10 + 10 x Level bonus magic damage (18/14/10 [at level 1/7/13] second cooldown).
The buckler lands at a nearby location and Poppy can pick it up to gain a shield that absorbs X (15% of her max Health) damage for 5 seconds. Enemies can step on the buckler to destroy it.
The buckler automatically returns to Poppy if the attack kills the target.
Q: Hammer Shock
Poppy smashes the ground, dealing 30/65/100/135/170 (+0.7*Bonus AD) plus 6% of the enemies' maximum Health as physical damage, and leaving an unstable area.
The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the initial damage again.
Hammer Shock deals 80% damage to minions.
Cooldown: 9/8/7/6/5 seconds
Cost: 35/40/45/50/55 mana
W: Steadfast Presence
Passive: Poppy gains X Armor and X Magic Resist (12% of Armor and Magic Resist). This bonus is doubled if Poppy is below 40% Health.
Active: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 (+0.7*AP) magic damage.
Cooldown: 24/22/20/18/16 seconds
Cost: 50 mana
E: Heroic Charge
Poppy tackles an enemy, dealing 50/70/90/110/130 (+0.5*Bonus AD) physical damage and carrying them forward. If Poppy carries the target into terrain, the enemy takes 50/70/90/110/130 (+0.5*Bonus AD) additional physical damage and is stunned for 1.6/1.7/1.8/1.9/2.0 seconds.
Cooldown: 12/11/10/9/8 seconds
Cost: 70 mana
R: Keeper's Verdict
First Cast: Poppy channels for up to 4 seconds, slowing herself by 15%.
Second Cast: Poppy smashes the ground, emanating a shockwave that deals 200/300/400 (+0.9*Bonus AD) physical damage to enemies around the first champion hit and knocking them a large distance toward their Summoning Platform. The shockwave length and knockback distance increases with channel duration.
Enemies are untargetable while they are being knocked away.
NOTE: If poppy don't second cast it, it's cooldown is reduced by 75%
Cooldown: 140/120/100 seconds
Cost: 100 mana
Though capable of gargantuan feats, Poppy is often completely oblivious to the extent of her power. Toting the hammer bestowed upon her, she wanders Demacia, dutifully searching for a fabled hero who is to lead the kingdom to greatness. Little does she know, she is that hero, and the destiny of Demacia is in her hands.
A couple months ago we rolled out persistent chat rooms onto the PBE. This was an early test for building the foundation for new social features we announced with the 2016 Season Update. As we officially move forward, we've updated the name on PBE to reflect that these "chatrooms" have evolved into our earliest version of clubs.
What are clubs? They are player-named, player-organized, and player-controlled social groups. The long-term goal is to help you head into games with the right teammates every time by helping you find like-minded players to compete with. We plan on building a whole lot more on top of the current functionality of clubs but right now we’re starting simple. Just like “persistent chat rooms”, you can own one club and be a member of three at any given time, with all the same moderation tools.
With this first update, you can now set a tag for your club that can be displayed in various places including your Hovercard, and more importantly, in game. Ranked team tags will still take precedence in ranked team games. Since you can belong to multiple clubs, you now have the option of setting a club to be active, which means that club’s chat room will open on login, and other players will see that affiliation.
We plan to push out updates to clubs as they become available (which means we'll need to occasionally reset all clubs), so take a look and let us know if clubs make it easier to stay connected in League with friends!
Thanks, Limely :3
p.s. We are playing around with colors on tags so please put up with the current atrocity for a day or two. :3
Fervor of Battle [Ferocity] - Tooltip clarity:
Attacking enemy champions generates 1 stack of Fervor (2 for melee champions) and damaging enemy champions with an ability generates 2 stacks of Fervor (2 second cooldown). Stacks of Fervor last 6 seconds.
while you´re here...care to give insight on the swain-nerfs in one of the two or three threads around? [...]
We've felt Swain's been borderline too strong for a long time, but his low play and ban rate have been a deciding factor in leaving him as is and keeping an eye on him. We're now seeing him perform really well post preseason changes, so feel we need to take some power off him. Current thinking (still going through testing, so not a locked change yet), is that as a sustained damage, drain mage-tank, that CC's the best strength to hit, hence the change to Nevermove so it's got a lower duration at lower ranks.
Welcome to patch 5.23, the one after preseason. Unlike some of our pre-preseason patches before this, we're being more bold when it comes to balance - surgical tuning works once we have a deep understanding of the game ecosystem, but since preseason has introduced so much change, we want to make broad, impactful changes to get a firm grasp on what’s going on. What this means is that you can expect the next few patches to have a higher density of changes overall, as much more tuning is required to get everything in line. Let's talk about some of those parts, shall we?
On 11/24/15, starting at, 01:30 Pacific time (09:30 UTC), ranked queues will be disabled in preparation for patch 5.23. At 03:00 Pacific time (11:00 UTC), 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 3 hours.
On 24/11/15, starting at 03:30 UK Time (03:30 UTC), ranked queues will be disabled in preparation for patch 5.23. At 05:00 UK Time (05:00 UTC), 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 3 hours.