Unoffical PBE Patch Notes for 9/15/2012 & The News Roundup

Champion Changes

Vayne

  •  Movement Speed is now 305 (Up from 300)

Caitlyn

  •  Piltover Peacemaker [ Q ] -  Now deals 10% (Down from 15) less damage to each subsequent target down to a minimum of 50% (Up from 40%)

Jayce

  • Thundering Blow / Acceleration Gate [ E ] - Mana cost is now 40/50/60/70/80 Mana (Change from 40 mana)

Miss Fortune

  • Bullet Time ] - Now cost 100 mana (down from 150)
  • Strut [ Passive ] Now happens after 5 seconds of not being attacked (down from 7)

Rengar

  • Battle Roar [ W ]Now increased by (+0.8 * AP) (down from (+1 * AP))
  • Savagery [ Q ] Now Deals 30/60/90/120/150 (Up from 30/55/80/105/130 )
  • Thrill of the Hunt [ R ] Now Gains 20/25/30 % Movement Speed (Up from 10/15/20 %)

Vladimir

  •  Tides of Blood [ E ]Now deals 60/85/110/135/160 (Changed from 60/90/120/150/180 )

Wukong

  • Crushing Blow [ Q ]Now also gains 125 Attack Range.

Yorick

  • Omen of Pestilence [ W ] Now costs 55/60/65/70/75 Mana (Changed from 40/45/50/55/60 Mana)

Ziggs

  •  Mega Inferno Bomb [ R ]Enemies further away take 80 % damage. (up from 75 % )

The News Roundup is brought to you by Gekkos today!

eCommerce Director Talks Future of Skins, Pricing, and More

Now that this thread has been somewhat derailed (my fault for raising a highly controversial topic), I will make one last post and will then restart the conversations and take more questions in new threads when the time is right. 

Here is my current plan regarding the major topics discussed in this thread:

  • Refunds – will be addressed next week
  • Rune Pages– 2 for 1 promotion launched yesterday. Will revisit in 2013
  • Rune Pricing and Design – Evaluate in 2013
  • Champion Pricing– Proposed plan(s) will be presented to the community for feedback in the next few weeks
  • Skin Pricing– likely will try a couple things in 2012, with a long term plan in 2013
  • Bundles – Great feedback in the All About Bundles thread. Expect to see meaningful progress in 2012
  • Summoner Name Changes – Possible sale in 2012 along with another cleansing of unused names
  • Free Champion Rotation – Evaluate in 2013
  • Gifting to Friends – Targeting partial capability in December 2012
  • New Types of Content – Expect the first of many in late 2012
  • Skins for IP – Evaluate in 2013 (I appreciate the helpful poll threads)
  • Legacy Skins – Potential comeback for some legacy skins beginning December 2012
  • Limited Edition Skins– No plans to change


Regarding the Limited Edition skin controversy, there were some great points made on both sides (and some not-so-great points, like trying to make it into a legal issue), but to me it boils down to this: some of our earliest supporters bought Limited Edition skins with the expectation that they would never be made available again, and value that exclusivity highly, while many of our biggest supporters today want nothing more than to get their hands on one of those skins. I would love to find a way to meet the needs of both groups (maybe an auction house where only existing skins could be sold?), but there is no easy solution that accomplishes that goal, and therefore nothing will change for the foreseeable future. 

And to those who accuse me or Riot of being greedy or unethical for even considering how to meet the needs of players who tell me that obtaining a certain skin is the one thing they would value above all else, you are flat out wrong. Everything isn’t about money, and considering various ways to make players happy is not unethical. I acknowledge I could have searched old threads first, but raising the issue here is the most efficient way to understand the current range of views among the players.

At the end of the day I will only be successful at my job if I am able to find and implement solutions that, in the aggregate, a) further Riot’s mission to be the most player-focused gaming company in the world, and b) support Riot’s financial health. Most of the initiatives I implement will attempt to accomplish both, or will attempt to improve one without hurting the other. If I am unsure about the ultimate impact on players of a particular idea, I will ask players first (either in the forum or by survey, depending on what information I need). If I am unsure about the financial impact, I will try to test it out first. The topics I have chosen to focus on first from the list above are the ones where I think I can have the most positive impact with the lowest risk of unintended consequences. That view is always evolving and I will continue to read the forums, so please continue to share your thoughts on these topics and others, even though I will not generally respond.

And most importantly, thank you for the warm welcome on this thread and others! I will be MIA for the next few days but will be back on the 19th with more news.

-Hippalus


Additional World Playoff Ticket sales!

Summoners,
Due to overwhelming demand for tickets to the World Playoffs, we redesigned our stage and venue layout to accommodate more fans. This means we’ll be making additional tickets available for purchase next week, starting 9/21! More details will be released when we have a better idea of exact numbers, but we wanted to let you know that we share your enthusiasm for this awesome event, and want to get as many fans as possible enjoying it alongside us.


Nemesis Jax is live now!



There are times when a champion’s intimidating visage is so bloodcurdling that his icy stare can leave an enemy quaking in his Boots of Speed. If you’ve been on the lookout for a truly threatening take on the Grandmaster at Arms, you’ll be pleased to know that Nemesis Jax is armed and ready to leap into the fray. With an imposing new model that sports a steel mask, flowing cape and wicked-looking mace, this is one champion your enemies won’t want to face top lane.



You’ll find Nemesis Jax geared up and ready for battle in the League of Legends Store.


Abusing the System

Awards based on Highest Rating.. Need 5 wins to be considered part of the team...

So say 4 very skilled friends and I get a team to diamond.. then we let 5 noobs have the team.. they will get diamond even if they drop the elo to 1200.. because they will get 5 wins someday.. and it would be much easier to get diamond this way than solo queue for people as such. This doesn't even violate summoner's code

If we have evidence of this (or similar behaviors) happening we won't hesitate to remove rewards and/or suspend the involved players. This includes behaviors like:

- Selling or buying slots on highly rated teams
- Intentionally throwing a series of games in order to reduce a team's current Elo
- Logging into the accounts of other players in order to raise their Elo

The integrity of ranked play and the associated rewards is very important to us. As much as we believe that all players who participated in ranked play should earn some rewards, we also believe that rewards for the top tiers should go to players who truly earned them.

We already have monitoring in place, and we’ll be watching this closely over the remaining weeks of the season.

Syndra's log-in music

Praeco, sound producer gives us a very special inside look of the world of video game music composing.



There’s been a lot of buzz surrounding the login music for Diana, Scorn of the Moon. With so much interest in this particular piece of music, we decided it was time to have a word with our resident Composer, Christian “Praeco” Linke to find out what inspired Diana’s theme, along with what he has in store for Syndra and future compositions. 

ByronicHero: Tell us a little bit about your musical background. What you were you doing before you came to work for Riot?

Praeco: I moved to the US from Germany round about two and a half years ago. Before that, I was already a full time musician working on all kinds of different musical projects as a composer and producer, mainly in the rock and alternative genres.

ByronicHero: With your background in popular music what caused you to become interested in classical composition? Were your first classical compositions done for Riot Games? 

Praeco: One of my former bandmates was a classical pianist, which led to quite a few projects working on fusions between classic and modern music. I think that’s sort of what I do for the music for League of Legends, which really is using classical, or let’s say orchestral, music as a foundation and then adding all kinds of elements from all sorts of styles, cultures and genres.

ByronicHero: What are some of the different elements that you’ve pulled from to capture the character of different League of Legends champions? 

Praeco: Music is one of the most powerful tools of all to capture a character or a mood. For every champion I always try to have at least one or two defining elements or instruments in the piece. I think that going into extremes is really important. If you take pieces like Draven or Diana, in these cases I tried to find a very unique element that people haven’t heard before and that they’re going to remember when they listen to it.

ByronicHero: The first musical piece that you published for Riot was the Season Two login music. Tell us a little bit about how that came about? 



Praeco: The Season Two login music was an interesting development. It was the first time that a login screen would have new music since the launch of the game, so we really wanted to expand on what was already there. The cool thing about it was that there was never really a conscious decision to do new login music. We really just decided to try something to go with the new login screen. 

The response from the players was so good that we started to do new music every new login screen, which at the time was really just when we had holidays in-game. That was until the Great Hunt, when we actually made a decision to have the login screen specifically feature Lulu. The response from the players was really positive, because it was the first time that I ever really composed a piece that was for a champion. It really helped to define Lulu and give her an identity. Because it was such a cool thing to add that gave the champion more character, we decided to keep doing it. It was really just something very organic; it really just happened.

ByronicHero: You’ve started incorporating live music into your compositions by inviting teammates to perform – first with the cello and chanting in Draven and after that with the Diana vocals. What made you start looking for Rioters to record live? 

Praeco: So many Rioters have talents that are things that you might not find on a resume. One of the key things about Riot – I think pretty much the most important thing – is that conventions don’t really matter, and we really just want to work on something awesome, no matter how. 

You’re always going to do the best when you’re passionate about something, and involving Rioters in the music I think really adds something for the players, but also for the Rioters. In the Draven login music you hear everyone from Visual Artists to IT Desktop Managers to our Lawyers chanting Draven’s name. I think that both for Rioters and for the players, if you look back on these things say a decade from now, these are things that really have a tangible presence – they sort of leave their fingerprints.



ByronicHero: There’s been a lot of buzz on the forums about Diana’s login music. What inspired you to try a different direction with this piece? 

Praeco: I’ve never had the chance before to make a really quiet or ethereal piece. It all started with the idea of one of our artists – Mike Maurino, or IronStylus – he has a really strong bond with our community. He had this little poem about Diana that we talked about. We had a few meetings with IronStylus and David Abecassis (Volty), and then I started talking to our visual artists. I thought about having this very emotional, fragile poem about the downfall of the sun in contrast to this really dramatic and powerful visual of Diana would be one of these cases where the contrast really makes the whole experience. Then Devon Giehl (RiotRunaan) wrote the lyrics and everything came together, so we knew we had to find a way to record it.

If you look at Diana, you can really feel the tension and the very, very powerful story behind the visual, and then you have the mood of the music piece. The visual sort of lends a completely different atmosphere to the whole thing because you have this very innocent poem, but then you have this very dramatic visual element that really makes you aware of the darkness of the character.

It was a risky thing. I wasn’t really sure if everyone would be able to appreciate it. We have many, many players that don’t speak English, and I wasn’t sure if they were going to like it. I collaborated with Creative Designers, Artists and Game Designers and we all worked together on it in our free time, because this was not something that was typical. Everyone was really excited to contribute, and helped put it together, even on the weekends.

Luckily, all the Rioters that I talked to were really passionate about Diana and really willing to help, because we could have never planned this. In the end, it was Lisa Thorn (Saiyaka), one of the Graphic Designers that sang the poem. That was actually her first vocal recording, so I didn’t know what to expect. I thought that I might have to hire a professional singer, but she nailed it, and that made it even more special. The music was so powerful that it didn’t really matter whether or not it fit with the other login screen music that we’d done, or whether it was less ambient than usual. It just had to go in.

ByronicHero: You’re working more and more with live instruments as time goes on. Can you talk a little bit more about your future plans for music at Riot? 

Praeco: With the time passing by, I’m always looking for new ways to create something awesome and unique for our players. So over the past few months, I’ve been working a lot with professional orchestras. Initially I composed everything with software, but more and more I’ve been using live musicians – either from inside the company or professionals – to try and bring even more power into the piece. It gives you so many more options and emotions that you can explain to the musician that they can capture, but the software can’t no matter how many sound libraries you have.

With Syndra, the Dark Sovereign, I thought that it was very important because of the nature of the piece. It was really necessary to have more than what a computer can give, so we recorded it with live orchestra musicians here in Los Angeles. There are a lot of really dramatic elements, but because she is from Ionia, I wanted to have some elements of mystery and also Eastern influence. So we added all kinds of crazy woodwind instruments – some of them I can’t even pronounce – and we really experimented a lot to find the right sound. You will find some instruments in the Dark Sovereign piece that you wouldn’t even find in a symphony orchestra piece. 



It’s about finding the character in the music. That’s what’s most important, and it really doesn’t matter how that’s achieved. If I have to get awesome live musicians, then I’ll do that. If I have to get some synthesizer that I completely destroy and abuse to get some awesome sound, then that’s what I’ll do. Or if I have to lock up 50 Rioters in a room and record them shouting Draven’s name, I’ll do that too. It’s really about finding what defines the character so that the players can get to know the champion through the music, and leaving them with a music piece that they can enjoy longer than just the one time they log in.

Praeco will be on hand in the thread to answer any questions you might have about the music of League of Legends, so be sure to drop him a comment. If you want to get your hands on Diana’s login music, or many of the other pieces that Praeco has composed, you can visit the new League of Legends SoundCloud. 


Summoners Showcase #88: Gift Basket Suprise

Riot is once again showcasing their appriciation of fan art in this Summoners Showcase, visit this for more league of legends fan art

41

Comments

  • #35 duhizy

    I was probably one the biggest supporter of the vayne movement speed buff seeing as I was responsible for more then half of the largely discussed vayne ms buff threads on GD in the last month. The original plan  I put forward was either a 10 ms buff to her passive or a 5 ms buff to her base, some people feel that this isn't enough for vayne; however, the fact is that this is most likely the middle ground for her. With the continuing nerfs to the holy ad trinity vayne/cait/mf and other ads will see more play competitively.

    Also keep in mind the current abuse of nunu blood boil, riot has stated there intent to nerf its attack speed bonus late game a bit which imo is one of the main reasons early game ads more played more. Being able to transition amazingly into the late game regardless of ad pick has really put back other less played ads who struggle early aka vayne and has left mf/varus/cait out of play because graves/ez/corki simply do all their jobs better. With these future changes the current buffs to vayne will be enough for her to get some play if they arn't already with these unoffical changes. I personally played vayne before her nerf and after and I understand that her chasing power before the nerf was far to snowbally so this should be imo as far as vayne needs to be buffed.

    Her issues you say are that shes dies to AOE, that her damage isn't really as high as you think because she personally has no AOE but she has things that other ads cant do as well also like dueling, split pushing and the ability to outplay worst opponents. These issue can all be fixed by having the right team comp for her, she is after all a hyper carry. Played correctly she's more viable in competitive play now and I for one wont ask riot for any more because played properly she can eliminate her short comings and the 5 ms will help her get the increased average cs early game to do it easier. Your all entitled to your own opinions of course but keep in mind that iv seen the support of many notable high elo players and adc's such as TGF liquidity, yangfushang,a master shaco(forum name, dont know game name),US economy, etc and I doubt they'll give her anymore buffs then this for a while.    

  • #30 The_Binary

    Buffing Vayne? Holy shit this is bad. I guess Riot are as clueless as ever. This will translate into a stronger Vayne late game. What a joke.

    They also need to nerf Eve and Rengar.

  • #40 SpartanAltair15

    That strong lategame that you never got to because Graves/Ez/Corki would push your shit in in lane, kill you multiple times, and zone you?  They have IE/PD while you're at BT/Zeal.

    This isn't "get better with Vayne", this is a champ that loses horribly to every other champ in her role, assuming equal skill levels, which is what you balance around.  Vayne's lategame isn't some godlike guaranteed pentakill champ.  You're a joke.

  • #41 Gameguy301

    i dont know what scrub elo the binary lives in but his opinions differ from current trends in the pro tourney circuits just about every single time ive disagreed with the majority of your posts either openly on the sight or personaly without posting. you need to look beyond your own perception of the game and pay attention to statistics and pro level play, if you do changes will make ALOT more sense, riot is more or less on the ball with few missteps in who needs buff or nerfs. considering they have an enormous data base of statistics and the close oppinions of the best players in the world id say they have a mutch better handle on the game who perceives vayne "lowest win rate of any ranged carry" to be OP.

    Last edited by Gameguy301: 9/16/2012 9:06:50 PM
  • #29 tgo007

    Nerf Eve. Her burst is too strong.

  • #26 A2ZOMG

    Yes Vayne deserved a movespeed buff.  It's in the completely wrong place however.

    Vayne is DESIGNED to be a lategame monster, and what they should have actually buffed was her bonus movespeed gained from her ultimate.  In my opinion, you shouldn't be able to run from Vayne if she has her ultimate up. You either kill her or die. The nerf to her passive was probably the worst change to her, because it made her less fun and rewarding for surviving what should presumably be a trash earlygame.

    Vayne otherwise is relatively balanced for what she's supposed to do.  She's weak early, has low range and trouble dealing with assassins, but if unchecked is a monster that does unparalleled damage.  If they want Vayne to be a more interesting pick, they should be focusing on what Vayne is good at, not where she is supposed to be weak. Her weaknesses atm at well placed, but I'm not sure why they want 5 more base movespeed. It might help her very slightly in disengaging from fights, but that's not the point of Vayne at all and honestly confusingly pointless.

    Last edited by A2ZOMG: 9/15/2012 7:17:14 PM
  • #31 The_Binary

    You should definitely be able to run from Vayne. A champ should not have a built in way to get a kill. Maybe they should just add a "guaranteed kill" count for each champ. So you pick based on how "good" you wanna be this particular game.

    There is nothing balanced about Vayne.

  • #23 nilof

    Vayne's base move speed buff will allow her to actually be able to kite. Most bruisers have 310-315 move speed, so it increases the time a bruiser needs to run up to you while running by 50-100% when you're both running. The change makes it so that bruisers don't instantly catch up to you after Condemn and Tumble.


    I like how they're being conservative with AD carry buffs. Historically vary small buffs have made AD carries go from underwhelming to super OP, so they're buffing them in very small steps now.

    Last edited by nilof: 9/15/2012 10:54:32 AM
  • #24 Gorodecki

    Most bruisers have 310-315 move speed

    Nope, most bruisers have 320/325 movement speed. Those with 310/315 have some kind of gap closers to compensate.

    so it increases the time a bruiser needs to run up to you

    Yea, it increases the time by a fraction of a second. 5 movement speed does not make a bloody difference, when this is not the only problem that Vayne has. If the movement speed was the only thing that Vayne had problems with then +5 MS would be huge. The point is she is still simply bad in other areas and 5 MS does not compensate for it.

    The change makes it so that bruisers don't instantly catch up to you after Condemn and Tumble.

    Tumble barely does anything after you get PD. It can make you dodge some skillshots, but it will not help you escape from a bruiser. What bruisers are used at the moment? Most of the time you face Olaf, Irelia, Jax, Yorick, Renekton, Shyvana, Skarner or Udyr. These champs have 320/325 movement speed and some kind of movement speed boost or gap closer. +5 movement speed will not save you and tumble will barely have any effect on gaining distance between you since they have much better chasing abilities.


    so they're buffing them in very small steps now.

    To me it seems like they have absolutely no idea what they're doing. The post in General Forums (saying that Vayne is like Ashe) only strengthened this opinion.

    +5 MS does make Vayne better. The problems is that it makes her better at chasing enemies. What does that create? A situation where Vayne is unstoppable after getting ahead, because nobody can run away. This is why she was nerfed months ago so it should not happen again. Bruisers, ad carries and casters could not run away from her after stupid bot lane fed her. Meanwhile Vayne that does not get ahead or is set back (almost always the case at the moment, because of how easy it is to counter her) the change of +5 MS does not help her to escape most of the enemies.

     

    I realise to some I may be exaggerating and being overly pessimistic. The point is that Vayne is in a bad spot right now and considering the number of problems she has it is stupid to assume that +5 MS can change much. 

    Last edited by Gorodecki: 9/15/2012 11:33:14 AM
  • #33 The_Binary

    Tumble barely does anything after you get PD. It can make you dodge some skillshots, but it will not help you escape from a bruiser.

     

    It will help you kill that bruiser and stay alive about 10x longer than you should.

    Last edited by The_Binary: 9/16/2012 7:08:23 AM
  • #32 The_Binary

    She could "kite" better than any carry in the game except maybe Ashe. You have a 2 sec mini-escape, knock back + stun and then invisibility. And you people want more? Holy shit.

  • #22 Gorodecki

    Yay - Vayne gets 5 Movement Speed because some n00bs said in General Forums that all she needed was greater mobility to chase. Meanwhile she still gets destroyed by AoE at the beginning of the team fight, lacks real escapes, has no poke ability and gets zoned by almost any ad carry in lane. Perfect change... I have a feeling Riot still thinks that Vayne needs to be crap in early and mid game, because she is awesome in late game. The truth is she is not awesome in late game, because right now AD carries are about kiting enemies and Vayne has one of the worst skillsets when it comes to kiting. Q can make you dodge a skillshot from Ahri, but will not help you escape. E has shorter range than auto attack so by the time you use it every enemy is right in front of you and most likely has poke or CC ability of greater range. You want to attack from safe range? You pick Kog. You want to have good escapes? You pick Coorki/Ezreal. You want to have carry with strong laning presence? You pick Corki/Graves. You want carry with AoE abilities? You pick Graves. You want a carry that can poke? You pick Corki/Caitlyn. You play on competitive level? You do not pick Vayne. At the moment high ELO and professional players only pick Vayne in solo q, for fun, when they don't really try hard to win. If they go try hard mode they stay away from Vayne.

    Honestly, even Varus seems to be more viable right now. He has no escapes, but at least has better tools to kite enemies and poke from safe distance, wheres Vayne is 'in your face' champ. Vayne needs whole team to protect her. Even then Kog deals just as much damage and is much easier to protect due to range and AoE slow.


    I like how they nerfed Jayce. His mana costs are a joke. Even after the nerfs I hardly imagine Jayce having mana issues in lane. And he should have mana issues due to great harass he has. He should be similar to Yorick in a way that he has great harass, but pays for it relying on mana. The buffs to Rengar were necessary. I appreciate the nerfs to AP ratio too. It's obvious he was not designed to be played with AP build.

    Overall, I can see some good changes. I'm only disappointed by the fact that Riot completely ignored Vayne. They have people with experience and knowledge to come up with something better than +5 Movement Speed. I refuse to believe they think it should fix her. On the other hand they have some stupid view on her situation. I remember when one of reds in General Forums (Morello, maybe) said that they think Vayne is similar to Ashe, because she has hard CC and they need to balance her kit and stats around it... I believe 90% of Vayne players would be happy with Riot completely removing hard CC from Vayne's skillset if that would allow Riot to buff her in other areas to make her a viable champion.

    Last edited by Gorodecki: 9/15/2012 10:03:58 AM
  • #27 Zer0Shift

    The nerfs are bullshit, the only thing they should do with jayce is buff his base attack damage, and passive mana regen, other than that he is a great champ, he is slightly UP in later game, so reducing his E cooldown at later levels would be just what he needs

  • #28 FatsXL

    Jayce is overpowered. Any experienced Dominion player knows this (and no, it's not because it's Dominion that he's good). Classic hasn't caught up yet.

  • #39 monkyyy

    i feel like that dominion enables people to play more non-meta builds so a champ that can play 3 w/o question is going to be overpowered

  • #21 Volband

    As a Jayce player, can't say I'm mad about this change, haha. Btw, how exactly does this refund work? :o

  • #25 Dredbr1nger

    You only get one refund and you have to contact Customer Support about it.


    For now.  On the PBE a while back, they were testing a 3-refund system.

    Last edited by Dredbr1nger: 9/15/2012 2:37:25 PM
  • #38 Xyltin

    Didn't go online on PBE till now, but at it seems, it is only his E in melee form.
    Wall will still cost only 30 mana.

  • #20 OuterRaven

    I don't understand why are people suprised that they nerf AP Rengar, when AP Rengar shouldn't have existed in the first place.

    On topic now, I'm kinda sad that they nerf Vlad again...

  • #37 Xyltin

    I said for months that a Vlad nerf will come, but this one is still a bit much.
    -20 dmg on this skill means -40 dmg in the end on an AOE skill with low CD. down from 360 to 320. That is a lot of dmg for Vlad.

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