RoG Article Recap
- Unoffical PBE Patch Notes for 12/21/2012
- Muramana Might Just be OP By Emeraldw
- Solo Queue Heroes: December 2012 By OldManEyeBrows
Champion Price Change For 2013
The big information is finally here. Information on champion prices for the next year is here. A quick look at the change can be found below. However read after the break for the full article with a lot more information on these changes!
We' ve been talking to players about how they feel about pricing for a while now we've talked with you on the forums, ran surveys, met with some of you in person, and listened to your feedback.
As a result of those conversations, were making some changes to champion pricing aimed at generally lowering champion prices and making it easier for you to add to your champion collection. This plan will involve immediate and ongoing reductions of IP and RP prices of older champions, as well as increasing the time you have to earn IP between champion releases.
We will also be slightly increasing the first-week IP price of new champions to partially offset lower overall prices.
Heres the plan, which is being implemented immediately:
New Champion Release Schedule
You may have already noticed the rate at which weve been releasing champions has slowed. Moving forward, were targeting 14-17 new champions in 2013 -- around one every 3-4 weeks. This gives you more time to accumulate IP between champion releases, and it enables our design team to spend more time developing and polishing each new champion.
RP and IP Price Tiers
Weve also updated the RP cost of champions so that that theyre more strongly correlated with the IP price. RP costs now match IP cost accordingly:
- 450 IP = 260 RP
- 1350 IP = 585 RP
- 3150 IP = 790 RP
- 4800 IP = 880 RP
- 6300 IP = 975 RP
- 7800 IP (first week) = 975 RP
Immediate Price Reductions
The seven oldest 6300 IP champions (Ezreal, Vladimir, Renekton, Nocturne, Lee Sin, Brand and Vayne) have all been reduced to 4800 IP/880 RP. As with all permanent price reductions, well automatically refund the difference for anyone whos purchased one of these champions up to two weeks prior to today.
Price Reduction Schedule
Every time a new champion is released, the oldest 6300 IP/975 RP champion will be reduced to 4800 IP/880 RP.
Also, with every third champion release, an additional champion currently priced at 4800 IP or lower will be reduced to the next lowest tier, based on age and ease of play.
New Champion First-Week IP Price
All brand-new champions will cost 7800 IP/975 RP for the first week only, and will be reduced to 6300 IP thereafter.
- New champion launch price is 7800 IP / 975 RP
- After one week, the price is reduced to 6300 IP / 975 RP
- Each release, the oldest 6300 is reduced to 4800 IP / 880 RP
- Each third release, an additional 4800 IP or lower champion is reduced to one of the remaining tiers
- 3150 IP / 790 RP
- 1350 IP / 585 RP
- 450 IP / 260 RP
Out of the damn park Hippalus! That ball landed in a nearby industrial complex!
Great work. Very happy Riot's got you around. Hilariously I only don't own Vladamir. Ah well this will make it easier to catch up and hit 100% champions...over time.
Thanks BadgerDrool. Making it easier to build champion collections and have predictability around price reductions are the main reasons for these changes.
I actually really like the 7800 thing on first week. It benefits Riot by encouraging people to buy the champion with RP if they really want to buy it early and it benefits the players as a whole because discourages "impulse" buys and an over-saturation of the new champs seeing play (at least for the first week).
Yeah we hope this makes first week champion ownership a little more exclusive and less frustrating.
If I bought ezreal on sale will I still get refunded some rp?
No, the forthcoming refunds are only for those who paid full price for the champions. And it may take us a couple weeks to get all the refunds processed, as we lowered the price on a lot of champions.
i just bought vaynea week ago with 6300 ip will i be getting some ip back
Yes the automatic refunds for purchases within the two weeks before this announcement will cover RP and IP, and you'll get an email when they happen.
+1 Hippalus, but I must agree the temporary price increase is unwarranted. Now, this is coming from someone who typically just buys the new Champs bundle.
Now to give you some insight. It's not the fact that you're making the increase. This just seems like one of those "We'll just make a soft increase now, see how it goes, then later we'll make a harder increase and it won't hurt them as hard."
It's sort of like a foreshadowing of sorts, we're afraid this is just a test for a more serious increase later down the line. You guys tend to test the waters with these types of things.
Anywho, like I said you all have you hooks in me and I just buy new champs right out of the gate, but I'll gladly raise the issue for those that can't.
This is the result of a few months of research and testing. It is not a test. My plan is to not think about champion pricing for the next year at least, as there are a lot of other challenges to address.
To clarify, we also want to try and keep our two-week balance cadence where possible. We're figuring out some of the nuts and bolts on this still, but I think it's likely we can maintain that.
Will this open up more room for remakes?
Independent of this, we have a "relaunches team" that we're dedicating to this, and you're seeing the results of the art side of that. Our next goal is to get this more sync'd on design and art.
We've already been essentially doing 3-week releases for a few months now, so this change is just us going "Hrm, it does take us longer to create champions at the higher quality level, so let's just do that then."
Next AD carry to be female
IronStylus released a snipped of information on the next champion
Well, not sure about the slingshots, but the next ADC won't be a "he".
Riot on Talon Nerfs and Bug Fix
If you missed the PBE Changes today, check out the post here for the full list.
No, we have no intention of making Talon unviable, we're simply looking to find a balance for him in the context of Season 3.
The reality is that many of our AD casters were tuned to a state where they could exist in Season 2 with extremely poor itemization that was non-ideal for them.
We now created an environment where they have legitimate optimal item paths and the numbers are now out of balance.
The question to ask ourselves is if Black Cleaver is still too strong for AD Carries like MF or Graves. If we were to nerf Black Cleaver, it may become impossible to even think of building it on non AD Casters.
Looking at any strong item with above 3000+ gold cost will show a high win rate because if you have the resources to buy an item of this tier, you are most likely ahead in the first place. Items are not only an indicator of your future success but also a reflection of your past success. Any decently strong high tier item should statistically look and feel "overpowered."
As a closing note here, there is a buff to Talon that is impossible for the dataminers to get to. We are fixing a bug where the damage amplification from Cutthroat was not actually working.
How is a bug fix a buff?
Say a champion's ult was intended to do 5000 true damage but there was this nasty bug that made it ACTUALLY do 1 damage. If we were to go and fix said bug we would be BUFFING that champion's damage by 4999.
Talon's E currently amps his damage by 0% for two seconds against a single target, regardless of rank. This bugfix will buff his single target burst by 15% when E is at max rank.
Wow has it always been like this? I could have sworn I've never noticed it.
Do you guys have the data on how regularly this occurs?
Literally always and it's always been this way.
I have mained Talon since his release and I have never noticed something wrong with his E.
I always did TONS OF DAMAGE especially with Trinity Force so,
pardon me, but,
I feel telling us about this "bug fix" is just a way to make us feel better since these nerfs are really, really uncalled for.
There's a reason this bug has been around for so long without anyone noticing it. It lies to you. Say your autoattack does 100 damage. If you max rank E a guy (15% damage amp) and then autoattack him the red damage text will falsely read "115" even though your enemy's health will only be decreased by 100.
...ooooooooOOOOOOOOOOHHHHHH. Dang who would have thought of that?
Glad it's been found
But it begs the question, who was bored enough to find out the existence of this bug LOL
Me actually. I found it while fiddling around with a champion prototype (which has since been trashed). I wanted my guy's spells to amp his autoattack damage so I copied some of Talon's scripts. While testing the amp I accidentally set it to -100%. Suddenly my autos were putting out big red zeros for the damage text while still managing to red bar the bots I was testing them on.
So, you've been lying to me for a very long time.
I am not pleased.
Certainly not. I found this bug recently. If we had found it a year ago we would have fixed it a year ago.
The Story of Vi's Music
My name is Christian, aka. “Praeco”, I’m the Composer at Riot and the dude who came up with Vi’s song.
The whole idea actually started a few weeks ago, when our artists were working on Vi, and after seeing some of her concept art and hearing about her pretty punky character. The further Vi's concept and idea was developed, the more everyone got excited about her as a champion since it became obvious very quickly that she would be a superawesome champion.
So after tossing around some ideas, I slowly began to think “Hmm, why not go nuts with this and have an actual rock song for Vi that leans towards the punkier side of things?” As people at Riot have already gotten used to me coming up with some crazy ideas for our game’s music, I told a few of our producers and artists about this idea. One would think this could get shut down as too crazy of an idea, but, alas, turns out the other Rioters are as much of a nutcase as myself. They loved it, thought that it’s a great fit for Vi and trusted me that I could actually pull this off.
On the paper, it’s a bold move, you know, putting a high energy music piece into a login screen, but I think a very important part of the League of Legends realm is that it is so versatile, and that it has so many characteristics and aspects... Vi is a total punk chick, and of course, I could have somehow added some some electronic or industrial, grainy elements to an orchestral piece, but that wouldn’t really have been Vi. It wouldn’t have delivered what she ACTUALLY is like. So eventually, I just knew that I had to give her something special and something more raw than the usual music piece.
I then started laying down some song ideas and melodies, and when I came to a point where I had the song pretty much figured out and the guitar parts recorded, I asked some people in our company if they would be interested in helping me. Eugene, a sound designer on our audio team, is a super talented bassist, while Danny, our Director of IT, is an awesome drummer, and they were willing to spend some of their free time on this so that I could get a proper band sound together for this song. There I was, all of a sudden having the chance to record some kind of a Riot All-Star band.
Then, the all deciding question appeared: Who should be the singer? After thinking about this for a little while though, the answer was pretty obvious; Nicki( http://www.facebook.com/NickiTaylormusic ), a young singer here from LA and a friend of mine simply had the perfect voice for this song, and since she’s also a huge video game nerd and a cool chick, she was down to help me out with this and record the vocals for this song. So I brought her in last saturday and recorded the final musical element.
Sunday and Monday, I spent my time mixing and mastering the song, trying to find a good balance between the instrumental and the vocals and making sure it sounds good on all the different sound systems... and the rest is history.
The coolest thing to me about this project was really the creation itself. Here at Riot, we care a lot about never losing the creative spirit of simply wanting to make ‘cool stuff’. It was really just a bunch of us music nerds, sitting down and putting together a music piece, doing what we think captures Vi's character well and is cool for our players to check out.
Combined with the visuals, the awesome motion graphic animation that our guys Greg, Tonny and Anthony (LiquidStripes) created, I think it’s an awesome first experience and glance of our new champion Vi.
We hope you guys like it.
So big update:
I talked to Morello today, we have a gameplan to move forward with into testing. All skills will remain in very recognizable forms, but with some significant changes aimed a solving some specific issues. Without disclosing all the details, these are the goals (and some of the solutions.)
- Avoid pitfalls of the fighter role, including binary performance entirely dependent on closing to melee. In plainer terms, we want Volibear to reach melee somewhat more consistently but not become massively threatening until he spends a little bit of time there first.
- Ensure jungle viability.
- Clean up scaling, probably by removing AP in favor of other stats. (Health scaling to remain.)
- R cast while moving, enough said.
I also discussed our approach with Live Design, who are enthusiastic about the direction.
I will try to get the changes into playtest soon, and will post more updates as I can.
Heimer dinger rework
Morello says that Heimerdinger is not the next champion in line to receive a rework
and..and..maybe a Heimerdinger remake also?
It'll come, but it's not next.
eCommerce Question of the Week
Now that champion pricing is settled for 2013, I will be focusing much more time on skins. That will ideally include better logic and transparency around skin pricing, and a long term solution for limited edition skins. The auction idea is one potential way for players who really want these skins to access them, while preserving their value for the players who originally bought them. There are other potential solutions as well - all with different pros and cons.
Are we ever going to get a response to the new Lulu skin debacle?
We have been waiting since its release for a good response as to why it is your "testing" price of 1350, when compared to the Khaz skin it pales in comparison. Also, any word on why support was telling people Zombie Brand would be 1350, and turned out to be a Legendary?
The Lulu skin was identified as a 1350 skin by the skins team based on the unique features that went into it and the time involved in development. Zombie Brand was always Legendary so I'm not sure where the miscommunication came from there.
These types of misunderstanding are exactly what I want to solve in 2013 with better logic and transparency around skin pricing.
End of the World Sale
Statikk hit the official forums giving some information on the PBE Riven changes.
Firstly, some of the information you guys are getting from these unofficial sites are incorrect. For example, there is no change to the ratio of Riven's shield at all, we are simply slightly buffing the base shield value for Valor.
The goal for the Regen reduction is to reinforce the value of timing and counter play to Riven in lane. Now when you poke or trade damage with Riven, it sticks a bit more. As the Riven player, it is now more important to make sure you're trading while your shield is up as much as possible and getting out before your defenses are down.
Once again, I wouldn't trust unofficial sources for exact details.