Cooldown & Mana Cost of All of Lucian's Abilities and Information on his Ult, Attack Delay, W, Master Yi Rework, and Lots More

SUPER IMPORTANT: Patch 3.9 Notes
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[UPDATE] - Xerath Update at Bottom

Riot just posted a new update on Xerath this very second. Have attached it at the bottom


Cooldown and Mana Cost of All of Lucian's Abilities and Information on his Ult, Attack Delay, and More

Keep in mind everything below is google translated from the German LoL Forums.

Originally Posted by Riot (View RedTracker Source)


Hi! Before we begin here to talk more about Lucian, a quick correction: The Ability of the text of W went out was outdated. The W Mark makes NO damage, but Lucian is only a Movement Speed ​​boost. 

Okay, now I read the thread and then first is a first round of questions

-------

Full stats for all abilities:
 

Passive No cooldown. 

Q: Cool Down 9-5, Manacost 50-70. 
W: Cool Down 14-10, Manacost 60 flat 
E: Cooldown 18-10, 60-0 Manacost (yep, the Ability is free of rank 5) 
R: Cool Down 100-50, 100 Manacost flat

--------

Forget the concept of a point completely. The Ulti takes an angle as its argument, whether you clicked 10 pixels in front of you or on the other end's map. 

Here is the technical description of what happened: 

Targetest you spell the a point on the ground. The engine draws a line from the point towards you and stores as the relative vector. 

Simple example: If Lucian's position (we do it this way, as if our coordinate system would have only two dimensions) (5.5) and clicking on (5.7), the vector (0,2) is stored. 

When the Ultimate shoots, he finds his target by matching the vector to a total length of (say) 10 extended. 

If we assume that the first coordinate is the left-right axis and the second coordinate of the top / bottom axis, then shoot the Ulti in this case STRAIGHT up. Lucian would then shoot his Ultimate from (5,5) to (5,15). 

If Lucian moved two steps to the right and is now at (7,5), the Ultimate shoots (7.15). 

If he goes a step forward and is set to (7.6), the shoots on Ultimate (7:16). 

Or, as my colleague Ian has just seen this Wall of Text in passing and asked me wtf I was typing because it says: "If you are targeting it shoots down to the left to the left." Uh, yeah. That's the simple version.

------------------

Okay, you want numbers? HERE'S PAY! 

AttackDelayCastOffsetPercent = -0.15 

Zack! 

But a little more useful, there is a very aggressive attack frame, better than Caitlyn (-0.12) and comparable to Graves (-0.155).

--------


The Q needs a target and "draws" a line from Lucian then through the target. Yes, there is a "more accurate" Double Up. 

The R imagine this: You choose an angle and Lucian shoots in the direction. You can move absolutely freely and Dashen.

More Master Yi Rework Info

Though not to much more info, Riot has released a -second- post with information about Master Yi's Rework

Originally Posted by Riot (View RedTracker Source)

We're reworking Master Yi in the coming patch. In addition to new sounds, voice over and spell effects, the Wuju Master is also getting a kit overhaul to combine his popular AP and AD builds into a single cohesive playstyle. Check out his reworked abilities and read how the kit plays out below.

Abilities

 Double Strike

Master Yi strikes twice on every fourth consecutive basic attack, with the second strike dealing reduced damage. If Master Yi leaves combat, the counter on Double Strike resets.


 Alpha Strike

Master Yi leaps forward and strikes up to four enemies, dealing physical damage to each. Alpha Strike can crit to deal additional physical damage and will deal bonus damage to minions and monsters. Basic attacks reduce the cooldown on Alpha Strike.


 Meditate

Master Yi channels for a short duration, healing rapidly. Master Yi heals more the lower his health. While channeling, Master Yi takes reduced damage from incoming attacks. This damage reduction is less effective against turrets.


  Wuju Style


Passive:
 Increases Master Yi's attack damage by a percentage.

Active: Basic attacks deal bonus true damage based on Master Yi's attack damage. The passive bonus is lost while Wuju Style is on cooldown.


 Highlander

Passive: Champion kills reduce Master Yi's basic ability cooldowns. Assists reduce basic ability cooldowns by a smaller amount.

Active: Increases Master Yi's movement and attack speed while granting immunity to movement impairing effects. While active, champion kills and assists extend Highlander's duration.

 

 

Gameplay

 

In lane


The changes to Meditate and Alpha Strike make Master Yi a more dynamic fighter in lane while rendering him less frustrating for his lane opponents. Since Alpha Strike prioritizes nearby units instead of striking randomly, a skilled Master Yi player can carefully aim his attacks while a canny opponent can avoid damage through careful positioning. Meanwhile, the cooldown reduction from basic attacks allows Yi to Alpha Strike more often, and the bonus minion damage helps him clear waves and maintain lane pressure. Also, the changes to Meditate make it a more potent option in emergency situations, but prevent Yi from simply spamming it to top his health off every time he takes damage.


In the jungle

To compensate for reduced early game damage on Alpha Strike, we've made the bonus damage to minions and monsters guaranteed to smooth out his jungle time. The cooldown reduction he gets from basic attacks should also allow him to Alpha Strike more often, allowing for a more consistent clear time. Also, since Double Strike now deals less damage more frequently and requires Yi to stay in combat, it should be harder for him to queue up a double attack, then come tearing out of the jungle to score a massive burst combo onto an opponent.


Late game

As the action edges into late game and the team fights begin, the changes to Highlander start to shine. The new passive gives Master Yi the ability to stay alive in rough situations by lowering the cooldown on Meditate and Alpha Strike. The true damage on Wuju Style gives Master Yi the freedom to initially focus tankier targets while waiting for the right moment to open up on vulnerable targets. Then, when the time's right, he can open up with Alpha Strike and punish the enemy team's more delicate back line. Meanwhile, the changes to Meditate increase its lifesaving potential when he's under significant focus fire, and the added damage and crit on Alpha Strike help it scale to keep up with his basic attack damage in late game scenarios.

Overall, the changes should help Master Yi play more consistently by combining the sustained damage of his AD playstyle with some of the nuke-and-juke utility of his AP build.





Riot on Seasonal Maps VS Other Map Resources

Originally Posted by Riot (View RedTracker Source)

League initially shipped with seasonal variants on the main SR map. An Autumn skin as well as a Winter skin. Future skins are not out of the question, but our highest priority is elevating the quality of existing maps (Like TT) and adding new game modes (Like Howling abyss).


IronStylus on What Comes First in Champion Creation

Originally Posted by Riot (View RedTracker Source)

I remember one of the reds (possibly ironstylus) that said new champions can start from any of those places.
Yup.

A story, a drawing, a mechanical hook, anything. All part of "The Triangle" of Creative, Design and Art.

If it's a story, or an archetype, we might riff off of some familiar trope that we feel isn't represented in the game, try to find a space for it. Stories develop easilly that way. We talk about it in the context of "theme". Certain themes in a character will be emphasized so they are solid in what they represent, a story is built to then support those themes.

Game design is also a route. If there's a particular mechanic, or even a set of mechanics let's say, that are compelling, or follow a particular theme, then that will be leveraged. Everything has to be fun though. Even though a mechanic might exist that's properly themed to the champion we want to make, doesn't mean it's fun, or healthy. That has to be tested a lot obviously.

Art is pretty straight forward. Someone has an idea, they throw it down on paper, and things materialize around it. Stories and themes surface, and design can riff off of the sources of power (weapons. magic, etc) that the art is communicating.

Any of those directions can cause a character to gain traction. Most times individuals will sort of gather around a good idea and work together on it. Recently, a creative designer had a neat idea for a champion, so I decided to hop onto it and do some art. That helped it gain some traction, and the interest generated sparked the interest of a game designer, who had a kit idea. Now, all three of us are working in conjunction, with other members of our respective team, and other stakeholders from the various disciplines, to make that character a reality.

It's a really collaborative and fun process. It has it's ups and downs as any development does, but it's challenging and extremely rewarding! Hopefully, when all is said and done, regardless of where that character started from, it's realized into something the player finds compelling!


 Riot on How to Deicde Who Gets a New Skin

Originally Posted by Riot (View RedTracker Source)

Hey guys, I've been working on the skins team for a bit so I think I can shed a bit of light on this.

There's no single simple formula for how we decide the order of skins as there are so many factors to consider.

We do try to give love to champs that haven't had new skins in a while whenever we can, but sometimes there are reasons to wait on those.

One example is when a champ is due for a VU, we might hold off on a new skin if we're going to be making major updates to the in-game model or rig. That way we have a better base to build the new skin on and a clear direction of what the updated look for the champ is supposed to be.

Another example of something that might affect priority would be something like event related skins. Take the Freljord as an example. Anivia received a skin for that event because of her association in the lore, and so that most likely changed how she would otherwise have been prioritized.

One more thing that might affect what we can do is complexity. If you consider a champ like Teemo; a new skin for him is gonna need a new Teemo body, and a new mushroom design. He's fairly FX light, so not much is needed for those.
Now consider someone like Zyra, who has a character model, several pets, and a ton of effects that need to change to match her new theme, and you can see how it might be technically a bit more time intensive to create a new skin for her.
Of course that doesn't mean we don't make skins for those complex champs...we love to make those But it is important to plan them more carefully as they do take more time to create.

Hope that answers some questions!
ChaosEidolon, please let your fellow teammates know that we require the new champions to have more skins. give syndra, zac and quinn some love, man. hell, give elise and zed some love too!
I'd be happy to tell them, but they're on top of their game. Skins team pays very close attention to what we see on the forums and elsewhere on the interwebs. If there are champs in need of skins, there's a pretty good chance we're already thinking about them


New Bundles Are Live

Originally Posted by Riot (View RedTracker Source)

Summoners,

Craving something new at champ select? Get fed on these limited time bundles. They're flexible in cost, meaning the final bundle price will automatically adjust to reflect only what's new to your collection.

 

  • Pentakill Bundle - 50% off 4650 2325 RP (4345 RP if you need the champions)

The biggest band on Runeterra is going on tour and ticket prices have just been slashed. Olaf rejects rumors that the band has sold out, saying everything they do is "strictly for the fans, man."

  • Skins included:
  1. Pentakill Karthus
  2. Pentakill Mordekaiser
  3. Pentakill Olaf
  4. Pentakill Sona
  5. Pentakill Yorick
  • Champions included:
  1. Karthus
  2. Mordekaiser
  3. Olaf
  4. Sona
  5. Yorick

 

  • Ranged Rovers - 25% off - 4780 3585 RP

Is your AD champ pool more kiddie than Olympic? Snag this bundle to ensure your opponents are always in over their heads.

  • Champions
  1. Quinn
  2. Draven
  3. Varus
  4. Graves
  5. Vayne

 

  • Pretty in Pink - 40% off - 3445 2067 RP (4116 RP with champions included)

Pink isn't only for yordles and wards, just ask Taric and his outrageous fuzzy pink boots.

  • Skins included:
  1. Sewn Chaos Orianna
  2. Bittersweet Lulu
  3. Dynasty Ahri
  4. Armor of the Fifth Age Taric
  • Champions included:
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  2. Lulu
  3. Ahri
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  • Good Night, Sweet Skins Bundle - 3740 935 RP (3000 RP with champions included)

We've bundled up a group of skins for one last hurrah before they head into the legacy vault. These skins are only available until 11:59 PM PDT on July 16, after which they'll be removed from the store. Get them while you can! The champions themselves will of course fight on in the Fields of Justice.

  • Skins included (75% off):
  1. Caterpillar Kog'Maw
  2. Sailor Gangplank
  3. Hextech Galio
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  2. Gangplank
  3. Galio
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Grab these bundles before the sale ends on July 16 at 11:59 PM PDT!


Xerath Update

Originally Posted by Riot (View RedTracker Source)

Hey guys,

It's been a while since I've posted an update here. We've been undergoing a large number of iterations on Xerath's kit. Primarily his "R" slot. Giving an update on every single change would probably just lead to more confusion trying to stay current than just giving a bigger update after we've done a bunch of different tests.

When I can find the time to sit down and focus more, I'll walk through a few of the iterations and explain the problems with each incarnation.

All of these iterations involved immobilization during Locus. The most recent cycle has been:

A) Xerath R increases all spells and grants auto-attack barrages, duration limited by mana.
B) Xerath R grants 50% base cooldown reduction, duration limited by mana. No auto-attack replacer.
C) Xerath R grants super short cooldown on "W" (aoe orbital strike) for the duration.
D) Xerath R grants global range on W for a short time. Duration flat and limited by mana.
E) Xerath R grants super-massive range on auto-attack replacer. Duration flat. Mana Cost flat.

Issues with Patterns:

A)

Having a spell that grants sustained damage over a long period of time is cool.
Having a spell that grants super range is cool.
Having a spell that has its duration unlimited, except by mana is cool.

Combing two or more of these mechanic together has proven infinitely frustrating to the enemy team if it is large. Having the opponent constantly raining down damage that you cannot retaliate against proved frustrating and game warping.

Our early experiments reveals that Xerath performing at a "growing missile silo" was a very cool in terms of creating a map objective. However, it fell apart once you required either the Xerath to stand there for 10-15 sec before acting (xerath player got bored) since that's how long it took for a player to reach Xerath.

Furthermore, many of the champions that *could* reach Xerath would either die being bombarded along the way or would get ripped apart cutting through the enemy team to get to Xerath. Ultimately, this left our live designers feeling like this strategy wasn't fun in League of Legends.

I could see it revived in terms of a "nuke silo building" champion who sets up a time-delayed bomb or item in the future, but forcing a player to remain there just doesn't play nice.

B)

Once we removed the constant barrage of damage, we expected to alleviate the perceptions of constant danger. Once that happened, the "right" way to play Xerath (intuitively) was to siege up, blow your load, then leave the siege mode immediately.

Movement in league of legends is a moment-to-moment filler of activity that feels very good in terms of allowing mages to feel useful and smart. Removing that ability and not providing a moment-to-moment replacement meant we had to reduce the cooldowns of your spells in Locus of Power so that you were constantly casting.

This meant that we were back to square one in terms of "constant zone of power" on Xerath which meant enemy players just constantly fled his radius and he never could captialize on his ultimate. 3000 was either too easy or impossible to flee.

C)

Being bored while rooted isn't fun. So next we tried other ways, aside from the constant missile storm to make you feel good during the root.

Next we tried just allowing you to spam "W" (orbital strikes) as the primary damage source. This just lead to Xerath being insanely bursty *and* being unable to escape him.

D)

Next we tried granting Xerath global range Orbital Strikes, paced 4-5 sec apart. This was a very cool idea, but it turned out that we had just re-created Karthas that was harder to play, kill-stole constantly *and* didn't feel like an artillery-barrage feel.

It was about this time that we realized that all of these ultimates having severe influence on other lanes resulted in Xerath's laning phase needing to be weaker than most midlane champions. So we cut the ultimate's power down and boosted his laning phase.

E)

Now we're on iteration E. We found that allowing super-massive CC + slows + full access to your damage was overwhelming. There was too much to do as well. Even our challenger level testers were like, "there's more here than I could possibly ever do, so I never felt good about what I chose to do."

So we asked ourselves, "What's the most fun part of the new locus of power and barrage attacks?"

The answer was resoundingly "Let's focus on his role as a mage sniper / long range damager. Let's move all of the range we want Xerath to have on his base kit into his base spell ranges, then give him an ultimate that is about predicting and finishing off escaping targets"

So now we're trying this ultimate:

Ascended Wrath (R) - Xerath immobilizes himself and disables his basic spells, but granting him the ability to fire super-long range aoe barrages at the target location every 0.5 sec. During this effect, Xerath gains 25-30% damage reduction and is immune to displacement effects Lasts for 6-8 sec or until cancelled.

Currently roughly the same range as Zigg's ultimate.

Xerath's Q, W and E are all now around ~1000 range, except Q which can be charged-up to 1550 range.

By focusing what Xerath can do to a concentrated point in time, it gives both Xerath and opponents a clear indication of how good a job Xerath is doing and gives them the opportunity to blow cooldowns to escape it.

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