MF's Changes Planned For 4.5, Update On Rengar's Rework, Summoner Icons On The Forums, Texture Improvement Process

IMPORTANT: Unofficial PBE Patch Notes for 3/8/2014 - Slight Heimer Portrait and Q Change, Item Changes

Lee Sin's Retune

Originally Posted by Riot (View Original Source)

Hey all,

As some of you may have heard, there is a Lee Sin retune going on and I’m currently working on it. I just wanted to tell you about some of our planned changes before they hit the PBE (so we can talk about why we’re making the changes).

Our specific goal with Lee Sin is to solve the following problems as we see them:

  1. The ranged melee tanky-DPS assassin mage tank-support jungler Lee Sin has the full kit to single-handedly dominate early to mid game. We like that he’s strong here, but he’s so overwhelming at times that it makes him go from someone who needs to be consistently skilled to make big plays to someone who wins certain phases of the game with the safety of his high base stats.
  2. Lee Sin falls off really hard late game, so this puts even more pressure on him to win (or snowball his entire team) before that happens. There are some champions who follow this power curve, but none as extreme as Lee Sin (maybe pre-rework Garen). Letting Lee only ‘play’ half the game (in an unbalanced way) so he doesn’t become useless in the other half is really unhealthy (for both Lee and his opponents).

Now let me walk you through all the changes (note: THESE ARE NOT FINALIZED. We’re still working on them!):


This is the core change for Lee Sin’s late game power level. The huge attack speed buff at later levels means Lee Sin can deal a lot of sustained damage in team fights without relying so completely on his ability damage.

• Attack Speed bonus increased to 40/60/80/100% (at levels 1/6/11/16) from 40% at all levels

Sonic Wave

This is actually a small early game power shift (we focused more on Tempest, so see that below). Something important to note – it seems like a huge nerf to Lee Sin’s damage, but it’s really only a 10 damage nerf at level 1 (with the right runes / masteries) because it scales with total AD and not bonus AD. Changing the ratio to total AD means Lee Sin will snowball less when he’s far ahead while also being able to still deal some damage when he’s really behind. At mid game this is actually a damage buff if he’s ranking up Sonic Wave.

• Damage changed to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD) from 50/80/110/140/170 (+0.9 Bonus AD)

Resonating Strike

The 8% missing health change doesn’t really work on tanks (which is originally what we designed it for), even if it seems to be built as an HP shredding ability. This change just makes it clear that you should use Sonic Wave / Resonating Strike when you want more damage and makes its use less confusing.

• Damage changed to 15/35/55/75/95 (+0.5/0.6/0.7/0.8/0.9 Total AD) from 50/80/110/140/170 (+0.9 Bonus AD)

• Now deals up to 50% bonus damage (150% total damage) based on the target’s missing Health instead of 8% of the target’s missing Health


We had a big discussion on this topic! I’ll go deeper on this later on but, for now, I’ll just throw out some high level thoughts: ward hopping isn’t something we saw coming in League, but when we did we thought it was really cool and had fun gameplay attached to it. Still, it gives Lee Sin a lot of free mobility (which can be really frustrating, especially because wards are invisible and he can basically set up a “safety net” of wards in the jungle to hop around), and we wanted to reduce a little of that frustration. There’s also the problem with Lee using his defensive movement ability just to get in position for his offensive movement ability (Sonic Wave), and he wasn’t really paying a cost for doing it (unlike Katarina or Jax who have to give up a damaging ability and can only move once). Anyway, we wanted to increase the cost of using Safeguard offensively for more tradeoffs in when Lee can use it.

• Cost increased to 100 from 50

• Refunds 50 energy if cast on an allied champion (including self)


With the late game power buff on Flurry, we needed to reduce some damage somewhere, and Tempest’s high utility was where we looked. These numbers might still be too high, but the general idea is that if you level up Tempest while building tanky on Lee Sin, the damage difference won’t be really big. If you build lots of AD on Lee Sin, you’ll definitely see less damage on Tempest (which we made up for in Flurry).

• Damage changed to 25/50/75/10/125 (+0.6 total AD) from 60/95/130/165/200 (+1.0 Bonus AD)

• Now deals physical damage instead of magic


This debuff used to update only once every 1 second, so it was a long and very powerful slow. We made it a little more gradual and fixed a bug where it used to not work well with Tenacity (as in it was affecting them a little too much).

Dragon’s Rage

While this is a significant damage nerf on the first part of Dragon’s Rage, we really wanted to separate its use in utility versus damage. If you’re using Dragon’s Rage to kick a high-value target to your team, you should be giving something up like the AoE-damage and crowd control utility. If you decide to kick someone into the enemy team, you’ll get more rewards through the knockup and high damage (it doesn’t have diminishing returns per target hit).In regards of the damage nerf, Dragon Rage’s old high values combined with the Flurry buffs would make him insane in duels, so we had to reduce that power. I can’t stress how much the new Flurry helps Lee Sin’s damage at late game!

• Damage changed to 50/150/250 (+0.75/0.875/1.0 Total AD) from 200/400/600 (+2.0 Bonus AD)

• For each enemies target collide with would make target take 25/75/125 (+0.375/0.4375/0.5 Total AD) extra damage

Miss Fortune's Changes Planned For 4.5

Originally Posted by Riot (View RedTracker Source)

no, they were just in testing on the pbe for that patch (i.e., i needed data, but didn't have enough time to finish/ship her). i've done a bit of cleanup since then, and the current plan is to put her back on the pbe once it rolls over to 4.5 with the intent to ship her in that patch.
i'm pretty excited about, tbh~
I'd love to play some Miss Fortune. Just please, please don't Skarner her. Please.
i don't know exactly what that means, but when she's back on the pbe i'll have a thread active— you're welcome to give me feedback/criticisms if you feel like she's in scorpion country. :3
They use the search to look for threads relevant to the stuff they work on.
^ this.
i try to look at the forums at least once a day when i can, but during crazy busy weeks it'll sometimes be days before i can comfortably make time for it. during those times, i usually search for threads that directly call me out (like this one) or are related to stuff i've worked on recently (like when i was working on ahriashemorgana, support items, etc). i felt pretty timely finding this one within 10 hours!

Update On Rengar's Rework

Originally Posted by Riot (View RedTracker Source)

A few more interesting updates, we're really starting to narrow down the changes to the last few things we are focusing on.

-The movement speed coming out of ult now starts higher and decays over the buff duration, this really gives the impactful burst of speed that his ult needed. 

-E now gives Rengar a movement speed boost towards the target hit by bola - this gives him a bit more stickiness because he needs more time on target, and it also creates a decision point when using E. "Should I E when I am on top of the target or wait until they are farther away to get the slow?"

-The unique trinket active was just not proving very useful and was also creating some confusion because of the amount of mechanics added. People generally just wanted a ward or sweeper. We changed bonetooth back to yellow, red, and blue versions. (you keep stacks if you swap types mid game).

-Other than this, Riot Jag and I have been hammering away at damage, cooldown, defenses and lots of number tuning. 
I'd assume it bogart'd some code from Vayne's passive and volibear's Q - You gain bonus MS when moving towards something that has the bola slow on it.
This is correct.
Excuse me, sir, but is this in ADDITION to the slow OR replacing it? A bola that doesn't slow strikes me as very, very odd.
It's in addition, though we lowered the slow values by 10% to compensate for the added power.
How will the viability of jungle Rengar suffer from this change? It seems like it will hurt him very much, as it eliminates basically all of his ganking power. Combined with bola being a skillshot, it will be harder than ever to pull off successful ganks. Include the fact that ult only grants ferocity after leaving stealth and no MS during stealth, this doesn't look good for him. I was really excited about the new Wriggles which works very well withRengar in his current state, but this looks like it will ruin it.
Slow down! (I'll stop doing that now)

We're still testing him in both jungle and top lane. He's probably more optimized for top lane in his current form, but he still has very potent post-6 ganks from the jungle. I think he needs to set up a little better with the teammates he is ganking for compared to live Rengar, but he's probably better when he has more space to work with because of how Bola works now.

Summoner Icons On The Forums

Originally Posted by Riot (View RedTracker Source)

Greetings summoners,

As you've likely noticed, Summoner icons have arrived on the forums! Begone question marks!

As you may know, at Riot we participate in a periodic hackathon known as Thunderdome. During the latest Thunderdome, a couple of us did some tinkering to make your in-client summoner icon accessible on the web. This service opened up the possibility of displaying your summoner icons within the vBulletin forums.

But wait, there's more! This service also provides you with a url you can use to load your summoner icon on external avatar services.

Here's how it works: use your region and summoner name as a part of the following link.{region}/{summoner name}.png

Here's an example:

Alternatively, simply right click your summoner icon on one of your posts and select "Copy image url."

A couple notes:

  • This service will automatically update as you change your icon in-client
  • Allow up to an hour for changes to show up on the web
  • This service will not affect any pre-existing avatars (i.e. Rioters / Wrenchmen)

Why didn't something like this come out sooner? We didn't want to sacrifice the already-shaky stability of vBulletin. As our tech continued to evolve though, new services became available that allowed this specific feature to be developed without putting the forums at risk.

Let us know if you have any issues or questions.  Thanks!

I will remain forever anonymous 
We've found some instances with certain characters in summoner names can cause the fallback to the old "?" icon. 

We're actively looking to resolve that. When it is resolved, your avatar URL will reflect the appropriate summoner profile icon.

Sorry for the inconvenience!

Texture Improvement Process

Originally Posted by Riot (View RedTracker Source)

As far as I understand in a simplified way... every model you see in-game is made out of... digital clay, in order for everything NOT to look gray, you have to coat it in colors, this coating is referred to as the texture of the model. 

When you create a texture, you're literally creating the icing of the cake, though you have to take in account the crevices and bumps in the model for it to look good. When you see TU's like Rammus' or Anivia, you can see how his model is the exact same old but the painting job is much better done, I'm guessing that's because Riot's artists have been learning and improving in this process.

Vel'Koz received a TU in the last PBE cycle making him look more defined and less blurry, but his model is still the same :P
That was a better explanation than anything I could have given. Thanks.
Yay RiotForScience! glad I could help, though I'm guessing there's much much much more to it than that... like for example how did you guys learn to achieve better textures? new artist? new tech? experience? trial and error?

Also when I've had the chance to look at textures it's mostly just a JPG square image of all the coloring splayed along, like you can tell what's a face and what's the hand because of shades but shape is just all over the place... do you guys assign how the texture applies to the model? or is it automatic? I have some experience with 3dsmax and keeping textures in place or in right scale can be a pain sometimes.
I can jump in on some of this. Most of the improvements in texture quality are from a level up of the artist's skills through trial and error, training, teaching and getting consistency through visual docs and things like that. The tech behind it is mostly all the same for textures. 

The process of applying the texture to the model is called UVing. The artist will unfold the polygons of the 3d model onto a 2d plane, almost like a papercraft cut out. They can then paint directly onto the texture and it'll show up on their 3d model! They also use tools like 3D Coat which let's you paint directly onto the 3d model!


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