Gnar Changes Incoming, Want to Work at Riot?, Rioters on Featured Game Modes, Rerolling, Meta and More, Skin Sale

Important: Unofficial PBE Patch Notes for 8/21/2014 - New Splash Arts
Important:
Patcher & Landing Page Refresh On The Way


Gnar Changes Incoming!

Originally Posted by Riot (View Original Source)

Figured I'd take a moment to go over the Gnar buffs that are coming out next patch and the reasoning behind them.

After playing and watching Gnar for the past week we've identified 2 key areas where he's failing:
A) Consistency of Contribution

Gnar is having a hard time contributing to his team's success even when he's winning. The problem we'd want to fix up here isn't that his transform is unreliable (that's intended) but instead that his contribution once he does transform (be it big to small or vice versa) can't be depended on. Mini Gnar can't consistently hit boomerangs and instantly dies when anyone looks at him funny so while his sustained damage and CC are decent you can't depend on him to pump it out. Mega Gnar has great CC but he's slow and all of his spells have massive telegraphs. So while his best case is quite good it's very hard for him to ever achieve it compared to someone like Amumu who just pushes R and auto-magically wins any team fight.

B) Lane phase is hard
Gnar has a hard time in lane. His base stats and damages are quite low and his cooldowns are high which make it very hard for him to trade favorably with his lane opponent. One mistake and he's out. Even when he gets a lead his early stat scaling in comparison to other top laners makes it hard for him to maintain his advantage. A 3-0 Irelia chuckles when her lane opponent tries to fight her and 1v2's the jungler should he have the gall to show up top. A 3-0 Gnar is still quite fearful of death by crocodile and might as well start /dancing when the jungler shows up for all the chance he has of surviving the gank.

ALL THAT SAID GNAR'S WIN RATE IS STILL TRENDING UPWARD. According to our internal data top lane Gnar started at 39% in ranked play and is currently @ 44.5% and rising.

With that bit of info in mind we've decided to be more conservative with this first set of changes as we feel people still need time to learn Gnar's true strengths and build paths.

This patch will be mostly targeted towards Gnar's consistency of contribution all while asking the question, "What do we want this guy to feel like regardless of his power level?" What I mean by that is these changes are as much "feel adjustments" as they are buffs and should they make him too strong I'd rather hit Gnar in other places than keep his boulder width such that it looks like it phases through people.

On to the buffs!

Stats
*Increased hp/5 at level 1 to 5 (from 3)
-Buff to lane sustain to help him recover from mistakes and ganks.

P - Rage Gene
*Fixed a bug where Gnar would sometimes not gain his bonus health immediately on transformation.
-Currently on live Gnar gets his Mega bonus health up to .25 seconds after he transforms. Not so great when you're relying on it coming up to not die. Fixing that.

Q - Boomerang Toss and Boulder Throw
*Adjusted boomerang logic to better track Gnar's movement when he's closer to its turning point.
*Increased boomerang return width, making it easier to catch.
*Improved readbility of Gnar's self only boomerang return particle and made it appear sooner.

-This stuff should hopefully make Gnar's boomerang much easier to catch and additionally lower the occurrence of uncatchable boomerangs due to the "right angling" people are experiencing on live. More boomerangs caught = more up time = more boomerangs thrown = more contribution in fights and control over rage gain.

*Increased the missile widths and speeds of both Boulder and Boomerang
*Boulder now does its damage and slows in an AoE around its landing zone if it fails to hit an enemy.
*Reduced time Mega Gnar is locked out from picking up his boulder to .3 seconds (from .5)
*Boulder now checks if any enemy champions are standing directly inside of Mega Gnar when thrown and hits them. -Should no longer miss boulders on champs like Xin and Irelia who dash to your center point.

-This is the big stuff right here^^^^^. Improving the reliability of Boomerang and Boulder means Gnar will be consistently outputting more damage, more cc, and most importantly be better able to control his rage gain through boomerang poke in the mid game. Additionally, the particles on those things are just straight up lying to you on live right now. They freaking look like they're warping through targets! Should be much better now.

W - Wallop
*Fixed a bug that would allow enemy champions to cast spells (like flash) if Wallop's stun was overlapped with the stun from GNAR!.
No longer will Lucian be able to reposition in the middle of Gnar's epic CC combo. He's gonna stay right where he is for the full 3 seconds.

R - GNAR!
*Fixed a bug where the knockback on GNAR! would end too early, allowing enemies to cast spells (like flash) upon landing, even if they hit a wall.
-This effectively increases the CC duration of the knockback to .5 seconds from a variable time between .3-.4. So you get longer CC in the worst case (no wall hit) and can be sure that no one is going to flash in the middle of your stun combo.

*Decreased Mega Gnar's self lockout time on casting the ult to .4 seconds from .5.
-This will let you start moving sooner after using the ult. Will make it a tad easier to position for a follow up Wallop or Boulder.

*Added a .5 AP ratio
-Cause Sheen and Baron Buff D:

Finally Rec items are being updated to shift some emphasis on to tankier builds which seem to be having the most success.
-Honestly, Gnar's a little weirdo when it comes to build path and as such his rec items are a work in progress. As we all hone in on what's most effective on him I'll continue to update what we're suggesting to newer players.

I thought he gained hp from transformations too, but it seemed like it might have been hot fixed in a quick update.

Gnar gains HP from transformations but, unlike Nasus ult, he doesn't get to keep all of it. When he goes from big to small he takes his current % HP and then sets his new HP% (after the health is removed) to whatever it was before he turned small.

Example: Say Gnar's health total while small is 300/800 and then transform gives him 200 bonus health, putting him at 500/1000. When he transforms back he'll calculate his health % (500/1000 = .5) and then put his new health to that % (800*.5 = 400). When all is said and done he gained 200 health when he turned big but his net gain was only 100 health after turning small again.


Final Boss Veigar Recent Changes

Originally Posted by Riot (View Original Source)

UPDATE: We've made some changes to Final Boss Veigar's particles. The details are posted below!

Additionally we thank you for all the awesome suggestions for new VO lines, I'm sorry to say that we generally only do single recording sessions so we won't be adding any new lines to the skin.

Dark Matter (W)

  • Ring of pixels that radiates inward is now more dense to help with readability.
  • Red enemy coloring was implemented to help with readability for enemy players.

Event Horizon (E)

  • Pixelized version of the stun particle now appears when stunned by Event Horizon
  • Green line portions of the pillars now pulsate.
  • Green energy particles now appear to radiate off of the pillars along the walls of the ring.
  • Distortion particle is no longer applied to stunned champions, this was removed because of readability concerns.
  • The distortion particle now only appears on stunned minions and jungle creeps.

Primodial Burst (R)

  • On hit burst particle was beefed up a bit, it's now slightly taller.

Attending Pax Prime? Want to Work at Riot?

NOTE: If you're interested, make sure to check original source and read some Riot comments on it.

Originally Posted by Riot (View Original Source)

We are currently looking for high skilled players (platinum+) to help us build out a Gameplay QA team. This is a great opportunity for someone looking for an entry level job who is bright, passionate, and wants to help shape League of Legends. Working with others and being able to give effective feedback are critical components for this role. You will have the opportunity to work with design, engineering, and art to influence the creation of new game modes, champions, and champion updates, among other things.

The QA Recruiting team will be at PAX Prime at the end of this month. We will be setting time aside on Friday and Saturday(29th and 30th) to meet up with interested folks. We will be spending time somewhat close to the Esports entrance. If you aren't attending PAX Prime, but will still be in the area, also reach out! I'll do my best to answer any questions in this thread in the meantime.

EDIT: Just to clarify expectations, PAX will be more of a meet and greet to hang out and chat about the position with those interested. We will have a Job description for this position later on in the year.


Ghostcrawler on Meta and More

Originally Posted by Riot (View Original Source)

Can we at least hope for an overhaul of the boring meta the game is in? Irritatingly long games, incredibly short team fights, among tons of other problems, have made the game very stale over the past year. Obviously we cant expect anything till after worlds, but is it something thats on the agenda?

I hesitate to use the word "meta" because that means so many different things to different players. However, we are hearing a lot from players that games are feeling a little stale. Part of that is from us occasionally over-zealously stepping in when players try something unexpected. But beyond that, we're probably going to have to make some deeper, more fundamental changes to bring about diversity. I'm not talking about making random changes for the sake of change, and I'm certainly not talking about making League unrecognizable, but more that we would make some specific changes to keep the game from going stale in the future. I know that's vague, but it's what I meant when I said we'd start using PBE to try out some crazier ideas that may not actually ship. We'll start talking about some of these ideas pretty soon... maybe after worlds.

Why not start with properly removing Lulu (and others) from mid and top, and bring her back down into support?

You quoted me just above your question, so I'm going to re-quote myself. "Part of that is from us occasionally over-zealously stepping in when players try something unexpected." We don't feel the game really benefits when we slap champions that dare to stray from their assigned lanes. Maybe players will come up with counter strategies. Maybe having a less predictable game is more fun. If Lulu (or anyone's) win rates or ban rates or play rates etc. go up and stay up and we feel the new strategy is going to stifle diversity, then we can step in. I'm worried we do it a little too quickly at the moment.

I want to understand something. You say melee need some love, but how to buff them if they are already at 50%win rate ? buffing melee would make them op right ?

Yeah, when I say "need some love," it's not just buffing their health and damage. I tried to explain our point of view a few weeks ago that it isn't just a matter of buffing melee until they dominate ADC or mages. It's more about improving their kit, really deciding what they're good at, and making sure ranged champs can't do everything melee can do on top of fire from a distance. Unfortunately, that means it's not a quick fix that we can do in one patch. Fortunately, it means that once we fix the problem that balance may be more stable and not require so much whack-a-mole.

Do you think that is there low diversity and champions need more unique mechanics? I mean, Graves and Lucian, for example, are basically the same champion, what makes us choose who is best at the moment only instead of choose by who we really like.

Yes, we do think that. Note that it doesn't need to be a different skill shot between the two, but there does need to be more distinction between champions in the same role. You should consider whether you want to play Graves or Lucian based on what you would have to do as those champions, what your team would do differently, and what the other team would do differently.

Since you are trying to figure out a way to balance melees so that it isn't merely a stat war top lane (which I will admit it certainly can be top lane at times), I must ask you this (in regards to melee versus ranged):

What is your opinion on adding turnspeed (a set rate at which a character can rotate) to the game?

I don't want to dismiss any potential idea out of hand, but overall we're not convinced that is the right solution for League. It seems to work for DOTA.


RoboLions on Featured Game Modes

Originally Posted by Riot (View Original Source)

No mode is off the table to be brought back. If we do bring Showdown back we will want to better understand what made some players enjoy it and what turned other players off. Our goal is to evolve modes that we bring back so that its not just the same thing as before (it should be better the subsequent times).

All that said, not all game modes will be nexus knockers.

I have a question, WHY do game modes get taken down? I thought that the modes were fine. I especially loved URF. Please put all of them back, or do you not have enough manpower to watch all of the game modes simultaneously to make sure there are no bugs.

Maintaining the bugs and balance across many game modes is definitely part of it. Also, cool game modes, even ones as cool as URF, will suffer from player fatigue over time.

What we're most excited about, though, is that this gives us the opportunity to put out new modes without feeling that we have to perfect it. We can put out interesting ideas as experiments and improve upon them later.


L4T3NCY on Rerolling

Originally Posted by Riot (View Original Source)

First forum post, Logged in just to finally get an answer on this.

If 10 people who don't own any champions find themselves in the same game of ARAM, what happens if one of them re-rolls?

Ok. So if all 10 players own 0 champions, at first, everyone would be perfectly distributed across the 10 free champs on rotation that week. If you clicked 'reroll', here's what would happen:

1. You CAN'T receive the same champ consecutively when rerolling, so that champ's out. 9 left.
2. You can't receive a champ that one of your team-mates already has, so that's another 4 out. 5 left.
3. You would randomise one of the 5 remaining champs (which are all represented on the other team at this point, although you wouldn't know that yet) and end up with a mirror match against one of those players. :D

number 1 in that is wrong i have RR the exact same champ many times i have even managed it 3 times in a row once.

To clarify, you can't reroll the same champ consecutively in the same game. Of course, in the next game you play and use a reroll, you have equal chance to potentially reroll whoever you had last game, as much as any other champion you own. Using 2 rerolls in one game back-to-back, there is a slim chance to reroll the champion you first started with on your 2nd reroll, but not consecutively.

If you do happen to reroll the same champ consecutively in a single game again though, that isn't intended behaviour, so be sure to let us know by filing a bug with Player Support!


Champion and Skin Sale: 22.08. - 25.08.

Originally Posted by Riot (View RedTracker Source)

Grab these champions and skins on sale for 50% off for a limited time:


Skin Sales

Give your champions a new look with these skins:

Rageborn Mundo
975 487 RP

Arctic Warfare Caitlyn
750 375 RP

Ravager Nocturne
520 260 RP


Champion Sales

Add these champions to your roster:

Quinn
975 487 RP

Kog'Maw
880 440 RP

Cho'Gath
585 292 RP

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