Meddler on Ashe and Darius Changes and More
Originally Posted by Riot (View Original Source)
Wow, Darius buffs didn't last 1 week [...]
We're still effectively planning to make that change to Darius' ult. We decided today it would be better to have the ult refund 0/50/100% of its cost though, rather than having its cost drop (still allows ult chaining, but also means an OOM Darius can't ult which is something we'd like to preserve). Since we're right at the lock point for gameplay changes for the next patch we'll need to shift these changes a patch later to make that modification.
TLDR: Still coming, probably in two patches time.
so why is the lock time so long before the actual patch is released? Is it to prevent mistakes? or something more technical?
Also, slightly off topic, but could you do me a big favor and hop on over to a veigar thread please? I know riot's been working hard to show veig some love after his E nerfs, but what I'd really want to discuss is what's riot's goal for veigar as a whole. Because atm, it looks like riot really doesn't want him to be a single target burst mage anymore, as all his buffs are shifting him over to a poke mage playstyle.
We need to lock down changes a while before a patch goes out so that we've got enough time to do a bunch of testing on a stable version of the patch. Additionally it also takes some time to localize different versions of the game for the all the various regions we're patching in (translations for non english speaking regions, modified versions of some art assets for countries where we use other visual effects instead of blood on some spells etc).
Oh, Veigar wise I'm not familiar with the current thinking on him in terms of which exact mechanics we're changing/which parts of his playstyle we're looking to buff in the next couple of patches. Let me ping the guys working on that, get some details to pass along.
Ok, thinking behind the current changes:
- We do want Veigar to remain a burst mage and feel we haven't given him sufficient reliability for that.
- Right now we're testing changes to his Q to give him better farming access so he can more consistently get to at least a moderate amount of stacked up AP to burst with.
- We are testing a range increase, 950 range is still pretty short for a skillshot on a ranged champ though. The goal there is to allow him to exist mid lane without needing to kill or be killed when farming in many match ups.
- We're not expecting this will address all of Veigar's issues - he's still a work in progress.
Originally Posted by Riot (View Original Source)
[On Ashe]
It said other little changes. Did that mean taking away her slow and stun and e with passive gold or keeping her stuff the same just increasing her basic stats and will her passive be better for her? [..]
Pretty small changes overall. So, you know, we're just going to turn her into a melee range, male tank that hits people with clubs made of ashen wood he holds in each hand. And he'll be from Shurima of course.
Bad jokes aside we're not looking to change the core of Ashe. Same slow on auto attacks, same global stun ult, same long attack range etc. Changes are focused primarily on making her passive and Q a bit more engaging, consistently relevant. In terms of scale think roughly along the lines of the recent Zilean changes or the Viktor changes from a few months back.
Originally Posted by Riot (View Original Source)
Is Blitzcrank in line somewhere for a rework? [..]
We don't have any plans for a Blitz rework, we think he's in a good spot overall. Wouldn't mind making his W a little more interesting and giving him a little more interaction with his R passive someday, those are opportunities we might get to sometime rather than problems though.
Balance wise he might be a little strong right now, we're keeping an eye on him but don't have any immediate plans at least.
Issues Behind Baby Essence Reaver
Originally Posted by Riot (View Original Source)
Riot, you added a baby sunfire - And that's cool! Have you considered adding a baby Essence Reaver?One of the concepts that the systems team is kicking around is the idea of having more mid-tier components with baby "insert scalable mechanic here". Bami's Cinder is a, imho, successful product of that. I don't want to steal her thunder, but Reinboom is trying some neat on-hit oriented stuff with Recurve Bow that I hope will work out too.
That said, I think there is merit to the idea of a baby essence reaver, but there are more fundamental challenges to making that item feel good. Part of what a baby ER does is smooth out its build path - one of the issues I have with ER is the lack of mana regen on the way to the main event.
Then the challenge is, well, is baby ER to ER good enough (ie, is going from lesser mana on hit to less lesser mana on hit)? Maybe not, but we can investigate making ER have more interesting and masterable gameplay.
The fundamental question that lords all ER's is whether unlocking mana gates with baby ER is something we want for the game. That, we need to debate more internally about.
Utora on Music Customization
Originally Posted by Riot (View Original Source)
Is there any chance of the old music being available in the client options like the old rift music in-game?
I would really appreciate this feature and would be sad if the track just disappeared from the game.
There is always a chance. And take everything I'm about to say as a HUGE maaaaaaybe. But we are in the early stages of talking about the idea of having customized music in more areas of the game. Like with Summoner's Rift music you can choose the new version or the classic version if you'd like. We really like the idea of doing the same for other areas and offering even more options - like, what if there were 4 options for Team Builder lobby music or 4 options for Draft Pick? What about a DJ Sona themed one? Could be cool? Could not be. Like I said, nothing official, nothing definite but we are all talking about what we could do and what is going to be the coolest execution of these ideas. Like any new idea or initiative, it might end up being the wrong direction and decide to not pursue it.
The Featured Game Modes of 2014
Originally Posted by Riot (View Original Source)
2014 has come and gone, taking with it the creation of seven new featured game modes for League of Legends! Looking back, we had fun making each and every mode, tackling the unique challenges each one presented, and hope you guys had just as much fun playing them. This feels like a good time to look back at 2014’s Featured Game Modes, what we learned from some of them, and how we arrived at a variety of design decisions along the way. But first...
What makes a successful Featured Gameplay Mode?
This is something we're continuously defining for ourselves as Featured Gameplay Modes evolve. We want to learn from previous modes to help us make even cooler new things, but it's not as simple as just which mode was played the most. What does “the most” even mean? Is it the highest single spike of concurrent players? The game you played for the longest? Modes also need to be unique in some way and not just replace or overwrite themselves and other permanent modes. As we’ve mentioned before, we have a few design pillars that help guide the creation of each mode, but we’d like you to discover new or interesting ways to engage with your favourite champions in League of Legends. We undoubtedly also want you to have FUN! :D
Then there are modes which produce amazingly cool stuff from you guys in the community that we can't even measure with numbers. How do you measure fun? Or cool streams, videos, comics, fanart (the list goes on)? Sometimes it’s even nice for the mode to help you train in skills (team fights, skill shots) that are transferrable over to SR, but should that be a core pillar? We’ve said before how we like that each Featured Gameplay Mode feels like a wild west of meta for their duration. Anything goes initially and you guys theorycraft cool ideas about the most OP comps and champions for each mode, and surprise us every time. There's always a few sleeper champions that appear who we could NEVER forecast. So healthy champion pick diversity is also good, but is it something we should weigh the success of a mode on? These are all just some of the things we consider when both designing and then weighing an individual mode’s success.
Why are Featured Gameplay Modes temporary?
Featured Game Modes are designed from the ground up to be short-term engagement experiences. This transience is what gives us the creative space try new things and see what works, listen to your feedback, then improve a mode before re-releasing it. Trying to build a long-term sustainable game mode would actually constrain us from doing things like Doom Bots, URF, Legend of the Poro King, Ascension, etc.
The main design concern (which is personally the most important as it = less fun) is that Featured Gameplay Modes are not designed to be long term engagement experiences. They’re designed to make a big splash, with the knowledge they will be removed shortly thereafter. Adding permanency would constrain the design wiggle room we have to make each mode as unique as possible. As we’ve since learned, it would also add additional balance and maintenance costs that we’ll share some examples of later in this retro. For now though, let’s get into the modes!
Hexakill
2014 started with a Featured Game Mode meta changeup. With the original Hexakill, we wanted to try exploring a new space that modes hadn’t really touched yet at that point. The end result was the closest we’d ever brushed up against the ‘regular Summoner’s Rift meta’, but with the twist of an extra player. Our goal was to still preserve the feel of Summoner’s Rift, but change up how you interacted with your champion and played within the map’s meta.
Ultra Rapid Fire (URF)
Originally planned as an April Fool’s Day joke intended only to last one day, we were blown away by the response Ultra Rapid Fire received. Based on the response from players around the world in multiple regions and languages, we extended the length of the mode (twice). Who doesn’t like making more plays?! URF also taught us a fantastic lesson about the novelty of game modes over time and the cost of ongoing maintenance.
Featured Gameplay Modes have been shown to taper off in popularity sharply after a short period of time. People often forget that URF actually broke our golden rule of not touching Featured Gameplay Modes post-launch, but to try and keep it from becoming stale in the face of wildly toxic champion play patterns, we did anyway. And yet, despite our consecutive on the run tweaks to keep URF treading water balance-wise, we still saw the same declining engagement and burnout that we see with other modes. That doesn’t mean players don’t have a blast with each mode like this before they fade away. However, being designed as a can of whoopass in the first place ultimately means that the flame burns twice as bright and half as long. And that’s okay!
One For All: Mirror Mode
The original One For All was one of more heavily played modes we made in 2013. Before it was even released though, some enterprising players hacked their clients and were hosting ad-hoc games of One For All on Howling Abyss. After the mode’s first outing on Summoner’s Rift, many players heavily requested that we bring the mode back on Howling Abyss to replicate their ad-hoc games, so we got to work on the resurrection. In the end, One For All: Mirror Mode may have lost a lot of the strategic choice of Summoner’s Rift (naturally absent on Howling Abyss where your only option is to “push”). By homogenising both teams into the same champion, we also lost the nuance in gameplay between two champion’s kits. Engagement with the mode proved out that this maybe wasn’t the best experiment, but that’s what learning is for!
We also learned a lesson about the cost of resurrecting a mode. Each time we bring a mode back, along with any improvements or additions we might want to make, time has to be spent QA'ing it against the latest patch release (one of the costs of having a game that evolves constantly). For example: The original One For All required about 80 champions to be hand edited to work with the mode's mechanics. When we wanted to bring it back as One For All: Mirror Mode, about 35 champions had changed since the last time (yay champ updates and improvements!) which required another whole round of editing, plus entirely new champions had been released. If we ever made a mode permanent, we’d need to weigh the impact this would have on the ability to create new modes VS maintaining existing modes.
The map change isn’t always necessary though. Sometimes smoothing over the experience and some bug fixes could generate the original experience we were looking for. URF would be nice simply to not have 9 champions disabled. It always depends on the mode.
Doom Bots of Doom
The idea of building some ‘absurdly challenging’ AI bots had come up before, so when the AI team was updating what are now the intermediate bots, we saw a chance to do a cool collaboration with them. The Doom Bots of Doom became the first PvE mode we’d ever done, and it they were pretty fun to make. Unlike other modes though, the Doom Bots were extremely content heavy, as we hand-crafted 15 alternate kits (not mentioning the ones that got thrown out). It ended up being super rewarding though, watching player’s reactions the first time they see Doom Lux ult or try and 1v1 a Doom Galio or Doom Malzahar. As a bit of trivia, the Doom Bot with the highest winrate on 5 bombs actually turned out to be Doom Amumu. Too many tears.
Ascension
The goal of Ascension was to highlight the Shurima event and bring gameplay to some of the reigning lore themes like “power corrupts”. We wanted a scrappy, team deathmatch kind of feel right from the start, and it took some crazy prototypes before we landed on the right mix. In response to players asking for more ways to express their skill level visually, we also experimented with the Perfect Ascension icon; a true challenge mode icon rewarding exceptional play. For those of you who did earn it, it’s one of the rarest summoner icon’s in all of league.
The making of Ascension has been discussed before in quite a bit of detail with a dev blog, which can be found here.
Hexakill: Twisted Treeline
After the first outing of Hexakill and the warm reception it received, we felt like it was a good candidate to bring back. As with One For All: Mirror Mode though, we don’t want to just resurrect the exact same mode from last time. We wanted to turn up the volume on the design goals of the original Hexakill (being to shake up how you think about and execute on established meta on a given map). That led us to port the mode over to the Twisted Treeline. This is a good example of how we want to improve modes each time before we re-release them.
What do you mean by “improve a mode before re-releasing it”?
It depends on the mode, but it’s always heavily informed by player feedback. In the case of Hexakill, we wanted that exaggeration of the original design intention. Hexakill on SR just wasn’t different enough; going from 5 to only 6 players didn’t really make you change the way you played that much. Twisted Treeline felt much higher impact because we were essentially doubling the player count on the map.
Legend of the Poro King
Don’t worry, he lives on... inside of YOU! *little tear* Legend of the Poro King was seeking to change the way players thought about combat on the Howling Abyss. That we were able to introduce everyone to the grandest most splendiferous King of all the Poro’s himself was just an added bonus.
I want to call out the Poro Toss summoner spell here as well, which gave an across-the-board bump in viability to some historically unpopular picks. Even with picking your champs, engage from the Poro Toss summoner spell was able to wing clip the power of some notoriously strong Howling Abyss champs. It was an overall healthier experience, seeing good champion diversity and lots of big plays.
^_^o
L4T3NCY
Champion and skin sale: 03.20 - 03.23
Originally Posted by Riot (View Original 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:
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Jurassic Cho'Gath
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Bandit Sivir
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Sorceress Lux
520 260 RP
Champion Sales
Add these champions to your roster:
Hecarim
975 487 RPSkarner
880 440 RPKarthus
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Other Red Posts
- Deploy Notes - March 18 - Trading Support [Fantasy LCS]
- @any Rioter:A simple "yes or no" question about the state of the lore. [New posts]
Ah, so Darius changes aren't here for 2 more patches? Yay! That's two more patches I can contemplate picking a melee (except I probably won't because ranged and Irelia)
I miss Ascension. Was my favourite of these game types :(
URF the only mode where all champs were viable.
the only mode where Yasuo wasn't viable
He wasn't even released at the time. That said with low cooldown windwall and insane knockup ban he might actually be quite strong in urf...
.. He was, he was released on 17 december 2013
and he sucked on URF
Yeah you're right. The fact that cdr doesn't affect Q is a nail to his coffin.
I played yasuo during URF, so please get your shit straight before you say shit. his steel tempest isn't affected by CDR so he did almost nothing, especially since his E was already low cd. And you'd have to build shitloads of atta speed to get Q to the 1.33 second cd, which takes away from damage itemization.
I would certainly argue against that XD. Garen for example was pretty darn bad, got kited or chain bursted easily without any broken mechanics to make up for it. Also Shyvana, Darius (unless you're against noobs or a really odd team without much cc, poke or burst+disengage type stuff), Trundle was pretty bad, trynd was pretty bad (again, unless against noobs or really low cc/poke teams), Singed, aatrox, MF (unless your team had hella good lockdown/peel/shields/heals), I know I am missing some of the bad adc's and maybe a couple other useless bruisers...
And that's just the champions that were straight out terrible, lots of champs were obviously worse than the "good URF champs" (not even talking about the super OP ones like ez and sona). E.g. nasus was actually quite bad as he just got blown up before he could get to enemies, and usually laning was actually too hard for him to abuse his super stacking speed. Olaf again just god blown up before getting to people most of the time or had his axes dodged, and when he did get to them wasn't even as good as a champ like shen, skarner, jax, renekton, etc.
I think some of the problem was that they only gave the attack speed and crit steroids to ranged champs, which closed out a lot of the non-master yi/jax/fiora style melee auto-attacky champs. Hell, even a champ like vi has a pretty hard time in urf fighting against wukongs, pantheons, jayces, karmas, graves, vaynes, etc., not to mention the truly broken champs like riven or fizz.
I just realized I'm ranting super hard XD... oh well, I guess it happens to everyone
But still thats around 85% of the champion pool that is viable~
You forget Janna, most annoying champion ever created. On urf was even more annoying.
Think about how it'd be now if they didn't tweak. I mean now Howling Gale cooldown starts after cast instead of after releasing it :3 .
Except they didnt do anything to janna, there were no balance changes for her in urf mode
What I meant was reintroduce urf. Since the previous time urf was on jannas howling gale was buffed in a way that its cooldown starts on ability activation rather than release.
It's funny that Riot removed Urf, knowing it was getting too popular and was going to overshadow SR. No one even cares for nemesis, but Urf was fun for hours.
They removed all of them because they're intentionally temporary. They're bringing URF back.
Urf and Ascension were the only fun modes that quickly gained a repetitive meta more stale than season 5s champion pool, the league player base lacks the imagination to keep things fresh without external input, the only way around it would be randomization of champions like aram but even then people are that sad that they would cheat the system like aram accounts. Its a shame because I know there are a lot of players who dont just play the same cheese/flavour of the month and actually like variety but so long as try-harders exist in fun modes they can never become permanent.
u no aram allows any account to play all champs owned are not right? and id rather pick my champ even if i have to deal with shens that have 1000 hp shields every second or other bullshit like that tho there are measures being taken against shield/heal whores this time(thank god) tho it will reveal other op picks like 1 second cooldown vlad pool tho that is no where near as bad as what i mentioned before
oh hit magic damage im calling it.
those were much more extensive than what they are teasing with ashe so far, now im even more curious about whats on the menu, sounds interesting.
mini wits end?
YAY we got through to them, ERs combine cost is so high it can easily be divided into sub purchases.
on hit damage would make my day ashe is way too barebones compared to other carries that have some sort of nuke or Steriod to make their attacks actually do more damage
what!The magical frost archer dealing magic damage! ? I'm all for that, suggested it ages ago, but I also suggested ap scaling on it so I could play ap ashe.... I like ap marksmen, sue me!
But yeah I think this could be interesting, she isnt bad, but she has some pretty toxic features on her kit, perma slow and the easiest to land skillshot in game. Passive is ... prety weak. Lookingforward to it