"We will nerf Poppy if she sees plays"Morello 2013 was played several times in LCS, still no nerf
"hes talking about poppy being pick and pan, not one player's pocket pick." That's it in a nutshell. Poppy getting picked occasionally doesn't worry us. Poppy as regularly played though, pick/ban especially, would be a problem. Because of that we've got a Poppy rework in progress, with one of the aims of that project being to make it so if Poppy's strong enough to get regular play that's fine, rather than something we feel compelled to deal with.
I just hope %hp true damage remains a rare and valuable mechanic. I think I can tolerate Fiora (since she does have to work a little bit for it), but two champions is probably enough for awhile.
It's a mechanic we only intend to only use very occasionally (hence the 4 year gap between Vayne's release with it and Fiora's rework gaining it). It's something we've explored on a few different prototypes post Vayne release, this is the first time though where we've concluded it was an appropriate fit. % max hp physical/magic damage or flat true damage are almost always the more appropriate tool for abilities that need to be limited against squishy targets/strengthened against tankier targets.
… That's about the extent of our pirate references for patch 5.14. We actually negotiated for a pirate-themed foreword because even though Bilgewater isn't really about pirates, we thought there was more creative space than saying ahoy and mateys.
Compared to a few of our recentupdates, we launched Fiorapretty darn recently. Still, she’s one of them tricksy melee marksmen/fighter types who was supposed to be a fleet-footed fencing duelist, but who, once she had a few items, could just lunge up to the other team’s squishies and smack ‘em for a quick and easy - and unstoppable - kill. That was her single gear, really, and because Fiora was only good at killing, when she didn't have the damage to do her single job, she couldn’t do much of anything.
On 07/22/15, starting at, 01:30 Pacific time (08:30 UTC), ranked queues will be disabled in preparation for patch 5.14. At 03:00 Pacific time (10:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
On 22/07/15, starting at 03:30 UK Time (02:30 UTC), ranked queues will be disabled in preparation for patch 5.14. At 05:00 UK Time (04:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
Back when Riot made changes to wards, putting a 3 stealth ward limit per person, they (Riot) specifically stated that they would keep an eye on this change and see what develops. [...]
Overall we're pretty happy with the ward limit per person. There's a limit to how much vision we think's right for the game (FOW's there for a reason), so the limit per player's allowed us to offer vision in other ways. Trinkets in particular we're really happy with - they generate some interesting gameplay. It's also put supports in a much more interesting spot, where they're able to invest in items rather than being forced to sink anywhere near as much money into vision.
Is there going to be an indicator for your report value in the near future?
At this time there are no plans to show your exact report value because it potentially opens the door for more dubious players to completely reverse engineer how the Report System works when it tries to calculate the legitimacy of a report. We may do something like just show "Good/Neutral/Poor" standing, but it's not something we're doing this year.
The bad - Yup, death recap still has issues and isn't showing enough information to be useful a lot of the time.
The good news - The fixes that did go out in 5.13 have exposed a bug where death recap's not prioritizing the display of the largest amounts of damage. That bug has been present for a while, we'd previously believed it was the result of a different problem however (data not being properly passed to death recap in the first place, which we fixed in 5.13). Now that we know that's not an issue we've identified and fixed that prioritization problem, so minions dealing 12 damage won't take display priority over champions dealing 1,000. That follow up fix should in 5.14, or possibly a hotfix before that if we get a good opportunity and it's ready in time, and should, fingers crossed, make Death Recap quite a bit more useful in fights with more than a couple of enemies.
Welcome to patch 5.13, the super mega large one that has a lot of AP item changes and the new Devourer enchantment. Now, you might be thinking, "Huh, that's a very functional title and not at all very sleek," but we're here to communicate, not sell. Also, these changes are pretty exciting to the point where we think they don't need to be wrapped up in shiny titles. Just functional ones.
Laziness in patch titling aside, 5.13 is all about offering new choices for a broad swathe of players and champions alike. We've got a pretty large overhaul of AP items so that they're all offering real competition for purchase (rather than just the top 3 things that build out of Needlessly Large Rod), in addition to a brand new Devourer jungle enchantment, featuring Ghost Dog (you'll understand when you buy one).
On 07/08/15, starting at, 01:30 Pacific time (08:30 UTC), ranked queues will be disabled in preparation for patch 5.13. At 03:00 Pacific time (10:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
On 08/07/15, starting at 03:30 UK Time (02:30 UTC), ranked queues will be disabled in preparation for patch 5.13. At 05:00 UK Time (04:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
Hey folks at Riot. Not sure if you'll see this but I was just curious about Quinn. A while back, some fairly drastic changes popped onto the PBE about her but were taken down almost immediately. [...]
The changes that briefly ended up on the PBE were exploring a version of Quinn where she'd been shifted to be more of a roaming ADC. Idea there was that we might be able to get her into a really interesting space by making her ult into a powerful out of combat mobility effect, rather than a variant combat form. That's something we're still really interested in exploring, when time permits. It's very much a 'let's see what this looks like' rather than a 'this is what Quinn should be changed to' at this point though.
5.13 contains both a significant Runeglaive buff and adjustments to a number of items Elise tends to build. It's debateable whether Runeglaive's the correct jungle purchase on her, but it is getting bought a significant amount given it's new and she's just been changed.
Elise's play rate has shot up a lot given the changes to her in 5.12 and the addition of Runeglaive. That's resulted in a lot of struggling players which has depressed her average performance.
Given that combination of factors we're holding off on Elise changes for 5.13 and instead taking another patch cycle to assess her state.
We will however be buffing Elise in 5.14 unless we start seeing her perform significantly better in 5.13 than in 5.12.