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  • Haunted Zyra Blooms in the Darkness!

    • By overneathe 10/23/2013 1:09:40 PM
    • Category IconNews
    • 19

    Important: The Preseason Draws Closer!


    Haunted Zyra Blooms in the Darkness!

    Originally Posted by Riot (View RedTracker Source)

    Haunted Zyra blooms in the darkness. Clutching hands push through the earth to grasp her quarry. Gravestones sprout around them, transforming into dark entities that overwhelm her foes. With adversaries ravaged at her feet, a throne of phantom hands blossoms beneath her as she returns to base. Even in death, Zyra lays waste, blossoming from the dirt to heave one last bolt of haunted power at her enemies.

    When the sun sets and darkness creeps in, candlelight flickers and fires burn out, The Harrowing is nigh!

    Tags league of legends news
    19 latest comment by Vuldin Jump to Comment
  • The Preseason Draws Closer!

    • By overneathe 10/23/2013 12:12:02 PM
    • Category IconNews
    • 39

    The Preseason Draws Closer!

    Originally Posted by Riot (View RedTracker Source)

    Hey Summoners,

    Over this week and next week, we'll be kicking off a series of posts that discuss some of our high-level philosophies when it comes to preseason and this upcoming season. You should be able to find our discussions going forward on both the forums and on reddit, but here's a basic overview of some of the changes we'll be making.

    With the season coming to an end, we've been hard at work figuring out what's next for League of Legends. With preseason the closest thing to a lull between competitive seasons, it's the perfect time to make big changes to balance and core gameplay mechanics. The Live Design team has been listening closely to player feedback throughout this year as we take a look at some of our underlying game systems. Ultimately for this new season, we're on a quest to refine League of Legends while also creating a deeper, clearer and more satisfying player experience.


    So, what's happening?

    First, let me share this year's preseason goals:

    • Introduce more gameplay and strategy when it comes to map vision and wards.
    • Ensure all roles and positions can experience power-growth and progression in ways that promote skill
    • Improve game pacing and reduce team snowballing

    To us, these goals are benchmarks for a more competitive and enjoyable environment, and they particularly focus on systems in need of love.


    What are you changing?

    The team will be sharing details on a lot of the specific adjustments to each system, but allow me to give a preview of what to expect:

    • Xypherous and Xelnath (Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords) will be coming by to talk about wards, vision and the new Trinket system. Fundamentally we want to shift vision from being less of a raw gold race to more of a strategic part of the game with deeper opportunities for gameplay. We're going to be doing a lot of work here, including a new item slot for specialized vision items, per-player ward limits, and more ward options.
    • A new jungle is inbound – including new items for carry-style junglers, better rewards/gold flow, and a new fourth monster camp that will provide new clear routes and strategies while opening up the jungle role to more champions. Solcrushed will give you the skinny here.
    • Support gold is going to be heavily adjusted to put more money in the pockets of duo-lane supports; we'll also be introducing new items (and refining old ones) to put that gold to good use. Along with this, we're making changes to help core support champions scale their utility instead of their damage to reinforce their unique identity. To discuss this change we've collected all 13 demonstones to summon Xelnath, who will likely destroy us all.
    • Game flow and mathematical system changes will reduce team snowballing. Changes to tower and first blood rewards, assist streaks, dragon rewards, a revised brush layout and experience changes will all create an experience that constantly rewards good play. Our rabid equine FeralPony will be around to discuss these changes.
    • Finally, ricklessabandon and FeralPony will be joining forces to talk about out-of-game strategy, with a specific focus on Runes and Masteries. Masteries will be revamped along with our seasonal update and, while we won't be doing a significant Mastery rebalance (except when targeting specific roles), we'll be aiming to offer more opportunities for diversity. For Runes, our core focus will be on creating more dynamic and balanced Rune options while smoothing out the overall experience of customizing your strategies outside of the game.

    More strategic options!

    Tens of millions of players with thousands of extra gold, items and options in their pockets will uncover tens of millions of combinations and strats that the Live Design team couldn't dream of (even after months of constant testing!), and we're really excited to see what you'll think up. As an addendum, we do want to pick and choose our battles with these kinds of changes, and the systems we chose to overhaul are the ones that we felt needed the most love while requiring a season break to do right. There are other outstanding projects remaining, so this is by no means an exhaustive list of things we'd like to tinker with, but this post covers the ones we've targeted for this update.

    Anyway, we'll be taking a couple months here to make rapid iterations to our new systems while fine-tuning these updates, so expect this to be a test of your evolutionary league skills. Balance will typically be a bit chaotic in the short-term but, with extensive changes like these, it's important that we get the right levers in place to get to a balanced state in the mid-to-long term.

    In the coming days, we'll be following up with a series of posts on our upcoming system changes, so you can expect Xypherous and Xelnath to kick things off with vision changes. You'll also be able to join us on reddit for deeper discussions (no hard specifics!) as we reveal each feature. See you then!

    Tags league of legends news
    39 latest comment by jhawkjayhawk Jump to Comment
  • PBE Changes Q&A, Upcoming Morgana Changes, Ahri's E Getting VFX, S3 Rules Clarifications, Champion 117 Speculations

    • By overneathe 10/22/2013 10:47:42 PM
    • Category IconNews
    • 18

    Important: Unofficial PBE Patch Notes for 10/22/13 - Ashe, Kassadin, Kha'Zix, Shyvana, Skarner and Syndra Changes


    PBE Changes Q&A

    Originally Posted by Riot (View RedTracker Source)

    That means i can log in with my EUW account on ghe PBE, im right?
    Sry im from germany
    That's a goal later on, but not quite yet. If your live account is approved for access, then we'll send you specific instructions on how to created a "linked" account-- it's a little bit different from creating a brand new account but it's very easy.

    In the future, we hope to make it so managing the account on live and on PBE is simple! We're going to keep improving PBE and accounts.

    To answer some of the questions in this thread:

    We know that some players have submitted feedback from their main accounts rather than their PBE accounts. Ultimately, the best long-term solution is to make sure all the tester accounts are linked properly with main accounts. We hope that this change will help us understand feedback better: for example, if we notice that only a specific skill level of player thinks a new champion is too powerful, or if we are alienating a specific champ's player base by reworking their favorite champion.

    Also, there will be adjustments to how feedback should be given to be more clear, since I agree that it can be confusing-- there are many different PBE forums across regions, and this can be improved. More on this will be announced later, as we finalize some of these plans.

    PBE right now is still hosted in NA, which can create ping problems for non NA players. Some reasons why the PBE is small and local to our HQ is so that we are able to more easily deploy to it every day-- our priority on PBE is to continually make changes to make the game better every day. A lot of bug testing can still be done with higher ping, but we're still exploring options to make the beta experience more global for players.
    Read More
    Tags league of legends news
    18 latest comment by BossPikachu Jump to Comment
  • Unofficial PBE Patch Notes for 10/22/13 - Ashe, Kassadin, Kha'Zix, Shyvana, Skarner and Syndra Changes

    • By overneathe 10/22/2013 6:02:06 PM
    • Category IconNews
    • 48

    End of Season 3 Reward

    Wardskin_13


    Minor Gatekeeper Galio Visual Change

    Galio's Gatekeeper skin got a brighter red color and some very minor particles colored.


    Champion Changes

    When reading Skarner's changes, keep in mind yesterdays' post which says his rework is getting pulled off the PBE.

    Ashe

    • Enchanted Crystal Arrow [ R ] - Now costs 100 Mana (down from 150)

    Kassadin

    • Riftwalk [ R ] - Now deals 80/100/120 magic damage (down from 80/105/130)

    Olaf

    • Reckless Swing [ E ] - Now deals 70/115/160/205/250 damage (down from 75/125/175/225/275)

    Shyvana

    • Dragon's Descent [ R ] - Enemies along her her path now take 175/300/425 (down from 200/300/400)

    Skarner

    • Crystal Slash [ Q ] - Removed from tooltip: 'If a unit is struck,Skarner gains % attack speed for seconds,stacking up to 3 times.' 
    • Crystal Slash [ Q ] - Added to the tooltip: '...and slows by 20/25/30/35/40 % for 2 seconds.'
    • Crystalline Exoskeleton [ W ] - Grants 30/35/40/45/50 % Attack Speed again
    • Crystalline Exoskeleton [ W ] - Now grants 15/17/19/21/23% increased Movement Speed while active (changed from 24% increased Movement Speed for 3 seconds)
    • Fracture [ E ] - Tooltip no longer says: 'Skarner summons a blast of crystalline energy which deals 80/120/160/200/240 (+0.7)magic damage to enemies hit and slows them by 30% for 2.5 seconds.
    • Fracture [ E ] - Added back to the tooltip: 'Striking enemies will consume the mark to heal Skarner for 30/45/60/75/90 (+).Killing targets outright will also activate the heal.(Each activation heals for 50/50/50/50/50% less.)'

    Syndra

    • Scatter the Weak [ E ] - Range is now 650 (up from 550)

    Kha'Zix

    • Void Spike [ W ] - Added to the tooltip: '... and Void Spike's slow is increased to 30 %.'

    Fizz

    • Jump [ Probably E ] - Cast Radius is now 330 (up from 270)

    PBE Maintenance Today 1:30 PM PST

    Originally Posted by Riot (View RedTracker Source)

    Summoners,

    We will be performing maintenance today while the PBE is live at ~1:30 PM PST. During this time players may encounter performance issues or disconnect from their games.

    This maintenance should be brief, approximately 30 minutes, and will not require additional downtime.

    Live Maintenance Today 1:30 PM PST

    Originally Posted by Riot (View RedTracker Source)

    Summoners,

    We will be performing maintenance today while the PBE is live at ~1:30 PM PST. During this time players may encounter performance issues or disconnect from their games.

    This maintenance should be brief, approximately 30 minutes, and will not require additional downtime.
    Tags league of legends news
    48 latest comment by jhawkjayhawk Jump to Comment
  • Upcoming Changes to PBE, Skarner Getting Pulled Off PBE, Cho'gath's Hitbox, Ahri Q&A, Eve VU, Pantheon Discussion, Sale,and More

    • By overneathe 10/21/2013 11:10:56 PM
    • Category IconNews
    • 31

    Important: Unofficial PBE Patch Notes for 10/21/2013 - Skarner's Rework, Ahri and Morgana Changes, Team Builder Strings and Sounds, New Icon Crediting Method Now on PBE


    Upcoming Changes to PBE

    Originally Posted by Riot (View RedTracker Source)

    Hey Summoners,

    We'll shortly be changing the PBE in a few big ways in order to better accomplish its goal - to get better feedback from more League of Legends players earlier in the development cycle.

    The existing PBE signup process is hampering this in a couple big ways. The current process is first come, first serve - and because the PBE has a limited size, most players can never get access. We haven't been able to invite new players to the PBE for over 10 months now, and that's not acceptable - we actually need a steady stream of fresh perspectives to get the best feedback to help improve the game.

    Also, PBE accounts aren't currently linked to live accounts, so we have no way of selecting great candidates based on in-game behavior and other criteria. It's effectively random.

    So we're changing a few things:

    • PBE access will now be granted for a limited period of time (usually about a month or so, depending on testing needs), instead of permanently.
    • You'll apply to be a PBE tester by signing into your NA, EUW or EUNE account and submitting your application.
    • Most existing PBE testers will need to re-apply. We'll be pre-selecting and reaching out to a small list of folks who regularly provide excellent feedback.
    • Once a round of testing is complete, we'll deactivate most PBE accounts so we can welcome in a new wave of testers.
    • Some testers may receive access for more than one round of testing, based on their quality contributions.

    This is a big shift, and it might be disappointing if you're used to having permanent access to the PBE. But it's in the interest of making League of Legends better, and ultimately getting more players involved in that process.

    Besides changing how players get PBE access, we're also moving in a different direction in terms of what kinds of content, features and experiments will show up on PBE. Stuff that's much farther out from being ready for the live game (and occasionally even stuff that might get canceled) is gonna hit the PBE for your testing and feedback.

    We're currently putting the finishing touches on the new PBE format, but we've already opened sign-ups so we can get testers involved immediately as soon as everything's finalized. As always, thanks for testing with us!

    Read More
    Tags league of legends news
    31 latest comment by ichigo2979 Jump to Comment
  • New Icon Crediting Method Now on PBE

    • By overneathe 10/21/2013 9:28:49 PM
    • Category IconNews
    • 20

    New Icon Crediting Method Now on PBE

    Reminder: We saw the new icons almost two weeks ago in the PBE files

    Originally Posted by Riot (View RedTracker Source)

    **DISCLAIMER**
    The Icons and methods of earning found here may never make it into live in this form. Do not judge this event for how it may appear in your region.


    Hello Summoners,

    We wanted to test some new functionality on the PBE for some icons. Each icon will be earned based of certain criteria.

    Earn ghost guy icon by purchasing a "mystery" gift for a friend!

    Earn vilemaw icon by playing a game of Twisted Treeline!

    Earn statue icon by equipping a new ward skin!

    Earn ghost girl icon by buying any of the new harrowing content! (see below)

    Earn the book icon by earning the other four!

    FAQ:
    When will I get the icon?
    While it may take up to 72 hours, I expect most to be delivered within 4 hours.

    What happens if I don't get an icon on the PBE?
    If its on the PBE, let me know here in this thread and I will investigate. Be sure to include the summoner name of your PBE account and why/which Icon you think you have earned. Do not contact support, but unfortunately due to the fact the PBE is a testing environment we cannot guarantee your icons.

    How long will the event run?
    Since it is the PBE I cannot give a timeline. You will likely have at least until the end of this week.

    What content counts for the ghost girl icon? (some of these may or may not be currently available)
    Headmistress Fiora
    Haunting Nocturne
    Headless Hecarim
    Zombie Brand
    Lollipoppy
    Kitty Cat Katarina
    Underworld Twisted Fate
    Mundo Mundo
    Zombie Ryze
    Nosferatu Vladimir
    FrankenTibbers Annie
    Bewitching Nidalee
    Haunted Maokai
    Pumpkinhead Fiddlesticks
    Definitely Not Blitzcrank
    Pirate Ryze

    Bat-o-lantern Ward
    Haunting Ward
    Widow Ward
    Deadfall Ward
    Tomb Angel Ward

    Note: Some of this I have gone back longer in time for (Twisted Treeline criteria mainly).

    Tags league of legends news
    20 latest comment by G_SpOt Jump to Comment
  • Free Champion Rotation

    • By Zerglinator 10/21/2013 12:04:18 PM
    • Category IconNews
    • 17

    This week's free champion rotation has been posted. These champions will become free to play starting tomorrow October 22nd.

    Tags league of legends news
    17 latest comment by klocugh12 Jump to Comment
  • More on Skarner, Heimer, Kassadin, Group Chat Panel, Xerath Getting a New Ult, Indonesian Servers, Taric VU Ideas

    • By overneathe 10/18/2013 10:00:00 PM
    • Category IconNews
    • 13

    Important: Unofficial PBE Patch Notes for 10/18/13 - Xerath, Ahri, Sivir, Morgana and Heimerdinger Changes, Haunted Zyra Now Active, New RP Tab, and More; Jungle Tier List - Jinx Era


    More on Skarner's Rework

    In case you missed it, here is the official 'statement' saying Skarner's rework in coming to PBE.

    Originally Posted by Riot (View RedTracker Source)

    I see a few comments about the Q attack speed being very low. This may actually be the case, but as far as our testing goes (and just some theorycrafting math) he has way more uptime on the 8-24% attack speed than he had for the old 50% attack speed that was reliant on the shield. Overall he gets in more autos per fight leading to more cooldown reduction from the passive.

    Also, there were a few big gains for him from removing the heal from the E. We were able to lower the mana cost and add higher base and higher AP ratios to the W shield. Let me know if you are having a hard time surviving in the jungle, because I was clearing it with nearly no damage taken.

    Once the PBE is updated we will get a ton of good info when we all start playing him.
    Read More
    Tags league of legends news
    13 latest comment by Gameguy301 Jump to Comment
  • Skarner Rework Coming to PBE

    • By overneathe 10/18/2013 4:04:44 PM
    • Category IconNews
    • 43

    Skarner Rework Coming to PBE

    Originally Posted by Riot (View RedTracker Source)

    Hey all, exciting news! Skarner is coming to the pbe in the next update with his new reworked kit. Here is the changelist and some explanation for why we ended up with these changes:

    Base Attack speed lowered by 1%

    Crystal Slash
    -Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
    -When target is hit, applies an attack speed buff for 6s that stacks up to 3 times 4/5/6/7/8
    -Slow removed from Crystal Slash (moved to Fracture)

    Exoskeleton
    -Attack speed component removed
    -Cooldown lowered from 18s to 14s
    -Max movepseed increased from 15/17/19/21/23 to 24/28/32/36/40 and ramps up over 3s
    -Duration remains at 6s
    -Shield value increased from 70/115/160/205/250 to 75/125/175/225/280
    -Shield AP ratio increased from 0.6 to 0.8

    Fracture
    -Mana cost reduced from 50/55/60/65/70 to 30/35/40/45/50
    -Heal removed
    -Targets hit are slowed by 30/35/40/45/50 for 2.5s
    -Missile range increased 800->1000
    -Missile width reduced 120->90

    Impale
    -Impale now roots targeted champion during the windup animation
    -VO for “feel my sting” etc will happen on successful grab instead of cast start


    Explanations
    -The attack speed buff was moved from W to Q to make Skarner more consistent and less feast or famine
    -The slow was moved from Q to E to get rid of the frustrating perma slow of his old Q but also to allow him some more flexibility and ability to make catches/plays with the ranged slow on E
    -W speed values are buffed to bring him in line with other similar bruisers
    -R now has a more consistent ability to grab targets once he has started casting on them

    These changes are still not final, and I want everyone to play the new kit and give us feedback.

    -Scruffy
    Tags league of legends news
    43 latest comment by xopietaster Jump to Comment
  • Unofficial PBE Patch Notes for 10/18/13 - Xerath, Ahri, Sivir, Morgana and Heimerdinger Changes, New RP Tab

    • By overneathe 10/18/2013 1:16:26 PM
    • Category IconNews
    • 31

    Haunted Zyra Finally Active

    Haunted Zyra's Passive


    Champion Changes

    Heimerdinger

    • Base Damage is now 53 (Up from 49.24)
    • Base Damage now scales with 2.7 (down from 3)
    • Base Mana now scales with 40 (down from 65)
    • Base Armor is now 10 (up from 7)
    • Base Health Regen per 5 seconds is now 0 (Down from 4.5)
    • Base Health Regen per 5 seconds now scales with 0.6 (Up from 0.55)
    • Base Mana Regen per 5 seconds is now 6 (down from 7)
    • Base Mana Regen per 5 seconds is now 0.6 (down from 0.65)
    • Tips - Added: 'Spreading out Hextech Micro-Rockets leads to more reliable damage and more efficiency against multiple targets,but focusing it creates the biggest impact.'
    • H-28G Evolution Turret [ Q ] - Heimer can now hold 1/1/2/2/3 Kit(s)at once (Up from 1/1/2/2/2)
    • Hextech Micro-Rockets [ W ] - Each rocket deals 60/90/120/150/180 (Down from 85/135/185/235/285)
    • Hextech Micro-Rockets [ W ] - Rocket damage now scales with 0.45 (down from 0.55)
    • Hextech Micro-Rockets [ W ] - Champions and Monsters hit by more than one rocket take 20/20/20/20/20% magic damage (% wasn't specified previously)
    • Hextech Micro-Rockets [ W ] - Max rocket damage added - 108/162/216/270/324
    • Hextech Micro-Rockets [ W ] - Now costs 70/80/90/100/110 Mana (changed from 65/85/105/125/145)
    • Hextech Micro-Rockets [ W ] - Range is now 1525 (up from 1000)
    • Hextech Micro-Rockets [ W ] - Cooldown is now 11/11/11/11/11 (Up from 10/10/10/10/10)
    • CH-2 Electron Storm Grenade [ E ] - Now deals 60/100/140/180/220 damage (down from 80/135/190/245/300)
    • CH-2 Electron Storm Grenade [ E ] - Slows their Movement Speed by 35/35/35/35/35% (% wasn't specified previously)
    • CH-2 Electron Storm Grenade [ E ] - Slow duration is now 2/2/2/2/2 seconds (changed from 1/1.5/2/2.5/3)
    • CH-2 Electron Storm Grenade [ E ] - Stun duration is now 1.25/1.25/1.25/1.25/1.25 seconds (wasn't specified previously)
    • CH-2 Electron Storm Grenade [ E ] - Now costs 85/85/85/85/85 Mana (Changed from 80/90/100/110/120)
    • CH-2 Electron Storm Grenade [ E ] - Range is specified to be 970 (previously said 0)
    • CH-2 Electron Storm Grenade [ E ] - Cooldown is now 18/16/14/12/10 (up from 13/12/11/10/9)
    • UPGRADE!!! [ R ] - H-28Q Apex Turret: Places a Turret that deals 90/110/130 magic damage with its cannon (damage wasn't specified previously)
    • UPGRADE!!! [ R ] - H-28Q Apex Turret: Beam now deals 225/300/375 (up from 20/25/30)
    • UPGRADE!!! [ R ] - H-28Q Apex Turret: Now scales with 0.8 (down from 1)
    • UPGRADE!!! [ R ] - Hextech Rocket Swarm: Each rocket now deals 130/180/225 damage (wasn't specified previously)
    • UPGRADE!!! [ R ] - Hextech Rocket Swarm: Champions and Monsters hit by multiple rockets take reduced damage, max 500/690/865 (changed from 3/3/3)
    • UPGRADE!!! [ R ] - CH-3X Lightning Grenade: damage dealt now specified to be 150/200/250
    • UPGRADE!!! [ R ] - Now costs 100/100/100 Mana (up from 90/90/90)
    • UPGRADE!!! [ R ] - Cooldown is now 100/85/70 (down from 120/105/90)

    Morgana

    • Base range is now 450 (up from 425)

    Sivir

    • Base damage now scales with 3 (up from 2.9)
    • Magic rating is now 1 (down from 2)
    • Difficulty rating is now 3 (down from 5)
    • Ricochet [ W ] - Tooltip now says: 'Sivir's next 3/3/3/3/3 basic attacks bounce to nearby targets,dealing physical damage to the first target and (60/65/70/75/80% of total Attack Damage)physical damage to each subsequent target.'
    • Ricochet [ W ] - Added to the tooltip: 'Only the first target is affected by on-hit effects.Each target may only be hit once by each Ricochet.'
    • Ricochet [ W ] - Cooldown is now 9/8/7/6/5 (Up from 7/6/5/4/3)
    • Spell Shield [ E ] - Mana regain is now 60/75/90/105/120 (Down from 150/150/150/150/150)
    • Spell Shield [ E ] - No longer has cost
    • On the Hunt [ R ] - Now has a Passive: Sivir gains 40/60/80% Attack Speed while Ricochet is active.
    • On the Hunt [ R ] - Active: Sivir rallies her allies for 10/10/10 seconds,granting all nearby allies an initial 60/60/60% Movement Speed bonus that reduces to 20/20/20% after 4/4/4 seconds.
    • On the Hunt [ R ] - No longer has cost
    • On the Hunt [ R ] - Cooldown is now 100/80/60 (down from 100/90/80)

    Xerath

    • Ascended Form [ Passive ] - Tooltip now says: 'Xerath feeds on arcane power,making him increasingly resilient to physical harm.He converts 15% of his Ability Power into Armor.'
    • Arcanopulse [ Q ] - Now fires a long-range beam, without Xerath charging prior to it
    • Arcanopulse [ Q ] - No longer says 'Charging the spell increases its range.'
    • Locus  of Power [ W ] - Renamed back to Locus of Power from Ascension
    • Locus  of Power [ W ] - No longer says 'Stationary artillery mode that shoots four times before going on cooldown.'
    • Locus of Power [ W ] - Tooltip now says 'Xerath immobilizes himself near a source of magical power,increasing the range of all his spells and causing his magic damage to ignore 16/22/28/34/40% of his target's Magic Resist.Lasts 8/8/8/8/8 seconds or until toggled off. When the effect ends,Xerath's Movement Speed is increased by 35/35/35/35/35% for 2/2/2/2/2 seconds.'
    • Locus of Power [ W ] - No longer has cost
    • Locus of Power [ W ] - Range now says 0
    • Locus of Power [ W ] - Cooldown is now 20/16/12/8/4

    Zed

    • Death Mark [ R ] - The shadow now lasts for 6/6/6 seconds

    Ahri

    • Spirit Rush [ R ] - Now deals 70/110/150 damage (up from 70/105/140)
    • Spirit Rush [ R ] - Damage now scales with 0.3 (up from 0.25)

    Xerath Lore

    'In the ancient civilization of Shurima, the mage called Xerath practiced magic with undying passion. He believed that with enough magical power, he could gaze into the heart of Runeterra to know the secrets of history and the universe beyond. Such magic was beyond the limitations of a mortal body, but Xerath obsessively pursued a path to infinite power nonetheless. With every breakthrough he grew more and more powerful, yet not without consequence. Xerath's increasing arcane abilities wrought havoc on his physical form. Desperate, he undertook a dangerous ritual to transcend his dying body. The outcome would be immortality or self-destruction. Violent magic unleashed during the ritual caused devastation throughout Shurima, but when the dust settled, Xerath emerged as an ascended being of pure arcane energy.

    Free of flesh and bone, Xerath held nearly infinite power at his command. However, in the wake of his chaotic ritual, the mages of Shurima feared his careless disregard for life would bring ruin to the kingdom. After a terrible struggle they subdued Xerath, but they could not destroy his ascended form. Instead they trapped him within an enchanted sarcophagus and sealed him in an underground tomb. Eons passed, civilizations rose and fell, and Xerath's imprisonment was lost to memory. For centuries, Xerath's vast power tore away at the sarcophagus and weakened its spell. Finally, he willed forth a burst of magic that shattered his prison, but its core remained, containing Xerath and his power within its broken pieces. Seeking to rid himself of this burden, he was drawn to the magic of Valoran's nexuses and found he could absorb their power. Yet the nexuses had gatekeepers: petty mages known as summoners. Xerath knew his key to true freedom from his prison lay in gaining their trust, and he offered his power to the League of Legends.

    ''I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain.''
    -- Xerath, the Magus Ascendant'


    New Navigation Tab Graphics

    As you can see, there is what seems to be a new RP Tab in the Store!


    "New" Ashe Icons

       


    New Hecarim Sounds

    1. hecarim spiritofdread oba 01--00064--new
    2. hecarim spiritofdread oba 02--00065--new
    3. hecarim spiritofdread obd 01--00066--new
    4. hecarim spiritofdread obd 02--00067--new
    5. hecarim spiritofdread oc 01--00068--new
    6. hecarim spiritofdread oc 02--00069--new

     

    Turret Indicators Now Working Properly

    After not being available two days ago and only flashing instead of displaying on the ground yesterday, the turret indicators are finally flawless:


    Xelnath on Xerath

    Since a lot of you are wondering about Xerath's "changes", here is a collection of Xelnath's posts about him from today:

    Originally Posted by Riot (View RedTracker Source)

    Xelnath,
    You mentioned removing the 15% bonus AP because it wouldn’t feel good, since Xerath’s damage would have to be lowered to compensate. Free, unconditional magic penetration is the same problem. It’s the same way that Darius’s armor penetration doesn’t feel particularly strong on him, because he’s balanced around having it on in every situation and that forces his other skills to become weaker. While the amount of penetration Xerath has on live may be overtuned, it feels good because you have control over when it’s on and off, and feel stronger for it. Perhaps make it so that Xerath gains bonus magic penetration on consecutive shots against champions? Some sort of way to give the player agency over the passive.
    Actually, I did not say that - or certainly did not mean to imply that.

    The problem with 15% higher AP is that it makes him crushing crush squishies harder. % magic pen actually has a greater effect (often 30% more) against a champion with free baseline magic resistance.

    So in this way, it actually levels the playing field a bit. As far as ramping attacks goes, that's an interesting idea. How does that help, in your vision?
    It was a survey, and I do know about it, but if you look at the kit before the survey and after the survey, there was no change whatsoever.
    The survey was to see if there was interest in a Xerath rework, and a basic direction to take the rework in if I remember correctly, but it had no visible effect on the kit.
    That's just not true at all. Before the survey, we had made Xerath's W and R fire many shots, while the survey revealed that players would prefer fewer, chunkier attacks. It also revealed that players were hugely in favor of the new VFX and a number of other details.

    I could go on, but frankly, Crownface, this isn't a productive line of attack. All you're doing is rehashing the same thing: "You aren't doing what I want, so you must not have been listening."

    It's getting old, bud. I've heard you, but having weighed the many voices, our focused user testing and the general reaction of players who played the new kit, I am confident we're moving in the right direction for the game as a whole - which appears is not the right direction for you.
    Continue how you see fit, you have a lot of experience and you're an accomplished designer, I've made my observations, comparisons, and shared my opinion, which is, of course, in opposition to yours, but if you feel like I'm just attacking you and being petty, then I'll stop.
    Let's discuss the options here:
    1. Stop the rework - This is off the table
    2. Change the rework dramatically - We are beyond the point of doing this. Art is almost finished.
    3. Make focused polish adjustments to make sure the Xerath experience is as rich and balancable as possible - This is where we're at

    If you want to make suggestions in this final space, we can talk about it. If you disagree with the goal of the rework or the major abilities, we're past the point where that's productive.
    ...it feels like as if all my posts have gone to waste. Not a single issue I've been asking about has been even mentioned.
    What I'm asking for, isn't the rework to stop. I'm fine with it, it just needs the fine-tuning I've been asking for because now so many more mages out-class him and assassins still wreck him.
    Let's talk about this point. Which mages out class him? I actually feel like Xerath might be incredibly more powerful and have a wider sphere of influence than many midlanes.

    Leblanc, Assassins, etc should still kill Xerath. That's appropriate for the amount of payload Xerath can unload at the ranges he has. You don't get power without clear weaknesses. Melee assassins >> Xerath if they close. Xerath >> if he has peel and can keep distance.
    I'm not against him getting a rework. Mind you, I was quite happy, initially then I popped into the forums to see deeper what was going on and realized that they were ruining him...and people say Morello ruins champs :/ I've posted, many a time what minor changes can be made without destroying the schedule of the rework team and it falls upon deaf ears except for 1 post. Yet that reply was just asking me to test him out on PBE and...I couldn't believe just how horrible his W and E were.
    Have any of the reds tested playing against a lux? A gragas? Even if against eachother.
    Have the reds tested it against high-mobility assassins? Pre-6 you may not die but post 6 on this kit you have no way of stopping them once they attack you. If they have half a brain and attack you during a minion wave, what can your E do? Your only method of peel? Nothing really. All it can do now is just (hopefully) interrupt a katarina ult.
    Lux should be a tough lane. Lux is about landing a Q, then blowing up the target. Well timed Xerath Q should penetrate her shields.

    Gragas will pretty much 100% of the time beat Xerath. Gragas is a bruiser with an AP aoe nuke and a reverse Oriana ult. Very tough to beat. Similarly, Talon, Zed, Akali will all wreck a Xerath. That's appropriate.

    You might be better than I at fighting Gragas then - I consistently lose to a good gragas getting into my face, auto-attacking and winning. Plus the level 6 ult just knocks me into him if I'm locus'd.

    Anyways, yes, this kit has traded out periods of immobility and periods of fast mobility for a smoother movement scale on Q and a fun attack sequence on W.

    This kit does not have hard combos. That is correct. W->E->Q was really the only variation Xerath had on live for closing in on stuns, excluding the mobile R case.

    Let's look back at the goals of the rework:

    * Keep the good abilities
    * Reduce clunkiness
    * Create skill options
    * Satisfy the siege/sniper fantasy better
    * Maximize range and damage over CC

    Before, E -> Q or E -> R were about it. W->Q was basically one skill. W -> E by itself was pointless. W -> E -> Q was his CC.

    That was it. That was the depth of the character. You had rigidly defined instructions, not options. Now you have the option to start with W to setup an E stun to guarantee a Q hit, or fish for an E stun to guarantee a W center shot, followed up by a Q.

    I will gladly concede that maxing E first on Xerath is not really an option. It did not seem like a viable option to me before on Live Xerath easier.

    Finally, Q charging on its own lets you snipe consistently. R is far more clearly a siege, finishing ability. (Perhaps so much that it should have missing % health damage? That would damage its effectiveness for opening a team fight though)

    The things the kit does not have that I could not find a healthy way to preserve were:

    1) A highly selective stun
    2) Free massive amounts of armor driven by AP (This also felt unnecessary and out of character)
    3) Hard Combos (He has soft combos instead)
    Although I dont agree with all of your points this is the best set of ideas ive seen yet in this forum. I feel the q should have no cast time after charge up and a slightly less of a slowing effect. His current E is absolutely horrid and absolutely needs to be reverted back to live.
    E needs the warning to communicate the path and behaviour to the opponent. It is intended that using this ability for personal safety instead of opening up a window to attack is less effective, since its basically a guaranteed success without the need for a skill shot now.

    Q *must* have a delay before firing - otherwise it is not possible to avoid such a long range attack. The base Q range is pretty hefty though - I highly recommend you try closing distance and just firing it off a few times - I've had decent success with this on PBE.

    Q full-range charge is a trade of telegraphing your actions (creating counterplay opportunities for the opponent) for increases safety. Trade away that safety to take away their safety as well.
    And how exactly is that an improvement to live?
    I remember reading a red, that wanted to remove hardcounter as much as possible and yet here i read the exact opposite.
    Is my memory playing tricks on me there?
    My job is *not* to buff your character. I realize that is what you want. Live Xerath is not an underpowered champion who needed buffs. We are trying to make the healthiest champion that preserves the good mechanics of Xerath and fills the role that the many players we talked to, surveyed and interacted with indicated was their Xerath fantasy.

    I, too, heavily mastered the clunky hero to gain access to his incredibly OP stats. That is why I recognize the pain you feel. However, that clunkiness pulled a lot of potential away from Xerath too.
    That's OK
    You spend enought time to explain that live E was Broken, +40% spellpen too, and was a way to compensate Locus Root. Can we move on and refocus on constructives feedbacks ?
    (Are my posts still like a scream in the void !?)
    You have no name. Are you even real? Or just figment of my sleep starved imagination?
    Xelnath,
    So as I ask before, in fews words :
    - Can we have a way to cancel the Q charging? (to keep manacost and stop beeing slowed without waiting a cast time, when a fast reaction is needed )
    How would you implement this? Clicking Q a second time cast the spell. 
    - Why a sniper Ultimate and not a shellfire one ? can you let us know what kind of Shellfire R we may have if we supposed a ~1500/1800 range, with no vision, some delay cast ... like the Live Xerath R is.
    I'm not sure I understand what you're asking for? You want a higher damage R? Players already feel its very strong. 
    - Is Lux Broken too ? cause the arguments applied to tunes Xerath Kit doesnt work on her
    Lux is broken. Thankfully, her win rate is pretty low, but since people still enjoy her, she's not a high priority at the moment. Perhaps you can make a case for it though.

    Alright, its late and I have stuff to do tomorrow. Goodnight all.
    About the mana passive, it is reallllly good. When i talk about Live Xerath mana issue, I talk about the fact that you must manage it really hard before you get a Chalice.
    With the passive, manaregen item are not anymore mandatory... But yes, you will take later an Athena or/and a Morellonicon to get CDR, and get manaregen you 'll need when you'll no more do any AA.
    If you havent acces to PBE, i'll try to make a video in order to show you how great it is.
    Now about Live Xerath damages, I just can do on your way ! Live Xerath is a late game super carry with his 3.2 AP ratio & his 40% MagicPen. I know how strong he 's, i pick him in 80% of my games.
    But as Xelnath said, this AP ratios, this magic pen, and the none skillshot stun are just thing Xerath get to balance his self-root.
    Sadly Locus will never come back, and OP Live Xerath stat will go with it.
    It's useless to compare Live Xerath damages to PBE one, it's a no match.
    Let compare it to a classic mage :
    annie ==> QWR combo on a single target 975+ 2.15 AP
    Lissandra => QWER combo on a single target 1045 + 2.55 AP
    Lux ==> QWR+Passive combo on a single target 1190 + 2.05 AP
    PBE Xerath V5 ==> QW(pointblank)E combo on a single target 759 + 2.11. Then you can execute him with you R : 900+ 1.2 AP
    Ok, let say you missed pointblank W and fail 2 shots of ult : 1095 + 2.35 AP
    that's not that bad !
    Ok my calculation doesnt take in count CD on spell, or control effect ...etc
    but in a Burst case, like if you have to all in on target that your tank caught with an hard CC,
    that is pretty fair.
    To conclude, i'm repeating myself, but I dont like current PBE R, i would rather a shorter range with better radius to keep Xerath impact in a team fight.
    -------------
    Lailoken38 EUW
    Thanks for this, Lailo, I understand what you're asking for. You wish to trade off the supreme range for greater ability to hit many targets in a close-range team fight.

    I understand the desire for this request. This is a viable alternate ultimate. However, it detracts from our original goal of pushing one knob to 11 on Xerath - his range. It's a reasonable discussion to have here. However, considering that the new "W" spell allows you to throw out indiscriminate damage at a fairly safe range during a team fight, that doesn't seem like a niche he has to satisfy.

    BTW, one note I want to mention:

    The majority if not all of the range gains Xerath got from Locus of Power have been baked into the base spells. This is a pretty substantial buff to his potential safety.
    Mah Xelnath, I know you must be pretty tired about this rework already. But as someone who has xerath as most played ranked champ with over 200 plays and my 2nd most played champ has only been touched 15 times.
    I really love xerath. The feeling that waiting and positioning is important just like a sniper runs to a vantage point and aims for the perfect target, calculates the wind, checks the terrain, Shoots and runs before he is then caught.
    Would u please be a bit more active in the forums and reply a bit more. I see a ton of people GIVING DIFFERENT ideas, all of which donot an art rework and are not as hard to do, yet all u say is "the community is very receptive of this and I like it"
    Heimerdinger Community is a happy receptive community. We are the opposite. We are a community scared of losing our champ identity and we are relying on you to understand that.
    But if ima lose my Hit and run for charge and release
    My long range burst for a longer range artillery
    my hard combo for soft combos
    and Armor for Mana passive
    What exactly is left for my gameplay?
    You say he is competitive, I belive you
    You say he will be picked more and have a better win rate I believe that as well
    You say the Stun and SLow will come in handy I know that
    You say He is xerath, Now i dont buy that one
    I cannot be much more active than I am right now.

    Xerath still has a line nuke. The ability to trade mobility for range. A ranged single target stun. Combos which flow naturally from that kit. Xerath is still extremely positioning sensitive. He just doesn't get to cheat with a 4 second cooldown 2 second dash that provides 40% spell penetration.

    Spell flow wise, E->W is like E->R. E->Q is solid harass. These flows are the same. He still ignores a significant portion of the enemy's magic resistance.

    He is still has long range on these base spells and effects. Finally, he has a new long-range attack that is unparalled in the game. No other champion gets the opportunity to snipe off two opponents fleeing in opposite directions at critical health.

    However, I am going to stop posting for a while. I really do know better, but still got drawn into this. Each time I posit how he is similar, has the same button flow, someone will write a list explaining how he has changed.

    Yes, he has changed. Yes, this is highly disruptive. Yes, you won't be as good with Xerath rework day 1 as you are now at day 500 of live Xerath. However, everything about his kit screams Xerath - long range line poke, crushing AoE damage, extreme safety and importance of paying attention to positioning. Finishing off weak champions in lane with ultimate after poking them down to a vulnerable state.
    The other nob you can adjust is delay. Like say... if you could charge it. :-D
    Quick and small shot, or slow big AoE.
    I think thats a very cool idea - and one I wanted to try on a champion someday. However, after playing with it, we realized that having 2-3 charge-up abilities was very flow disruptive and destroyed the ability to combo your spells together.
    Karthus....
    Okay. You got me there
    can we get some of your thoughts on the Reduction coolodnw /Ammo Charge idea system for the ultimate?
    Do you feel this would be disruptive, TBH I would love to feel rewarded to know when not to use more charges than necessary.
    Even if the payback was only mana or anything line that, any mechanism that rewards not using your full ult would be a good one imo
    If we put ammo on the ultimate, or a cooldown refund for not firing all of the shots, it encourages Xerath players to be more timid about using their ability. We don't want that. We want you to be in siege mode and maximize your ability. You should not be second guessing yourself during ultimate - with the exception of "oh ****, someone's coming, I need to leave ultimate mode NOW to run!"
    Hey there,
    Thanks for posting so much for us! Despite my tone, I hope I didn't come off as negative, just critical I suppose.
    Can you read my previous post with regards to shuffling his spells a bit? His W is just a bit too much to land the 'sweet spot' on I feel and the things I suggested may allow for some better changes?
    On the topic of Locus of Destruction - I don't want to flatten the damage too much. Maybe go from 60 to 50 with some small base damage increase. I agree the outer slow is very weak at 10%. Will discuss with Zenon today.
    Tags league of legends news
    31 latest comment by klocugh12 Jump to Comment
  • LoLNexus Has Been Buffed, Xerath's Kit,Team Builder, Morgana "FAQ", Haunted Zyra's Sounds, The Future of EUW, Sale, and More

    • By overneathe 10/17/2013 9:53:59 PM
    • Category IconNews
    • 17

    Important: Unofficial PBE Patch Notes for 10/17/2013 - More Kassadin and Xerath Changes, Sivir Model Updates, Turret Indicators, The Twisted Treeline is Out of "Beta"


    LoLNexus Has Been Buffed

    A great portion of improvements was made to LoLNexus and it deserves to be checked out! Here is a small part of the updates, but you should definitely read the rest over at LoLNexus itself.

    Scouter

    • On the homepage, game region will now be auto-selected for you, based on your country. We'll also remember the last region you searched for.
    • Search result pages have been redesigned to give you all the info you need to dominate your game.
    • League points are now displayed next to the summoner's league ranking.

    New Features 

    • The Featured Games page shows you Riot's featured games for each region.
    • Random allows you to quickly go to a random featured game.
    • You can now login to LoLNexus using your Curse account. This is the same account you might use to login to Reign of Gaming or LoL Pro. If you don't have an account, register now!
    • Once you've logged in you can send private messages to other LoLNexus users, choose a site avatar and post comments. We'll be adding more features for logged in users soon.
    • Comments! You can now comment on any of our articles.

    Read More


    An Inside Look at Xerath's Changes

    Originally Posted by Riot (View RedTracker Source)

    Hey guys, heading out now, but before I do I'll copy paste my changelog mail that I send around nightly to the rest of our design team. Sorry about the lingo; my target audience here is the other designers, but I thought you guys might enjoy this peek behind the curtain:

    * High level: Getting there. Continuing to observe the passive. Slight changes to reliability on his Q, E and R mostly in this update.

    * Passive:
    -- Will now consume the buff and restore mana on champ hit even if it would overfill mana (and thus lose the remainder) so long as Xerath is missing at least a minion hit’s worth of mana.
    -- Getting consistently positive feedback on the mana restore VFX. Nice!
    Read More
    Tags league of legends news
    17 latest comment by Kuchiki_Toko Jump to Comment
  • Zyra's Skin Prices, More on Team Builder, Xerath, Heimerdinger, Map Skins, Game Balance, Sivir's VU, Turret Indicators, and More

    • By overneathe 10/16/2013 11:00:34 PM
    • Category IconNews
    • 25

    Important: Unofficial PBE Patch Notes for 10/16/13 - Sultan GP, Haunted Zyra, Zed, Kassadin, Turret Indicators, The Harrowing Approaches, and MUCH More!


    Zyra's Skin Prices

    Originally Posted by Riot (View RedTracker Source)

    I am actually fine with it. Zyra skins do take a lot of work...just look at the pbe boards ..her new skin is causing bug splats .. wildfire causes older comps to lag..Creating a Zyra skin is quite an undertaking, so it would seem..
    Quick, straight from the mouth of our Lead Character Artist:

    "Zyra is probably the most work-intensive and challenging champion to make skins for."

    Now, back to me.

    Zyra is.. no pun intended on the new Harrowing skin for her.. a nightmare to make skins for. Every single plant, vine, spell, etc, is a new particle, which in and of itself is a new model, with new animations. That's.. what.. like 5 models with 5 animation sets/effect on them at least? I'm not sure how many assets are in her file.

    We have a pile of concepts sitting around for Zyra, there are also great community skin ideas, but they area daunting task to be made.

    I'm not a pricing guy at all but I will speak for Art when it comes to how intensive a skin is to make. Other characters which constitute big challenges are champions with different states, transformations, etc. So, Udyr, Swain, Shyvanna, etc, are basically two champions in one. If we want to make the transformation, or other states be a different animal, or creature or whatever, we have to model that, animate it, do a VFX pass, all that.

    VFX alone has had huge scope creep in the recent years because now instead of just being a static effect, we have huge animations coupled with whatever the effect might be, whether it's a spell like Zyra's orbs, or animating spirit models like SG Udyr.

    I'm not belittling the issue of price, but I do want to provide a peek into what sort of production goes into skins like these. It's basically a Legendary skin amount of work.

    Hope that clarifies things.

    Side note: I'm sort of transitioning away from the old forums here in GD, and am becoming more active on the community beta site. I probably won't be back into this thread to follow up or answer questions, so if you'd like to discuss subjects like this, make your way over to http://community.na.leagueoflegends.com/ and transition the conversation.

    Thanks!
    Read More
    Tags league of legends news
    25 latest comment by Yaamahri Jump to Comment
  • Unofficial PBE Patch Notes for 10/16/13 - Sultan GP, Haunted Zyra, Zed, Kassadin, Turret Indicators, The Harrowing Approaches

    • By overneathe 10/16/2013 2:22:13 PM
    • Category IconNews
    • 61

    Unofficial PBE Patch Notes for 10/16/13

    What you can see below:

    • Sultan Gangplank Now Available on the PBE (Video, Screenshots and Model)
    • Haunted Zyra Skin (Model, Grasping plant, Seed and Thorn Plant)
    • Victorious Elise's Spider Form (Video, Screenshots and Models of her and the spiderlings)
    • Nocturne's New Portrait
    • Icons for Season 3's End
    • Pax Sivir's Weapon Got Its Directional Red Arrows Back (Old/New Screenshots)
    • All Sivir Skins Enabled for Testing Purposes
    • Xerath's E Now Has Graphics Showing the Orb's Direction (Screenshots)
    • Champion Changes (Kassadin, Sivir, Xerath, Zed)
    • Item Changes (Blackfire Torch, Grez's Spectral Lantern, Hexteck Sweeper, Sanguine Blade, The Lightbringer)
    • Zyra (and Yorick, but no information on him so far) Disabled Due to a Bug
    • Turret Indicators (Announcement and Images)
    • The Harrowing Approaches
    • Mystery Gifting! Check out what our first gift recipient got!

    Sultan Gangplank Now Available on the PBE


    Haunted Zyra Model

    Zyra's Grasping Plant

    Zyra's Seed

    Zyra's Thorn Plant


    Victorious Elise's Spider Form

    Spiderlings Model


    Nocturne's New Portrait


    Icons for Season 3's End


    All Sivir Skins Enabled for Testing Purposes

    Originally Posted by Riot (View RedTracker Source)

    Summoners,

    We have enabled all of Sivir's Skins such as PAX Sivir and Spectacular Sivir specifically for PBE testing purposes. This is so we can ensure the quality of Sivir's Skins for her relaunch.

    PAX Sivir's Weapon Got Its Directional Red Arrows Back

    Old one:


    Xerath's E Now Has Graphics Showing the Orb's Direction


    Champion Changes

    Kassadin

    • Base Magic Resist is now 30 (Down from 31.25)
    • Base Magic Resist no longer scales with levels
    • Null Sphere [ Q ] - Now deals 80/115/150/185/220 magic damage (Down from 80/130/180/230/280)
    • Null Sphere [ Q ] - Now silences the target for 1.5/1.8/2/2.3/2.5 seconds (changed from 1/1.4/1.8/2.2/2.6)
    • Null Sphere [ Q ] - Now costs 70/75/80/85/90 Mana (Changed from 70/80/90/100/110)
    • Riftwalk [ R ] - Now deals 70/100/130 Damage (Up from 60/70/80)
    • Riftwalk [ R ] - Now scales by +0.6*AP (down from +0.8*AP)
    • Riftwalk [ R ] - Tooltip now says: 'Each cast of Riftwalk adds a stack of Mana Leak for 8 seconds, causing subsequent Riftwalks to cost an additional Mana per stack.'
    • Riftwalk [ R ] - Added to the tooltip: 'Each enemy Champion hit by Riftwalk adds a stack of Void Surge for 8 seconds, causing subsequent Riftwalks to deal an additional 35/50/65 (+0.2*AP) magic damage per stack.'

    Sivir

    • Ricochet [ W ] - Mana Cost is back to 40 (Down from 50)
    • Spell Shield [ E ] - Mana regain is now 60/75/90/105/120 (Up from 60/70/80/90/100)

    Xerath

    • Overwhelming Power [ Passive ] - Now grants 15-20% spell penetration (changed from 15% AP)
    • Overwhelming Power [ Passive ] - Mana regeneration is now 40(+5 per lvl) (changed from 12% base mana)
    • Stasis Orb [ E ] - Now deals 100/140/180/220/260 (Down from 85/120/155/190/225)
    • Stasis Orb [ E ] - Scaling is changed back to +0.6*AP (Up from +0.45*AP)
    • Stasis Orb [ E ] - Stun duration changed to 'between 1 and 2 seconds' (from 1/1.3/1.5/1.8/2 seconds)
    • Stasis Orb [ E ] - Added to the tooltip: 'The longer Stasis Orb travels the longer its stun lasts.'
    • Stasis Orb [ E ] - Range is increased to 1050 (from 1000)
    • Stasis Orb [ E ] - Cooldown is now 15/13.5/12/10.5/9 Seconds (changed from 13/12.5/12/11.5/11)
    • Ascension [ R ] - Now deals 150/200/250 damage (up from 100/150/200)

    Zed

    • Death Mark [ R ] - Now spawns a Living Shadow at his starting location, instead of behind the enemy champion after dashing at them.
    • Death Mark [ R ] - Added to the tooltip: 'Reactivating Death Mark during this time will cause Zed to switch positions with the Living Shadow created by Death Mark.'

    Item Changes

    Blackfire Torch

    • Now costs 2650 (Up from 2400)
    • UNIQUE Active's damage is dealt over 4 seconds (down from 6)

    Grez's Spectral Lantern

    • UNIQUE Active now grants vision for 6 seconds (down from 10)
    • UNIQUE Active now reveals enemy champions for 3 seconds (down from 6)

    Hextech Sweeper

    • UNIQUE Active now grants vision in the target area for 5 seconds (down from 10 seconds)
    • UNIQUE Active - Added to the tooltip: '...revealing enemy champions that enter for 3 seconds'

    Sanguine Blade

    • Now costs 2275 (Up from 2175)
    • Now grants 40 AD (Down from 50)

    The Lightbringer

    • Now costs 2700 (Up from 2325)
    • UNIQUE Active now grants vision in the target area for 5 seconds (down from 10 seconds)
    • UNIQUE Active - Added to the tooltip: '...revealing enemy champions that enter for 3 seconds'

    Zyra Disabled Due to a Bug

    Originally Posted by Riot (View RedTracker Source)

    Hey folks,

    We're aware that Zyra has issues, we're investigating now.

    Cheers,
    FeiWe disable Zyra temporarily to prevent bugsplats.


    Turret Indicators

    Originally Posted by Riot (View RedTracker Source)

    Hey PBE Community!

    As a part of our effort to go back and take a look at what it’s like to learn League of Legends for the first time, we’re taking a look at turrets. Turret behavior is one of the most confusing things for new MOBA players to pick up and the average player tucks a lot of executions under their belt before they learn when and why a turret attacks them. Even more experienced players can take months or even years to learn the exact range of a turret so they can perfect the complicated dance of turret diving and breaking aggro.

    Turret Range Indicators are a new addition in 3.13 that aim to teach players how turrets behave as a natural part of playing. When you’re near a turret, a ring appears on the ground to show you its exact range. The ring changes color to let you know when it is and is not safe to be near the turret, and when you’re in range and under attack the ring changes color and pattern to tell you the exact moment you draw aggro. Our goal was to be clear without being too noisy, and we’d love to hear how you think we did.

    When this feature goes live, it will only be available in Co-Op vs AI and training modes like the tutorial and custom games against bots. This is a learning tool for players of all levels, but we think that once you’ve graduated to PvP, the training wheels come off and it’s time to get serious. If you don’t like the look of the indicators or want to measure your understanding of the range on the fly, we’ve added an option under the Game tab in the options menu for you to turn them off. We hope that you’ll play around with them and let us know what you think!






    The Harrowing Approaches

    Riot announced the skins that are getting revived. They are not available on the PBE, except Haunted Zyra and Officer Vi who are actually permanent Harrowing skins.

    Originally Posted by Riot (View RedTracker Source)

    The sun sets and darkness creeps in, candlelight flickers and fires burn out. The Harrowing is nearly upon us. Whether exploring an old tomb or getting decked out to deck some criminals, terrifying and surprising storytelling comes alive with new skins for Zyra and Vi. Haunted Zyra and Officer Vi headline a cast that includes all of the former Harrowing skins. As announced last Thursday, skins that were previously categorized as Limited Edition are now legacy and will also be retrieved from the vault.

    Here's the list of all of the legacy skins that'll be available this Harrowing:

    • Mundo Mundo
    • Pumpkinhead Fiddlesticks
    • Kitty Cat Katarina
    • Zombie Ryze
    • Lollipoppy
    • Nosferatu Vladimir
    • FrankenTibbers Annie
    • Definitely Not Blitzcrank
    • Bewitching Nidalee
    • Haunting Nocturne
    • Headless Hecarim
    • Haunted Maokai
    • Underworld Twisted Fate
    • Headmistress Fiora
    • Pirate Ryze
    • Zombie Brand

    But the Harrowing is more than just dressing up and terrifying your foes, we're also bringing back all five Harrowing ward skins and unveiling five new summoner icons to earn throughout the event. And it wouldn't be the Harrowing without another mystery or two. This year, it's the debut of mystery gifting. When you give a mystery gift, your purchase unlocks a random skin for a champion your friend owns. All skins in the store plus a selection of legacy skins are fair game, so your friend could end up with a legendary or even ultimate skin!

    The Harrowing launches in an upcoming patch, so check back with leagueoflegends.com for more information about the event and we'll see you on the battlefields!


    Mystery Gifting!

    The Mystery Gifting feature mentioned in the post above is available on the PBE! We tested it and our luck brought us a Pool Party Lee Sin! Let us know what your mystery gifts were if you decide to try it out as well! You can find the feature in the Store's Gifting Center.

     

    Tags league of legends news
    61 latest comment by Deliqe Jump to Comment
  • Riot's eCommerce Team AMA: Day 2, MUCH More on the Team Builder, Tryndamere's Changes, The Future of Fighters, and More

    • By overneathe 10/16/2013 12:44:57 AM
    • Category IconNews
    • 25

    Important: Unofficial PBE Patch Notes for 10/15/2013 - Login Screen, New Nocturne Splash, Skins, Introducing the Team Builder


    Riot's eCommerce Team AMA: Day 2

    Check out yesterday's part of the AMA and make sure to read through today's - there is still more interesting information that came out of it.

    Highlights:

    •  Championship Riven won't be re-released with the upcoming revival of Limited Edition Skins due to it being a more recent skin
    • Riot is working on selling LoL merch online and it should be ready next year
    • The number of champions in the Weekly Free Champion Rotations will not be increased
    • Riot is 'looking into different ways to "create your own bundle"'
    • 'Assassin Master Yi is #1 in all time units sold'
    • There are experiments going on on how to make serious players come back to the game after a certain period of their absence. So far the team is concentrating on the thin line between giving such players an incentive to come back and giving current players and incentive to quit the game in order to get the free 'lure'
    • Judgment Kayle is not planned for the Limited Edition revival, but there is a slight chance it would get a recolor or some other touch and come back to life
    • Riot is trying to come up with a way to let players to get a decent preview at how a certain skin looks in-game instead of just looking at its splash art

    Originally Posted by Riot (View Original Source)

    In light of the recent announcements on the revival of Limited Edition skins, I wanted to ask about the reasons for excluding some LE skins, notably Championship Riven.

    As you stated in your news you believe "[...] skins are primarily about self-expression and fun, not exclusivity." This is exactly how I feel about skins, I honestly couldn't care less about exclusivity, but i.e. in my case as a Riven main with over 200 ranked games since I started playing in March '13, there is simply no skin besides the Championship skin that I would enjoy playing (and thus I mainly play without a skin at all).

    This is especially valid for Riven as a champion, because all her other skins besides Battle Bunny (which is not my style at all) are relatively old and thus lower quality, but her one high quality, serious-themed skin has to be Limited Edition.

    So ever since I fell in love with Riven I continously and desperately look for possibilities to get that skin, but besides buying one for an absurd price on ebay, it seems impossible. This fact takes away quite a bit of enjoyment I would otherwise have with this already amazing game.

    So, will some of those excluded skins maybe be reconsidered for future revival phases?

    We obviously considered this but because Championship Riven is a more recent skin with a lot of owners, we would upset a greater number of players and benefit fewer by re-releasing her.
    Any Rumble skins on the way?
    It will happen...someday
    Read More
    Tags league of legends news
    25 latest comment by Leethalblade Jump to Comment
  • Riot's eCommerce Team AMA, More on Sivir, Heimerdinger, Morgana, Rengar, Europe Service Issues, 2014 Qualifiers, Sale, and More

    • By overneathe 10/14/2013 11:16:33 PM
    • Category IconNews
    • 18

    Important: Make sure to have a look at this week's Free Champion Rotation!


    Riot's eCommerce Team Reddit AMA

    Highlights:

    • There will be 'some type of commemorative skins' for SKTT1's Worlds victory in Season 3. The designs are not ready yet though
    • The concept of gifting champions with IP is 'great but would provide too much incentive for bot farms'
    •  All of the new and old Harrowing content is currently planned for release very close to the end of the month
    • Riot is preparing a kind of a reward based on lifetime RP. It is supposed to be announced by the end of the year
    • 'There will likely be some rune changes for Season 4'
    • Riot is planning to bring back sales on Summoner Name Change
    • There will be new Halloween skins as well this year

    Originally Posted by Riot (View Original Source)

    Hi all, the eCommerce team will be answering questions for the next few hours and then again tomorrow starting at 12:00 PM PDT, so feel free to ask us anything and everything related to eCommerce at Riot.

    Overall, eCommerce is responsible for assessing player interest in new store features, content types, etc. and working with different teams at Riot to make the best ideas happen. Most of our efforts are non-controversial (player gifting, new types of sales, flexible bundle technology, etc.) while others can be highly controversial. We do a ton of research (surveys, focus groups, etc.) to understand player views and interests, and we all also play the game whenever we have free time (most for 3+ years). We have no input into champion balance or other gameplay issues, and little input into which champions and skins get made, so we’ll have to defer on those types of questions.

    Here are some of the other projects that the eCommerce team has either driven or heavily supported over the past year or so:

    • Champion/skin pricing structure and availability
    • Weekly champion/skin sales
    • New types of discounts (2 for 1 rune pages, extra bonus RP, boost and summoner name change sales)
    • Self service refunds
    • Ward skins
    • Gifting RP and content
    • Earnable and purchasable summoner icons
    • Flexible bundle technology and new themed bundles

    Looking forward, here are some of our top priorities for the rest of the year and 2014:

    • Veteran rewards
    • Champion/skin trials
    • Improved store experience
    • Purchasing on the web
    • Physical merchandise
    • Personalized offers
    • New types of in-game customization
    • Runes

    We usually won't be able to provide precise details on future efforts, but feel free to ask us questions about any of the above or anything else related to eCommerce.

    Read More
    Tags league of legends news
    18 latest comment by rimssss Jump to Comment
  • Free Champion Rotation

    • By Zerglinator 10/14/2013 1:46:32 PM
    • Category IconNews
    • 6

    This week's free champion rotation has been posted. These champions will become free to play starting tomorrow October 15th.

    Tags league of legends news
    6 latest comment by biner1999 Jump to Comment
  • More on Sivir, Ahri's Nerf, Morgana Discussion, Syndra Suggestions, The Battlecast Concept, Ziggs' Late Game, and More

    • By overneathe 10/13/2013 10:21:53 PM
    • Category IconNews
    • 44

    Much More on Sivir's Rework

    Originally Posted by Riot (View RedTracker Source)

    There's a lot of moving pieces on the Sivir rework, for sure. Let's talk about a couple of points (this is a well-reasoned, if long, post so I want to highlight it as a good way to have a discussion).

    For reference, our rationale for the current changes are well-explained in Statikk's post from yesterday: http://forums.na.leagueoflegends.com...48905#42148905

    I do want to address the "the only way to fix her is to make her have equivalent attack range". My core stance is that Sivir now has a number of levers we can use to tune her correctly. I'm actually not terribly interested in what the current tuning is because that can be fixed quickly as long as the core gameplay is good, but we'll talk about where that's true and not on the new kit.

    1) Sivir's short range is largely a cost she pays to allow ricochet to be more aggressively tuned. This wasn't the case before the VU because of ricochet being more basic and not adding a ton of pressure on its own, but the new ricochet allows for higher-pressure haraass while wave-clearing to create a more claustrophobic lane for enemies. Original Sivir had a long range and an uncapped ricochet, which basically prevented her from exposing herself to opponents at all. It was like a super-Caitlyn!

    The new W looks to go back closer to that paradigm. While not uncapped still, ricochet is core to Sivir's power and should be tuned as aggressively as we can manage - it is, afterall, the most defining, non-power feature of the character. The nice part of the new one is that its built as a variable number of shots.

    For example, let's say 3's too low. Sivir is likely insane if we made that number "your next 300 shots." There's a number between 3 and 300 that makes this skill satisfying and balanced, and we'll be looking for that number (along with other tweaks that make Ricochet do its job better). It has a cooldown window and resets attacks, providing at least basic decision-making and counterplay to use.

    2) Sivir's core strategic strengths are pretty unique; marksman-level AOE damage, high mid-game burst thanks to Q double-hitting, and a team-based engage/disengage skill. That means we should (and are) going to embrace those unique factors, while providing costs in other things other people do well. This likely places Sivir in a place that's more niche than a Vayne, but that's part of what having a a character stand out and be something that feels different is about. Balancing Sivir through homogenization is very possible, but not the direction we generally want to go wherever we can avoid it. If she's not doing these things, then she has the hooks to tune them.

    3) Sivir might be bad in some metas, and good in others. This is not only fine, but preferable. This goes a lot in-line with my above point, but this is more similar to Kog'Maw - other game states and comp choices will change the viability of that champion, especially as we're thinking Sivir's likely harder to play than some other characters.

    So is Sivir perfectly balanced? Probably not - but that's not the meaningful issue, especially as a character like her who has needed some work to be usable for quite awhile. Now, however, we have tuning points available to us to make sure we get her in the right spot, for the right reasons, all while making sure she has a space that's all-her-own within LoL.
    Read More
    Tags league of legends news
    44 latest comment by KesslerCOIL Jump to Comment
  • Sivir's VU Q&A, Rammus' VU Feedback, More on Xerath, Heimerdinger, Rengar at QA Stage, More on Ahri, Shard of True Ice, and More

    • By overneathe 10/11/2013 10:15:06 PM
    • Category IconNews
    • 26

    Important: Unofficial PBE Patch Notes for 10/11/2013 - Sivir VU and Changes, Aatrox and Olaf Changes, Mundo LE Skin Coming Back


    Sivir's VU Q&A

    Originally Posted by Riot (View RedTracker Source)

    Why is the AS boost for Ricochet tied to her ultimate?
    This decision was made for several reasons - balance, power curve, and use case incentives. As a note, the AS boost was originally on Ricochet itself. I will admit it's a bit awkward that it exists on her R, but if you think of it more like artificial bonus Attack Speed per level, it starts to make sense.

    We wanted to retain some kind of offensive incentive on her ultimate without forcing Sivir players to make un-optimal decisions about how they wanted to use the mobility part of it. So we ended up separating them into a passive and active.

    This also helps us curve out her power better to reflect that of a carry. She still gains a lot of power once she hits the end game at level 16+ instead of power spiking crazily at mid-game level 9 or 13. This allows us to put a lot of power in the Attack Speed bonus while not making her OP.

    Why does her Q still have an insanely high mana cost?
    I wouldn't agree that it is insanely high, but it's certainly a significant amount. Her Q needs to have a significant cost if it is to remain a potential high burst-damage poke spell as well as a powerful wave clear tool.

    We have reduced the Mana cost pressure across the kit by removing the costs off of Spell Shield and On The Hunt. So that should help in this department.

    Have you thought about lowering how fast the damage is reduced on her Q down to like 10% per target instead of 20%?
    We actually tested several different iterations of the spell. We ended up sticking with the Live iteration since with the new Ricochet, Sivir really doesn't have issues clearing creeps, and we want to make sure hitting clean-cut Boomerang Blades can remain difficult to execute but still meaningful and satisfying when it happens.

    Also, I am still not seeing why she needs to be 500 range. She doesn't have anything like Quinn or Graves do to make up for her decreased range.
    Sivir has access to several tools that other marksmen don't. Top-of-the-line wave clearing, a Spell Shield, and team-wide mobility utility. We chose to emphasize those strengths rather than homogenizing and making her more similar to other marksmen.

    Going to answer a bunch of questions / concerns being raised here. Sorry that I'm not exactly quoting:

    1) Her low Attack Range is why she is not widely played
    Although I can agree with this statement, I don't think it should automatically lead us to the conclusion that we MUST increase her Attack Range. Sivir I believe will always fill a niche role in the game, but that's okay as long as players who learn and master Sivir are actually powerful contributors to their team and that she is an enjoyable experience to play.

    2) Removal of team-wide Attack Speed boost
    From a design perspective, we decided that a 15-30% Attack Speed boost was one of the most unsatisfying ways we could deliver power through Sivir's kit. Although it did provide a somewhat strategic niche, we felt that the mobility part of her ult was always what was more closely associated with Sivir's identity, so we amped that up instead.

    At the end of the day, we believe it provides more room to buff cool things about her kit. I do have a fear that she might be currently undertuned due to us having a couple of really good Sivir players internally that have done really well on a consistent basis. That's okay though guys, that's the reason for PBE, we can tune what we need to before she hits the Live servers.

    3) Her ult is just a glorified Shurelia's
    In a way, yes you can say that, but it's also important to take into context what she brings to the table relative to her competition. As far as I know, other marksmen don't have access to Shurelia's especially at level 6. Her ult may not be everyone's cup of tea, but I think that's okay. It's more important that the entire package is something Sivir players can identify with and enjoy.

    4) Reduction of her base Attack Speed / Attack Speed per level
    This was done for 2 reasons.

    1. As a balancing factor due to how much power I wanted to put into the Passive Attack Speed bonus on Ricochet from On The Hunt. If Sivir isn't able to compete with other marksmen, then I would like to investigate buffing the Ricochet Attack Speed bonus (say 50/75/100% rather than the current 40/60/80%) instead of giving her Attack Speed the old boring way.

    2. By making the Ricochet Attack Speed bonus important to her power, this increases the viability of Cooldown Reduction as a good stat on Sivir. CDR Sivir is a super fun build that I would love to see as an effective alternative to the generic marksmen builds that we traditionally see.

    Once again, there's still tons of tuning we can do here, so feel free to try her out and give feedback. Thanks guys and gals!
    Read More
    Tags league of legends news
    26 latest comment by Yaamahri Jump to Comment
  • PBE Changes Clarifications, Mid Zyra, More on Ahri, Heimerdinger's Rework, No PAX Skins in the LE Resurrection, Sale, and More

    • By overneathe 10/11/2013 1:34:48 AM
    • Category IconNews
    • 10

    Important: Unofficial PBE changes for 10/10/13 - Xerath and Heimerdinger Reworks, Item Changes, Sivir's New Ability Icons and VO, and MUCH, MUCH More


    PBE Changes Clarifications

    Originally Posted by Riot (View RedTracker Source)

    Does this also include aura AS slows like Frozen Heart?
    I'm assuming that aura slows operate on a consistently "rebuffing" mechanism, so maybe you can cleanse Frozen Heart's AS debuff, but it'd get immediately reapplied. It's not like FH applies debuffs only once as you get into aura range.

    Riot Pwyff, Why did the changes with Ahri occur? I don't quite understand her changes.. especially her ultimate.
    Also, the Patcher is failing to patch with a few of us (Not sure if all of us), is this in the process of being fixed or will this be a extended maintenance.
    Ahri's changes are being discussed in further detail here: http://forums.na.leagueoflegends.com....php?t=3936634

    ricklessabandon has some more context!

    As for the patcher failing, I'm not sure sorry

    How come are the Heimer and Xerath reworks not in the list?
    THEY HAVE THEIR OWN POSTS YO

    Pwyff are you able to comment on the attack speed buff fix that went on PBE quite some time ago? The one that caused attack speed buffs (eg:Tristana Q) to apply straight away instead of after the next attack. I was quite eager for this fix but it was never listed in any patch notes, is it still being tested?
    I'll look into it. I believe it's still being tested or may have been scrapped for other reasons.

    I like these context threads cuz they're such a nice way of seeing what has been changed in the PBE without having to completely rely on 3rd party websites to find ALL the changes that have been made when a patch comes in.
    On a somewhat side note, were those Shyvana changes that occurred awhile ago (where she gained size and spell range with her ultimate) going anywhere or were they strictly just "let's just put this out there and see what happens" with no true intention of adding them to game? Because boy, let me tell ya, I got super excited for playing as a massive dragon when I got the level 3 ultimate ^.^
    Shyvana's a product of her environment changing drastically and in ways that almost always support her. On that note I think we're holding off for now on Shyvana changes, but can't really commit to aaaanything yet.
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    Tags league of legends news
    10 latest comment by LeonRes Jump to Comment
  • [Updated] Unofficial PBE Changes for 10/10/13 - Rammus VU, Xerath & Heimerdinger Reworks, Items, New Sivir VO & Icons, and More

    • By overneathe 10/10/2013 5:01:55 PM
    • Category IconNews
    • 125

    Unofficial PBE changes for 10/10/13

    Here is a list of the changes included in the post in the order they can be found below:

    • Rammus VU
    • Heimerdinger's New Skill Graphics
    • Xerath's New Skill Graphics
    • Sivir's New Ability Icons
    • 5 New Summoner Icons
    • New Gold PopUp Graphics
    • New Potion Effects
    • Challenger LoadScreen Frame Added
    • Possible New Level Up and Death Graphics
    • Ability Changes
    • Item Changes
    • Minion Changes
    • Limited Edition Skins Coming Back
    • Xerath, the Magus Ascendant Rework on PBE (Riot Post)
    • Heimerdinger Rework on PBE (Riot Post)
    • Sneak Peek for Ahri's 3.13 Changes (Riot Post)
    • [10/10/2013] Tentative PBE Changes & Discussion (3.13) (Riot Post)
    • New Changes Made to the Friends List and Buddy Panel (Riot Post)
    • Plan for Vintage Limited Edition Skins (Riot Post)

    Rammus VU

    Base Skin

    Chrome Skin

    Molten Skin

    Frozen Skin

    Ninja Skin

    King Skin


    Heimerdinger's New Skill Graphics


    Xerath's New Skill Graphics


    Sivir's New VO and Ability Icons

        


    5 New Summoner Icons

    You can check out more information on the new Friend List and Buddy Panel Changes in the Riot post near the end of the current article.

         

     


    New Gold PopUp Graphics


    New Potion Effects


    Challenger LoadScreen Frame Added


    Possible New Level Up and Death Graphics

    Some new models were added:

    Global_Summoner_LvlUp_SwirlyAnim.skl
    Global_Summoner_LvlUp_SwirlyAnim.skn
    Global_Summoner_Death_Ally_Flash_RGB.jpg
    Global_Summoner_Death_Ally_SoulSwirl.jpg
    Global_Summoner_Death_Ally_SoulSwirl_colorblind.jpg

    Global_Summoner_Death_Fill.jpg
    Global_Summoner_Death_Fill_RGB.jpg
    Global_Summoner_Death_Fill_RGB_colorblind.jpg
    Global_Summoner_Death_Rays.jpg
    Global_Summoner_Death_Rays_Ally.jpg


    Ability Changes

    Ahri

    • Fox-Fire [ W ] - Enemies hit with multiple fox-fires now take 30% damage from each additional fox-fire beyond the first (down from 50%)
    • Fox-Fire [ W ] -  Added to the end of the tooltip: '...for a maximum of 0.4*AD damage to a single enemy.'
    • Charm [ E ] - Now costs 90 mana (Changed from 50/65/80/95/110)
    • Charm [ E ] - Added to the tooltip: 'Enemies hit by Charm take 20% more magic damage from Ahri for 4 seconds.'
    • Spirit Rush [ R ] - Now deals 70/105/140 (+0.25*AP) Damage (Down from 85/125/165 (+0.35*AP))

    Corki

    • Missile Barrage [ R ] - Now deals 100/180/260 (Down from 120/190/260)
    • Missile Barrage [ R ] - Cooldown is increased to 2/2/2 Seconds (Up from 1.2/1.2/1.2)

    Heimerdinger

    • Techmaturgical Repair Bots [ Passive ] - Heimerdinger gives nearby allied H-28G Turrets and Champions increased Health Regeneration.
    • H-28G Evolution Turret [ Q ] -Places a Turret at target location.Turret attacks prioritize Heimerdinger's targets and enemies attacking Heimerdinger.Their Health increases with Heimerdinger's champion level and they shut down if he moves out of the area. Heimerdinger generates a Turret Kit every 0.125*AD seconds and can hold 1/2/3 Kit(s) at once.
    • H-28G Evolution Turret [ Q ] - Attack - Cannon: 15/22/29/36/42 (+0.125*AP)magic damage each attack.
    • H-28G Evolution Turret [ Q ] - Attack - Beam: 50/75/100/125/150 (+0.5*AP)magic damage in a line every 0.5 seconds.
    • H-28G Evolution Turret [ Q ] - Maximum Turrets Placed: 3
    • H-28G Evolution Turret [ Q ] - Cost: 20
    • H-28G Evolution Turret [ Q ] - Range: 350
    • H-28G Evolution Turret [ Q ] - Cooldown: 1/1/1/1/1 Seconds
    • Hextech Micro-Rockets [ W ] - Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45*AP) magic damage.
    • Hextech Micro-Rockets [ W ] - Champions and Monsters hit by more than one rocket take 20 % magic damage for each additional rocket,max (+0.12). Minions take 60% instead.
    • Hextech Micro-Rockets [ W ] - Targeting the rockets closer to Heimerdinger increases their spread.
    • Hextech Micro-Rockets [ W ] - Cost: 70/80/90/100/110 Mana
    • Hextech Micro-Rockets [ W ] - Range: 1525
    • Hextech Micro-Rockets [ W ] - Cooldown: 11/11/11/11/11 Seconds
    • CH-2 Electron Storm Grenade [ E ] -Icon - 
    • CH-2 Electron Storm Grenade [ E ] - Cost: 85 Mana
    • CH-2 Electron Storm Grenade [ E ] - Range: 970
    • CH-2 Electron Storm Grenade [ E ] - Cooldown: 18/16/14/12/10 Seconds
    • UPGRADE!!! [ R ] - Makes next basic ability free and gives it bonus effects.Reactivate to cancel.
    • UPGRADE!!! [ R ] - H-28Q Apex Turret: Places a Turret that deals (+0.33*AP)magic damage with its cannon and 225/300/375 (+0.8*AP)magic damage with its beam for 8 seconds.It has splash damage,its attacks slow targets for 25%,and it doesn't count toward the Turret limit.
    • UPGRADE!!! [ R ] - Hextech Rocket Swarm: Fires 4 waves of rockets that deal magic damage each.Champions and Monsters hit by multiple rockets take reduced damage,max 500/690/865 (+0.33).
    • UPGRADE!!! [ R ] - CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing magic damage. Both the stun and slow areas are larger and the slow is improved to 80%.
    • UPGRADE!!! [ R ] - Cost: 100/100/100 Mana
    • UPGRADE!!! [ R ] - Range: 280
    • UPGRADE!!! [ R ] - Cooldown: 100/85/70 Seconds

    Kennen

    • Mark of the Storm [ Passive ] - Now lasts 6.25 seconds (Up from 5)
    • Mark of the Storm [ Passive]  - Stun's duration is now specified to be 1 second
    • Thundering Shuriken [ Q ] - Tooltip no longer says it adds a Mark of the Storm (due to the Passive doing it)
    • Electrical Surge [ W ] - Tooltip no longer says it adds a Mark of the Storm (due to the Passive doing it)
    • Lightning Rush [ E ] - Movement speed now increases by 335 (changed from 100% of his base movement speed)
    • Slicing Maelstrom [ R ] - No longer applies a Mark of the Storm
    • Slicing Maelstrom [ R ] - Range is now 550 (Up from 20)

    Leona

    • Solar Flare [ R ] - Now costs 100/100/100 Mana (Changed from 100/150/200)

    Master Yi

    • Mediate [ W ] - Now costs 50 Mana (Changed from 50/65/80/95/110)

    Morgana

    • Tormented Soil [ W ] - Enemies now take 20/32.5/45/57.5/70 (+0.2*AP) magic damage (Changed from 25/40/55/70/85 (+0.2*AP))
    • Tormented Soil [ W ] - Enemies take additional damage equal to 3% of their missing Health every second
    • Tormented Soil [ W ] - No longer reduces enemies' magic resist by 4/5/6/7/8 every second

    Shen

    • Shadow Dash [ E ] - Range is now 600 (Up from 575)

    Shyvana

    • Flame Breath [ E ] - Basic attacks to debuffed targets are now capped at 100 against monsters

    Soraka

    • Wish [ R ] - Now costs 100/100/100 Mana (Changed from 100/175/200)

    Syndra

    • Unleashed Power [ R ] - Added to tooltip: 'Unleashed Power manipulates the three Dark Spheres orbiting Syndra,in addition to Dark Spheres previously created.'
    • Unleashed Power [ R ] - Minimum total damage: 270/405/540 (+0.6*AP).

    Tryndamere

    • Spinning Slash [ E ] - Tooltip now specifies that cooldown is reduced whenever Tryndamere critically strikes a champion.

    Viktor

    • Chaos Storm [ R ] - Now costs 100/100/100 Mana (Down from 125/175/225)

    Ziggs

    • Hexplosive Minefield [ E ] - Tooltip now says additional mines deal damage to Champions (changed from 'Enemies') 
    • Mega Inferno Bomb [ R ] - Added to the tooltip: 'Minions take double damage.'

    Zyra

    • Deadly Bloom [ Q ] - Range is now 800 (Down from 825)
    • Rampant Growth [ W ] - Now grants 2/4/6/8/10% Cooldown Reduction (Down from 4/8/12/16/20%)
    • Rampant Growth [ W ] - Range is now 850 (Up from 825)

    Item Changes

    Chancellor's Staff (Xerath Only)

    • +100 Ability Power
    • UNIQUE Passive - Spell Piercing: Magic damage ignores 50% of the target's Magic Resist (applies before Magic Penetration).
    • UNIQUE Active - Mana Pulse: Releases a mana pulse that senses any nearby enemies (30 second cooldown).
    • Tooltip says: 'Increase spell penetration and ability power. Grants the ability to detect distant enemies.'

    Emperor's Sceptre (Xerath Only)

    • +100 Ability Power
    • UNIQUE Passive - Spell Piercing: Magic damage ignores 50% of the target's Magic Resist (applies before Magic Penetration).
    • UNIQUE Passive - Supremacy: Xerath can now reach level 20.
    • UNIQUE Active - Mana Pulse: Releases a mana pulse that senses any nearby enemies (30 second cooldown).
    • Tooltip says: 'Xerath's ultimate weapon - himself.'

    Twin Shadows

    • +30 Ability Power
    • +30 Magic Resist
    • +6% Movement Speed
    • UNIQUE Active - Hunt: Summons up to 2 invulnerable ghosts that seek out the two nearest enemy champions for 6 seconds. If a ghost reaches its target, it reveals the target and reduces their Movement Speed by 40% for 2.5 seconds (60 second cooldown).
    • Cost: 535

    Blackfire Torch

    • No longer grants 10% Movement Speed

    Grez's Spectral Lantern

    • Now grants 15 Attack Damage (Down from 20)
    • Now costs 350 (up from 150)

    Hextech Sweeper

    • Now grants 40 AP (down from 50)
    • Now grants 250 Health (Down from 300)
    • Now grants 20% Cooldown Reduction
    • No longer has a 10% Cooldown Reduction Passive
    • No longer has 10% Movement Speed Passive
    • Now costs 530 (Up from 200)

    Kindlegem

    • Now costs 475 (Up from 375)

    The Lightbringer

    • Now grants 20 Attack Damage (Down from 50)
    • Now grants 25 armor (up from 20)
    • Now grants 15% Life Steal (Up from 12%)
    • Now grants 200 Health
    • Now Costs 200 (Down from 300)

    Minion Changes

    Minions have had their past damage, damage per level, health and health per level changed.


    Limited Edition Skins Coming Back

    You can check the explanation on what exactly is going on with these skins in the last Riot post below.

    Franken Tibbers Annie

     

    Definitely Not Blitzcrank

     

    Pumpkinhead Fiddlesticks

    Kitty Cat Katarina

    Bewitching Nidalee

    Haunting Nocturne

    Lollipoppy

    Zombie Ryze

    Nosferatu Vladimir


    Xerath, the Magus Ascendant Rework on PBE

    Originally Posted by Riot (View RedTracker Source)

    Summoners!

    The Xerath rework is here and ready for testing on the US PBE. We wanted to help better shape Xerath to fit the modern League of Legends environment, improve the character’s feel and sell his fantasy as a mage commanding unleashed power.

    After listening to your feedback, we’ve made the following major changes:
    • Passive: No longer grants armor, now grants % magic penetration and restores mana on basic attacks.
    • Q: Can now be charged to increase the spell’s range. Mana cost and damage slightly increased.
    • W: Is now a targeted AoE explosion that deals additional damage in the center and slows all enemies struck. Enemies in the center are slowed more.
    • E: Is now a skillshot missile which stuns champions.
    • R: Is a combination of Xerath’s old W and R.
    • Immobilize yourself to gain a super-long ranged attack which deals magic damage each time you click the cursor for 3 seconds. (Max 4 shots)

    Our intent is to ensure that Xerath’s core pattern is fun and engaging, but his ultimate use is a rare, powerful long-ranged attack.

    Please provide feedback – our future tweaks to Xerath will be influenced by your input.

    Where should we be focusing our feedback?
    • Ultimate - I am particularly interested in feedback on Xerath's ultimate. It has a very unique control method that will take some getting used to.
    • Spell names - this is a unique opportunity to contribute your idea for what Xerath's spells should be called. I'll be reviewing EUNE, EUW and NA for ideas!
    • Range - Xerath's ult gives him ridiculous range. This is intended to be his strength. Please let me know how it feels both as user and victim.
    • Relative power of abilities - I want to know if you feel like too much damage is tied up in a particular ability.
    • Skin VFX - His Battlecast and Runeborn skins have new colors. Provide feedback!
    • Audio - How do his new abilities sound?

    Where should I not be focusing my feedback?
    • Molten Xerath - This skin hasn't been updated yet.
    • Xerath's model - We did not overhaul his model, just add animations for the new Arcanopulse and ultimate attack.

    Xerath has been in development for a while and we feel reasonably confident in his core abilities and VFX. I do want to hear your concerns, but keep in mind, we are not very likely to dramatically change Xerath's Q/W/E visually.

    Thank you guys, I am looking forward to letting you see a few iterations of Xerath before he goes live.
    -Xelnath
    Wizardlock of Game Design

    P.S. Zenon the Stoic has kindly offered to help me with Xerath. Please assist him if he has any questions.

    Heimerdinger Rework on PBE

    Originally Posted by Riot (View RedTracker Source)

    Heimerdinger is ready for PBE. PBE is ready for Heimerdinger. It is time.

    Heimerdinger players have done an excellent job of showing us what makes them passionate, and our goal with the rework was to make those elements more interactive. To that end, reinventing the Revered Inventor meant adding depth of play to all of his active skills.

    Heimerdinger’s new tools are loaded with opportunities to express skill, both in ability mastery and in overall strategy. He has the tenacity to recover from his failures and the power to define the game with his successes. From his first tinkering to his fiftieth victory, Heimerdinger’s power scales with creativity.

    Passive: Techmaturgical Repair Bots
    • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets bonus health regeneration per 5 seconds.
    • 10/15/20/25/30 Hp5

    Q: H-28G Evolution Turret
    • Places a Turret at target location. Turret attacks and beams prioritize Heimerdinger’s targets and enemies attacking Heimerdinger. Their Health increases with Heimerdinger’s champion level and they shut down eight seconds after he moves out of the area.

      Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by CDR), and can hold up to 1/1/2/2/3 Kits at once.
    • Mana Cost: 20
    • Cooldown: 1
    H-28G Evolution Turret Stats
    • Health: 150 (+25 / Champion level)
    • Attack - Cannon: 15/22/29/36/42 (+0.125 AP) magic damage
    • Attack - Beam: 50/75/100/125/150 (+0.5 AP) magic damage in a line, 12 second cooldown
    • Maximum Turrets: 3

    W: Hextech Micro-Rockets
    • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 AP) magic damage.

      Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket, max 105/160/215/270/325. Minions take 60% instead.

      Targeting the rockets closer to Heimerdinger increases their spread.
    • Mana Cost: 70/80/90/100/110
    • Cooldown: 11

    E: CH-1 Electron Storm Grenade
    • Hurls a grenade that deals 60/100/140/180/220 (+0.6 AP) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds. Enemies in the center of the blast are also stunned for 1.25 seconds.
    • Mana Cost: 85
    • Cooldown: 18/16/14/12/10

    R: UPGRADE!!!
    • Heimerdinger's next basic spell is free and has bonus effects.
    • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 AP) magic damage with its cannon and 225/300/375 (+0.8 AP) magic damage with its beam for 8 seconds.
    • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 magic damage each. Champions and Monsters hit by multiple rockets take reduced damage, max 550/750/950 (+1.8 AP).
    • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 AP) magic damage each time. Both the stun and slow areas are larger and the slow is improved to 80%.
    • Cooldown: 100/80/60
    • Mana Cost: 100

    Our goal with these changes is to give Heimerdinger the tools he needs to keep being Heimerdinger, while making him a deeper, more satisfying champion to play as and against. The essence of Heimerdinger is very well-explored by his passionate fanbase, and happily has nothing to do with the elements that made him toxic: a pattern of non-engagement and low skill differentiation.

    For instance, auto-aiming rockets feel good but can’t play with the other guy in creep waves. Switching that to a variable “rocket shotgun” skillshot lets Heimerdinger do more cool things while giving the other guy a chance to play too.

    The Revered Inventor is a challenging theme to get right, but any good blueprint rests atop a mountain of crumpled almost-theres. We’ve learned a lot from the journey and from feedback players have given us on earlier iterations. Heimerdinger is stronger for it, and it’s our hope that this time on PBE will polish him even more.

    One last thing: RAISE YOUR TURRETS!

    Sneak Peek for Ahri's 3.13 Changes

    Originally Posted by Riot (View RedTracker Source)

    hello all! so, we've got a pbe update coming really soon but the content post that pwyff is working on won't be ready quite in time. so! i've decided to steal a snippet from that post so we can start talking about ahri a bit early. :3

    anyway, at first i'll be around to answer any questions regarding the goals, direction, etc. once the pbe patch is live, we'll be able to talk more about specifics and any bugs that might pop up. i'm really looking forward to hearing from everyone! ♥


    (pwyff's post in its entirety will be up a little bit later on.)

    Quote:
    Ahri
    Summary: Ahri's Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai's Crystal Scepter. Spirit Rush's base damage and AP ratios have been reduced in addition to having its use time limit reduced.

    Context: Ahri is a champion with a lot of strengths and few weaknesses - given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:
    • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
    • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
    • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.
    Essence Theft
    - Now heals Ahri for a specific amount (scales with AP and champion level) each time her passive-enhanced spells hit an enemy
    Fox-Fire
    - Diminishing returns effect on same-target hits increased
    - Fixed a bug which caused Fox-Fire to sometimes deal reduced damage to a target which should receive the standard damage amount
    - Now counts as an AoE damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter
    Charm
    - Mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level)
    - Now increases the magic damage Ahri deals to the target by a percentage for a few seconds
    Spirit Rush
    - Base damage reduced
    - AP ratio reduced
    - Spirit Rush time limit decreased
    i'll post the numbers for the first iteration (version 0.01) in the post below.

    [10/10/2013] Tentative PBE Changes & Discussion (3.13)

    Originally Posted by Riot (View RedTracker Source)

    I'm laaaaate and I know it. Have a PBE context post!

    ---

    NUMERICAL VALUES ARE EXCLUDED FROM PBE PATCH NOTES DUE TO THE NATURE OF THE PBE (IT CHANGES!).

    We are always trying to improve clarity of the Patch Notes and would appreciate feedback on their format if you feel you can add anything. Except asking for numerical values. Quit it!

    Hey Summoners,

    As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer more information.

    Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.

    General

    Screen Tint for Stealth
    - We've added a self-only screen tint when your champion is in stealth for Akali, Kha'Zix, Le Blanc, Shaco, Talon, Teemo, Twitch, Vayne and Wukong.
    Attack Speed Slows
    Summary: Unless an attack speed slow was attached to a movement impairing effect (IE: Nasus' Wither), it was immune to cleanse or other forms of debuff removal. Now all attack speed slows can be cleansed and are treated like movement speed slows.
    Context: Attack speed slows have been updated in order to have more consistent counterplay when it comes to their removal and application. Essentially we're looking to treat all slows the same, whether they're movement or attack speed based.
    Affected Champions:
    - Malphite - Ground Slam
    - Gragas - Barrel Roll
    Affected Items:
    - Warden's Mail
    - Randiun's Omen
    Champions with CC-discarding ultimates
    Summary: The following champions will now be affected by crowd control abilities after they complete their dashes, where previously they discarded all forms of crowd control at the end. Their spells will still be unstoppable, but any crowd control abilities landed throughout will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
    Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them succeptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete the ability, but they'll be snared at the end.
    Affected Champions:
    - Jarvan IV's cataclysm
    - Nocturne's Paranoia
    - Vi's Assault and Battery
    - Malphite's Unstoppable Force
    - Hecarim's Onslaught of Shadows
    Champions

    Ahri
    Summary: Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai's Crystal Scepter. Spirit Rush's base damage and AP ratios have been reduced in addition to having its use time limit reduced.
    Context: Ahri is a champion with a lot of strengths and few weaknesses - given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:
    • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
    • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
    • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.
    Essence Theft
    - Now heals Ahri for a specific amount (scales with AP and champion level) each time her passive-enhanced spells hit an enemy
    Fox-Fire
    - Diminishing returns effect on same-target hits increased
    - Fixed a bug which caused Fox-Fire to sometimes deal reduced damage to a target which should receive the standard damage amount
    - Now counts as an AoE damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter
    Charm
    - Mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level)
    - Now increases the magic damage Ahri deals to the target by a percentage for a few seconds
    Spirit Rush
    - Base damage reduced
    - AP ratio reduced
    - Spirit Rush time limit decreased
    Corki
    Summary: Corki's base attack speed has been reduced. Additionally, Missile Barrage's base damage has been reduced at earlier ranks while the cooldown between missile shots has been increased. The cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
    Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but he's now too overwhelming to play against. Here we're reducing excess power in a few areas: by reducing his base attack speed, this puts him more in line with other similar spell-based ADCs. Reducing Missile Barrage's base damage at early levels will help tone down Corki's currently overwhelming level 6 power spike. Finally, the increase of the cooldown between missile shots ensures Missile Barrage is a powerful sustained damage tool, rather than a burst damage source.
    General
    - Base Attack Speed reduced
    Missile Barrage
    - Base damage reduced at earlier ranks
    - Cooldown between missile shots increased
    - Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
    Jarvan IV
    Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
    Dragon Strike / Demacian Standard
    - Moderately reduced Jarvan's knockup collision radius
    Leona
    Context: Similar to the mana cost changes we've made to other higher skill ultimates, Leona's next in line.
    Solar Flare
    - Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
    Master Yi
    Context: Our original reasons for having Meditate's mana cost scale so high no longer exist anymore, as they more specifically referred to AP Yi bullying lanes, or meditate refreshing multiple times in a fight.
    Meditate
    - Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
    Morgana
    Summary: Tormaneted Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there will be variations due to how her new Tormented Soil works.
    Context: This change is more of a modernization for Morgana's Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically we wanted to to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.
    Tormented Soil
    - No longer applies a Magic Resist reduction debuff
    - Base damage per second decreased slightly (to accomodate other changes)
    - Additionally deals a percentage of an enemy's missing Health as magic damage every second (capped at a flat amount versus minions and monsters)
    - Damage application cadence increased
    Rengar
    Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to destealth at the beginning of his leap instead of throughout its duration in order to give his target a fighting chance.
    Thrill of the hunt
    - Rengar now de-stealths at the beginning of his leap when attacking a target from out of invisibility.
    Shen
    Context: Shadow Dash has had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary as it makes Shadow Dash a bit too easy to land in those situations.
    Shadow Dash
    - Collision radius has been reduced at the start and end points of the dash
    Soraka
    Context: Similar to the Leona change which is similar to the previous mana cost changes. At this point I may just say Wish's mana cost is too damn high.
    Wish
    - Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
    Swain
    Summary: Carrion Renewal now restores a percentage of Swain's maximum mana on champion kill/assist rather than a flat amount. This will allow him to keep up his mana pools in lategame team fights.
    Context: Despite being a champion that's hard to stop when ahead, Swain players often find themselves failing endgame in a situation where they would otherwise succeed due to the unforgivable nature of Ravenous Flock's mana ramp. We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels. With this change, it's possible for Swain players that focus on mana and durability to 'off-tank' during team-fights, utilizing the significant mana return from champion kills/assists to stay in engagements longer.
    Carrion Renewal
    - Now additionally restores a percentage of Swain's maximum mana on Champion Kill/Assist
    Syndra
    Summary: Syndra has had a number of useability improvements made to her abilities, where Scatter the Weak now indicates where a Dark Sphere will travel, and Unleashed Power will indicate how many Dark Spheres will be fired.
    Scatter the Weak
    - Range minorly increased
    - Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
    Unleashed Power
    - Now has a counter over the icon that tracks the number of Dark Spheres that will be fired.
    Teemo
    Noxious Trap
    - Fixed a bug where Noxious Traps gave experience on death
    Tryndamere
    Context: we are trying to reduce the mobility of Tryndamere so he can't just safely split push all day. We did, however, want to keep his mobility high in team fights, so we made Spinning Slash only reduce in cooldown when he critically strikes champions.
    Spinning slash
    - Now only reduces Cooldown if Tryndamere critically strikes champions
    Viktor
    Context: Similar to the Soraka change, which was similar to the Leona change, which was similar to the...
    Chaos Storm
    - Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
    Vladimir
    Hemoplague
    - Fixed a bug where this ability sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation.
    Ziggs
    Summary: Short Fuse has had its damage increased slightly. Bouncing Bomb can be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with Minefield not dealing decreased damage on multiple hits to minions and Mega Inferno Bomb dealing double damage to minions.
    Context: We've improved Ziggs in terms of general utility while also trying to carve out his niche as a pushing / counterpushing champion more effectively. In this regard a lot of our changes are focused on the damage he deals to minions, but we've made some general damage buffs overall.
    Short Fuse
    - Max damage increased
    Bouncing Bomb
    - Bouncing Bomb can now be cast at targets outside of 850 range
    - When cast outside of max range will fire in the direction but only travel 850 range
    Satchel Charge
    - Radius increased
    Hexplosive Minefield
    - Does not do decreased damage on multiple hits to minions
    - Damage radius per mine increased
    Mega Inferno Bomb
    - Now deals double damage to minions
    Zyra
    Summary: Deadly Bloom's damage has been reduced but her AP ratio has been increased. Rampant Growth's passive cooldown reduction and early damage has been reduced, but its damage at later levels and range has been increased. We've also improved Zyra's overall useability with enraging plants / transforming seeds into plants by spells.
    Context: Our overall strategy here was to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also wanted to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios are aimed at reducing her power as a support without hurting her capabilities as a mage.
    Deadly Bloom
    - Range minorly reduced
    - Damage reduced
    - AP ratio increased
    Rampant Growth
    - Passive cooldown reduced
    - Plant base damage reduced at lower levels and increased at higher levels
    - Reduced the delay before seeds can be stepped on by enemies
    - Range minorly increased
    - Fixed a bug where seeds would very sometimes not be turned into plants by spells
    Stranglethorns
    - Stun no longer persists for some duration after the knockup ends.
    - Now properly enrages plants created within the bramble zone after Stranglethorns has been cast
    ---

    Crystal Scar

    Map-Specific Changes: Self Healing Penalty
    Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective. We've since reverted it.
    - The -20% self-healing penalty has been removed from the Crystal Scar aura
    Map-Specific Changes: Speed Shrine Buffs
    Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
    - The speed shine buff now decays over its buff duration
    Crystal Scar and Twisted Treeline
    Items

    Grez's Spectral Lantern
    Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
    - Cost increased
    - Damage slightly reduced
    The Lightbringer
    Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
    - Cost reduced
    - Now requires a Ruby Crystal instead of a Pickaxe
    - Armor increased
    - Lifesteal increased
    - Gains 200 HP (from the Ruby Crystal)
    - Damage reduced (from the removal of Pickaxe)
    Twin Shadows
    Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessbility, while the stats have been reduced to reflect the new cost.
    - Cost reduced
    - AP reduced
    - MR reduced
    - Active cooldown significantly reduced
    - Wraiths are now affected by speed shrines
    Hextech Sweeper
    Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.
    - Cost increased
    - Fiendish Codex is replacing both Amplifying Tomes in the build
    - HP reduced
    - AP reduced
    - Movement Speed has been removed
    - Cooldown reduction increased and is no longer unique
    Blackfire Torch
    Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because not everyone that uses AP should get that free movement speed boost. AP casters however, should get it.
    - Gains bonus movement speed
    I'm going to also say this: first person to quote the entire post with a response of "cool" will get hurt. I'll probably also delete it. DON'T DO IT.


    New Changes Made to the Friends List and Buddy Panel

    Originally Posted by Riot (View RedTracker Source)

    Hey PBE Community!

    We've been working on more optimizations for the Friends List and Buddy Panel which will be deployed to PBE with today's patch.

    The Friends List consists of the actual list of friends, their folders and the functions within that inner panel but does not include Recently Played or Ignore Lists. The Buddy Panel contains the Recently Played list, Ignore List, buttons surrounding the inner panel, custom status message and the Chat Room Control Panel.

    1.jpg

    Our focus on these changes was mainly to address pain points and performance issues when using these features.
    • Visuals updated
    • Buddy tooltip updated
    • Chat Room List visuals changed
      • Removed Nunu Icon
      • Font change
      • Public and Private chat lists are both viewable at once
    • Friends List Sort button moved to the Friends List header
    • More bug fixes to address performance and reliability

    Everything should function as it always has, but we want to make sure that these improvements are solid and don’t break the way you guys use the Friends List, Buddy Panel or any of the connecting systems.

    If you got a moment… add some friends, move ‘em around, check out the new Chat Rooms list (RIP Nunu icon). Let’s test these things A LOT and send us your feedback here. We’ll be checking on this thread regularly and reporting back to the team.

    Thanks for all your help guys!

    Plan for Vintage Limited Edition Skins

    Originally Posted by Riot (View RedTracker Source)

    Hey summoners,

    For the past year, we’ve been exploring ways to solve a conundrum with Limited Edition skins. Here’s the crux of the issue:

    • During events from December 2009 through October 2011, we released 34 skins for a limited time and communicated they wouldn’t come back into the store.
    • Since then, our playerbase has grown so much that these skins are virtually never seen in game
      • The most common, Bewitching Nidalee, appears once every 971 games in NA
      • The least common, Ice Toboggan Corki, appears once every 116,586 games in NA
    • Every day we receive heartfelt emails with compelling stories from players asking for the chance to own or gift their favorite skin, either because they missed the brief store window due to travel, illness, deployment, etc., or because they hadn’t joined the LoL community yet.

    We think it’s important to solve this, especially since we believe skins are primarily about self-expression and fun, not exclusivity. We’ve evaluated solutions such as a trading auction or achievement system, but each has significant negatives. We also feel that, while it’s important we solve this problem for the majority of players, it’s equally important that we preserve value for those who do own these skins.

    Taking all that into account, we decided on the following solution:

    • The 34 Limited Edition skins will become available for purchase or gifting for a limited time during the following months:
      • Harrowing 2010 & 2011 skins during October 2013
      • Snowdown Showdown 2009 & 2010 skins during December 2013
      • Winter Games 2010 skins during February 2014
      • World Cup 2010 skins during June 2014
    • Given the reduction in exclusivity, we will be providing the following compensation to the original owners of these skins:
      • RP equal to the price they paid for the skin
      • Vintage treatment in the loading screen whenever they use the skin
      • Original Limited Edition skin owners will receive this exclusive summoner icon: 
    • Going forward these 34 skins will be considered Legacy skins, and may on rare occasion also come back for future events without additional compensation

    Please note these changes don’t have any effect on:

    • Limited Edition skins that were once in the store but are not part of these events (Rusty Blitzcrank, Urf Warwick, Championship Riven, Riot Singed). If these skins are ever brought back, they will be treated similarly.
    • Earned Limited Edition skins that were rewarded for events or achievements and never appeared in the store (PAX Twisted Fate, King Rammus, Victorious Jarvan, UFO Corki, etc.). We have no plans to make these skins available.
    • Other Legacy skins (Riot K9 Nasus, Zombie Brand, Nottingham Ezreal, etc.), which may still come back into the store from time to time without compensation

    We believe this is the best solution for the overall playerbase, and look forward to hearing your feedback. To answer your questions on this and other eCommerce decisions, policies and features, we’re hosting an AMA on Reddit, Tuesday October 15, at 12pm Pacific Time. See you there!


    Here is the list of affected skins and when they will temporarily become available in the store (at some point during the month):

    October 2013

    • Mundo Mundo
    • Pumpkinhead Fiddlesticks
    • Kitty Cat Katarina
    • Lollipoppy
    • Zombie Ryze
    • Nosferatu Vladimir
    • FrankenTibbers Annie
    • Definitely Not Blitzcrank
    • Bewitching Nidalee
    • Haunting Nocturne

    December 2013

    • Snow Bunny Nidalee
    • Workshop Nunu
    • Happy Elf Teemo
    • Earnest Elf Tristana
    • Old Saint Zilean
    • Re-Gifted Amumu
    • Santa Gragas
    • Reindeer Kog’Maw
    • Candy Cane Miss Fortune
    • Ragdoll Poppy
    • Nutcracko
    • Silent Night Sona

    February 2014

    • Vancouver Amumu
    • Team Spirit Anivia
    • Ice Toboggan Corki
    • Union Jack Fiddlesticks
    • The Mighty Jax
    • Festival Kassadin
    • Whistler Village Twitch
    • Curling Veigar

    June 2014

    • All-Star Akali
    • Goalkeeper Blitzcrank
    • Striker Ezreal
    • Red Card Katarina
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