Hey everyone! That appears to be a mis-named string that went out. Braum's actual ability name is Unbreakable, not Immovable Object. Sorry for the confusion, that should be fixed up on PBE tomorrow. -------------
...At least you can still out position it...also, if he turns, it turns.
Braum's Unbreakable does not turn once you cast it. It locks your facing similar to Lucian's Culling and keeps the shield pointing the same direction while you move around.
1. Braum's could have a faster travel time (purely speculation on my part, but it doesnt say "slow", and Nami's goes particularly slow) 2. It could have a shorter range (based on the little "teaser" comic showing off his abilities, I'm pretty sure thats his ult in the top left) 3. Nami's ult only slows targets it hits, while Braum's leaves a slowing "field" behind in its path. Similar yes, but different enough I think.
Braum ult and Nami ult have some core differences in use and what makes them powerful.
Nami ult has a short cast time, very long range, and a slow that scales as the missile travels. It's knockup is consistent throughout. The increasing slow time and consistent knockup makes Nami ult more powerful against back-liners than front-liners if they don't dodge it.
Braum ultimate leaves a slow zone on the ground where it travels, making it a stronger counter-engage and giving it zone control power. Also, the slow actually applied to targets is short, but refreshes while they are inside the zone, meaning that positioning the zone is very important rather than just the initial hit. Finally, Braum's knockup on the ult is 1.5 seconds for the first target and very short for all the targets after that, giving you more ability to play around where you leave the zone by reducing the power as the spell travels past the front-line into the back-line.
"Your hair... we do not see things like this in the Freljord."
"Fire does the body good." (Sunfire Cape)
"I've always wanted an on-fire cloak." (Sunfire Cape)
"Ooh, now I need marshmallow." (Sunfire Cape)
"These shoes... they are too tight!" (Boots of Speed)
"No sneaking up on Braum this time." (Sightstone)
"Sight is the key to victory... also stone." (Sightstone)
"This has the smell of a faraway land. Perhaps I shall see it one day." (Ancient Coin)
"To friends I am snowfall, to enemies I am avalanche!" (Frozen Heart)
"Ha-ha! Perfect!" (Boots of Mobility)
"My shield will protect this shield." (Randuin's Omen)
"A shield for my shield? I like it!" (Randuin's Omen)
Dragonslayer Braum Model
I've put it in a spoiler box, because it's too long to stay "in the open".
'Tell me a bedtime story, grandma.' A bitter wind howls outside, whipping falling snow into devil whirls.
What kind? A tale of the Ice Witch, perhaps?
The girl crawls into her arms. 'Too scary. Tell me a story about Braum!'
'Ah, Braum!' The old woman smiles. 'There are so many. My grandmother used to tell me of the time Braum protected our village from the great dragon! Or once - this was long ago - he raced down a river of lava! Or -' She pauses; puts a finger to her lips. 'Have I told you how Braum got his shield?'
The girl grins and hops under the covers. The hearth fire snaps, holding off the wind.
Well. In the mountains above our village lived a man named Braum -
'I know that!'
'He mostly kept to his farm, tending his sheep and goats, but he was the kindest man anyone had ever met, and he always had a smile on his face and a laugh on his lips.
'Now, one day something terrible happened: a young troll boy around your age - was climbing the mountain and happened on a vault, set into the mountainside, the entrance guarded by a huge stone door with a shard of True Ice at its center. When he opened the door, he couldn't believe his eyes: the vault was filled with gold, jewels - every kind of treasure you could imagine!
'What he didn't know was that the vault was a trap. The Ice Witch had cursed it - and as the troll boy entered, the magical door CLANGED shut behind him and locked him inside! Try as he might, he couldn't get out.
'A passing shepherd heard his cries. Everyone rushed to help, but even the strongest warriors couldn't open the door. The boy's parents were beside themselves; his mother's wails of grief echoed around the mountain. It seemed hopeless.
'And then, to everyone's surprise, they heard a distant laugh.'
'I bet it was Braum!'
'Aren't you clever! Braum had heard their cries and came striding down the mountainside. The villagers told him of the troll boy and the curse. Braum smiled, nodded, turned to the vault, and faced the door. He pushed it. Pulled it. Punched it; kicked it; tried to rip it from its hinges. But the door wouldn't budge.'
'But he's the strongest man ever!'
'It was perplexing,' her grandmother agrees. 'For four days and nights, Braum sat on a boulder, trying to think of a solution. After all, a child's life was at stake.
'Then, as the sun rose on the fifth day, his eyes widened and a broad grin lit up his face. 'If I can't go through the door,' he said, 'then I'll just have to go through -'
The girl thinks; her own eyes widen. '- the mountain!'
'The mountain. Braum headed to the summit and began punching his way straight down, pummeling into the stone, fist after fist, rocks flying in his wake, until he had vanished deep into the mountain.
'As the villagers held their breath, the rock around the door crumbled - and when the dust cleared, they saw Braum standing amidst the treasure, the weak but happy troll boy in his arms.
'I knew he could do it!'
'But before they could celebrate, everything began to rumble and shake: Braum's tunnel had weakened the mountaintop, and now it was caving in! Thinking quickly, Braum grabbed the enchanted door and held it above him like a shield, protecting them as the mountaintop collapsed. When it was over, Braum was amazed: there wasn't a single scratch on the door! Braum knew it was something very special.
'And from that moment on, that magical shield never left Braum's side.'
The girl is sitting upright, beaming with excitement. 'Grandma, tell me another.'
'Tomorrow.' Her grandmother smiles; kisses her forehead; blows out the candle. 'For you need to sleep, and there are many more stories to tell.'
Braum - [Passive] - Concussive Blows Braum adds stacks of Concussive Blows to enemies with basic attacks or Winter's Bite. He and his allies continue to add stacks with basic attacks, at 4 stacks their target will be stunned.
Braum - [Q] - Winter's Bite Braum propels freezing ice from his shield dealing 80/125/170/215/260 (+) [2.5% of Braum's Max Health] magic damage to the first target hit and slowing them by 70/70/70/70/70%, decaying over the next 2/2/2/2/2 seconds.
Applies a stack of Concussive Blows.
Cost: 50/55/60/65/70 Mana
Braum - [W] - loc_missing() Braum leaps to a target allied champion or minion.
On arrival, Braum and the ally gain Armor and Magic Resist (20/22.5/25/27.5/30 plus 14/15.5/17/18.5/20% of Braum's bonus Armor/Magic Resist) for 3/3/3/3/3 seconds.
Cost: 30/40/50/60/70 Mana
Braum - [E] - Immovable Object Braum reduces incoming damage and blocks for allies behind him.
Braum - [R] - Glacial Fissure Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.
Enemies hit take 150/250/350 (+0.6) magic damage. The first champion hit is knocked up for 1.5/1.5/1.5 seconds, subsequent enemies are knocked up briefly.
For the next 4/4/4 seconds enemies that enter the area are slowed by 60/60/60% for 1.5/1.5/1.5 seconds.
The frozen peaks of the Freljord have for centuries punished the weak. But as these feared glacial lands host the graves of the frail, for the mighty, the land is a cradle, a place that elevates mere strongmen into true champions. Braum’s story started here, and as his strength and fortitude grew, so too did his legend. Today, his feats inspire all from the poorest of peasants to the fiercest of raiders. And as he prepares to bear his shield into battle once again, he goes knowing he carries the hopes and adoration of the Freljord’s people with him.
Passive: Concussive Blows
Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, all basic attacks from Braum and his allies apply further stacks. Targets that sustain four stacks are stunned and suffer bonus magic damage. After being stunned, Braum cannot apply Concussive Blows to his target again for a moderate duration.
Q: Winter’s Bite Braum propels freezing ice from his shield in a straight line skillshot, dealing magic damage (based on Braum’s max health), slowing and applying a stack of Concussive Blows to the first target hit.
W: Stand Behind Me Braum leaps to the aid of a nearby ally, positioning himself between his target and their nearest enemy champion, and granting both Braum and his target bonus armor and magic resist based on his total armor and magic resist.
E: Unbreakable Braum raises his shield in a target direction, negating the damage from the first attack from the shield’s direction and reducing the damage of all subsequent attacks as long as the shield is raised. Braum intercepts projectiles with Unbreakable, causing them to hit him and then be destroyed. He also gains a minor speed boost until he lowers his shield.
R: Glacial Fissure Braum slams his shield into the ground, sending out a huge long-range skillshot that knocks up and damages all enemies caught before leaving behind a strong slow field.
@JolanJoestar Silences are a problem when then character can kill you solo - it removes response. This is why we haven't lowered say, Fiddles' or Soraka's. Additionally, some old ones are too long - like Rammus/Fids' CC was.
Sure, but that's why you don't put it on a class that can solo someone, like an assassin. You put it on disruptors!
Agreed - this is why we tend to see this pattern on old champions where we had a looser grasp on such things.
So are there any plans to slowly phase it out of destructive champs and replace it with something better? In addition, Cho'Gath's passive, Q and W all got nerfed with no reasoning or equivalent buffs, why is that?
Not all characters need "compensation" buffs if they're really strong without (see Cho)
Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.
Reworks: We've released a number of reworks over the past few patches and we're committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we're going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.
Top lane: We're particularly aware of low champion diversity - especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we're going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.
Onward to the patch notes!
In this patch we've fixed a bug responsible for creating errors during the patching process. We've also added crash logging to the patcher as another tool to help us discover, track and fix issues going forward.
Fixed a bug that sometimes prevented new patches from properly updating game files
Players can now submit logs if the patcher crashes
We're happy with Kassadin's direction as a high-mobility mana-fueled void mage, but he's a little under-equipped for the job. Old Kassadin could survive by blowing up targets (dead targets don't deal damage), but since the rework put more emphasis on his mobility and close combat, he's had some problems sticking around the fight. These changes are to give Kass more opportunities and rewards when he Riftwalks into the fray.
Following up on our Rengar rework, we're giving him power back in two areas where we've heard your feedback: Savagery and Thrill of the Hunt. Rengar's rework is currently doing a lot of things successfully, but we agree that kitty needs a little more claw.
Q - Savagery
ATTACK ANIMATION SPEED Increased by 40%
BONUS DAMAGE 20/40/60/80/100⇒ 30/60/90/120/150
Q - Empowered Savagery
ATTACK ANIMATION SPEED Increased by 40%
BONUS DAMAGE20-235 by champion level⇒ 30-240 by champion level
R - Thrill of the Hunt
NEW STEALTH ALERT Now only appears if enemies would be able to see Rengar out of stealth
Twitch has received a visual update. And legs. Check out the full details here! We've also bundled a few quality of life improvements and ability name changes for skills that've mutated past their original designs over the years.
ICONSAs part of his visual update, Twitch has received all-new ability icons
Q - Ambush
NEW UTILITYAdded new particles and sounds for the moment Twitch enters stealth
E - Contaminate
NEW UTILITYAdded a range indicator
VISUALSParticles now shoot from Twitch to his victims
R - Rat-ta-tat-tat
NAMESpray and Pray⇒ Rat-ta-tat-tat
VISUALS Particles now better indicate when secondary targets are hit by splash damage
We wanted to err on the stronger side with Feral Flare's release so that players could see exactly what it offered as a carry jungle item. That certainly hasn't been a problem, as it's performed extremely well thus far. Too well.
TOTAL COST1650 gold⇒ 1800 gold
FERAL FLARE TRANSFORM25 large monster kills⇒ 30 large monster kills
The Heal debuff was something we should have left in when we updated the summoner spell. Without the debuff, ther's no real drawback to bringing multiple Heals to a fight instead of an assortment of spells.
NEW MULTI-HEAL DEBUFF - Heal is 50% less effective on allies previously Healed within the past 35 seconds. This debuff only applies when an ally has been healed by the Summoner Spell Heal.
This change was also spurred by the recent changes to Twin Shadows. Generally speaking, we knew Blackfire Torch needed to be toned down, so when we started seeing piles of additional movement speed on casters, we felt we could step in now.
REMOVED MOVEMENT SPEED+5% movement speed
Now that we've hit the middle of the 2014 season, we were able to safely assess how to update Twisted Treeline to the new game flow mechanics.
INHIBITOR RESPAWN RATE: 5 minutes⇒ 4 minutes
INHIBITOR MECHANICS:Destroying an enemy inhibitor only buffs the minions in that lane
JUNGLE REWARDS: Experience and gold scaling increased
We also took this opportunity to create more viable jungle routes and to alleviate some early jungling concerns.
HEALTH RELIC SPAWN:1:55⇒ 3:00
We flipped the switch on a suite of bot improvements at the tail end of the 4.5 patch cycle - you can find the changelist in the Patch 4.5 Notes and head over to the dev blog for the scoop on our goals to make bots more human. This patch is a continuation of those efforts.
Bots will now purchase and use Warding trinkets, Sightstone and Sight Wards
Wards are placed as bots roam, granting vision of the jungle
Wards are used to try to gain vision of enemies in brush when bots are chasing; LESS FACE CHECKING!
Bots now have a 50% chance of playing Blue-side in Co-op vs. AI, with players on Purple-side
Fixed a bug where bots would stop to cast instant-cast items and spells (e.g. toggling Ashe's Frost Shot, using a potion)
Removed some abuse cases that could be exploited while bots were recalling
With the continuing goal of making Support players have more meaningful gameplay and enjoy their choices throughout each game of League of Legends, were looking at making sure Sona feels as awesome as possible.
Things that are already pretty awesome:
Sonas role as a buff/enabler support is solid and rewarding. Sonas ult is impactful and allows Sona players to make big plays that they and their team can appreciate.
Things that need to be more awesome:
Sonas auras are powerful, but not satisfying to use, and create very little interaction. Sonas basic abilities dont have as much skill expression as many other supports.
These are my current thoughts, as a dude who has been thinking about Sona gameplay a lot lately. I want you to tell me where Im on track, where Im wrong, and where Im totally missing something.
Other things I want to hear from you:
What do you love about playing Sona? What do you not like about playing Sona? What decisions are most interesting to you when you play Sona? What moments of a Sona game make you feel like youve made a play for your team?
Someone else in the comments had a really good idea. In Co-op vs AI the humans always play blue side. A lot of people new to PVP have trouble playing purple side, because of a lack of practice. I think the human team on Co-op vs AI should be assigned to purple side for half the games to better represent actual gameplay.
This change is in testing on PBE now :). Bots have a 50% chance of playing each side.
On 04/22/14, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.6. At 03:00 PDT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 22/04/2014, starting at 02:30 GMT, ranked queues will be disabled in preparation for patch 4.6. At 04:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 22/04/14, starting at 23:30 GMT, ranked queues will be disabled in preparation for patch 4.6. At 01:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 23/04/2014, starting at 02:30 AM AEST, ranked queues will be disabled in preparation for patch 4.6. At 04:00 AM AEST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
For months now, some players have been using DDoS style attacks to take down individual games, players and servers to avoid losing games. Whilst this affects a small percentage of total games, it has impacted a lot of players, and it's something we'd like to minimize as much as possible.
Our team has identified many individuals behind such attacks, and we have begun taking actions to limit their access to League of Legends through suspensions and permanent bans.
In some cases, an individual player might be targeted - meaning your home internet service was DDoSed, not the League of Legends servers. This can only happen if your home IP address is somehow discoverable. The good news is that there are steps you can take to protect yourself. First, if you use Skype, make sure to download the latest version. If you think you've been compromised, talk to your ISP and ask for an IP address change. Read this knowledge-base article for a more in-depth explanation.
A large majority of reports we've investigated were likely caused by more ordinary sources of lag and disconnect, such as ISP issues and game server hiccups. But if you have evidence that a player is DDosing, please share it with us through contacting player support. Please include the following information:
Title on the support ticket: DDoS/Drophack report
Time stamp of the game
Screenshots of game errors
Screenshots that list out the players in your game
Any time when a player is threatening to disrupt a game
The game appeared in your match history
Although we may not be able to share with you further details of the reports you've made (e.g. whether someone ended up being banned or not), this data will help us in our investigations and ultimately it helps you, our players.
This is a challenge for us to tackle and we're working hard to make things better. Thank you for your patience in this and please join us in this effort by taking steps to be safe and reporting suspicious behaviors that you see!
I've gotta say, Zenon, I really like the sound of this kit. I think you did great work with Lucian and there's no doubt in my mind, as someone who's been playing WW for years, that he'll be a better hero for this. Maybe not at first, but this kit is obviously less cancerous to the game itself than his current kit. Speaking of, can you guys please rework Zilean? He lacks counterplay in lane, his passive is broken on an incredibly subtle level, and worst of all, he hates armored bears.
We've started ideating on the Zilean rework! This means we have a designer (20thCenturyFaux) who wrote up a paper kit. We'll put this kit into testing sometime in the future and that'll give us an idea of whether or not it goes in a good direction.
So: TL;DR: super early days, but we'll get to him eventually.
I feel that his ultimate is too effective at making up for the weaknesses in his kit.
Totally! We use a heavily modified version of Lua to script champions. We use a tool called "blockbuilder" that hooks into certain events in the game (a button was pressed, a champion took damage, someone stopped moving, a buff expired, etc--there's about 40 different events we can hook into) and builds scripts for those events out of simple building blocks (hence us calling dashes "move blocks" internally--it's a building block called simply "move")
We've made a bunch of under-the-hood improvements to bots with the overall goal of making them more human-like opponents. For example, bots will now factor in whether or not their opponents' spells are on cooldown when assessing threat, and the same information will also allow them to (sometimes) dodge skill shots.
Click here if you'd like to know more about the goals and tech behind these changes.
Improved evaluation of enemy and friendly strength.
Improved understanding of tower mechanics and power.
Hey all! Welcome to another League of Legends dev blog entry. This time we’re taking a step away from the Gameplay team in order to talk about bots, which believe it or not inhabit a fair chunk of game time in League of Legends. We recently deployed a series of changes focused on making them more human-like opponents, and thought you might be interested in some of the stories behind the update.
As always, your feedback would be awesome as we build a better dev blog, but in the meantime let’s find out what goes into building a better, more human, bot! Stepping up to the podium we’ve got Design Analyst RoamingNumeral, one of the brains behind our bot update efforts. Onward!
Why did we update bots?
Bot matches make up a decent chunk of games, even among level 30 players. That’s a lot of hours spent with our robotic friends that we thought could be more engaging.
We surveyed both Coop-vs.-AI and PvP players to find out what they thought about bots. One very clear piece of feedback was a desire for more “human” bots: ones that are less predictable and focus on the same game elements that players do, such as last hitting and nailing their combos. Surprisingly, "tougher" bots was a less frequent response by comparison. Based on this data we set our sights on more-human bots as the overarching goal for this update, especially since such changes will make harder bots more interesting down the line.
Players also said that they thought bots didn’t seem to think about strength and danger the same way most players do. As it turns out, they were right.
I love how I had to tweet this for people to notice ;P (the video was released on April 4th, when the entire planet was too busy playing URF mode). I guess I'll take questions in this thread :) ------------ [The New Kit Preview follows, but you can check it out in the updated post from yesterday] --------- Ult is disabled during E.
I hear you. I would be devastated if they ever removed blood scent from his kit.
Does his ult still proc on hit effects 6 times? I liked to build full on hit items on WW.
Yup, it does.
@DanielZKlein I think your proposed rework looks pretty interesting and sounds quite fun to play in game, but I do have a few concerns. Firstly, when I think of a Werewolf, it's all about the claws and brutal slashing of faces - this sounds very physical and AD, not magical and AP. Could you clarify why you decided to make him an AP tank, and not an AD one?? IMO it makes a lot more sense if he was a physical damage dealer instead, especially when there are already so many AP tank junglers in the game, such as Zac and Amumu. The E mechanic is good, and allows for interesting objective steals and juking etc, but aside from that, it looks like there's not much reason to use it outside of those conditions. If you're chasing, this only lets you catch up a tiny distance. It'd be nice if the skill was coupled with another one, which actually lets you stay at the target location, which opens a whole world of juking possibilities for ww to use, or if the ability stuns units for a short duration. Maybe something like "Ww stops if he collides with an enemy champ, but can still dash to his original point if needed." Would be nice, but right now, the skill looks super limited in uses - dragon/baron steals and only sometimes in chasing.
VERY good question about the disconnect between fantasy (claw and tooth = AD) and mechanical implementation (AP). Let me first explain why I made the choice on the mechanical side and then give you a hint how we hope to reconcile it with the fantasy.
So early on in ideation around Warwick's new kit, we noticed that drain tanks usually tend to be very binary in our game. The way rickless abandon put it, it's a very stat-checky affair. "Do I have more numbers than you? Cool I win. No? Okay, I can't do anything." We identified the problem being with the dual scaling nature of most drainers in our game.
Take Bronze League Master Yi. He builds Blade of the Ruined King (never uses the active, of course) and four Blood Thirsters. Awesome. If he runs into a non-fed enemy in the jungle, he presses R and right-clicks them to death. If they fight back, they either have enough damage to out-damage his heal before they die or they don't.
Or take the Wizard Wolf, live Warwick with a strong AP item or two (Athene's, perhaps). His Q does more damage and heals for more; so there simply comes a point at which he either kills you before you kill him, or he doesn't get to that point and blows up.
We decided to split up the defensive and offensive item paths on new Warwick. In order to do more damage, WW needs to build AP (or AS I guess? Nashor's/Wit's End might be a strong damage build). In order to heal more, WW needs to build more max health (which in turn synergizes well with armor and MR). This means that if WW goes straight tank, he won't be able to solo kill someone (or it'll take forever, like a murder by spoon). The enemy can just run away to safety or call in allies while WW sticks to them. If WW wants damage, he opens the counterplay route of "just f-king kill him" to the enemy: without an AS steroid (and artificially low base and per level AS) life steal builds won't be great, and the base on the passive heal is so low that just straight up building AS won't do much for you (particularly as a lot of the power of the passive is actually tugged away in the Q and the R, where AS won't do anything for you).
Sure! Warwick has one and a half buttons with meaningful decision-making associated with them. You want to ult the right person, and you may want to Q a high health champ to stay alive. But usually you just Q who you want to kill if you can and if you can't you Q whoever.
That's a pretty flat kit. Now don't get me wrong--I love playing current Warwick because he fulfills a central fantasy: the drain tank. He just doesn't do it very well. What's the reason you need to kill Warwick in a teamfight? Well, after he ulted? I guess his team-wide AS buff. That is so weak sauce it makes me sad.
Our main reason for wanting to rework the wolf is to better fulfill the drain tank fantasy. I'm gating it decently hard (you need to keep fighting dudes to get access to your heal--no more run near a minion wave and cheeky Q for a 1/5th health top up) but that means we can now put a lot more power into the perfectly played drain. On-hit WW was a sort of weird gimmicky off build (because his ult procs it) which we're now fully supporting. And finally WW gets disruption, both for his pre-6 ganks and for sustained threat in teamfights. Imagine if Volibear's fear feared champions? Yeah, that. (with numbers tuned to match)
At what point are the Sion/Warwick reworks at? Are you still just floating ideas around or do you have a skillset already in mind?
We have skillsets for both. I've iceboxed my kit because Sion goes first in terms of art etc. I feel my kit's in a good place, and once a champion pod (read: concept artist, modeller, animator, sound, etc) comes online I'll thaw him up and finish him.
I'm not sure what stage Sion is on right now. We've had a kit in testing for a month or two that had really cool parts and some problematic parts. I know the designer on him went back to the drawing board on some aspects of the kit, but not sure on how much. Could just be some tweaks. Currently art resources are tied up in the Twitch and Karthus remakes (none of which get any design updates because we actually feel they're in decent spots).
Well, here's more information.(DISCLAIMER as always, this kit will almost definitely change before we ship. It's not been in actual production yet--that is to say we've not tested it with custom animations, models, particle effects, sounds and so on. We've been testing a prototype kit with art stolen from the rest of the game. So a lot may change. But this is what we have right now.)(ALSO SUPER EXTRA DISCLAIMER: We are not in production yet. It'll be many, many months before we will be. I HOPE we'll be able to release this rework in 2014, but no guarantees.)PASSIVE: Eternal Thirst. AAs deal 2% of their target's max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you're faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).Thoughts: This is where we lock the drain tanking away behind meaningful gating. You gotta be battling dudes to get full access to your drain tanking potential, and unless you open with your ult it'll take a while to build. The numbers sound really low, but between AAs and your much more spammable Q you'll get some meaningful heal out of this, especially in super tanky builds where heal is worth more (MR/Ar are multiplicative with healing, obviously.)Q: Hungering Strikes. Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it's super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you'd get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp--a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.) This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)Thoughts: Your bread and butter "click a unit and heal some" ability. Separating the offensive (AP) and defensive (max health/armor/mr) builds leads to a much more balanceable skill. If you want the damages, you'll be frail. If you want to be immortal dog, you'll take forever to kill a target.W: Howl (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.Thoughts: 90% of the time you'll combo this with E. That's cool. There are cool uses of this as a standalone, and it helps your jungle clear.E: Blood Scent / Hamstring. Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn't all kick in at once but becomes stronger as revealed target gets lower.) Active: Hamstring. This is the "boomerang move". You're standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you'll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.Thoughts: I hope this will be the cool skill that people really enjoy using. It sounds so dry on paper, but man it's fun in game. The E->W combo when pulled off right drives the enemy right into your arms. Dispersing an enemy team with a well timed E->W only to then get a clear shot onto their ADC for your R feels glorious. Use it to jump in front of a Jinx rocket, out of a Lucian ult for just long enough to live, out of tower range to swap aggro during a dive, or simply go over dragon wall, smite-steal dragon, and come back to safety for free.R: Finite Duress (clearly a joke name ;P). Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.Thoughts: I really dislike that this can now be used as an escape, but I'll just tune CDs such that it really hurts when you do that (think Malphite ult). Otherwise this is a straightforward improvement on live WW ult. The enemy gets counterplay (stand in the way), it is much clearer what happens, and when WW does hit, he hits hard. Even a tank will get seriously hurt. Plus 2.5s stun! (Oh yes, suppression is BS. That's a topic for a different thread tho ;P) I'll potentially do a thing where the CD is halved when you actually hit this to really reward in-combat usage. WW also gets a 20% damage reduction shield while he is in this ult. Plus did I mention that if you Q right after this, you get to start a fight at 8 stacks of your passive? Yeah. That's pretty sweet.
Warwick's Rework Teaser: Boomerang Move Block [ E ]
ZenonTheStoic made quite an appearance on the latest Chasing the Cup episode, planting a teaser about Warwick's new E starting at 11:05 of the video:
'Your E is what I call a Boomerang Move Block, so it's not an actual move. It's a move block that gets you from A to B immediately back to A. So you don't have any say in it. You just go... *whsst-whsst*... like that. But the idea is you can use another E at the end of... at the peak of that moment. You can do a lot of cool things. You can Smite at that moment, you know - the Dragon - you Smite and come back, you can dodge skillshots, you can dodge skillshots by jumping in front of an ally. I hope it has some cool uses. You know some people are like 'I don't wanna go back now, I just want to Blink, to stay here', but I cannot give that to Warwick, that would just make him too strong.'
Karthus VU Sneak Peek [PAX East LoL Relaunch Panel]
A sneak peek at Karthus' VU was shown at LoL's Champion Relaunch Panel at PAX East. The VU was put at the end of the presentation although the Rioters noted it's still a work in progress. ThisIsMyRedditNameOK got a fairly good shot of the screen: