Final Boss Veigar Available
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 6:42 pm

Final Boss Veigar Takes over League of Legends

Originally Posted by Riot (View RedTracker Source)

 

How does it feel to have your own game turned against you? I’ve twisted the game code itself into a weapon. I’ve even ripped into the website! Tell me that I’ll never be more than a “mini” boss… Nobody can stop me now! Not those pathetic arcade characters, not the programmers, not the players. Nobody!

I’ll drop data blocks onto their heads. Cage them with code ripped from the mainframe itself. I’ll obliterate you all and grow stronger with every kill! League of Legends is my game now! Do you hear me?! Mine! I am Final Boss Veigar!

Delete your enemies as Final Boss Veigar, available now in the League of Legends store for 1820 RP. If you’re into classic video games, you can also snag the Arcade Baron Icon for 250 RP.




Unofficial PBE Patch Notes for 8/28/2014
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 3:42 pm

WIP Post

NOTE: Lots of new Ascension files arrived on PBE! It may be enabled today, nothing sure!


Champion Changes

Azir

  • Base Movement Speed is now 335 (up from 330)
  • Conquering Sands [ Q ] - Now slows by 25% (up from 20%)
  • Arise! [ W ] - New mechanic:
    "Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret.This deals (+0.7*AP) magic damage to the turret."
  • Emperor's Divide [ R ] - Now scales with 0.6*AP (up from 0.5*AP)

Cassiopeia

  • Miasma [ W ] - Now slows by 25/30/35/40/45% (up from 15/22.5/30/37.5/45%)



Important: Unofficial PBE Patch Notes for 8/27/2014 - Kha'zix Skin, Cassiopeia Gameplay & Texture Update, New Akali Splash


Azir's Ultimate Interactions and Lore Questions

Originally Posted by Riot (View Original Source)

Blinks are not affected by Azir's ult.

Having other champion created terrain also block dashes/jumps is not something we're intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir's ult or come with multiple other effects.

Dashes as well? And what about Vayne's tumble? (Since it works on J4's ult)

If a champion moves/is moved using an ability Azir's ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion's position all in one go (e.g. Ezreal's E or Elise's Spider E)




WIP Post


Guardian of the Sands Kha'zix

Evolved R Texture


Cassiopeia, Texture and Gameplay Update

Originally Posted by Riot (View Original Source)

Hey guys! Coupled with all these other upcoming Shurima releases, we've got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

  1. Emphasize Cassiopeia's carry potential
    Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we've taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal-- take a look at her new passive for more information here.

  2. Increase reliability
    The reset mechanic on Twin Fang often feels like it doesn't work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable-- and from what we've seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  3. Tone down her lane bullying
    Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We're looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  4. Channel her damage potential into her single target spell, Twin Fang
    We plan on giving Cassiopeia a lot of late game power-- way too much to comfortably fit into her spammable aoe spells. Don't worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we'll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

And with that in mind, here are the specifics:

Aspect of the Serpent

  • Old passive: removed!
  • New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks.
    • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
    • At 150 stacks, Cassioepeia gains 30% CDR
    • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

Noxious Blast
Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

Miasma
Now a notably more powerful slow tool but has a higher cooldown and deals less damage.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

Twin Fang
Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia's total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

Petrifying Gaze
Lower cooldown, but also slightly lower damage.

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

And that's it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I'd like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated

    • This has huge implications on her DPS potential. More E's with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you'll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible

    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia's damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game

    • This'll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress-- which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we'd love to hear your feedback in case there’s anything not already on our radar.

Alright, that's all for now, but I'll be around! I hope you enjoy Cassiopeia on the PBE!

New Textures & Updated Model

Cut her tail on side shot so it won't take twice as much space

Base Skin

Siren Cassiopeia

 Greek Cassiopeia

Desperada Cassiopeia


New Akali Splash




Important: Azir, the Emperor of the Sands, Revealed
Important: Patch 4.15 Notes
Important: Ascension' game mode coming soon to PBE
Important: Unofficial PBE Patch Notes for 8/26/2014 - Azir, Ascension Files, Renekton MTU, New Profile Icons (STILL WORK IN PROGRESS)


Contents

Due to HUGE amount of info today, i'm making a list for easier navigation:

  • It’s Time for a Sugar Rush!
  • L4T3NCY on Ascension Game Mode
  • Ranked Restrictions
  • Detecting and Banning Extreme Intentional Feeders
  • Praeco on Music Production at Riot
  • Ghostcrawler on Diversity and Splitpush
  • Further Meddler's Champion Design Talk
  • Massive Q&A on Azir



WIP Post

UPDATE4: New small patch hit PBE after ~7 hours. Contains name of release Azir skin - Galactic Azir and the adorable antlermouse on SR VU!
UPDATE3: Added some interesting ascension
UPDATE2: Azir video is up!
UPDATE: Added new profile icons below Renekton's MTU
NOTE: There's placeholder images for new Kha'zix skin!


Azir

Base Stats

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6?? (+1.5% per level) - Need to check in game
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 6 (+ 0.55 per level)
  • Mana Per 5 Sec: 6.5 (+ 0.65 per level)
  • Range: 525

Abilities

<table style="height: 763px; width: 600px;" border="2"> <tbody> <tr> <td style="width: 225px;">

[Passive] - Shurima's Legacy

</td> <td style="width: 400px;">

Will of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

Sun Disc: Azir can summon the Sun Disc from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of enemy Nexus and Inhibitor turrets are immune to this ability.

</td> </tr> <tr> <td style="width: 225px;">

[Q] - Conquering Sands

</td> <td style="width: 400px;">Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6*AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.

Cost: 70/70/70/70/70 Mana

Range: 800

Cooldown: 10/9/8/7/6</td> </tr> <tr> <td style="width: 225px; text-align: center;">

[W] - Arise!

</td> <td style="width: 400px;">Azir summons a Sand Soldier for 9/9/9/9/9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing 50/55/60/65/70/75/80/85/90/100/110/120/130/140/150/160/170/180 (+0.7*AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn't in basic attack range.

Azir can store up to Sand Soldiers at a time. A new soldier becomes available every seconds. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.

Cost: 40/40/40/40/40 Mana

Range: 450

Cooldown: 1.5/1.5/1.5/1.5/1.5</td> </tr> <tr> <td style="width: 225px; text-align: center;">

[E] - Shifting Sands

</td> <td style="width: 400px;">Azir dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180 (+0.4*AP) magic damage and knocking them up for 0.5/0.5/0.5/0.5/0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4/4/4/4/4 second shield that absorbs 60/100/140/180/220 (+) [15% of bonus Health] damage.

Cost: 60/60/60/60/60 Mana

Range: 1100

Cooldown: 23/21/19/17/15
</td> </tr> <tr> <td style="width: 225px; text-align: center;">

[R] - Emperor's Divide

</td> <td style="width: 400px;">Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 150/225/300 (+0.5*AP) magic damage. The soldiers then remain as a wall for 5/6/7 seconds.

Enemies will be stopped by Emperor's Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor's Divide does not interact with Azir's basic attacks or spells.

Cost: 100/100/100 Mana

Range: 250

Cooldown: 140/120/100</td> </tr> </tbody> </table>

Tips

Playing as him

  • Be careful about putting down both of the soldiers stored by Arise! Unless you're going all-in, always have a soldier in your back pocket if you need to escape over a wall or if you misposition your other soldier and need damage now.
  • In the lane, try to position your soldiers between the enemy's minions and the enemy champion. This way you can use them both to last hit and to project threat onto your lane opponent.
  • Think of Emperor's Divide as a defensive ability first and foremost. Use it when the enemy engages on you or your allies. Remember that your team can walk through the soldiers summoned by Emperor's Divide and use this to your advantage when enemy melee champions engage on you.
  • Be a bird!

Playing against him

  • Azir relies on his soldiers to deal damage and can only move them so often. Try to capitalize on windows of time when his soldiers are stationary.
  • Azir has immense damage over a prolonged amount of time but lacks the upfront burst of other mages. Try to burst him out before he can turn a confrontation around.
  • Try to think of Sand Soldiers as fire. Don't stand in the fire

Galactic Azir


New Profile Icons

   

  


Antlermouse (SR VU)

A new animal added to new Summoner's Rift! Adorable


Ascension Files

Many files, tips and strings were added for this new featured game mode! For basic information, check this post. Here i'm gonna list some more To list some of the most interesting / not listed informations:

Ascension Buff

Ascension BuffAscension - This champion has ascended!
Mana and Energy consumption reduced by 100%
Health costs on abilities reduced by 50%
+@f1@ Health
+@f2@ Attack Damage
+@f3@ Ability Power
+@f4@% Armor Penetration
+@f4@% Magic Penetration
+25% Cooldown Reduction

Incoming healing and regeneration effects are reduced by 50%.
Always visible while Ascended, even while stealthed or in brush.

RoG NOTE: Very possible that HP, AD, AP, Apen and Mpen number change depending on time or average level of champions in the game!

Ascension Buff Xerath

Ancient Ascendant - Xerath reduces incoming damage by @f1@%.
Xerath is inedible and cannot be killed by Consume or Feast.

''I am the will of man unbound by flesh.''

RoG NOTE: Same as note above.

Ascension Warp Protection

Phoenix Dawn - This unit has just teleported and is briefly protected.

''A Champion reforged on the sun's anvil knows no fear. ''

Golden Transcendance - Trinket

                  

UNIQUE Active: Use this trinket to teleport to one of the battle platforms. Can only be used from the summoning platform.

''It is at this magical precipice where a champion is dismantled, reforged, and empowered.''


Renekton Model & Texture Update

Base

Outback

Galactic

Bloodfury




WIP Post

NOTE: There are placeholder images for new Kha'zix skin!


Azir

 




Patch 4.15 Notes
Posted by News [HTML][XML][PERM][FULL] on 26 August 2014, 4:33 pm

Patch 4.15 Notes

IMPORTANT : Azir, the Emperor of the Sands, Revealed

Originally Posted by Riot (View Original Source)

Hi Summoners,

Welcome to patch 4.15. While we don't have a whole lot of balance changes going on, we do have a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships. Also, with so many things going into previous patches (looking at you, 4.13 and 4.14), we also wanted to really see what a stable landscape looks like in League of Legends. There are a number of small buffs for Gnar, but they're more focused as 'feel' improvements to get him in the best possible place (although they're undeniably buffs!). Check out his context for more information!

For features outside of balance, however, there's a lot going on! First up, check out that newly revamped client patcher & landing page. These two visual updates represent phase one of our ongoing development process to improve your pre-game League of Legends experience. There's a lot of nuance that goes into introducing new, stable technology, so be sure to read our dev blog on what's going on behind the scenes.

Next, there's the introduction of the new Master Tier! Snuggled comfortably between Diamond 1 and the Challenger Tier, the new Master Tier will offer more competitive visibility between top players in your region. The introduction of Master Tier also means that Challenger rankings will rotate on a 24-hour schedule with no immunity, so now's the time to hit the ranked gym!

Final note! As we near final polish on a few parts of Summoner's Rift, we're going to start patching those finished pieces to the live environment. This's being done to minimize the size of the eventual Summoner's Rift launch patch so you all don't end up with massive downloads on the day we go live. In other words, this doesn't mean you'll be able to play on those shipped pieces - and we still don't have an official release date! - just that they'll be pre-emptively sitting on your hard drives. Thanks!

And that's all for today! Check out all of our patch notes below for the full details!

 


Patcher & Landing Page Refresh
We're launching our visual refresh of the patcher and landing page along with the first bits of our new technology in the patcher, which we'll be applying to the rest of the client over time. A few highlights are listed below, but make sure to head to our previous article if you'd like a deeper dive into these changes.

As a reminder, the patcher and landing page updates are just the first phase of an iterative development process. They represent a foundation we're confident we can safely build on, and we're looking forward to improving other parts of the client over time with what we've learned from developing these releases!

  • NEW LOOK The patcher and landing page have been updated with a new layout
  • NEW PAINT The client frame, friend list, notifications panel and chat windows have all received fresh coats of paint as well
  • STREAMLINING Patching progress has been condensed into a single bar
  • STAY INFORMED Ticker notifications are now readable in the patcher

Champions

Alistar
When we buffed Alistar back in 4.12, our big concern for competitive play was that he would be too strong in the jungle, where his terrifying level 2 ganks would obliterate all semblance of lane safety on the map. Didn't happen! He just went to terrorize top lane instead.

Jokes aside, it's not a bad thing when a champion finds a new position to play on the map, but often times we'll see their strength being used in inhibitive ways (hello Soraka, hello Lulu). We're not taking large steps against Alistar for now, but we did identify one very obnoxious aspect of his strength where he could get a free high-damage trade by Headbutting his opponent while also sneaking in a basic attack. When combined with next-attack items like Sheen, it's easy to see how uninteractive Alistar can get, especially when he puts the opponent in a position where they can't retaliate in a meaningful way. We still think Alistar's in a very strong place after his buffs, but will continue to monitor him for the future.
  • W - Headbutt

    • SUCKER PUNCH Alistar can no longer land an additional basic attack on his Headbutted target as they fly away

Caitlyn
Part one of three.
  • General

    • BUGFIX Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances

Fiddlesticks

We're fixing a bug with Fiddlesticks that got introduced in 4.14 where his drain would occasionally break by one tick.

It's important to note that the Drain bug introduced in 4.14 was cutting off only one or two drain ticks if the opponent ran away to break the tether. It's not to say that this was a light issue (it was definitely a power reduction and an awkward 'feel' change for Fiddlesticks masters), but we just wanted to clarify the impact this had. To fix this, we actually re-coded certain aspects of Drain, but it should feel the same as 4.14.
  • W - Drain

    • A VERY ODD BUG Fixed a bug where Fiddlesticks' Drain tether would occasionally snap prematurely if an opponent moved out of a specific range within a certain window of time. The below two changes should maintain the old Fiddlesticks Drain feeling of pre-4.13, but since we've re-scripted parts of the ability (to fix the bug), we figured we should document it.
    • DRAIN TETHER RANGE Drain's tether now has a range of 750 800
    • DRAIN REFRESH RATE Drain now updates every 0.5 seconds 0.25 seconds (overall damage remains unchanged)

Graves
We're documenting the collateral in Collateral Damage (this is now the third time we have used this joke).
  • R - Collateral Damage

    • UNDOCUMENTED BUFF Back in patch 4.13, we increased the damage of Collateral Damage but forgot to mention that this would also buff Collateral Damage's Explosion Damage to 200/280/360 200/320/440. There is no functional change from 4.13, but we're just documenting it.

Gnar

Gnar gets his bonus health immediately on transforming (rather than slightly delayed). Boomerang works more logically and its width, speed, and return indicators have all been improved. Boulders now get picked up and thrown faster, and they fly faster. GNAR! has an AP ratio (but please, for your sake, don't try AP Gnar).

We've been keeping a close eye on Gnar during the past two weeks, and while we try not to make major changes during big learning periods, we did see the opportunity to improve some of his play patterns. In other words, while these are definitely buffs, they're more 'spritual improvements' that we'd like to do regardless of power. So even if Gnar ends up being too strong (or too weak), these are changes we're making to get him to feel better, and future tuning points would be unrelated.
  • General

    • SO MANY POSSIBILITIES Recommended items have been updated
    • BASE HEALTH REGEN 3 health regen per 5 seconds 5 health regen per 5 seconds
  • Passive - Rage Gene

    • GROWTH SPURT Fixed a bug where Gnar wouldn't get his bonus health immediately on transforming
  • Q - Boomerang Toss

    • [NEW] THAT'S A SMART BOOMERANG Boomerang's return logic has been improved to better track Gnar
    • OUTGOING WIDTH 45 60
    • RETURN WIDTH 70 75
    • MINIMUM SPEED 1000 1400
    • BOOMERANG CLARITY Boomerang's return particles have been improved!
  • Q - Boulder Throw

    • BODY BLOCK Boulder now checks to see if any enemy champions are standing really close to Gnar's center point when he casts (and it now hits them)
    • SHRAPNEL Boulder now does its area-effect damage in a small radius on landing if it hits no enemies
    • BOULDER SPEED 2000 2100
    • BOULDER WIDTH 80 90
    • GOOD FORM, GNAR Gnar takes 0.5 seconds 0.3 seconds to pick up a Boulder before he throws it
  • W - Wallop

    • WHOOPS Fixed a bug where enemies could sometimes cast spells when Wallop's stun was overlapped with GNAR!'s stun
  • R - GNAR!

    • [NEW] MAGICAL GNAR Now scales with 0.0 AP 0.5 AP
    • RELIABLE GNAR! Fixed a bug where GNAR!'s knockback ministun (not the wall stun) would sometimes be removed too early
    • GNAR SO STRONG Gnar now move and perform actions after casting GNAR! in 0.5 0.4 seconds

Lee Sin
Part two of three. Around here is where most would make a joke about Lee Sin being blind. We will not.
  • General

    • BUGFIX Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances

Rumble

Many Rumble bug fixes.

Heat management is what separates the good Rumbles from the great Rumbles, so when we heard of bugs that punish Rumble for playing at his best (and a few that reward him when he shouldn't be), we felt we needed to act. That said, some of these changes might be a significant buff to Rumble's power, and that'll be something we'll need to keep a close eye on.
  • General

    • RESPONSIVE RUMBLE Fixed a bug where Rumble's Flamespitter and Scrap Shield should be more responsive in being affected (or not affected) by Danger Zone bonuses even if they're cast immediately after going above or below 50 heat
    • PROPER VENTILATION Fixed a bug where Rumble's basic attack would cancel if he was in the middle of attacking while Overheat expired
    • PUNCHING UNDER FIRE Fixed a bug where Rumble would occasionally not receive bonus magic damage on his first basic attack during Overheat
    • TOO HOT TO HIDE Fixed a bug where Rumble wouldn't fade out when he entered brush during Overheat
    • SUPER GALAXY MISSILES Fixed a bug where Super Galaxy Rumble would occasionally fire a "Danger Zone'd" Electro Harpoon missile on his second cast, even if his first cast wasn't in the Danger Zone

Shyvana
While we realize this is a small power reduction, we had the choice of either buffing Shyvana's late ranks in damage or just reducing her level 1 damage by 20.
  • E - Flame Breath

    • SORRY SHYVANA Fixed a bug where Flame Breath was dealing an extra 20 damage at Rank 1. Shyvana's damage now accurately reflects the tooltip (at 60 damage).
    • VISUALS Adjusted Flame Breath's dragon form particles to better match the damage cone. Actual area of effect remains unchanged.

Sivir
We're just re-aligning the visuals on Sivir's Q to better match the actual hitbox of the spell (but it's still a small buff!).
  • Q - Boomerang Blade

    • CLARITY! Sivir's Crossblade now accurately deals damage when the center of the projectile edge of the projectile hits an opponent
    • RANGE 1175 1250 (to match the visuals)
    • ALL IN THE WRIST Fixed a bug where Sivir's basic attacks would cancel whenever Boomerang Blade would begin its return
Twisted Fate
Part three of three.
  • General

    • BUGFIX Fixed a bug where abilities that give true sight of enemy champions would reveal stealth wards under certain circumstances

Urgot

Urgot's basic attack now travels faster and Acid Hunter refunds half its mana cost if it kills an enemy. Hyper Kinetic Position Reverser also has a shorter cooldown and lower mana cost at later ranks, and lets Urgot ignore unit collision immediately after using it.

We're just doing a bunch of small changes aimed at helping Urgot get back onto his... feet. While we try not to discuss our changes in the context, the big thing here is the mana refund on Acid Hunter, which will give Urgot a better fallback mechanic when it comes to last hitting.
  • General

    • THIS REALLY HELPS Recommended items have been updated
    • THIS PROBABLY HELPS MORE Basic attack missile speed is now 1300 1600
  • Q - Acid Hunter

    • [NEW] GET BETTER AT LAST HITTING, URGOT Now refunds half mana cost if Acid Hunter kills an enemy
    • [NEW] FANCY PARTICLES Now with extra spinning and a trail
    • RESPONSIVE MISSILES Fixed a bug where Acid Hunter would fail to home if it was fired too quickly after Noxian Corrosive Charge was applied
  • R - Hyper-Kinetic Position Reverser

    • COOLDOWN 120 seconds at all ranks 120/110/100 seconds
    • COST 120 mana 100 mana
    • [NEW] HYPER KINETIC WALKING THROUGH THINGS Urgot now ignores unit collision for 1 second after successfully using Hyper Kinetic Position Reverser
    • A VERY SMALL BUFF Now grants bonus armor and magic resistance after a 0.25 second delay immediately
    • LESS DISORIENTATION The in-game camera no longer shifts for Urgot when he completes his Hyper Kinetic Position Reverse (so Urgot can follow-up with appropriate skillshots without having to re-orient his camera)

Xerath
The hidden power of support Xerath.
  • W - Eye of Destruction

    • SORRY SUPPORT XERATH The Spellthief's line of items no longer procs twice when Xerath hits targets in the center of his spell.

Updated Splashes
As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. We've got a few more fresh updates for this patch.
  • SPLASH The following champions have received updated base splashes (click the portraits for the full image!):

Items
Banner of Command
  • SOMEONE MAKE A TIBBERS BUILD Fixed a bug where Annie's Tibbers wasn't gaining increased damage from Banner of Command

Iceborn Gauntlet
Don't let us prevent you from being inefficient with your unique passives.
THE SUPERIOR SPELLBLADE Fixed a bug where if you had both an Iceborn Gauntlet and a Trinity Force in your inventory, you'd deal 150% of your base AD to your primary target instead of the expected 200% (you'll still deal 125% of your base AD to surrounding enemies)

Essence Reaver
Cheaper Essence Reaver. Bam. Summary and context in one.
  • COMBINE COST 1050 gold 850 gold
  • TOTAL COST 3400 gold 3200 gold
  • BUGFIX Fixed a bug where Essence Reaver was restoring more mana than it should at higher mana levels

Twin Shadows
  • EVEN GHOSTS DON'T FACE CHECK Fixed a bug where the spooky ghosts from Twin Shadows would sometimes not path correctly into bushes to tag enemies

Item Purchasing
We think players should be able to shop in the comfort of their own death, without the stress of tipping their hand to their opponents.
  • PERSONAL BOUNDARIES Item purchases, sales and undos while dead are no longer visible to opponents who have vision on your corpse

Twisted Treeline
Twisted Treeline Aura
These days, double AP comps have been very dominant in the meta, so we're trying to reduce those that focus on non-stop push / waveclear.
  • MAP-WIDE MANA REGENERATION AURA 1.5% of missing mana 0.7% of missing mana

Ichor of Illumination
Too much cooldown reduction! We don't want it to be so easy for mages to hit - and stay at - the cooldown reduction cap.
  • COOLDOWN REDUCTION 15% 10%

Cassiopeia
Miasma can be a bit overbearing on Twisted Treeline. This change, combined with the nerf to TT's mana regen aura, should make her more reasonable.
  • W - Miasma
    • BASE MAGIC DAMAGE PER SECOND 25/35/45/55/65 20/30/40/50/60
    • MAXIMUM POTENTIAL MAGIC DAMAGE 225/315/405/495/585 180/270/360/450/540

Dominion
Pantheon
  • Passive - Aegis Protection

    • BUGFIX Fixed a bug where Aegis Protection was not blocking shots from Dominion towers.

Twisted Treeline & Dominion
Leona
Solar Flare is a game changer, and with easy access to a number of tanky cooldown reduction items on these maps, her ult is up a little too frequently.
  • R - Solar Flare

    • COOLDOWN 90/75/60 seconds 100/90/80 seconds

Jarvan IV
Jarvan has great base stats and gets to build a ton of damage items while still remaining fairly tanky. We don't want to take away his utility, so we're focusing on his damage potential instead.
  • Passive - Martial Cadence
    • COOLDOWN 10/8/6 seconds 10/9/8 seconds
  • Q - Dragon Strike

    • ARMOR SHRED 10/14/18/22/26% 10/12/14/16/18%

Ranked Play
We're adding a new tier to ranked play and announcing end-of-season rewards. Check out the announcement for more info.

Framerate Improvements
We've made some incremental performance improvements this patch, resulting in a small framerate boost across all configurations.
PERFORMANCE Framerates have been improved by 5-10%

Bugfixes
  • Fixed a bug where the landing circle indicator for Pantheon's R - Grand Skyfall sometimes showed as green (blue in colorblind mode) for his enemies instead of red
  • Rengar's stealth indicator no longer persists through death if Rengar dies after casting R - Thrill of the Hunt but before gaining the stealth effect
  • The tooltip for Zed's W - Living Shadow now displays the amount of bonus AD granted even if the skill hasn't been leveled up yet
  • The particles for Nocturne's Q - Dusk Trail no longer obscure other particle effects
  • Status text for crowd control effects no longer overlaps when multiple CC effects apply at the same time
  • Kayle's recommended starting items on Twisted Treeline have been updated to no longer exceed the default amount of starting gold
  • Katarina's E - Shunpo no longer benefits from spell vamp on wards, despite doing no damage

Upcoming Skins

The following skins will be released at various times during Patch 4.15:




Azir, the Emperor of the Sands, Revealed
Posted by News [HTML][XML][PERM][FULL] on 26 August 2014, 4:41 pm

Azir, the Emperor of the Sands, Revealed

Check original source for videos of his skills!
Click the image to enlarge (yeah, whole post is an image)

Originally Posted by Riot (View Original Source)




'Ascension' game mode coming soon to PBE
Posted by News [HTML][XML][PERM][FULL] on 26 August 2014, 4:44 pm

'Ascension' game mode coming soon to PBE

IMPORTANT : Azir, the Emperor of the Sands, Revealed
IMPORTANT : Patch 4.15 Notes

Originally Posted by Riot (View Original Source)

The sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!

-- Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
-- The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
-- Victory is points based. The first team to earn 200 points wins!
-- Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
-- At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though... all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:
Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?




Update: Added server maintenance!
Important: End of Season Rewards and New Master Tier


[NA] Server Maintenance: Patch 4.15

Originally Posted by Riot (View RedTracker Source)

On 08/27/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.15. At 3:00 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.


[EUW]

Originally Posted by Riot (View RedTracker Source)

On 27/08/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.15. At 05:00 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.



Update: Added server maintenance!
Important: End of Season Rewards and New Master Tier


[NA] Server Maintenance: Patch 4.14

Originally Posted by Riot (View RedTracker Source)

On 08/27/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.15. At 3:00 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.


[EUW]

Originally Posted by Riot (View RedTracker Source)

On 27/08/2014, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 4.15. At 05:00 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.



Ghostcrawler on Splitpushing, Gnar Survival Guide, Skin Sale
Posted by News [HTML][XML][PERM][FULL] on 25 August 2014, 11:38 pm

Important: End of Season Rewards and New Master Tier


Ghostcrawler on Splitpushing

Originally Posted by Riot (View Original Source)

We like split pushing as a potential alternative to team fighting, but don't like the way it currently exists in the game, so we'd want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy -- like you aren't being outplayed by a team with a better strategy or execution, but just that you can't be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today. The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We'd get a little more diversity and it would probably let some other kinds of champions shine.



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


Gnar Changes Incoming!

Originally Posted by Riot (View Original Source)

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

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

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

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




Riot Stance on Scraping

Originally Posted by Riot (View Original Source)

I wanted to share some updates regarding the Riot API and other LoL data. When we released the Riot API, we had many goals in mind. The biggest, naturally, was to help empower folks like you to build amazing content for the League community. We also wanted to help provide a unified resource for accessing data, rather than relying on janky workarounds and undocumented resources. We've been hard at work trying to level up what the API offers over the last few months, and we feel like it is starting to reach a state that truly empowers our community to build off of.

We've now reached the point where we need to focus on another one of our key goals with the API: to help relieve stress on our live services. Prior to the existence of the Riot API, many parties relied on scraping our live service platforms to obtain information. We allowed this process to continue as we rolled out the API over the last few months (even though we did include provisions against doing this in the API Terms of Use) because we understood the API was a fledgling service at the time. We’ve reached the point, however, where we need to move forward with phasing out 3rd party reliance on scraping. Scraping can cause occasional stability issues for us, and most importantly, it also increases the complexity and difficulty for Riot to detect and fix problems with our Live Services without first sorting through the “white noise” of these extraneous connections. We need to be able to focus on giving players the most reliable platform as possible, and removing this variable from the equation will go a long way towards that.




Meddler's Champion Design Talk
Posted by News [HTML][XML][PERM][FULL] on 25 August 2014, 4:02 pm


Meddler's Champion Design Talk

Originally Posted by Riot (View Original Source)

Can you tell us something about a sand mage concept please? Would you make such a champion?

We took a swing at a sand mage concept a couple of years ago but weren't happy with the results and put him on hold as a result. That was with the intention of returning to him someday though to see if there was a different take on the idea that might work out better. Fingers crossed that's something we'll have success with at some point, it's a cool space to work in.

Meddler, can we get a sneakpeak on Sion's VU. a small description will do wonders! And how far are you in the project?

Great topic btw, we need more threads like these.

I'll leave sharing timelines/details up to the Sion team, don't want to spoil any of their plans. Can say that it's coming along really well though, overall a pretty different kit but with some familiar elements.




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 25 August 2014, 4:15 pm

NOTE: Season 4 rewards were announced and are post below the champion rotation!

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




End of Season Rewards and New Master Tier
Posted by News [HTML][XML][PERM][FULL] on 25 August 2014, 4:44 pm

End of Season Rewards and the New Master Tier

NOTE: The champion who receives skin is Morgana
NOTE2: FAQ is in the post, click read more button!

Originally Posted by Riot (View Original Source)

 




Important: Jungle Tier List - Gnar Era


BotRK and Targeting Bug Fixed

Originally Posted by Riot (View Original Source)

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Hey guys, I think I identified what was going on with this. The BotRK post from last week rang some alarm bells for me. What happened was that the pixel perfect targeting part of the code was broken so the targeting system was making decisions based only on the bounding volume around models.

How this manifests is that when you have targetable objects near each other (like Taric near a tower, or minions packed in a wave) you will get imprecise targeting even though your mouse is over the model of the thing you're trying to target.

I just checked in a fix and it's going through the QA process.

Thanks to all of you for raising awareness on this. I'd been thinking that something felt "off", but I thought I was just a baddie or had intermittent lag. Your comments helped narrow things down. This video is really helpful for providing a solid test case for us.


Originally Posted by Riot (View Original Source)

We're getting the fix tested now and once complete, we'll let you all know when to expect the fix Live.




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 18 August 2014, 1:14 pm

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

<table> <tbody> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> </tbody> </table>


Phreak on Diana, About Viktor's Q and Rework Not This Month
Posted by News [HTML][XML][PERM][FULL] on 17 August 2014, 1:21 am


Phreak on Diana

Originally Posted by Riot (View Original Source)

Diana has worse base damages and ratios than Orianna in every single of her spells.

Diana's E is literally the utility portion of Orianna's ultimate and Dissonance. Only that she doesn't have the luxury of being able to do it from a safe 825 distance that Orianna's Q allows. The slow also lasts 1 second less and the knock-in effect is a bit weaker.

[...]

Just as food for thought, devil's advocate, and whatever:

Reliability is actually a really big part of that. Orianna Q-R'ing you versus Diana R-E'ing are very different, and Diana's is much more reliable. I can Valkyrie away from Ori's combo. I have to Flash away from Diana's. Additionally, the cooldown on that combo is significantly better for Diana as well.

To address random other points you put in:

The number of times a champion has been nerfed is irrelevant. The history really doesn't matter. If Caitlyn got nerfed by 8 AD one patch, versus being nerfed by 1 AD eight patches in a row, the end result is the same. I'd urge you to not include things like that in the future: It clutters your message.

Base stats vs. passives, siphoning power, etc.: It's a gameplay thing. We're not trying to say, "Yo guys, Diana is THE attack speed champion!" We're not saying, "Lissandra is THE manaless mana champion."

Rather, we're saying, "Hey, Diana should feel like she attacks pretty fast all the time. Her passive should always feel useful." So rather than say, "Okay, you start pretty fast, and then go SUPERSPEED" we flattened it instead and say, "You start as literally the fastest-attacking champion in the game, and get a little bit faster in the end, pretty close to everyone else too." Now you could make the argument that Diana should be a more AS-focused champion, but taking out base stats and placing an equivalent in an ability is not about cheekily nerfing and buffing a champion, it's about crafting a specialized experience.




Phreak on Diana, Viktor's Q and Rework Not This Month
Posted by News [HTML][XML][PERM][FULL] on 17 August 2014, 12:10 am


Phreak on Diana

Originally Posted by Riot (View Original Source)

Diana has worse base damages and ratios than Orianna in every single of her spells.

Diana's E is literally the utility portion of Orianna's ultimate and Dissonance. Only that she doesn't have the luxury of being able to do it from a safe 825 distance that Orianna's Q allows. The slow also lasts 1 second less and the knock-in effect is a bit weaker.

[...]

Just as food for thought, devil's advocate, and whatever:

Reliability is actually a really big part of that. Orianna Q-R'ing you versus Diana R-E'ing are very different, and Diana's is much more reliable. I can Valkyrie away from Ori's combo. I have to Flash away from Diana's. Additionally, the cooldown on that combo is significantly better for Diana as well.

To address random other points you put in:

The number of times a champion has been nerfed is irrelevant. The history really doesn't matter. If Caitlyn got nerfed by 8 AD one patch, versus being nerfed by 1 AD eight patches in a row, the end result is the same. I'd urge you to not include things like that in the future: It clutters your message.

Base stats vs. passives, siphoning power, etc.: It's a gameplay thing. We're not trying to say, "Yo guys, Diana is THE attack speed champion!" We're not saying, "Lissandra is THE manaless mana champion."

Rather, we're saying, "Hey, Diana should feel like she attacks pretty fast all the time. Her passive should always feel useful." So rather than say, "Okay, you start pretty fast, and then go SUPERSPEED" we flattened it instead and say, "You start as literally the fastest-attacking champion in the game, and get a little bit faster in the end, pretty close to everyone else too." Now you could make the argument that Diana should be a more AS-focused champion, but taking out base stats and placing an equivalent in an ability is not about cheekily nerfing and buffing a champion, it's about crafting a specialized experience.




UPDATE: Added new quote - Master Tier Enabled on PBE
Important: Unofficial PBE Patch Notes for 8/15/2014 - Headhunter Caitlyn Splash Art, PROJECT: Yasuo New Particles


The Truer Evolution

Originally Posted by Riot (View RedTracker Source)

Coming soon near you the Truest Evolution circa 2018.

Bad jokes aside, I'm here to start giving you guys some more info regarding the upcoming Viktor gameplay update.

AS ALWAYS THINGS CAN CHANGE IN DEVELOPMENT

The update will be focused on the passive, Q and R. With some of the augment effects changing.

You said a week ago that R was not going to be changed!

Yeah I lied. (We wanted to change the R originally but had trouble coming up with a good paradigm within our constraints, that has now been resolved)

So onwards,

Some of you may have seen the screenshot of the ultimate Hex Core I posted earlier, that is indeed the current passive direction.

Viktor will be able to upgrade his Core multiple times, gaining stats and augmenting his abilities each time.

He will ultimately reach a point where he is able to augment ALL of his basic abilities, finishing his Glorious Evolution and acheiving perfection

The stats on the Core may change as we go through balancing, but we are very set on making this the single highest AP item in the game (excluding Deathcap, Seraph's, Mejai's passive effects ofc). The Hex Core is the source of Viktor's powers and it should feel POWERFUL




Dino Gnar Available
Posted by News [HTML][XML][PERM][FULL] on 15 August 2014, 2:31 pm

Dino Gnar Will Eat You Up!

Inside news you'll find one more big picture!

Originally Posted by Riot (View RedTracker Source)

Dino Gnar, king of the dinosaurs, destroyer of Demaglia, scourge of the sandbox! He’s cute. He’s cuddly. He’s in a dinosaur onesie! Seriously, IT’S A DINOSAUR ONESIE. He’s green and purple with an adorable little tail.

Just don’t steal his toys.

Overload on cuteness with Dino Gnar, available now in the League of Legends store for 975 RP.




UPDATE: New Yasuo's Skin Particles added into the news!
NOTE: More stuff added to Map8 (Ascension) - SandstormFoW Overlay and WallOfGrass... New visuals for brush or sth else?
NOTE2: Summoner's Rift VU is in files, but unavailable for testing.


Headhunter Caitlyn Splash Art


PROJECT: Yasuo New Particles

Yup, he got renamed from Cyberg Ops. Normal Q particles:

Charged Q indicator

Shield




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