Preseason 2015: Increasing Strategic Diversity
Posted by News [HTML][XML][PERM][FULL] on 31 October 2014, 4:06 pm

Preseason 2015: Increasing Strategic Diversity

Originally Posted by Riot (View RedTracker Source)

 

With the 2014 season winding down, we’re once again just around the corner from the time of chaos that is preseason! Rest assured this isn’t chaos for the sake of chaos or disruption for the sake of disruption; the preseason is an important period of downtime between ranked and professional play to set the foundation for the next year of League’s evolution. Over the coming days we’ll publish a series of dev blogs going in-depth with our preseason changes, including the jungle (again!), objectives, and items. While these won’t cover 100% of what’s coming, we wanted to cover the big topics before getting to the fun. For now, let’s kick things off on a higher level.


Preseason: Just the Beginning

Preseason is our chance to set the stage. It’s the beginning, not the end.

There will be a lot of changes to League over a short period of time and, with so many variables at play, we’re expecting the game to be disrupted, imperfect, and require a lot of tweaking over time. In other words, while we’re confident we’re taking the game in the right general direction, we’ll correct course as needed as we see the changes unfold.

While we’ve been testing preseason internally for months, no matter what we do, players will have put hundreds or thousands (nearly millions?) of times more hours into these changes in the first week than we ever could. We’re looking forward to seeing what you’re all able to do with this slew of new mechanics and content, and we’ll be looking for your feedback.

On to the good stuff!


Strategic Diversity

This preseason, we’re looking for ways to support more strategic diversity in League of Legends. If your eyebrow is raised right now, you’re not alone - ‘strategic diversity’ is a pretty vague and abstract idea. It’s not just a buzzword to us, but a deep focus of our design philosophy going forward, so to keep everyone on the same page we’ll be breaking down what strategic diversity means to us and how we’re working to increase it in this series of posts.


The Path Less Traveled

When we talk about strategic diversity, it’s a conversation about the ways you look to win - the different paths to victory your team can take. Mechanical skill (insane Lee Sin ward kicks) and tactical decision making (funneling through the jungle to set up a perfect Orianna ult) are important elements of skill in League. We’ve focused a lot in the past at ensuring that tactical and mechanical mastery are powerful and, while we don’t want to change that, we do want to enhance the impact and variety of strategic gameplay.

Through the years, players have discovered a bunch of viable strategies like teamfight-focused (deathball) strats, split pushing, siege / poke comps, objective control, and more. In the past, when one of the aforementioned strategies was so dominant it crowded out all others we didn’t have a whole lot of options to bring it back in line other than nerfing the champions that were critical to its success. Think Shen back in his split push heyday or, more recently, Ziggs and stall comps. Since we believe that League is at it’s best when multiple strategies are battling it out on the Rift, we had to target champions to bring strategies in line to allow others to emerge. We’re hoping the path being set by the 2015 pre-season will allow us to create an ecosystem where multiple strategies can prosper… and kill each other.


Some Nitty-Gritty

A common theme you’ll notice is a focus on specialized offense but generalized defense. What this means is your offensive strategy is going to be strengthened by specializing into it. If you want opt into a specific strategy, you’re best off picking a team comp and purchasing items that enable this strategy. For defending against this specialized offense, however, we’re going to provide players with the tools they need in a way that makes counter-strategies available to nearly any team comp (for example, an item that will let you engage on an elusive poke comp). This is the intent of many of the changes to objectives or items; they are available to most comps most of the time and can be leveraged as needed. This allows us to add more power to strategic decisions without games just being decided in champion select.

Another major focus is on deepening the demands on players and champions so that there are more ways for a champion to express strength and power. This will be most apparent in the jungle where we want demands to be greater than “can you gank super hard?” We’re looking to re-introduce value to junglers who can clear quickly or safely (think Season 2) as well as keeping the value of junglers who hit lanes hard, fast and early.


Quick Preview

We’ll be experimenting with changes to objectives (towers, dragon, and baron), the jungle (a new camp, spawn times, difficulty, items, rewards… well, all of it really), items (more situationally powerful actives!) and some core systems (stats per level, death timers, how health / mana regen works). It’s a lot to take in and will take even more time to master in-game, but we’ll walk you through it as we go deeper into the design decisions behind these changes in the coming days. Every change is geared towards laying a foundation which can support more strategic diversity - no matter which champ you choose on the path




Important: Unofficial PBE Patch Notes for 10/30/2014 - Summoner's Rift Login Screen, Reaper Soraka Splash, New Victory/Defeat Assets


New Champion Sneak Peek

Mobius1337 from reddit posted the photo from Lucca Comics & Games event, showcasing the concept art of new champion. His/her name wasn't officially revealed yet, but he's been called "Kalista" by many people (potential leak).

What's more, the teaser from Riot Brazil continued. The Fabulista was consumed by mist and speaks of himself with plural form ("we"). After consuming, he replied to few people with those answers:

  • "There Fabulista, only the mist. Our heart beats as one."
  • "One more to ride the mist and ravage the living. Running is useless."
  • "The only void that exists is the heart of those who try to resist."
  • "We do not know anything or anyone by that name - and if we do not recognize, you're against us."
  • "Who I am does not matter. Who are WE? We are the fllen. United as one, we will ravage who are against us - and our forces only increase."
  • "We do not recognize Lucian nor Senna - and if We do not recognize them, they are against us. The paladin of pain and cleric of death march to the same beat of the drum as we."
  • "Plague the living and increase our strength."

Further, it also matches the recent teaser from official Riot Facebook "We are vengeance." with the banned attached. Italian department posted following picture:

I bet you recognize the face by now. Seems like we're close to the full reveal...


Incoming Change to Sion's Passive

Originally Posted by Riot (View Original Source)

Any updates on the idea of his passive bleeding him out at a flat HP rate?
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/A4QRfNk1-does-sion-take-too-long-to-revive?show=flat&comment=0011

This is actually something we are doing for the next patch. Flat HP amount drain (based on char level) instead of % max HP.

It was a silly thing that he was punished for building tanky with the old system. So yea, good change.


Footsteps Sound in LoL

Originally Posted by Riot (View Original Source)

I know this isn't a big deal, but it's really bother me that there isn't a single foot steps sound effect in the game. Even it's just a quiet foot step, I still want to hear it in the game. It will make the environment to have more activities. [...]

Hey!

I haven't seen this topic come up in a while, and I'd be glad to give some insight.

There have been some experiments in the past with adding footsteps and movement sounds to the Champs. Results were mixed, and often times ended up getting annoying.

BUT, that isn't to say that we would never think about adding them sometime down the road. Honestly though, it's a Herculean task at this point, and probably isn't realistic; but never say never.

Cheers!

I personally always found this a big deal. Since just walking around the rift to just the music something and nothing but "............" was a little meh sometimes. I don't think it would be a big deal (although still a huge task) to add it. as always the simple option would be to make it optional.

I personally love the movement sounds they have in dota 2 for example and how each one has something a bit different. I really would love to see this happen someday

Yeah, maybe it's something that would just get cut out when in battle - there are definitely things we could do to make it not annoying.

It's good to know it's something you guys are interested in, and I agree, the fine audio folks at Valve did a good job with this type of system in Dota 2.

Cheers! =)


The Making of Featured Game Modes

Originally Posted by Riot (View Original Source)

 

As everyone enjoys Hexakill: Twisted Treeline, it felt like a good time to give some insight into how we make Featured Game Mode's by analyzing our approach to the previous mode, Ascension. Hopefully I can give you guys some insight into our iterative development process, what we take away and learn from each mode, plus some stories about things that didn't make it.


Rapid prototyping

We start each Featured Game Mode by trying to define what kind of experience it should be. There are design pillars which help guide this, but we often want you to "discover a new or interesting way to engage with your favourite champions in League of Legends". Of course we still want modes to feel like LoL to some degree, so you can expect to level up, gain power and fight other champions, but we’re not afraid to bend the rules. Sometimes there’s an overarching theme we’re working towards with a mode (e.g. Shurima) and other times it’s a fun mechanic or rule change that just wants to be turned into a mode (e.g. One For All, URF). The golden rule is that regardless of its shape, a mode has to be fun!

With Ascension, we wanted to highlight the Shurima event and bring some of the pervasive lore themes like “power corrupts” through with fun gameplay. It needed to feel scrappy and intense so we started drifting towards a Team Deathmatch (TDM) kind of feel. The Crystal Scar's circular shape made it a strong initial candidate for that kind of gameplay. The tower pads nicely doubled as spawn points enabling a strategic choice for players when entering the battle (and also neatly solved design issues around TDM spawning in the LoL ecosystem). It wasn't going to just work 'as is' though, so we ripped out the towers and minions to fast forward through the laning phase of regular LoL, enabling you to get straight to the fighting! With those changes, daily playtests began to have a running theme emerge: a constant 'struggle for power'.

Two problematic design issues became evident during prototype playtests that I want to zoom in on:

1) Snowballing

Ascension initially felt very snowbally, and while we want to reward #bigplays, it doesn’t feel great to make a single mistake and never be able to recover. We tested and eventually kept the following 'anti-snowball mechanic' in Ascension; all players on both teams had exactly the same gold & XP at all points throughout a match. This meant that at any point in time, you always had an equal chance to win/lose any teamfights. There was no mathematical 'snowballing' possible in Ascension, making the Ascended buff the only actual statistical advantage on the map. Even if the other team was stomping, you had as much chance to win the next Xerath fight, Ascend, and make a comeback. A side-effect was that even when losing badly, you could still get valuable skirmishing practice right up to the end of a game, due to never actually being 'behind'. We were pretty happy with how this solution played out across Ascension's lifetime.

2) Lack of 'strategic choice'.

There was also an early lack of 'strategic choice' in the mode. Original prototype playtests felt too sparse and barren for a TDM, which led to us shrinking the map into the tighter, more action-packed jungle area of the Crystal Scar. This increased the action, but still felt like a directionless TDM. Our team internally dubbed it "Murderball Simulator 2014". The prevailing meta was to just group as 5 and roll around the map killing anything that moved. :/ While murderball was fun in short bursts, it was too monotonous, and we'd tire of it after only a few games. There were no peaks or valleys in the tension curve across the game life. It needed a higher objective layer to float above the TDM, giving purpose to your rampage (rather than killing everything in sight being a means to its own end). We eventually settled on the Relics of Shurima & Ancient Ascendant Xerath combo that shipped, but here's some of the ideas that didn't make it:

    • Transferring the Ascended buff player-to-player based on the killing blow. This was one of the earliest prototypes and just led to a snowbally comp style with monotonous gameplay. Badtimes. :(
    • Capturable towers that provided an area of vision around them while held. These were basically ignored as the vision wasn't valuable enough to directly affect the scoreboard. "Hmm, I could grab some vision... or maul someone's face off with Udyr... face mauling please!"
  • Transforming the 4 remaining teammates on an Ascended team into 'sand soldiers'. We wrote a whole new kit for these 'sand soldiers' based around helping the Ascended track, hunt and lock down kills. Turns out that taking away your ability to play your favourite champion is a terrible idea. The kit tried to walk a middle-line of doing everything, and ended up being good at nothing in particular. "Why am I this sand soldier guy trying to slow guys and shield the Ascended? I could be doing this as Lulu... and WAY BETTER!"

That perfect game

We often hear from players that they would like more ways to express their skill level visually. With the 'Perfect Ascension' icon, we wanted to try making a 'challenge mode' icon to reward exceptional play. It needed to reflect actual gameplay excellence to be valuable (if it were easy, it would have no value right?) and not be compulsory in any way. The icon didn't require any deviation from regular Ascension play or strategy, and happened naturally in the course of playing to win. You just needed to win VERY convincingly (IE: play the perfect game). Many strategies were kicked around as the best path to a perfect game, but we largely saw that if it ever came down to a scrap at Xerath, then your team probably wasn’t playing the perfect game. For those of you who did earn the icon though, nice work! You now hold one of the rarest summoner icons there is.


Outrageous

Each mode brings with it a new wild west of meta where initially “anything is possible”. After about a week though, the sands settle and most players seem to have a good grip on "what's OP". It was pretty widely accepted that “assassins were strong in Ascension”. But let's look at some comparisons.

That may or may not surprise some of you. However... who was actually strong in Ascension?

Yeah that's Taric up there in 5th, despite having a stunningly unpopular pick rate. Oh don't worry, we never saw that one coming either... truly outrageous. This is a good example of why having these modes as temporary is a boon. It gives us the freedom to experiment without the burden of having a static and well-documented meta.” Featured Game Modes don’t have comparable depth to Summoner’s Rift, and having them on for a few weeks at a time keeps them fresh and exciting (if Ascension was permanent these meta numbers might have staled fairly quickly thereafter).


Things to improve

Featured Game Modes are a great chance for us to learn what's fun in LoL, what doesn't work, or what we’d like to do better next time around. The Perfect Ascension icon highlighted for us the possibility of misalignment between players on the game's win condition. Specifically, resolution of the icon shouldn't have been possible before the end of a match. This is something we're taking on board.

We were originally going to make Perfect Ascension an 'opt-in experience' and lock it to premade 5-mans, as not everyone on a team might be bought in on trying to earn the icon. This felt too limiting though, and we wanted to give everyone a chance to be rewarded for playing that 'perfect game'. One thing that we noticed overall with the Perfect Ascension was that it forged a lasting memory for everyone, whether they achieved it or not. This is something we're keen to do again, with maybe a different shape.

There was also the eventual solution for how we shrunk the map size and limited player movement using the 'black darkness' on the ground. It was a functional, but not terribly coherent solution. While it did its job (barely) for the first outing of Ascension, there were lots of readability issues for players when initially encountering it. Even after multiple interactions, it was still often unclear to many players that it represented the 'edge of the playspace'. If we ever bring Ascension back, that’s one of the first things we'd like to tidy up.

Both of these examples show the value of Featured Game Modes being temporary. While we might have let something like the 'black darkness' solution hold back shipping a permanent mode, the temporary nature of Featured Game Mode's let players enjoy the mode for a few weeks and make some #bigplays. The highs and lows felt chasing the Perfect Ascension (and the permanent memento for those of you who got it) also would not have been feasible to try. Plus when the mode is done, we can learn from your feedback, and use it to inform any similar upcoming design features, or maybe tweak the mode and bring it back at some point.


What's next?

In the near future I want to chat about the current state of Featured Game Modes. It's been over a year since we started doing them and is a good time to take stock of what we've done, where we are now and what we're aiming to do in 2015. Until then, see you on the rift! ^_^/

-L4T3NCY


Originally Posted by Riot (View Original Source)

Hi all,

Wanted to drop in and say we hear how much you loved URF and want it back! As L4t3ncy mentioned at the end of this blog, he'll be talking soon about how the past year's modes went, some cool data insights, successes and challenges, and what we want to achieve in 2015. In that he's going to go into some detail about URF, some of the challenges we faced and what we learned about it which will give some insight on how we chose to create and bring modes back.

Also, it was said in several of the comments but URF will be back, so fear not! A lot goes into planning a mode schedule for a year, but also into making sure when we bring a mode back its not just the same mode, but has had additional development time based on what we learned and want to improve on.

Thanks,
-Chager

I just wanted to say how although I know you intend to make the new gamemodes more interesting by changing the maps, for example one for all and hexakill. I enjoyed the game modes much more when playing on summoners rift. When you create gamemodes like Acension and 1v1's 2v2's for other maps I love them. All i'm trying to say is that when you make a gamemode for a map keep it on that map, maybe add a couple tweaks. I can't speak for everyone but i know all of my friends and I liked the original versions of the gamemodes a lot more. We're hoping that you're not planning on putting urf on a different map. By all means continue making new gamemodes for other maps, but we'd prefer if you kept a gamemode to a map.

There are totally times where keeping an original game mode on the same map makes sense. (Not sure Ascension work work on other maps). But sometimes there are goals we wanted to achieve but didn't or additional game mechanics/changes we wanted to put into a mode that were cut for one reason or another. We're always open to trying to make what's great even better. Sometimes we get it and sometime's we don't, but we always want to try to improve on what we've made before.

Also we want to make sure we listen to feedback on modes from players and take that into account if/when we bring a mode back. One for All was a good example of that; there was a lot of player suggestion that it would be fun on Howling Abyss and we wanted to see how that would work. We also were able to put in some improvements (battle boost, voting system) that were cut from the original OFA.


2014 World Championship Sale Ending Soon

Originally Posted by Riot (View RedTracker Source)

 

The 2014 World Championship sale ends on October 31 so snag your favorite skins before they head into the vault!


Championship Thresh - 975 RP


2014 Championship Bundle -  2115 RP (1455 RP if you already own the champ)

  • Championship Shyvana - 975 RP
  • 2014 Championship Ward - 640 RP
  • World Championship 2014 Icon - 1 IP

Fnatic Team Bundle - 25% off at 2812 RP (5688 RP if you need the champions)


TPA Team Bundle - 25% off at 2812 RP (5358 RP if you need the champions)


SKT T1 Team Bundle - 25% off at 3292 RP (6513 RP if you need the champions)

  • SKT T1 Zed - 750 RP
  • SKT T1 Vayne - 750 RP
  • SKT T1 Jax - 750 RP
  • SKT T1 Lee Sin - 750 RP
  • SKT T1 Zyra - 750 RP
  • SKT T1 Ward - 640 RP

These skins aren’t going into the vault but through October 31, you can grab all the skins and champs Samsung White used to clench the 2014 World Championship for half off!


2014 World Championship Winners Bundle - 50% off at 2210 RP (4220 RP if you need the champions)


Celebrate the 2014 World Championships!


Champion and Skin Sale: 10.31. - 11.03.

Originally Posted by Riot (View RedTracker Source)

 

Grab these champions and skins on sale for 50% off for a limited time:


Skin Sales

Give your champions a new look with these skins:

Bittersweet Lulu
975 487 RP

Viking Tryndamere
750 375 RP



Valkyrie Leona
520 260 RP


Champion Sales

Add these champions to your roster:

<table border="0"> <tbody> <tr> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> </tr> <tr> <td style="text-align: center;"> Jinx
975 487 RP</td> <td style="text-align: center;"> Graves
880 440 RP</td> <td style="text-align: center;"> Lux
790 395 RP</td> </tr> </tbody> </table>



Unofficial PBE Patch Notes for 10/30/2014
Posted by News [HTML][XML][PERM][FULL] on 30 October 2014, 6:08 pm

WIP Post

Updated Splasharts

Reaper Soraka

Singed (Updated)

Wukong (Updated)


New End Game Logos?

Victory

Defeat 


Gifting Icons

   




Updated Summoner’s Rift Nears Open Beta!
Posted by News [HTML][XML][PERM][FULL] on 29 October 2014, 4:08 pm

Updated Summoner’s Rift Nears Open Beta!

Originally Posted by Riot (View RedTracker Source)

 

For almost six months, we’ve had the updated Summoner’s Rift stewing on PBE as we made tweaks and changes based on your feedback. Although we’ll continue to refine and optimize, we’re pretty happy with where we’re at right now, so we’ll soon be moving onto the next phase: open beta! Once the 2014 season is officially wrapped, we’re going use a staggered rollout during preseason, pushing the updated map onto live in stages to help ensure server stability. Here’s the order for our planned rollout:

  • Stage 1: Team Builder and Intro Bot games
  • Stage 2: All normal modes, custom games, and all other bot modes
  • Stage 3: Ranked

We expect this rollout could take several weeks and we may delay stages if we run into bugs or server stability issues. That said, our plan is to push it out as fast as we can while making sure its appearance is toaster-friendly and doesn’t Lee Sin kick our servers into oblivion.

Finally, while this is still technically a beta (we're planning to continue to update Summoner's Rift--for example, expect updates in the next couple of patches!), the updated Summoner’s Rift will eventually completely replace the old one, so there will be no separate queues to play on the existing SR. This’ll allow us to focus our resources on improving the updated SR, and avoid splitting the team’s focus by having to make the upcoming preseason changes on both.

From the entire team that worked on this update, we truly wanted to thank you for your feedback! We can’t wait to face you all in-game on Summoner's Rift




Don't miss: Unofficial PBE Patch Notes for 10/28/2014 - Season 4 Reward Icons Updated, Champion Changes


Scruffy on Sion Potential Changes

Originally Posted by Riot (View Original Source)

His Ultimate and Q, and sometimes W. These are abilities where you will largely not be getting the full benefit of these abilities, because the implied threat of these abilities itself is what they're all about. [...]

There should be a few tweaks for him (some stat increases, bugfixes, usability and mana costs) up on the PBE in the next build (they will be released in the next patch [already on PBE]).

To some of your points about Q and R reliability, those will most likely not change. Those abilities are meant to be very powerful but limited in meaningful ways.

  • Q has beyond most normal ability AOE base damage and CC, because it is a very committed decision (a good comparison here is fiddlesticks drain). If we wanted to increase the reliability of the spell we would probably make the "snap cast" (not full charge) more effective.
  • Similarly R enables unstoppable engage and map movement at the cost of great reliability. That said, the R turning is a number that we can tweak easily if we want to increase the reliability a bit more in the future.



WIP POST

*NOTE - Pre-Season changes were reverted again - along with Nocturne E buff and Quinn Range and MS changes


Summoner Icon changes

The Icons are now bigger and brighter! You can compare them to the old version from first preseason patch.

<table border="0"> <tbody> <tr> <td style="width: 150px; text-align: center;"> </td> <td style="text-align: center;">Solo Queue</td> <td style="text-align: center;">3v3 Queue</td> <td style="text-align: center;">5v5 Queue</td> </tr> <tr> <td style="width: 150px; text-align: center;">Bronze</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Silver</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Gold</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Platinum</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Diamond</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Master</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 200 / 50
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 50 / 15
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 10 / 3
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Champion Changes

Sion

  • Base health per level raised to 73 (from 70)
  • [Q] Decimating Smash - Now costs 45/50/55/60/65 mana (down from 50/55/60/65/70)
  • [W] Soul Furnace - Now gains 10 health per large monster kill (up from 8)
  • [W] Soul Furnace - Now costs 65/70/75/80/85 mana (down from 70/75/80/85/90)
  • [E] Roar of the Slayer - Now costs 35 mana across all ranks (up from 25)

Lucian

  • [R] The Culling - Now deals 40/50/60 per shot (down from 45/55/65)



Unofficial PBE Patch Notes for 10/28/2014
Posted by News [HTML][XML][PERM][FULL] on 28 October 2014, 6:06 pm

WIP POST

*NOTE - Pre-Season changes were reverted again


Summoner Icon changes

The Icons are now bigger and brighter! You can compare them to the old version from first preseason patch.

<table border="0"> <tbody> <tr> <td style="width: 150px; text-align: center;"> </td> <td style="text-align: center;">Solo Queue</td> <td style="text-align: center;">3v3 Queue</td> <td style="text-align: center;">5v5 Queue</td> </tr> <tr> <td style="width: 150px; text-align: center;">Bronze</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Silver</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Gold</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Platinum</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Diamond</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Master</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 200 / 50
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 50 / 15
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 150px; text-align: center;">Challenger
Top 10 / 3
</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Champion Changes

Sion

  • Base health gain raised to 73 (from 70)
  • [Q] Decimating Smash - Now costs 45/50/55/60/65 mana (down from 50/55/60/65/70)
  • [W] Soul Furnace - Now gains 10 health per large monster kill (up from 8)
  • [W] Soul Furnace - Now costs 65/70/75/80/85 mana (down from 70/75/80/85/90)
  • [E] Roar of the Slayer - Now costs 35 mana across all ranks (up from 25)

Lucian

  • [R] The Culling - Now deals 40/50/60 per shot (down from 45/55/65)



Don't miss: Unofficial PBE Patch Notes for 10/27/2014 - Scuttle Crab Model

Don't miss: Evolve Alpha Keys! Download Curse Voice and claim your guaranteed access key for the Evolve Big Alpha. You'll be able to play in the alpha when it launches on October 31st. All informations you can find on official page.


Riot Brazil Fog Teaser

Another one, also refers to the fog. "Fabulista" can be translated as "storyteller".
UPDATE: New translation! Thanks ohnitiel ! Also additional note from him:
It's worth to say that the writer "Fabulista" is a male character, this is given by this phrase "me sinto sozinho". In portuguese over 90% of the words that finish in "o" are male nouns.

Originally Posted by Riot (View Original Source)

"In the beggining, many called me “Fabulista”. I wrote tales and histories to entertain people. All that I wanted was, through my words, give wings to my readers imagination. One year ago, all this drastically changed…

Now, I write to not forget.

I don’t know any more if what I see is my reality, or but a dream. Yes, I believe there’s a history behind everything, but… what if not everything is just a history? What to do about these visions of haunted islands clouds of inconsolable souls of places unknown to me?

My sleep is restless – that is, when I can sleep – it might be playing tricks on my frail mind. Ah, rest, why do you run from me?

Once in a while, I feel alone. Common; a writer has these moments when have more the company of his characters rather than, well, real people. Sometimes, I’d do anything to know that these voices from beyond have a meaning…"




Unofficial PBE Patch Notes for 10/27/2014 - Scuttle Crab Model
Posted by News [HTML][XML][PERM][FULL] on 27 October 2014, 9:59 pm

WIP POST

League is now infected with crabs! (model for scuttle crab)

Champion Changes

Nocturne

  • Unspeakable Horror [ E ] - New Passive - Nocturne gains massively increased movement speed toward feared enemies.

Item Changes

Ranger's Trailblazer

  • Now restores 20% of missing health and mana upon use



Don't miss: Unofficial PBE Patch Notes for 10/27/2014 - Scuttle Crab Model

Don't miss: Evolve Alpha Keys! Download Curse Voice and claim your guaranteed access key for the Evolve Big Alpha. You'll be able to play in the alpha when it launches on October 31st. All informations you can find on official page.


Riot Brazil Champion Teaser

Another one, also refers to the fog. "Fabulista" can be translated as "storyteller".

Originally Posted by Riot (View Original Source)

At first, many called me "Fabulista". I wrote short stories and stories to entertain people. All I wanted was, through my words, give wings to the imagination of my readers. About a year, all that changed dramatically ...

Now, I write not to forget.

I do not know if the more now that I see is my reality, or is just a dream. Yes, I believe there is a story behind everything, but ... what if not everything is just a story? What do these visions and haunted islands clouds disconsolate souls of places unknown to me?

My restless sleep - that is, when I can sleep - may be playing tricks on my fragile mind. Ah, home, why run away from me?

From time to time, I feel alone. Normal; career as a writer has these moments when you have more company than their characters, well, real people. Sometimes I would do anything to know that these voices from beyond have some reason ...




Unofficial PBE Patch Notes for 10/27/2014
Posted by News [HTML][XML][PERM][FULL] on 27 October 2014, 8:07 pm

WIP POST

League is now infected with crabs! (model for scuttle crab)

Champion Changes

Nocturne

  • Unspeakable Horror [ E ] - New Passive - Nocturne gains massively increased movement speed toward feared enemies.

Item Changes

Ranger's Trailblazer

  • Now restores 20% of missing health and mana upon use



Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 27 October 2014, 1:10 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow October 28th. Click a champion’s icon for guides.

<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>


New Summoner Icons

 

Updated Champion Splash-Art

Base Gragas

Base Graves

Champion Portrait Updates

<table border="0"> <tbody> <tr> <td style="width: 100px;"> </td> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> <tr> <td style="width: 100px; text-align: center;">Gragas</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 100px; text-align: center;">Graves</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 100px; text-align: center;">Kayle</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

 

New Champion Ability Art

<table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q- Poison Trail</td> <td style="text-align: center;">W- Mega Adhesive</td> <td style="text-align: center;">E- Fling</td> <td style="text-align: center;">R- Insanity Potion</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Champion Ability Changes

Ryze

  • [Q] Overload: Now deals 40/60/80/100/120 (down from 60/85/110/135/160)

 Singed

  • [E] Fling: Now roots instead of snares
  • [W] Mega Adhesive: Will now root targets flung into it instead of snaring

Zilean

  • [Passive] Heightened Learning: Now an aura instead of global



Unofficial PBE Patch Notes for 10/25/2014
Posted by News [HTML][XML][PERM][FULL] on 24 October 2014, 9:12 pm

WIP POST

NOTE - Pre-Season changes are back!

 

Lucian

  • [W] Ardent Blaze - Movement Speed raised to 40/45/50/55/60 (from 40/40/40/40/40)
  • [W] Ardent Blaze - Ability Power ratio removed
  • [R] The Culling - Raised to 45/55/65 (from 40/50/60)
  • [R] The Culling - Cooldown raised to 110/100/90 (from 100/75/50)

Janna

  • [W] Zephyr - Cooldown raised to 12 across all ranks (from 12/11/10/9/8)

Quinn

  • Auto Attack range raised to 550

Item Changes

Chalice of Harmony

  • Item Cost raised to 880 (from 1000)
  • Raised to 25 magic resistance (from 20)
  • 50% Base Mana Regen (from +7 mana per 5)
  • Now restores 1.5% of max mana every 5 seconds (changed from 1% mana regen per 1% mana missing)

Athene's Unholy Grail

  • Item Cost raised to 2700 (from 2600)
  • 50% base mana regen (changed from +10 mana regen per 5)
  • Now restores 1.5% of max mana every 5 seconds (changed from 1% mana regen per 1% mana missing)

Doran's Shield

  • Now also blocks 8 damage from spells

 





The Harrowing - Tales of the Black Mist

UPDATE: Article version made!

Originally Posted by Riot (View Original Source)


Tales of the Black Mist

A ghastly puppet show recounts a familiar tale in Bilgewater, but tonight the fog’s come down especially thick...

Pass along the warning of the Black Mist.



Unofficial PBE Patch Notes for 10/23/2014
Posted by News [HTML][XML][PERM][FULL] on 23 October 2014, 6:10 pm

WIP POST

New Summoner Icons

 

Updated Champion Splash-Art

Base Gragas

Base Graves

Champion Portrait Updates

<table border="0"> <tbody> <tr> <td style="width: 100px;"> </td> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> <tr> <td style="width: 100px; text-align: center;">Gragas</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 100px; text-align: center;">Graves</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> <tr> <td style="width: 100px; text-align: center;">Kayle</td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

 

New Champion Ability Art

<table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q- Poison Trail</td> <td style="text-align: center;">W- Mega Adhesive</td> <td style="text-align: center;">E- Fling</td> <td style="text-align: center;">R- Insanity Potion</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

Champion Ability Changes

Ryze

  • [Q] Overload: Now deals 40/60/80/100/120 (down from 60/85/110/135/160)

 Singed

  • [E] Fling: Now roots instead of snares
  • [W] Mega Adhesive: Will now root targets flung into it instead of snaring

Zilean

  • [Passive] Heightened Learning: Now an aura instead of global




Another Fog Teaser

Riot OCE published a short video today of the flag you see above. Like in the previous teaser, it's covered in fog and you can spot blinking teal light in the background.





Cone Abilities Bug Partially Fixed

Originally Posted by Riot (View Original Source)

Hi folks, We wanted to let you know that we patched out a fix that addresses the issues you have been experiencing with cone abilities not casting towards the correct direction (e.g. Kassadin's E, Darius' E, Annie's W, Nidalee's E). However, there is still one case that isn't fixed, were if you quick cast the ability right on top of your character's position the ability might not fire at the correct location. We know that this sucks, but we decided to go with a partial fix that addresses most of the issues, while we're working on getting a full fix with 4.19. Sorry for the inconvenience and thank you for your understanding.




New Splash Arts Spotted on Worlds

(View Original Source)

Maokai

<table border="0"> <tbody> <tr> <td style="text-align: center;">

Anivia

</td> <td style="text-align: center;">

Gragas

</td> <td style="text-align: center;">

Graves

</td> <td style="text-align: center;">

Warwick

</td> </tr> <tr> <td style="text-align: center;"> </td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>


Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 20 October 2014, 1:03 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow October 21st. Click a champion’s icon for guides.

<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>


Short Stories: Xerath - Unbound, Azir - Arisen, Story Discussion
Posted by News [HTML][XML][PERM][FULL] on 17 October 2014, 11:00 pm


Short Stories: Xerath - Unbound

Originally Posted by Riot (View Original Source)

Xerath

This was the moment.

The singular moment that had cost him so much, that had taken a lifetime of planning. A corrupt empire and its strutting princeling would be struck down under the blankly idiotic sun symbol they both so trusted. The key to immortality, jealously guarded and miserly offered, would be his alone, stolen in front of the entire world. A singular moment of perfect vengeance that would finally free the slave known as Xerath.





Champion Pages Covered in Fog


If you've been looking on the official champion pages, you might have noticed something unusual. If you enter one of 7 champions pages, they quickly have their splash arts covered in dense fog (or smoke? cloud?). You can spot some short bursts of light (thunder?) in the fog.




Don't miss: Curse Voice Approved by Riot


Commemorate the 2014 Season!

Originally Posted by Riot (View Original Source)

 

From the NA LCS and EU LCS to the LPL and OGN, the 2014 season was defined by adrenaline-pumping teamfights, clutch backdoors and jaw-dropping pentakills. To commemorate every one of those moments, we’re releasing Championship Shyvana along with the 2014 Championship Ward and Icon from now through October 31.

  • Championship Shyvana975 RP
  • 2014 Championship Ward – 640 RP
  • 2014 Championship Icon – 1 IP

If you just can’t live without all three, snag them in the Championship Bundle for 2115 RP (1455 RP if you already own the champ) from now through October 31. In the bundle, Championship Shyvana remains at full price but you’ll receive Shyvana herself and the 2014 Championship Ward at a 25% discount.

Immortalize every epic moment of the 2014 Season!




Curse Voice Approved by Riot
Posted by News [HTML][XML][PERM][FULL] on 14 October 2014, 2:41 pm

Curse Voice Approved by Riot

Curse Voice is now officially approved by Riot as legal 3rd party software! Since last time it received new friends system! Check it out if you didn't already.

Every information about Curse Voice you'll find on it's official website.

Originally Posted by Riot (View Original Source)

"Hey everybody!

I wanted to jump back into this discussion to share some updates. As those following this topic know, back in the spring we made some clarifications that 3rd party applications with particular functions were considered against our Terms of Service (that link goes to the old Forums thread, which is a mirror of this one), and that the use of such applications was prohibited (and could even potentially lead to disciplinary actions). One of the several contributing factors to this topic was the early beta of Curse Voice and recent updates to Razer Comms, and the conversations that arose around them.

Over the past few months we have been working with the developers of many applications, including Curse and Razer. Because of this, the latest revision of Curse Voice (version 6.1.X) and Razer Comms (version 2.1.X) no longer violate our current guidelines. I should note, however, that with all third party apps these situations are subject to change as programs evolve, and this issue may be revisited in the future if the situation warrants it. Also... Curse Voice, Razer Comms, and all other 3rd party programs are not supported by Riot. Because of that, we can never guarantee the user experience when they and other programs are run in tandem with League of Legends. We always suggesting disabling such programs in your first step towards any troubleshooting, should problems arise

Hopefully this clears up any remaining confusion out there."




Don't miss: Unofficial PBE Patch Notes for 10/13/2014 - 11 New Splash Arts


Curse Voice Approved by Riot

Curse Voice is now officially approved by Riot as legal 3rd party software! Since last time it received new friends system! Check it out if you didn't already. Official Riot accouncement should arrive in next few days.

Every information about Curse Voice you'll find on it's official website.


Dunkmaster Darius Hits The Court!

Originally Posted by Riot (View Original Source)

 

An uneasy silence falls over the arena as Dunkmaster Darius steps onto the court. Since his debut, two teams have disbanded, seven referees have “mysteriously” disappeared, and three hundred fans have been treated for shock.




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