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BY KANTAYAMS


PROJECT returns this year with new skins and a new process for joining the First Strike to unlock unique borders for loading screen cards.

As you may have noticed on PBE, we’ve modified the Hextech Crafting system to prepare for First Strike with two new limited-time crafting materials. Introducing PROJECT Cores and blueprints:


EXHIBIT A // PROJECT CORE

 

EXHIBIT B // BLUEPRINTS

 

PROJECT Cores fuse with blueprints to unlock various types of loot. Certain blueprints allow you to craft First Strike icons for PROJECT: Ashe, PROJECT: Ekko, and PROJECT: Katarina, which you will need to secure First Strike borders for their loading screen cards.

These new and existing crafting materials reside in a variety of caches that you can purchase for IP or RP. Caches are similar to Hextech chests but do not require a key to open.

 

EXHIBITS C-G // CACHES

 

In our efforts to make gemstones directly purchasable, we’re also guaranteeing one per day in special bundles for the first six days of this operation.

We’ll dive deeper into this process with an FAQ in the near future. Stay tuned!

 

 

PBE 15/07

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

PROJECT: Ekko, Ashe & Katarina have received their limited loading screen borders; no news on how to obtain them yet, but if the promo is identical to last year’s, you’ll get them for purchasing the PROJECT skins during the first week of sales.

AsheLoadScreen_8_LE EkkoLoadscreen_3_LE KatarinaLoadscreen_9_LE

 

PROJECT: Yasuo has also received a limited-edition border; no news on how to get it yet (speculation: the skin will go on sale and everyone who buys it or has bought it before the sale ends will get the border).

YasuoLoadScreen_2_LE

 

The existing PROJECT skins received updated to their limited-edition borders; the stylized inner border now wraps tighter around the picture.

Left side: OLD, right side: NEW

ZedLoadScreen_3_LE_old ZedLoadScreen_3_LE

MasterYiLoadScreen_9_LE_old MasterYiLoadScreen_9_LE

LucianLoadScreen_6_LE_old LucianLoadScreen_6_LE

LeonaLoadScreen_8_LE_old LeonaLoadScreen_8_LE

FioraLoadScreen_4_LE_old FioraLoadScreen_4_LE

 

 

Champion Changes

 

Nidalee Final Champion Portrait

 

Prowl [ Passive ]  Change BoxProwl

  • Bushwhack [ W ] no longer triggers the Hunt debuff;
  • The duration of the Movement Speed buff when Hunting while in Cougar form has been increased from 2 seconds to 4.

 

Buff BoxJavelin_TossJavelin Toss [ Q ]

  • Minimum base damage increased from 60/77.5/95/112.5/130 to 70/85/100/115/130 (maximum base damage has likewise been adjusted from 180/232.5/285/337.5/390 to 210/255/300/345/390).

 

Buff BoxBushwhack (1)Bushwhack [ W ]

  • Hitbox width of trap increased from 150 to 200.

 


Buff BoxTakedownTakedown [ Q ]

  • Minimum damage changed from 4/20/50/90 [+0.36 AP] to 20/40/60/80 [+0.4 AP] (maximum base damage has also been changed from 8/45/125/248 [+0.36 AP] to 40/90/150/220 [+0.4 AP];
  • Bonus damage against targets with the Hunt debuff increased from 33% to 40%.

 

Quality of Life Box FinalAspect_of_the_CougarAspect of the Cougar [ R ]

  • Tooltip now correctly states that [ R ] doesn’t reset Nidalee’s auto-attack timer and the cooldown of [ R ] isn’t reset when Hunt is applied.

 

 

Renekton Final Portrait

 


Dominus [ R ]
Buff BoxDominus

  • Fury-per-second decreased from 6 to 5 (revert on the change in this PBE update);
  • Now immediately grants Renekton 20 Fury when cast.

 

 

Item Changes

 

Nerf BoxArdent_Censer_itemArdent Censer

  • The passive granting a 15% bonus to heals and shields is now UNIQUE (meaning it can’t stack).

 

Nerf BoxMikael's_Crucible_itemMikael’s Crucible

  • The passive granting a 15% bonus to heals and shields is now UNIQUE (meaning it can’t stack).

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE Update 13 07 Banner

 

PBE 13/07

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

New Splash Arts

 

PROJECT: Ashe

Ashe_Splash_8 (1) AsheLoadScreen_8 (1)

 

PROJECT: Ekko

Ekko_Splash_3 EkkoLoadscreen_3 (1)

 

PROJECT: Katarina

Katarina_Splash_9 KatarinaLoadscreen_9 (1)

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Base damage decreased from 70/115/160/205/250 to 60/105/150/195/240.

 

 

 

Corki Final Portrait

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • No longer reduces Armor/MR per hit, to a cap of 4/8/12/16/20 l instead, Gatling Gun now decreases Armor/MR by 10/15/20/25/30 after it hits an enemy 8 times;
  • Counter for Gatling Gun stacks now resets 4 seconds after the enemy stops getting hit by it, increased from 2.

 

 

Jarvan IV Final Portrait

 

Buff BoxDemacian Standard Final IconDemacian Standard [ E ]

  • Attack Speed buff increased from 10/13/16/19/22% to 15/17.5/20/22.5/25%.

 

 

 

Karma Final Portrait

 

Nerf BoxInspire Final IconInspire [ E ]

  • Base shield strength decreased from 80/110/140/170/200 to 70/100/130/160/190.

 

 

 

Kassadin Final Portrait

 

Buff BoxNull_SphereNull Sphere [ Q ]

  • Base damage increased from 70/95/120/145/170 to 70/100/130/160/190.

 

 

Buff BoxForce_PulseForce Pulse [ E ]

  • Mana cost decreased from 80 at all ranks to 60/65/70/75/80.

 

 

 

Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ]

  • Pouncing on a target afflicted by Hunt will no longer put Pounce on a 3-second-cooldown; instead, it will slow the target by 50% for 0.5 seconds.

 

 

Renekton Final Portrait

 

Buff BoxDominusDominus [ R ]

  • Base magic damage-per-second increased from 30/60/120 to 40/80/120;
  • Fury-per-second increased from 5 to 6.

 

 

Shen Final Portrait

General

  • Base Health-per-second decreased from 2 to 1.7.

 

 

Shyvana Final Portrait

General

  • Base Health increased from 595 to 600;
  • Base Armor increased from 27.6 to 28.

 

Change BoxDragon's_DescentDragon’s Descent [ R ]

  • Fury generation changed from 1/2/3 per 1.5 seconds to 1/1.5/2 per second.

 

 

 

Taliyah Final Portrait

 

Change BoxThreaded_Volley (1)Threaded Volley [ Q ]

  • Base damage changed from 70/80/100/120/140 to 50/75/100/125/150;
  • Secondary hits now deal 55% of the original damage, increased from 50%;
  • Mana refund from casting [ Q ] while standing on Worked Ground decreased from 50% to 25%;

 

 

Zyra Final Portrait

 

Buff BoxDeadly_SpinesDeadly Spines [ Q ]

  • Damage increased from 60/90/120/150/180 [+0.55 AP] to 60/95/130/165/200 [+0.6 AP].

 

 

 

New Summoner Icons

No idea how you can get these yet; stay tuned!

 

profileIcon1225 profileIcon1226 profileIcon1227 profileIcon1228 profileIcon1229

profileIcon1230 profileIcon1231 profileIcon1232 profileIcon1233 profileIcon1234 profileIcon1235

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

PROJECT: Katarina

Project Katarina

CnLnFQxUIAEujzk

 

PROJECT: Ekko

Project Ekko

CnLm1oCUkAEMLgM

 

PROJECT: Ashe

CnLmq1jUEAA6ZpI

CnLoFbjUAAANnXW

CnLmWvUVMAEhvXi

CnLmedVUMAEPxV9

League’s official Facebook page posted a short gif that teases PROJECT skins for Kat, Ekko and Ashe:

 

 

Here are the individual frames from the teaser:

ashe teaser 1 ashe teaser 2 ekko teaser 1 ekko teaser 2 kat teaser 1 kat teaser 2

 

You can find additional teasers on the PROJECT minisite. Similar to last year, you can see blueprints of the weapons the champions’re using.

You start by typing one of three words: FREEDOM, UNITY or AMBITION. Each word will then have three floating circles that contain a phrase or a weapon blueprint:

 

Here’s Kat’s teaser and the blueprint for her daggers:

Ambition

Ambition 1 Ambition 2 Ambition 3

 

Here’s Ekko’s teaser, with his sword in the last screenshot:

Freedom

Freedom 2 Freedom 1 Freedom 3

 

Here’s the teaser for Ashe, including a schematic of her bow:

Unity

Unity 3 Unity 2 Unity 1

 

Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Pool Party Miss Fortune

MissFortune_Splash_9 MissFortune_9

 

 

Leona


Solar Flare [ R ]

  • Base bonus (magic damage) from Incandescence decreased from 30/50/70 to 30/40/50.



Ryze


Spell Flux [ E ]

  • Bonus damage from Overload [ Q ] decreased from 60/70/80/90/100% to 40/55/70/85/100%.



Taliyah


Seismic Shove [ W ] 

  • Cooldown increased from 16/14/12/10/8 seconds to 16/15/14/13/12 (note that W doesn’t require a mouse drag to cast anymore).

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

New Splash Arts

Pool Party Fiora

Fiora_Splash_5 Fiora_5

 

New Summoner Icons

profileIcon2073 profileIcon2072 profileIcon2077

profileIcon2076 profileIcon2075 profileIcon2074

 

Azir

Arise [ W ]

  • Vision range of Soldiers decreased from 575 to 350.
  • Base damage of soldiers decreased from 50/55/60/65/70/75/80/85/90/95/100/110/120/130/140/150/160/170 to 50/52/54/56/58/60/63/66/69/72/75/85/95/110/125/140/155/170.

 

Fiora

Lunge [ Q ]

  • Bonus AD ratio increased from 0.55/0.7/0.85/1/1.15 to 0.95/1/1.05/1.1/1.15.

 

Lee Sin

Safeguard [ W ]

  • Base shield strength increased from 40/80/120/160/200 to 40/100/160/220/280.

Lux

Illumination [ Passive ]

  • Bonus damage-per-level increased from 8 to 10.

Light Binding [ Q ]

  • Base damage decreased from 60/110/160/210/260 to 50/100/150/200/250.

 

Malzahar

  • Base Movement Speed decreased from 340 to 335;
  • Auto-attack range decreased from 550 to 500.

 

Poppy

Iron Ambassador [ Passive ] 

  • Shield value increased from 15% at all levels to 15/17.5/20% (values for levels 1/7/13);
  • Cooldown decreased from 18/14/10 seconds to 16/13/10.

 

Heroic Charge [ E ]

  • Stun duration decreased from 2 seconds at all ranks to 1.6/1.7/1.8/1.9/2.

 

Rek’Sai

Void Rush [ R ]

  • Cooldown increased from 150/110/70 seconds to 180/140/100.

 

Sona

Power Chord [ Passive ] 

  • Base damage increased from 13-192 (increases with level) to 15-235.

Aria of Perseverance [ W ] 

  • Shield AP ratio increased from 0.25 to 0.3.

Song of Celerity [ E ]

  • Duration of active increased from 1.5 seconds at all ranks to 3;
  • AP Ratio of active (%) increased from 0.04 to 0.06.
  • When out of combat, the active now gives Sona 16/17/18/19/20 [+0.07 AP] % bonus Movement Speed for 7 seconds.

 

6.14 Bugfixes

Howdy all!

We’ve been looking into different ways to bring back visibility on some of our patch-to-patch bugfixes and shed a bit of light on what caused the bugs or how we went about fixing them. We won’t always have these mini-contexts (sometimes things are really boring or simple), but hopefully the occasional storytime is interesting to you! We’ll update this thread a couple of times across the patch cycle.

Here are some of the bugs we’re fixing for 6.14 (feel free to let us know if they’re still busted):


1. Zyra Passive activates when recalling in brush
Zyra’s passive turns off while she’s in brush to prevent seeds from revealing her location. If she reveals herself by casting an ability or attacking, her passive turns back on. Since Recall is technically a spell, it was re-enabling Zyra’s passive, even though Recall itself doesn’t reveal you from brush.


2. Braum dies from Baron Nashor in one hit
This is a fun one ;P Baron was able to kill Braum in one hit with his Acid Shot if Braum moved in front of a target within a very specific time period and cast Unbreakable. Each of the missiles from Acid Shot “dies” after it hits the ground, and Braum’s E was intercepting that “death”. We made it so Unbreakable ignores that particular effect.


3. Yasuo’s Q and E+Q combo can fail to critically strike at 100% crit chance
Because of how Yasuo’s passive interacts with crit, he sometimes ran into rounding errors with crit runes (every other source of crit is a #cleannumber so rounding’s not an issue). We adjusted some of the background math to fix this inconsistency.


4. Annie could override Tibbers’s Vengeance AI by issuing him a command at the moment she died
When Annie dies, Tibbers goes berserk and tries to kill the champion that killed Annie. If extremely unluckily timed, that AI could be overridden by a simple movement or attack command made at the exact moment Annie died. We added a short buffer so Tibbers ignores any command received after Annie dies.


5. Bad Santa Veigar’s custom particles for Dark Matter were missing
When we last worked on Veigar (BelugaWhale I’m looking at you O_O), we did a bit of file cleanup to make him easier to work with in the future. In the process, we removed the line that told Bad Santa Veigar to use special visuals for W. Fixing this one was a matter of diffing* his previous files with the updated ones, and re-adding the line that went missing.

*Diffing means comparing two versions of the same file. “Difference”. Yeah.


Please let us know if you find this kind of information interesting!

[ Link to Post ]

Categories: LoL News, PBE News Tags:

Patch 6.13 Content

June 27th, 2016

 

Patch 6 13 Banner

Patch 6.13 will hit live in the early hours of June 29th, assuming there are no delays. Here are its contents:

 

Store Content

Balance

New Game Mode



Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7

 

Unfortunately, I can’t do skin previews at the moment. Here’s the spotlight by SkinSpotlights:

 


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10

 

PcCIAqe RUGEEVI

 

Unfortunately I can’t do skin previews at the moment, so here’s a spotlight from SkinSpotlights:

 

 

CHANGES TO SUMMONER SPELLS Banner

 

Change BoxTeleport Final IconTeleport

  • Channel time increased from 3.5 seconds to 4.5;
  • Teleport will additionally ping allies when it’s cast;
  • The Teleport animation will now be visible to anyone who has vision within 500 units of the teleportation point (so no more invisible Brush Teleports).

 

 

Champion Changes

 

Blitzcrank Final Portrait

 

Change BoxStatic_Field Static Field [ R ]

  • Cooldown changed from 30 seconds at all ranks to 60/40/20.

 

 


Gnar Final Portrait

 

 Buff BoxRage_GeneRage Gene [ Passive ]

  • Attack Range in mini form increased from 400-485 (scales with level) to 400-500.

 


Buff BoxHyperHyper [ W ]

  • Base damage increased from 10/20/30/40/50 to 15/25/35/45/55.

 

 

 

Irelia Final Portrait

 

Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

  • Cooldown increased from 70/60/50 seconds to 110/85/60.

 

 


Jarvan IV Final Portrait

 

Change BoxGolden_AegisGolden Aegis [ W ]

  • Base Shield strength decreased from 50/90/130/170/210 to 50/80/110/140/170;
  • Bonus shield per nearby ally increased from 20/30/40/50/60 to 20/40/60/80/100.

 

 

Kindred Final Portrait

General

  • Armor decreased from 27 [+3.25 per level] to 20 [+3.5 per level].

 

Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • No longer passively heals;
  • New Passive: Wolf’s attacks against jungle monsters now slow their Attack Speed and Movement Speed by 50% for 2 seconds.

 

 

Lulu Final Portrait

General

  • Base Movement Speed increased from 325 to 330;
  • Base Mana increased from 292.4 to 350.

 

Change BoxGlitterlanceGlitterlance [ Q ]

  • Slow duration increased from 1/1.25/1.5/1.75/2 seconds to 2 at all ranks;
  • Targets beyond the first take 70% of Glitterlancer’s damage.

 

Buff BoxWhimsyWhimsy [ W ]

  • Now additionally grants 15/20/25/30/35% bonus Attack Speed for the duration of the MS buff.

 

 

Swain Final Portrait

 

Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Cooldown increased from 10 seconds at all ranks to 20.

 

 


Tahm Kench Final Portrait

 

Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

  • New Passive: Tahm Kench’s basic attacks and spells now deal an additional 1/1.25/1.5% (values for levels 1/11/16) of his Maximum Health as bonus magic damage. This value stacks up 3 times (up to 3/3.75/4.5%) against enemy Champions.

 

Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

  • Base damage increased from 80/125/170/215/260 to 80/130/180/230/280.

 

 

Change BoxThick Skin Final IconThick Skin [ E ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 6 seconds at all ranks;
  • Passive now stores 70/75/80/85/90% of damage dealt as gray health, decreased from 100%;
  • Gray health now returns 25/30/35/40/45% of its value back as normal health, increased from 20/26/32/38/44%;
  • Duration of active shield decreased from 6 seconds at all ranks to 3, but the shield no longer degenerates over the duration.

 

Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Passive removed (replaced with a weaker version in the Acquired Taste changes);
  • Cast range on active increased from 4000/5000/6000 to 4500/5500/6500;
  • Maximum channel duration decreased from 15 seconds at all ranks to 6;
  • Delay on recast and time for warning ping to appear are both decreased by 0.5 seconds.

 

 

Thresh Final Portrait

 

Buff BoxDamnation Final IconDamnation [ Passive ]

  • Dragon and Baron now drop 2 souls, up from 1.

 


Change BoxDarkPassageDark Passage [ W ]

  • 0.5 AP ratio removed; instead, each soul grants Dark Passage one more point of shields.

 

 

Trundle Final Portrait

General

  • Health decreased from 1.89 [+0.17 per level] to 1.2 [+0.15 per level].

 


Vladimir Final Portrait

 

Change BoxCrimson_PactCrimson Pact [ Passive ]

  • Vladimir now gains 1 AP per 40 points of bonus Health, decreased from 25;
  • Vladimir now gains 1.4 bonus Health per 1 AP, increased from 1.

 

Change BoxTransfusionTransfusion [ Q ]

  • Base damage changed from 80/100/120/140/160 [+0.45 AP] to 75/90/105/120/135 [+0.55 AP].

 

 

Volibear Final Portrait

 

Nerf BoxFrenzyFrenzy [ W ]

  • Base damage decreased from 80/125/170/215/260 to 60/110/160/210/260;
  • Attack Speed-per-stack decreased from 8/11/14/17/20% to 4/8/12/16/20% (total AS down from 24/33/42/51/60% to 12/24/36/48/60%).

 

 

Zyra Final Portrait

 

Change BoxRampant Growth Final IconRampant Growth [ W ]

  • Cooldown for a new seed changed from 17/16/15/14/13 seconds to 20/18/16/14/12.

 



Item Changes

 

Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.



Buff BoxArdent Censer Final IconArdent Censer

  • Recipe cost decreased from 800 to 700 (total cost up from 2200 Gold to 2400 due to the Forbidden Idol change);
  • Ability Power increased from 40 to 60;
  • Mana regeneration decreased from 100% to 50%;
  • Now additionally grants 15% bonus to healing and shields.

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • The out-of-combat MS buff is no longer disabled when killing an enemy ward or trinket.

 


Buff BoxEye of the Equinox Final IconEye of the Equinox

  • Execute damage changed from 400 to 320 [+5 per level].

 


Buff BoxFace of the Mountain Final IconFace of the Mountain

  • Execute damage changed from 400 to 320 [+20 per level].

 


Change Box3114_Forbidden_IdolForbidden Idol

  • Recipe cost increased from 300 to 600 (total cost up from 550 Gold to 850);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxMikaels Crucible Final IconMikael’s Crucible

  • Recipe cost decreased from 850 to 650 (total cost up from 2300 Gold to 2400 due to the Forbidden Idol change);
  • Now additionally grants 10% bonus to healing and shields.

 

Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Now additionally grants 10% Cooldown reduction;
  • Health regeneration decreased from 50% to 25%;
  • Mana regeneration increased from 25% to 75%.

 

Buff BoxRelic ShieldRelic Shield

  • Execute damage changed from 200 to 195 [+5 per level].

 


Buff BoxRuby Sightstone Final IconRuby Sightstone

  • Combine cost decreased from 600 Gold to 400 (total cost down from 1800 Gold to 1600);
  • Cooldown reduction for actives on items increased from 10% to 20%.

 

Buff BoxSpellthief Final IconSpellthief’s Edge

  • Killing certain adds like Malzahar’s voidlings will no longer deactive the passive on Spellthief’s Edge.

 


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Recipe Changed: Raptor’s Cloak + Nomad’s Medallion + 450 Gold Combine Cost = 2500 Gold Total (total cost up from 2300 to 2500);
  • Now additionally grants 45 Armor;
  • Health regeneration increased from 100% to 150%;
  • Mana regeneration decreased from 100% to 75%;
  • New Unique Passive – Point Runner: Builds up to 20% Movement speed over 2 seconds when near turrets, fallen turrets and void gates.

 

Buff BoxTargons Brace Final IconTargon’s Brace

  • Execute damage changed from 240 to 200 [+5 per level].

 



New Game Mode: Nexus Siege

L4T3NCY New PortraitHeya everyone, it’s been a lo~ong time since we’ve dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we’ve ever attempted making.

You came here to get details. ^_^ Let’s go.



Nexus Siege

TL;DR:

Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy’s Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy’s Nexus in the fastest time wins!

Players: 5v5

Map: Modified Summoner’s Rift
Mode type: Blind Draft pick type with Attack + Defend rounds.

General mechanics:

Round based:

Each team will take turns at sieging the enemy team’s base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win!

Siege Warp trinket and teleporting:

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster!

Crystal Shards:

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by:

Attack side:
— Kill enemy champions
— Passively earned over time

Defense side:
–Kill enemy champions
–When the 1st tower in each lane is destroyed
–For each minion escorted and pushed into the enemy fountain
–Passively earned over time

Normalised EXP & Gold:

Gold & EXP are normalised for Nexus Siege across both teams. This means don’t worry about last-hitting, just push those minions as fast as you can!

Obliterator (Defense team only):

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team’s fountains. If they can push 15 total minions up there, they trigger the Obliterator laser.

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you’re not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

Siege Weapons:

Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. 🙂

Attack:

Siege Ballista

A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner

Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem

Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad

Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.

Defense:

Tower Surge: Beam of Ruination

Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. ‘Ruinate’ your enemies. Do it. 🙂

Tower Surge: Firestorm Bulwark

An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field

Freezes all enemy minions and slows all enemy champs within it’s zone. Can completely change the balance of a team fight.

Flash Zone

Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.


We won’t be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there’s A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3

Let the siege begin. 🙂
— L4T3NCY

EDIT: Nexus Siege is now live for testing on PBE.

Known Bugs:
— Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
— Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
— Titan bar icon for Crystal Generator will be removed. Ignore this feature.
— Shopkeepers are missing after the round swap. We’re still figuring out where they went (short vacation?)
— Siege Weapons in shop that you can’t afford aren’t correctly grey out, indicating that you can’t currently afford them.
— General performance. Low spec machines might struggle somewhat as we continue to optimise the mode’s visuals.
— End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
— Spectator. Various spectator bugs.

 

 

PBE Bugs & Feedback Thread: Pool Party Fiora!

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Pool Party Fiora is ready for some fun in the sun – with her pool noodle sword!

Fun Development Fact: We named the crab in her recall, “Kelly the Krab” after the artist that suggested a fencing crab!

  • Completely new model! (It’s a pool party!)
  • New VFX for all abilities! (So splashy!)
  • New audio for abilties! (Water splashes and popping balloons! And more!)
  • New recall! (Kelly the Krab!)
  • She has special tech on her pool noodle sword that makes it a bit wobbly!
  • Set to be 1350 RP* (pricing always subject to change)

As players who get the first look at this in-progress skin, it would be wonderful to hear your thoughts and feelings on the new Pool Party Fiora! The feedback and bugs you leave here will help us get a better idea of things we may still have to take a look at. :]

See you on the Rift!

[ Link to Post ]

 

 

PBE Bugs & Feedback Thread: Pool Party Miss Fortune!

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It’s raining coconuts….

Pool Party Miss Fortune includes:

  • All new model and textures!
  • All new particles!
  • New Recall Animation!
  • All new SFX on spells and recall!

This skin will be 1350RP! (PBE pricing subject to change)

Your feedback and bug reports are extremely helpful to us, so please check out Pool Party Miss Fortune and let us know what you think! Feel free to drop any bugs you find in this thread as well!

See you on the Rift!

[ Link to Post ]

 

 

PBE Bugs & Feedback Thread: Pool Party Taric!

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Everybody in the pool!

Pool Party Taric is ready to keep an eye out to make sure everyone’s safe on the Rift!

  • New model and texture: Lifeguard outfit, complete with a jacket that can be taken off!
  • New VFX: All sorts of splashy water effects, and a sweet sun with deal with it shades in his ult!
  • New audio: Of course, to accompany the water effects, splashy sound effects!
  • New recall animation: Taric takes of his jacket and hops into the pool!

Pool Party Taric will be 1350 RP. *

Pool Party Taric is now available to play on the PBE! As players who experience a firsthand look at this content, we appreciate constructive feedback – feel free to leave it in the comments below! If you have any questions, you can also drop them below and I’ll do my best to answer them! ^-^

GLHF!

*Prices subject to change.

[ Link to Post ]

 

Here’s Pool Party Taric’s splash art:

Taric_Splash_4

 

 

Champion Changes

 

Leona Final Portrait

 

 

Change BoxShield_of_DaybreakShield of Daybreak [ Q ]

  • Base damage decreased from 40/70/100/130/160 to 30/55/80/105/130;
  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8/7/6/5;
  • Tooltip now correctly states that the stun duration is 1 second at all ranks, not 1.25.

 

Nerf BoxEclipseEclipse [ W ]

  • Base damage decreased from 60/110/160/210/260 to 60/100/140/180/220.

 


Buff BoxZenith Blade Final IconZenith Blade [ E ]

  • Duration of root increased from 0.25 seconds at all ranks to 0.5.

 


Change BoxSolar_FlareSolar Flare [ R ]

  • Base damage decreased from 150/250/350 to 125/225/325;
  • If Solar Flare either slows or stuns an enemy champion, Leona gains Incandescence;
  • Incandescence: Leona’s next 3/4/5 basic attacks gain 100 bonus range and deal 40/70/100 [+0.2 AP] bonus magic damage.

 

 

Malzahar Final Portrait

 

Change BoxVoid_SwarmVoid Swarm [ W ]

  • New voidlings no longer spawn when a voidling attacks an enemy champion, jungle monster or kills/assists in killing a lane minion. Instead, Voidlings now spawn every 4 seconds or whenever a Voidling kills/assists in killing a lane minion.

 

 

Poppy Final Portrait

 

Buff BoxSteadfast Presence Final IconSteadfast Presence [ W ]

  • Bonus Movement Speed on active increased from 27/29/31/33/35% to 32/34/36/38/40.

 

Buff BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Stun duration increased from 1.6/1.7/1.8/1.9/2 seconds to 2 at all ranks.

 

 


Sona Final Portrait

General

  • Range on all auras has been increased from 350 to 400;
  • Aura duration is no longer extended by up to 2 seconds when “tagging” allies.

 

Nerf BoxHymn_of_ValorHymn of Valor [ Q ]

  • Base damage on active decreased from 40/80/120/160/200 to 40/70/100/130/160;

 


Change BoxAria_of_PerseveranceAria of Perseverance [ W ]

  • Base heal increased from 30/50/70/90/110 to 40/65/90/115/140;
  • Healing is no longer increased base on the ally’s missing health;
  • Base shield on active changed from 35/55/75/95/115 to 30/55/80/105/130.

 

Buff BoxSong_of_CeleritySong of Celerity [ E ]

  • Active Movement Speed changed from 13/14/15/16/17% (decaying) to 10/11/12/13/14 [+0.06 AP]% for both Sona and her allies for 3 seconds;
  • Active now additionally grants Melody: Grants 10/11/12/13/14% Movement Speed for 1.5 seconds and on next basic attack within 5 seconds, allies gain 50/55/60/67/70 [+0.15 AP] bonus flat Movement Speed for 2 seconds.

 

Buff BoxCrescendoCrescendo [ R ]

  • No longer passively buffs Sona’s basic abilities; instead, it now grants her 20/30/40% bonus Cooldown Reduction for Q, W and E.

 

 

OBJECTIVES Banner

 

Cloud Drake

  • Bonus Movement Speed (outside combat) increased from 15/30/45 to 25/50/75.

 

 

Categories: LoL News, PBE News Tags:

Next Class Update – the Assassins

Hey all,

Now that the Mages have somewhat settled (don’t worry we’re still monitoring them all), we felt this was a good time to give you a guys a sneak peek into what’s in store for the future.

Our next Class update will be focused on the class that everyone loves and loves to hate…the Assassins.

Why the Assassins?

Assassins are an extremely exciting champion archetype to both watch and play. They provide the game with a very distinct playstyle and keep fights dynamic by providing an unpredictable threat to “safe” champions who would prefer to walk away from every team fight completely unscathed.

At the same time, Assassins have historically been a problematic class for us to tackle. They have been tough to balance because of how frustrating they can be to play against especially when they get ahead. On top of that, most of them kind of just do the same thing…be really, really good at killing a single dude.

What will be the focus?

There are 3 primary goals to this update.

1) Ensure Assassin gameplay is healthy

Playing against an Assassin can often feel very inevitable and hopeless, especially once they start their snowball. Giving opponents options and opportunities to outsmart or outmaneuver the Assassin is critical to the sustainability of the class in the long-term. On the flip side, this also allows us to give Assassins a bit more punch when they do succeed meaning that they’ll be able to dig themselves out of even more precarious situations than before when executed to their full potential.

There are 2 critical problems to solve in this space:

Assassin damage needs to not happen literally in the blink of an eye. Providing opponents with a short window (even if it is fairly brief) allows for reactions to even be possible. Currently, some Assassins deal most (if not all) of their damage in the literal instant they arrive at their target which can lead to moments that are extremely unclear and one-sided.

Assassin damage needs some level of variance. The outcome of a fight shouldn’t be completely decided before it even starts. How well each player performs in any given fight should matter.

When opponents inevitably die from an Assassin, they should be thinking “I should have played that better” rather than “there was nothing I can do.” These are not particular problems with just Assassins, but they are even more critical to solve in a class whose entire identity revolves around taking out enemies as quickly as possible.

2) Ensure each Assassin brings something unique to the table

We all know that all Assassins need to excel at singling out and swiftly taking down vulnerable targets, but currently for many of the Assassins that’s the only thing they excel at. This is problematic because it means that only 1 or a couple of Assassins can ever be relevant at any given time since they are all competing to do the exact same thing.

So beyond just the ability to kill targets efficiently, we want to arm each Assassin with unique tools that make them interesting to play and offer special ways to overcome the opposition.

3) Allow Assassins to meaningfully contribute toward their team winning the game

Part of why Assassin gameplay can be frustrating is that they have very limited options (as squishy melee champions) to push towards victory. This often translates into them relentlessly killing their opposition over and over until their gold lead is far beyond cemented or them waiting for the opposing team to finally just give up.

We are exploring systematic ways for Assassins to play with their team – opening up opportunities for each other, rather than them just being solo lonewolfs for the majority of the game.

What’s different this time?

One of the biggest lessons we learned from the past Class Updates is a simple principle – quality over quantity.

We felt in particular that projects that don’t move the needle enough are simply not worth investing effort and resources into. Vel’Koz’s changes in the Mage Update were a perfect example of good intentions and a solid direction that unfortunately fell short of the mark. Ultimately it felt like change for change’s sake rather than actually pushing and evolving the champion.

The biggest difference in the Assassin update is that there will be fewer updates in lieu of ensuring each of them is a significant change that both solve their gameplay issues and push their unique identities. Quality over quantity.

We still plan to do a comprehensive pass across the entirety of the class to A) see if there are any cool smaller-scale opportunities and B) improve the game health of Assassins that would otherwise dominate the rest of the class. On top of this, we will likely be doing some small-scale Item changes to support the overall effort.

When can we expect this?

This is still far off in the future, so don’t get hyped just yet – we’re aiming for the update to hit this coming Preseason. Similar to the Mages, we’ll be going more in-depth on each specific Assassin as we establish directions and get closer to finish line.

[ Link to Post ]

Categories: LoL News, Riot News Tags: