Thứ Ba, 29 tháng 10, 2013

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Hey everyone,
FeralPony here to run through some high level changes coming this preseason that fall under a topic we're calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It's how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It's the systems in place that aren’t under direct player control.
So what does it include? Here's a look at some of the changes we'll be implementing this preseason:
  • Kill/assist gold
  • Game and objective timings (when things spawn etc)
  • Objective values/rewards (Turrets, Baron, Dragon, etc)
  • Experience
  • Inhibitor mechanics
  • Death timers
  • Map layout & brush changes
  • Jungle (this is a large enough system it'll be included in another post)
Tons of Changes!
You might be saying, “By the factions of Runeterra, Pony, that's a lot of changes!” You'd be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.

Objectives
We’re making some adjustments to global objectives in Summoner’s Rift.
Dragon: The gold and experience rewards for slaying Dragon will now increase over time.
  • In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.
Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)
  • We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.
Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up. (Misaya mentioned he thought turret rewards were based off of damage contribution / assists, but it just grants local gold for anyone in the general area)
  • This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.
Super Minions & Inhibitors: Downed inhibitors will no longer make all minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.
  • Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two. That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.

Other underlying systems:
In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:
Bounty Calculations: We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.
Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.
  • We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.
Brush Changes: We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.
  • In the jungle, this means more accessible sight lines for both ward vision and anyone attempting to move through the jungle.
  • We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward. We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.
That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.
  • FeralPony

Thứ Bảy, 26 tháng 10, 2013

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By : Xelnath
Hello Summoners,
I’m here today to talk about supports – those zero-CS players who devote themselves (and their income) to warding my gank paths and protecting their team without any tangible character growth in the later parts of the game. As a terrifying predator who feeds on the lowly support, I’d prefer to have a low-income, no-item target to prey on in the late game, but as a player and designer…
… fine.
Your pleas have reached us. We have crafted a new world with our dark arts. Behold!

How are Supports in the present day?

First off, let’s clarify who we’re talking about. There are six roles in League of Legends: mage, assassin, tank, fighter, marksman and support. The current meta in League of Legends usually divvies up these roles into the following positions: top fighter, mid mage, jungler tank (or assassin), bottom marksman and bottom support.
However, “support” is a blanket term that covers three overlapping, but different categories: * Player who doesn’t last hit while sharing a lane * Dedicated ward dispenser * Support champions
While we’ve come to accept a single player performing all three of these roles, if you look closely, you’ll see these roles fight each other:
  • Players who don’t last hit but share lane have minimal gold income
  • Warding costs gold and warding power increases dramatically with additional wards placed
  • Warding requires you to move away from your allies constantly
  • Supportive champions want to be near teammates, protecting them
From these points, we can see that 0-cs warding duo-lane support players are the poorest players with the highest consumable expenses and the lowest amount of character growth. Duo-laning support players are currently denied the second half of their growth story!

What’s changing in the preseason?

We want both players in a shared lane to experience growth, item choice and the opportunity to get a full set of items. To get there, we are:
Additionally, new income comes in several forms:
  • Masteries that grant bonus gold to players in a shared lane
  • Improvements to our GP/5 items that reward effective support play
  • Increased assist rewards for players who get significantly more assists than kills
Increasing income, rewarding effective support play and giving everyone access to a basic vision item encourages team cooperation, rewards supportive players and gives everyone the opportunity to participate in the vision game.

Outside of the vision changes, what’s happening to address the above?

First I’ll touch on assist streaks. We’re making it so that players who have significantly more assists than kills will get additional income per assist. If a player does secure a kill, the extra gold from the kill will offset their temporarily decreased gold gain from extra assists.
In addition to assist streaks, we’re exploring masteries that provide additional early game income and we’ve added items that allow support players to gain additional income for supporting their allies, taking objectives and setting up team fights.
Let’s look at a few of the work-in-progress items that I’m talking about:
  • Philosopher’s Stone grants gold every 10 seconds. When a nearby ally kills a minion, you earn gold.
  • Executioner’s Emblem executes minions below 200 health and grants gold to both you and the nearest ally when you last hit. Your ally gains a small gold bonus on top of this. This effect can happen up to twice a minute.
  • Spellthief’s Blade makes it so that your spells and basic attacks against enemy champions grant you gold. It cannot affect the same target more than once every 10 seconds and last hitting an enemy disables this effect for 10 seconds.
Access to these items will allow you to specialize your income to fit your playstyle.

How does this change my experience as a support player?

In a long game, shared lane supports should now expect to be purchasing real items alongside their boots and Sightstone. They’ll still have the biggest impact on vision, but now will have combat stats to make them feel like a more full and complete character. A balanced support champion will be splitting their time between warding, helping allies push lanes to take towers and participating in combat to save allies and kill enemies.
As a side effect of these changes, we’re also taking a close look at core supports: Janna, Sona, Nami, Soraka, Lulu, Taric, etc. Champions designed specifically as supports have historically been balanced to have negligible income so, if left alone with all that gold, they’ll either become overtuned mages or be replaced completely by non-support champions who can outscale them in damage once they hit the midgame.
Rather than wholesale nerfing these champions, we’re looking at opportunities to make their unique aspects scale with AP or other stats. For example, the bonus AD on Janna’s shield and the movement speed granted by Nami’s passive will now scale with Ability Power. Our hope is that support champions in shared lanes can select AP or CDR items they find appealing. This will, in turn, give them a more distinct identity as champions that excel at helping their teammates and being supportive rather than just dealing more damage.
Hopefully this gives all you support players some things to look forward to in preseason. We’re going to be aggressively tuning these changes but our core philosophy will remain the same: let every champion in League of Legends experience real growth throughout the game, regardless of their position or role.
We'll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we'll be doing a global recap to follow up with the most up-to-date information from questions around the world!
Thanks for all of the input that's helped us get this far.
Xelnath
Wizardlock, Right Hand of the 7th Order of Obsidian Blackfire Ebonstone Dark Witchlords

Thứ Năm, 24 tháng 10, 2013

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Tons of New Preseason Info

Several pros were invited to Riot HQ to give input on the new season changes and they shared some pretty interesting pieces of information.

Doublelift posted a screenshot of a game he played and people spotted Madred's Bloodrazor in Master Yi's possession.



Cloud then replied to an excited player's question regarding the Bloodrazor:


Xpecial on the other hand slipped the information that Janna's AP will scale up the AD her shield gives:
https://www.youtube.com/watch?v=cwu-AcT6fkI

Snoopeh put the info on a fourth jungle camp out there:


This triggered a response from Morello:

Originally Posted by Riot (View RedTracker Source)

What? Is this not counting buff camps?
Correct - fourth -small camp-. We've been calling it 4th camp so long internally, I totally forgot to explain that!

Daniel Klein replied to a question on Twitter regarding assists:

Originally Posted by Riot (View RedTracker Source)

Whoa, hey, wait, what, I missed this earlier, you get ASSIST-streaks now? What are the tiers? "Participant!" - "Helpful!" - "WINGMAN!"
@tbskyen they're not really streaks--they don't reset on kills. Instead, an assist is worth more the larger your kill - assist gap

Source and more info: http://www.reignofgaming.net

Thứ Bảy, 19 tháng 10, 2013

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 Please watch the video for the best explanation into how the new tier list has been set up. As a short summary - the tier list has been divided into categories in order to make it more coherent and easier to manage despite taking more work to set up. Every single category has some special aspects set in place to further exemplify what that type of jungler requires. 

 Take notice that some junglers will be placed in more than one category tier list and there may be some overlap in explanations and stats. The general spreadsheet that details the aspects (with letter scores) encompasses all categories. Every category still takes the spreadsheet into regards when it comes to the champion placements within them. Some champions did not receive any explanations because I felt they didn't really require any or were interesting. Some of their explanations can be assumed simply by reading the charts and taking note of the champion's placement. 


Letter scores in ascending order: F, D, C, B, A, S

Any + score simply it's a bit better than what the score would normally apply but not enough to qualify for the next letter score (unless it's S+ since it can't go higher).

The category spreadsheets have the a few sets of word scores to note a champion's prowess in the category factors.

Poor - Below Average - Average - Above Average - Superb

Via: http://www.reignofgaming.net

Thứ Năm, 17 tháng 10, 2013

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Thứ Tư, 16 tháng 10, 2013

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Hello Summoners!

Lyte here, and in this post I’m excited to talk with you about Team Builder, a new feature coming to PBE in the near future where you can queue up for a specific role, champion and position and get connected with four teammates that also preselected their preferred role. The goal is to build a balanced team where everyone’s in agreement on where they’re going and what they’re playing, and in doing so help lay the foundation for good teamwork.

How often have you logged on to League of Legends and thought, “I just want to play Renekton today.” Or maybe you want to try a new strategy but can’t find four friends to premade with. We’re always asking how we can make the League of Legends experience better, and one thing that comes up a lot is how players want to feel like they’re in control of their pre-game experience.

Good teamwork doesn’t just start when the minions spawn or at the first big teamfight. It starts in champion select. Champion select sets the tone of the game and greatly impacts whether you feel like you’re going to have a fun match. So we asked ourselves: what’s the ideal champion select? And how can we improve this process so it happens more often?

An ideal champ select is one where all five players get their preferred role and feel like they’re all on the same page for the upcoming match. The current matchmaking does a good job of matching up players of similar overall skill levels, but doesn’t have any way to know what a player’s intentions for a given game are. Sometimes things work out perfectly and everyone gets the champion and role they wanted without a hitch. But if multiple players are looking to play the same role or lane, a consensus has to be built in a relatively short period of time. That’s time that could be used to get to know each other, agree on a strategy and build confidence that it’s going to be a fun match.

Team Builder is intended to bring players together that complement each other’s expectations and intentions from the moment they enter the lobby. When everyone’s aligned on who will be going where and playing what, the only thing left to figure out is how to dominate the opposition.

Once we had a model for how Team Builder would bring players together, we started looking at matchmaking and how we could evolve it to help further enable good games. One of the most important things for a team’s enjoyment is making sure that they’re matched against similarly skilled players.

With Team Builder we’ll also be rolling out a smarter matchmaking system that can dynamically account for your experience with a given role, position or champion. First time playing Ahri? Learning how to be a solid Marksman? Venturing into the jungle for the first time? Team Builder’s matchmaking will take all of these factors into account. .

Our goal for Team Builder is to bring players together and build better teams. Because good teams win more games, make bigger plays, and most importantly, have more fun.

To us, that’s exciting, and we’re looking forward to your feedback. See you in Team Builder,

Lyte

Update!

Commonly Asked Questions:

1) Won't this enforce the meta?
a) Team Builder is all about introducing a new, cooperative Champion Select where players can agree to a strategy and team vision before entering a match. Players in Team Builder will be able to outline a strategy they are interested in playing, and the system will find teammates that share that vision. Feel like playing a double jungler strategy or want to send 5 players down the mid-lane? No problem. It might take longer to find 4 other players willing to try a crazy strategy but when you do, you'll know the entire team is bought in and you're going to have fun.

2) Will Team Builder replace other queues?
a) Initially, Team Builder will be an entirely separate queue. We're looking forward to feedback from players and will use that feedback to determine whether this type of Champion Select is a good fit for modes like Ranked Mode but for now, we're focused on improving the Champion Select experience as an independent queue experiment.


Source: http://forums.euw.leagueoflegends.com

Thứ Hai, 14 tháng 10, 2013

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Hi, everyone. I see a lot of confusion regarding LP, MMR, and Leagues, especially as the season starts to come to an end. I'm going to try to hit the confusing points that have been repeatedly questioned in a short, meaningful way. Disclaimer: Riot's system is a proprietary variation on the Elo rating system, meaning they don't release all the details of their system to the public. I'm making reasonable assumptions based on my research, experiments, and knowledge.
About me, and why you should trust me:
  • I've been playing League of Legends for a year and a half plus.
  • I'm a professional researcher that does some of my research in MMR-type systems.
  • I've cited my work using [this format] as much as I can.
Terminology
  • Elo: Elo rating, a 3- or 4-digit number that expresses a player's skill at a game.
  • MMR : Matchmaking Rating, a number used to place players into matches based on an algorithm.
  • LP : League Points. The point system used by League of Legends to determine when a player can enter a series to move to a higher division
Elo/MMR
In order to understand the whole system, we should first start with MMR/Elo. This is the hardest part to understand, especially for new players who didn't have experience with the direct Elo system in League, but it's necessary in order to understand the LP/League system. The Elo system was originally invented for use in professional chess. It was created by Arpad Elo, a fellow who literally wrote the book on it (in 1968). This means it's Elo, not elo or ELO. Here's how it works:
1) Everyone starts out with the same Elo [Elo, 1968].
2) When you win, your Elo rating goes up. When you lose your Elo rating goes down [Elo, 1968].
3) If you get an unexpected result (win against a tough opponent, loss against an easy opponent), your Elo rating changes more than if you get an expected result (win against an easy opponent, loss against a tough opponent) [Elo, 1968].
4) At the beginning, your rating is allowed to change by larger chunks than later on, thanks to something called a "K factor" [Elo, 1968].
5) In single player games, over a large number of matches this rating is proven to converge, and will represent a player's skill [Elo, 1968].
6) After the system has held a large number of matches, a new player can be sorted to the correct Elo in ~30 matches [Elo, 1968].
7) When a player learns a new skill, has a new insight into the game, etc, this will be incorporated into his Elo in ~30 matches (This is seen commonly in professional chess; players on a climb will climb by a series of plateaus rather than a smooth climb [Elo, 1968]).
Now, let's talk about how this worked for League of Legends:
1) Same. 1200 is the starting point.
2) Same.
3) Same, but change "opponent" into "opposing team".
4) Same.
5) This is not "proven", but it has been shown to work.
6) This number has not been calculated (as (5) hasn't been proven), but some experiments show it in the ~30-50 range. (Edit: courtesy of /u/aikimillerLyte states that with Riot's system, most players converge in 150 games, but in corner cases it could take up to 1000.. 30-50 claims are based on an automated simulation with not nearly as many variables as humans playing League. Take all "50 game" claims further on in the post with a grain of salt.)
7) Same, with the same caveats as (6).
8) Because it's a team game and your Elo only changes for wins/losses, Elo represents not only personal skill, but how you use that skill within a team context. (ex: Maybe you aren't a great player, but your Alistar head butting and pulverizing allows your mediocre teammate Vayne to play like a good Vayne; maybe your warding as jungler keeps your top Darius from feeding the enemy jungler 3 kills. On the other side, maybe you're an amazing laner but terrible team fighter.)
Now, the cool thing about the Elo rating is that it can be used to calculate the chances of one team beating another team [Elo, 1968], which is great for matchmaking. Ideally those matches that have an expected 50/50 outcome should be real nail-biters, and therefore really fun to play! This is why the Elo rating is also used as a matchmaking rating (MMR). To my understanding, Riot uses Elo rating identically as an MMR.
Matchmaking
League of Legends banks on the fact that the game can create compelling matches on a regular basis for its players, and it does this by using Elo ratings as an MMR to put people together that it thinks will match up for a compelling game. From my experience, looking at a totally unscientific and not-random sampling of my own games, featured games, and other games that I have access to, it appears that the matchmaking system tries to make games that each team has a nearly-equal chance of winning. The largest Elo-calculated chance-disparity that I have seen is a 54%/46% chance of outcome.
What does this mean? This means if you win 55% of your games, you'll gain Elo, because you'll be outperforming expectations in the long run [Math].
Whether the system intentionally tries to match slightly-weighted games or not is a matter that I have no real insight upon. One might argue that getting as close to 50/50 as possible is good. One might argue that slightly weighted games, like 48/52 offer the less-skilled players a chance to see slightly more-skilled players, and lead to improved system-wide player skills. After all of this, though, there are other issues, like only being able to match people that are in queue, and wanting to keep queue times down.
League of Legends does keep separate track of your normal and ranked Elo/MMR, and does not let the two affect each other.
League of Legends also slightly artificially inflates the MMR it uses to match you into a game based on how many people you are queueing with (theory being that 4 people who queue together will be better-coordinated than 4 singles placed on the same team).
Elo Resets
At the end of each season, Riot performs a partial reset of Elo ratings (MMR ratings) to bring the high and low ends of the Elo ratings closer to the center, and allows them to correct for problems such as Elo deflation or inflation due to Elo decay, players leaving the system, and the introduction of new players.
This works as follows:
  • Players below the desired mean have their Elo ratings raised.
  • Players above the desired mean have their Elo ratings lowered.
  • The further you are from the chosen desired mean, the more your rating will change. A 2100 Elo player may have their rating reset to 1650, while a 1500 player might have their rating reset to 1350 (Numbers chosen were to match roughly what happened with S2->S3 soft reset).
  • The exact details of the process are relatively arbitrary, and don't matter terribly much, thanks to Elo/MMR point (6). After 30-50 games in the new system, you'll be back to your deserved Elo.
Leagues & LP
Leagues are a wrapper around the Elo system, to make things more personal. The theory here is that it feels like more of an accomplishment to hit Gold V than to hit 1500 Elo (which doesn't feel that different from hitting 1400 or hitting 1600). That being said, it appears that the underlying machinery is still a function of the Elo rating system, which is good: It means all you have to do is keep winning games, and you'll move up in league.
  • When you win a game, you gain LP and Elo. When you lose a game, you lose LP and Elo/MMR.
  • When you dodge a game you lose only LP [source!].
  • When you go inactive for 28 days, you decay only LP [source!].
LP (League points) might look a lot like Elo at the first glance, but the side-effects that some people see that might seem strange at first are caused by the disconnect.
  • LP/League is not used for matchmaking. Your MMR (Elo rating) is. This is why you can find yourself consistently matched against players in a higher/lower league than you are. (See the player in Bronze playing in diamond-league games, because he/she always dodges promotion games).
  • The change in league after a promotional series appears to be a function of hidden MMR. This is why you can be promoted from Silver IV to Silver II in a single promotion series (if your MMR is significantly higher than expected for your division).
  • The change in LP as your near the top of the first division in your league also appears to slow to make sure that your MMR is high enough for a league promotion, as these promotions are permanent. The consensus seems to be that moving from the bottom of the first division to being promoted is about as much work/time/effort as moving from the bottom of division IV to the top of division II [taken from multiple player posts/comments since S3 start].
Placement Matches 
As per point (4) in Elo/MMR, your Elo rating will change very rapidly at first. This is why placement matches exist (so that people don't flip out over losing 100 Elo in their first game, or feel too pressured to win that first game to go up 100 Elo). A frequently asked question is "what record do I need to hit division X". The answer is always "it depends". The consistent point is that if you win the game you are playing right now, you'll be placed higher than you would be if you lose. The average placement division seems to be Silver V, from what I have seen, but going 5/5 does not guarantee this. If you win games early in your placement, you'll be matchmade in tougher teams, which gives you more opportunity to move upward. Going WWWWWLLLLL could lead to a potentially very different placement than going WLWLWLWLWL or LLLLLWWWWW.
Thanks to point (6) in Elo/MMR, however, you don't have to stress about your placement matches. The math is very nice in that it erases whatever happened more than 50 games ago. If you have a streak of d/cs, trolls, bad teammates, or whatever other complaint you might have, after 50 games the effect that the streak had will be erased from your Elo.
TL;DR
Get better, win games, move up.

By: Sixtox

Thứ Năm, 10 tháng 10, 2013

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RUNES: I USE 8x Attack Damage Reds, 1x, Crit change Red, 9x Armor yellows, 2x Lifesteal quints, 1x Attack Damage quint and 9x Magic Resist per level blues. 

Masteries: 21-9-0 

Short, Basic Jinx Guide!
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Thứ Hai, 7 tháng 10, 2013

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Season 3 ends on October 31st, after that, there is likely to be a preseason before actually Season 4 starts. Pre-season is for all the massive changes they bring to the game and allow them to work out the kinks before they let competitive players run loose and exploit things they may have overlooked (AKA rebalance). However, ranked starts for Season 4 as soon as the MMR reset happens.

In season 3, the changes were quite extensive. There was a massive item overhaul, some jungle changes, some slight map changes, and some mastery changes. Here's what we know is coming in pre-season 4:
  • A few new items. While nothing as extensive as season 3's item changes, where almost every item was touched in some way, these changes will introduce a few new items for specific niches, like a defensive crit item that builds out of hexdrinker and brawlers gloves for champs like tryndamere, called spellbreaker.
  • Some map changes. This is mainly to combat the advantage blue side bot lane has in being able to take golems whenever they please. We don't know the scope of these changes. They may change the jungle extensively, or only slightly.
  • Mastery changes. Feralpony was on the forums asking for feedback about whether masteries should be more/less effective than currently. IIRC, he wants there to be more differentiation between the three mastery setups, with scaling masteries that provide a bigger bonus lategame being put lower in the trees so that you have to invest a lot of points to get to them rather than just putting them a few points in at the top. He also wants to do something about the improved summoner spell masteries (either remove them and move their bonuses to the spells themselves or improve the masteries themselves, can't remember what).
  • There will definitely be a mega patch that will probably hit at the start of preseason with a major lore update for the shurima region, much like how freljord had a major patch recently. This update will likely include: lore updates from the champs of that region, skins for champs of that region (scorched earth renekton has been on PBE for a while), ability rework for Xerath (a shurima champ), visual update for Sivir (shurima champ after lore rework), and magma chamber (the 1v1/2v2 map showcased at the all stars in shanghai).
Riot's soft reset is: (MMR(old)+1200)/2=MMR(new)
Example: (1600+1200)/2=1400
Example2: (1000+1200)/2=1100

Thứ Bảy, 5 tháng 10, 2013

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Quick Tips - Secret Warding Spots (In Between enemy Turrets)


Thứ Năm, 3 tháng 10, 2013

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@Vaelstra:
2013-10-01 19:40:54 UTC
@RiotPhreak this is my first season playing League, what happens at the end of S3, do I have to start my ranked q over from nothing??
@RiotPhreak:
2013-10-01 23:33:49 UTC
@Vaelstra Your MMR will reset closer to 1200, but not to 1200 exactly. So you'll end up playing vs. people of similar skill.
https://twitter.com/riotphreak/status/385185816315564032

Thứ Ba, 1 tháng 10, 2013

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General
  • We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
  • We've also revamped ranged minion attack particles. The new particles have trails that show the direction they're traveling in, giving players more information when quickly looking for minion aggro indicators

Skillshots
Context: Skillshot missiles fired from brush or the fog of war sometimes don't register on the receiving player's screen until they've landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they're being attacked.
  • Skillshots fired from fog of war should appear on the enemy's screen sooner if their champion is in the path of the missile

Champions
Jinx
Jinx, the Loose Cannon, is in this build but will be turned on at a later date.

Cassiopeia
Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.
Petrifying Gaze
  • Mana cost reduced to 100 (from 120/160/200)

Garen
General
  • Garen has received a visual upgrade! Check out the full details here.

Katarina
Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.
Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.
Death Lotus
  • No longer has a cast time delay before channeling (previously had a 0.25 second delay)
  • Total damage increased to 400/575/750 (+2.5 ability power)(+3.75 bonus attack damage) (from 400/500/600 (+2.0 ability power)(+3.0 bonus attack damage))
  • Channel time increased to 2.5 seconds (from 2)
  • Cooldown reduced to 60/52.5/45 seconds (from 60/55/50)

Lucian
Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.
Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.

Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.
General
  • Updated Lucian's recommended items
  • Base mana regeneration increased to 7 (from 6)
  • Mana regeneration gained per level increased to 0.7 (from 0.65)
Lightslinger
  • When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target
Piercing Light
  • Laser hit box width reduced to 100 units (from 120)
  • Piercing Light now leads its target by 80 units when cast on an enemy champion

Olaf
Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.
Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.
General
  • Base mana reduced to 235 (from 270)
Undertow
  • Base damage reduced to 70/115/160/205/250 (from 80/125/170/215/260)
  • Slow percent increased to 35/40/45/50/55% (from 24/28/32/36/40%)
  • Slow duration reduced to 1-2 seconds based on distance traveled (from 2.5 seconds flat)
  • Slow no longer decays
  • Minimum distance added (400)
  • Axes now stick in walls and structures only if they would land in impassible terrain
  • Axes now make jungle monsters ignore unit collision (to better enable Olaf's axe pickup play in the jungle)
Vicious Strikes
  • Mana cost reduced to 30 (from 40/45/50/55/60)
  • Now grants 20/35/50/65/80% attack speed
  • Now provides 1% extra healing for every 2.5% health that Olaf is missing
  • Attack damage removed
  • Spellvamp removed
  • Lifesteal retained
Reckless Swing
  • Cooldown increased to 12/11/10/9/8 seconds (from 9/8/7/6/5)
  • Damage reduced to 70/115/160/205/250 (from 100/160/220/280/340)
  • 0.4 total attack damage ratio added
  • Health cost is equal to 40% of total damage dealt (unchanged ratio)
  • Health cost is now refunded if it kills the target
  • Basic attacks lower the cooldown of Reckless Swing by 1 second
Ragnarok
  • Cooldown changed to 120/100/80 (from 100)
  • Mana cost removed
  • Now provides 10/20/30 armor and magic resist passively
  • Active reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
  • Olaf now turns red when Ragnarok is active
  • Crowd control immunity retained

Ryze
Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.
Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.
General
  • Adjusted recommended items to incorporate Spirit Visage instead of Banshee's Veil
  • Base movement speed increased to 340 (from 335)
  • Improved basic attack to be more responsive
Desperate Power
  • Movement speed increased to 80 (from 60/70/80)

Shen
Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.
Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.
Shadow Dash
  • Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)

Thresh
Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.
Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.
Death Sentence
  • Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)
  • Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy
Flay
  • Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes

Minor Changes and Bug Fixes
Heimerdinger
H-28G Evolution Turret
  • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions

Karthus
Requiem
  • Warning buff on enemy champions now has a duration that matches the impact delay

Nidalee
Takedown
  • Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.

Teemo
General
  • Noxious Traps are now worth 10 gold (from 0)

Yorick
General
  • Ghouls are now worth 5 gold (from 0)

Items
Phage
  • Combine cost increased to 475 gold (from 375)
  • Total cost increased to 1350 gold (from 1250)
  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions

Trinity Force
  • Total cost increased to 3728 gold (from 3628)
  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions

Spirit of the Elder Lizard
  • Fixed a bug causing the item to deal less damage than intended

Maps & Game Modes
Summoner's Rift
Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.
  • Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.

Twisted Treeline and Crystal Scar
The following changes are for Twisted Treeline and Crystal Scar only
Moonflair Spellblade
  • Total cost increased to 2600 gold (from 2300)
  • Tenacity effect is no longer ranged only

Kayle
Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.
  • Intervention cooldown increased to 100/90/80 seconds (from 90/75/60)

Twisted Treeline
The following changes are for Twisted Treeline only
Cassiopeia
Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.
  • Noxious Blast movement speed boost reduced to 16/17/18/19/20% (from 15/17.5/20/22.5/25%)
  • Twin Fang ability power ratio reduced to 45% (from 55%)

Lulu
Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too.
  • Wild Growth cooldown increased to120/110/100 (from 110/95/80 seconds)

Tryndamere
Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.
  • Spinning Slash cooldown increased to 15/14/13/12/11 seconds (from 13/12/11/10/9)
  • Undying Rage cooldown increased to 120/110/100 seconds (from 110/100/90)

Wukong
Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.
  • Stoneskin armor and magic resist boost reduced to 2/4/6 (from 4/6/8)
  • Cyclone cooldown increased to 120/110/100 seconds (from 120/105/90)

Co-op vs. AI
Zyra
  • Zyra Bot is now available in the Co-op vs. AI rotation

Basic Tutorial
  • Fixed a target bar bug that was showing incorrect minion health and damage

Game Menus
  • When playing in windowed mode, players can now interact with the game even while the options menu is open
  • While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
  • Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications

League System
  • Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they're below the threshold

Revamped Trade System
Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.
  • Simultaneous trade actions will be resolved automatically without breaking your trades
  • Clearer Messaging:
    • <Player 1> is busy trading. Try again when their trade is complete.
    • <Player 1> has declined your trade request.
    • <Player 1> has canceled the trade.
    • <Player 1> no longer has the champion you wanted. Try trading again.
  • You will no longer be able to request a trade with a player who doesn't own your champion
Bug Fixes
The following bugs with the trade system have been fixed:
  • Friends list not updating friend's current champion after a trade
  • Players rerolling during a trade and then giving one player a different champion than they expect
  • Trade icon not appearing after refusal of trade request
  • Client denying a trade request
  • Trade system displaying the wrong champion
  • Simultaneous trade requests causing trades to lock and become unavailable
  • Trade window would not time out for either player, leaving those two players unable to trade with anyone else

In-Game Options Menu
Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).
  • Reorganized the menus for clearer navigation
  • Changes are preserved across pages until you hit OK
  • Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
  • You can now scroll through the menu with your mouse wheel
Hotkeys
  • "Smart Cast" has been renamed "Quick Cast"
  • It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.
Interface
  • Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
  • An option to disable camera movement on revive has been added to the Game section
  • The "More Options" section has been removed and its contents have been re-organized into other, more appropriate sections
Video
  • A new slider has been added to adjust all video and graphical settings to an overall quality level
  • The time required to switch resolutions or window modes has been drastically reduced.

Skins
Spirit Guard Udyr
  • Added extra VO lines triggered by interactions with specific champions

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