Beiträge von Blitzcrank-Bot

    Today's red post collection includes a update from the behavioral systems team for April 2021 including changed to Dodge and AFK penalties, the results on the sale of Elderwood Ornn for charity, a TFT: Reckoning cheatsheet, an upcoming merch collab with UNIQLO, and more!

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    Continue reading for more information!

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    Table of Contents


    Behavioral Systems: April 2021 Update

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    Here's the latest dev blog from the behavioral systems team - "Dodge and AFK penalties"

    "Hey all. This is our first major update in 2021, and we apologize for the long delay. 2021 started quietly for the team while we focused on the backend systems that we are now applying to real problems we’d like to solve. We delayed this update a few times to make sure it'd feel worth reading, but the result was an unacceptably long period of radio silence.
    To avoid making the same mistake twice, we want to let you know that updates will be more spread out this year. Specifically, we're altering our blog cadence to quarterly. That means you can expect our next update in mid-July.
    Now onto the first update of the year.
    GOALS 
    As it's been a while since we last chatted, let's talk goals. Broadly speaking, Behavioral Systems has a few evergreen goals...
    • Reduce the frequency of disruptive behavior
    • Mitigate harm caused by disruptive behavior
    ...as well as shorter-term goals specific to individual problems we want to solve. Right now, those are:
    • Specifically, reduce the frequency of repeat disruptive behavior
    • Use the newly-launched reporting confidence system to increase confidence (hence the name) of automated detection and penalties for disruptive behavior
    In addition to the above behavioral goals, we’re partnering with Competitive in tackling problems endemic to matchmaking and competitive integrity:
    • Continue improving queue matchmaking quality without compromising queue time and availability
    • Reduce Champion Select dodges across all MMRs
    As a reminder, we're tackling these problems via iterative, solution-driven experiments aimed at measurable results. We want to get our ideas in front of you for testing to find which ones have potential for meaningful, immediate change.
    RECENT RESULTS: REPORTING CONFIDENCE (INTENTIONAL FEEDING) 
    In late 2020 and early into 2021 we talked about plans for a reporting confidence solution that took into account quality of reports (players who are great at consistently recognizing disruptive behavior vs. others who spam the report button every match). Over time, this helps our systems refine their understanding of disruptive behavior that may be less blatant, as well as penalize players who are continually skirting our existing detection lines.
    We’ve rolled reporting credibility out for Intentional Feeding and have been seeing some promising results. We’ve started to confidently detect behaviors like jungle griefing, under-the-radar intent to lose or feeding behaviors, intentional lane taxing and griefing, and other behaviors that our automated systems are less likely to identify:


    Since the system is still new, we're being very cautious with actioning on these behaviors until we're sure the system won't evolve in an unforeseen way and penalize innocent players en masse. It might feel like there are still people getting through the cracks right now, and for the time being, that’s ok. This is just the start of training our models to adapt to high-quality player reports., We're excited to continue monitoring results and in the future move forward with similar features for other prevalent disruptive behaviors.
    ALMOST HERE: QUEUE DODGING PENALTY ESCALATION 
    We mentioned above that we're partnering with Compet to address growing issues with dodging and match quality. The first approach outlined below is to immediately address the escalation of these behaviors via stronger penalties. The second is a longer-term effort to address the underlying reasons for dodging in the first place.
    First, a single dodge doubles the overall time-to-game for 9 other players and creates a jarring experience as players are forced in and out of queue. At higher levels of play, we even see some players say it's better to dodge a champ select with picks they don't like than it is to play the match out. Dodging should never be so optimal that players treat it like a tool in their toolkit. It should be a last resort 'break in case of emergency' switch.
    One takeaway from last time we discussed dodge penalties is that you want us to avoid overly punishing players who had an unintentional disconnect, an emergency, or someone intentionally trying to ruin the game—in other words, the forgivable dodge cases. We're addressing that by adding a penalty tier but leaving the current tiers unchanged:
    Existing Tiers (unchanged)
    • 1st dodge in 24 hours: 6 min lockout (15 for ARAM) and -3 LP in ranked
    • 2nd dodge in 24 hours: 30 min lockout and -10 LP in ranked
    New Tier
    • 3rd dodge in 24 hours: 12 hour lockout and -10 LP in ranked
    We expect the above changes to limit current abuse of the system while we work with our other Riot teams to really dig into areas like:
    • Autofill/Off-role disparity concerns
    • Perceived between-team mismatches (a separate problem space from actual mismatches)
    • Hostage situations in Champ Select
    • One-trick limitations at higher MMRs
    Though there are no magic bullets for these in the short-term, similar to last year, we think we can make iterative improvements across the year to drive meaningful impact on these underlying problems.
    ALMOST HERE: AFK PENALTY ESCALATION
    In addition to dodges, we’ve been assessing penalties for players repeatedly AFKing or leaving games. Again, we don’t want to overly punish players who have rare disconnects out of their control, but through monitoring, we've learned that repeat AFKs/leaves are relatively rare and tied pretty directly to game-ruining behavior. So, we're opting to increase the lockout severity of our existing higher penalty tiers, rather than add new ones. When players AFK or leave games they increase their penalty tier and when they play games without AFK they will slowly decrease it back towards 0.

    Today's Tiers:
    • 1st AFK: 5 min lockout and auto-loss
    • 2nd AFK: 10 min lockout and auto-loss
    • 3rd AFK: 15 min lockout and auto-loss
    Revised Tiers:
    • 1st AFK: 5 min lockout and auto-loss
    • 2nd AFK: 30 min lockout and auto-loss
    • 3rd AFK: 14 day lockout and auto-loss
    Separately, there is an escalating LP penalty assessed for going AFK or leaving ranked games. This goes up by one tier when you AFK/Leave and goes down by one tier when you do not. This doesn’t apply to promotion series or when because of server issues the game is declared to have not counted.
    • Tier 1: -2 LP
    • Tier 2: -3 LP
    • Tier 3: -5 LP
    • Tier 4: - 6 LP
    • Tier 5: -8 LP
    This has been live for a few months and we are actively monitoring and looking for opportunities to improve the system.
    THE SECOND HALF OF 2021 AND BEYOND

    After this round of updates, here are the next areas we'll be looking at:
    • In-game reporting options to allow players immediate response to bad behavior that further improve detection systems with time data indicating when the disruptions occurred in the course of the game
    • Further refinement of penalties for extreme offenders of all kinds, including an extension on the use of bans.
    • Continued improvement on AFK, Intentional Feeding, and Verbal Abuse detection using our reporting confidence system."

    CestDommage noted:

    "One thing that was not mentioned in the article but is worth calling out: We are planning to separate queue lockouts between LoL and TFT. This means that a player with a penalty from SR games will still be able to enjoy the convergence.

    @Mortdog smiles upon you this day."

    Coderbryant added:

    "Some additional clarification -- updating the blog to reflect soon -- that should say punishment tiers, not just pure games afk'd. If they hit a certain tier, they're going to get a significant punishment applied (e.g. 2 week lockout)."


    Elderwood Ornn Charity Skin Results

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    Here's an update from Kushnood on the sale of Elderwood Ornn for charity - "You raised more than $7 million for the Riot Games Social Impact Fund with Elderwood Ornn."
    "From the end of last year to early January, you all rallied around the ancient shaper of the Elderwood and keeper of divine knowledge by purchasing Elderwood Ornn, the 2020 Charity Skin. In total, the global League community raised more than $7 million for the Riot Games Social Impact Fund.
    All of us at Riot are incredibly humbled to have beaten Dawnbringer Karma’s $6 million—and we’re sure Ornn mains are, too.
    Thank you all so much for continuing to support highly impactful organizations around the world. We hope you’ll join us again in this year’s charity fundraiser, so we can continue to build a better world together."

    Miscellaneous

    • [1] "This story’s not over. ✂"

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    • Interested in the ties between our latest champion, Gwen, Viego, Isolde, and other Shadow Isles champions and characters? Check out this rundown from the Universe - "The Roots of Ruin":

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    • TFT Set 5: Reckoning hits live with patch 11.9! Need to start studying up on strategy? Check out this cheatsheet from the TFT twitter:
    "Ready or not, ruination is coming. Get prepared with all of the classes, origins, and champions coming in Teamfight Tactics: Reckoning."

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    • The latest LoL Prime Gaming Loot is now available! Grab a mystery skin shard every 10~ days through January 2022!

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    • A new merch collab between League of Legends and UNIQLO will be available soon online and in stores!

    "When adventure calls.

    Presenting the #LeagueofLegendsUT Collection. Available soon online and in select retail stores worldwide."

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    "The Mid-Season Invitational is just around the corner, and we are excited for teams all over the globe to come together to compete in Reykjavik, Iceland starting May 6, 2021. While it was our hope that the top team from each of our 12 regions would be able to join us, due to national travel restrictions related to COVID-19, the team from Vietnam (VCS) will unfortunately not be able to participate."
      • Updated MSI Groups:

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    Other Games

    Wild Rift

    • Rammus powerballs onto the Wild Rift this week!
    [1] "Ascended being? Lost pet? Nobody knows. Say hello to Rammus, Runeterra’s okayest armordillo."

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    [2] Molten Rammus and Sweeper Rammus are rolling in hot 🔥⚽"

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    "OK. Alright. Rammus, the Armordillo—now rolling into Wild Rift."


    Legends of Runeterra

    "We're excited to announce the pinnacle of competitive play in Legends of Runeterra: The Legends of Runeterra World Championship. 🏆
    256 players will battle it out for the title of World Champion, with a $200k prize pool at stake.
    📝More details: https://riot.com/3xc3vYP"


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    • Legends of Runeterra chosen as Mobile Game of the Year at the DICE awards!
    "We’re honored to be chosen as Mobile Game of the Year at the #DICEAwards. Thank you to our players. This wouldn’t be possible without you!"

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    [Back To Top] Quelle: http://www.surrenderat20.net/2…n-behavioral-systems.html

    [Recent News: LoL Prime Gaming Loot / TFT: Reckoning Cheatsheet / The Roots of Ruin On Universe / Behavioral Systems: April 2021 / Elderwood Ornn Charity Skin Results]


    The PBE has been updated! As we come to the end of the 11.9 PBE cycle, today's update include more testing for TFT: Reckoning, and more tentative balance changes!

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    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Continued TFT: Reckoning Testing

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    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1) from Riot Mort:

    "April 22nd Deploy

    Champions

    4 Cost

    -Vel’Koz

    ---Spell Damage: 1000/1300/4000 >>>> 1000/1250/4000

    5 Cost

    -Heimerdinger

    ---Spell Damage: 300/450/7777 >>> 350/500/7777

    -Kindred

    ---Spell Minimum Health Threshold: 100/200/2500 >> 100/100/2500"

    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    Shen
    [Changelist - Shen has other changes in testing on the PBE!]
    • Stand United (R) max shield increased from 192/496/800 to 224/512/800


    Context & Notes

    1) Here's Riot Scruffy with the 11.9 Patch Preview:

    "11.9 Patch Preview with the tentative changes:
    While doing the Hecarim nerfs we wanted to shift his power so that tank build has notably less damage (but still tanky) making room for a viable damage build."

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    2) Check out updates from the r/LeaguePBE feedback threads for skins and chromas this cycle:


    Conqueror Jax

    "Post PBE cycle update:
    Thanks for all constructive feedback and comments! We decided to make following changes to Conqueror Jax based on you input:
    • Weapon shape has been altered to make it more blunt. This should help to make his silhouette more distinct when compared to Xin Zhao
    • Grandmaster Might's 3rd attack SFX now has more 'OOMPH' and should be more satisfactory
    We also heard your comments about colors not being aligned with previous Conqueror Skins. However we had to limit the changes to mentioned above as too many other teams are using assets that reference used design. That being said, we will also make considerations for future naming of skins which color scheme is significantly different in comparison to established skinlines."

    Conqueror Jax Prestige Edition

    "Post PBE cycle update:
    Thanks for all constructive feedback and comments!
    • We've fixed the position of triangular element on the sleeve, so it will follow the natural hand position more closely
    • Grandmaster Might's 3rd attack SFX now has more 'OOMPH' and should be more satisfactory
    Similarly to Conqueror Jax, we had to limit the changes as other teams were using this design for reference in their work.
    Thanks for all constructive comments!"

    DWG Twisted Fate

    "LATEST FINAL FEEDBACK RESPONSE 21ST APR 2021
    Updated skintone to closer match the splash and recent cinematics
    (This change will likely not make it into the next immediate patch but the one following)"

    DWG Chromas

    "Post-PBE cycle note:
    - We decided to not make notable changes"

    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…tinued-tft-reckoning.html

    [Recent News: LoL Prime Gaming Loot / TFT: Reckoning Cheatsheet / The Roots of Ruin On Universe]


    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes the splash art for Conqueror Jax Prestige Edition, and more tentative balance changes!

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    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Splash Art

    The splash art for Conqueror Jax Prestige Edition is now on the PBE!

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    Continued TFT: Reckoning Testing

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    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2) from Riot Mort:

    "April 21st Deploy

    Items

    -Statikk + Shadow Shiv

    ---Bugfix: MR Shred is now actually 70% instead of 60%

    -Zz’Rot Portal

    ---The Construct’s stats have been adjusted to have a smoother growth curve (slightly reduced Health in Stages 3 to 5 and slightly increased AD in Stage 4)

    ---The Construct’s stats now cap at Stage 6 in Normals and Stage 8 in Hyper Roll

    ---The Construct starts at 1500 Health and 100 AD and caps at 3000 Health and 200 AD

    -Shadow Zz’Rot Portal

    ---Construct AD: 100 >>> 20

    ---Explosion Damage: 500 >>> 600

    -Shadow Jeweled Gauntlet

    ---Critical Strike Chance: 25% >>> 20%

    Traits

    -Caretaker

    ---Mana Refund: 50 >>> 80

    -Coven

    ---Bonus Mana: 20% >>> 15%

    -Dawnbringer

    ---Heal: 30/60/100/180% >>> 30/60/100/160%

    -Forgotten

    ---AD and AP: 35/80/140 >>> 30/80/140

    -Legionnaire

    ---AS: 25/60/120/200% >>> 25/60/150/250%

    -Nightbringer

    ---Shield: 30/60/90/160% >>> 30/60/90/140%

    Champions

    1 Cost

    -Vayne

    ---AD: 40 >>> 20

    3 Cost

    -Riven

    ---Spell AD Bonus: 70/80/100% >>> 80/90/100%

    -Yasuo

    ---Spell Damage: 200/300/600 >>> 300/400/600

    -Zyra

    ---Spell Damage: 300/400/650 >>> 250/350/600

    4 Cost

    -Aphelios

    ---Spell no longer triggers On Attack effects like Hurricane for each target (now only triggers once per spellcast)

    ---Spell AD: 160/170/240% >>> 180/200/240%

    -Mordekaiser

    ---Armor: 50 >>> 60

    ---MR: 50 >>> 60

    5 Cost

    -Kindred

    ---Spell Minimum Health Threshold: 200/300/2500 >> 100/200/2500

    -Teemo

    ---Spell Damage: 100/140/666 >>> 120/150/666

    Bug Fixes

    -The Monstrosity’s charge-in spell should now apply damage properly when he’s 4*

    -Nocturne should now hit his target with his passive when he’s holding RFC

    -Heimerdinger should now properly cast on his turret when he’s a Hellion coming through the portal

    -Fixed an issue where Viego would leave his target visually suspended mid-air even if he was interrupted or killed during the channel

    -Fixed Warwick occasionally AFKing for a long time (always happened if his ability was blocked by Trap Claw)

    -Fixed Trundle Subjugating an enemy that had negative Armor from Sett granting the enemy Armor and causing Trundle to lose some (Trundle can’t steal negative stats)

    -Dragonslayer trait should still proc even if the Dragonslayer who made the takedown dies before it occurs.

    -Stacking multiple Hand of Vengeances will no longer turn their buffs off for the rest of combat after the first takedown

    -Deathblade, Shadow Deathblade, and Hand of Vengeance now properly proc off of PVE enemies"

    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    Dr. Mundo
    [Changelist]
    • AD per level lowered from 3.5 to 3
    • Armor per level lowered from 3.5 to 3


    Gragas

    [Changelist]

    • Body Slam (E) damage increased from 80/120/160/200/240 to 80/125/170/215/260


    Heimerdinger

    [Changelist - Heimerdinger has other changes in testing on the PBE!]

    • Hextech Micro-Rockets (W) additional rocket damage lowered from 10/16/22/28/34 to 10/15/20/25/30


    Kog'Maw

    [Changelist]

    • Caustic Spittle (Q) resistance reduction increased from 20/22/24/26/28% to 25/27/29/31/33%
    • Void Ooze (E) cost lowered from 80/90/100/110/120 to 60/70/80/90/100


    Lulu

    [Changelist]

    • Whimsy (W)
      • cooldown lowered from 16/15/14/13/12 to 15/14/13/12/11
      • Attack speed increased from 20/23.75/27.5/31.25/35 to 25/27.5/30/32.5/35


    Rumble

    [Changelist - Rumble has other changes in testing on the PBE!]

    • Junkyard Titan (Passive) AP ratio lowered from 30% to 25%


    Sett

    [Changelist - Sett has other changes in testing on the PBE!]

    • The Show Stopper (R) bonus AD ratio increased from 100% to 120%


    Shen

    [Changelist - Shen has other changes in testing on the PBE!]

    • Stand United (R) minimum shield health increased from 120/310/500 to 140/320/500


    Xerath

    [Changelist]

    • Arcanopulse (Q) AP ratio lowered from 90% to 85%
    • Eye of Destruction (W) AP ratio lowered from 65% to 60%



    Items

    Dead Man's Plate
    [Changelist]
    • Health lowered from 400 to 300


    Context & Notes

    WIP!


    1) Here's Riot Scruffy with the 11.9 Patch Preview:

    "11.9 Patch Preview with the tentative changes:
    While doing the Hecarim nerfs we wanted to shift his power so that tank build has notably less damage (but still tanky) making room for a viable damage build."

    MarkYetter-20210420-154423-1384593809833553921-EzcQmveVgAElBaT.png


    2) Check out updates from the r/LeaguePBE feedback threads for skins this cycle:


    DWG Leona
    "EDITED FOR FEEDBACK RESPONSE 20TH APR 2021
    Hey Folks
    • Leona's E is now bigger and brighter.
    • Leona's hair skew - The scope of the work required to fix this is too high. We are unable to find a good solution that won't affect our other skins schedule.
    • Splash feedback - the Splash team did a likeness pass on Leona to check she was within the realm of likeness for her other skins. We felt that we didn't stray too far from the mark on this one so we won't be making any changes here. If you do have any feedback in future though like this don't be afraid to be more be specific, ie "the chin is too wide" or "the cheekbones protrude too much". This kind of specific feedback is very useful.
    Thanks for the feedback. GLHF on the rift and hope to hear from y'all next time!
    Riot Dead Thief/NefV"

    DWG Twisted Fate

    "EDITED FOR FEEDBACK RESPONSE 20TH APR 2021
    Hey Folks
    The team reviewed the feedback, but we won't be making any adjustment to the DWG Twisted Fate skin. To address the top points:
    • The accentuated colour on the ground when TF picks a card - we cannot brighten this further. We feel that the colour highlight on the card itself is enough visual representation of which card you pick, any more may be a distraction.
    • The face/hat work is out of scope for what we consider changing on PBE and would require a significant amount of work that would cut into our team resources (and production of other skins) too heavily.
    • Again the work on the cloak requires a modelling change which we are unable to justify the cost of cutting from another area of work given the small amount of feedback on this. We also consider that the small amount of feedback means some players are also satisfied with the current direction.
    As usual, thank you for taking your time to reply to us and letting us review your feedback. GLHF!
    Riot Dead Thief/NefV"

    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

    THIN%2BPBE%2BCYCLE.jpg

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…nqueror-jax-prestige.html

    [Recent News: LoL Prime Gaming Loot / TFT: Reckoning Cheatsheet]

    [WIP!] [STATUS: PBE is currently offline.]

    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes splash arts, continued TFT: Reckoning testing, and more tentative balance changes!

    dasfdasf.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Splash Art

    While we've seen most of them on social media already, the splash arts for the DWG and Conqueror Jax are now on the PBE! (Conqueror Jax Prestige Edition splash still MIA!)



    DWG Jhin, Kennen, Leona & Nidalee

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    JhinLoadScreen_23.PIE_C_11_9.jpgKennenLoadScreen_23.PIE_C_11_9.jpgLeonaLoadScreen_22.PIE_C_11_9.jpgNidaleeLoadScreen_27.PIE_C_11_9.jpg


    DWG Twisted Fate

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    Conqueror Jax

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    Continued TFT: Reckoning Testing

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    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2 / 3 / 4) from Riot Mort:

    "Here's today's PBE patch. It's...large. Team working hard to make sure Reckoning launches in the best state possible!

    Tomorrow is our last patch before branch cut, but don't expect anything major. Then another weekend (Thurs-Mon) of data, then 1 final batch. Almost there!!

    April 20th Deploy

    Hyper Roll

    -Removed 2 gold per win payout

    -Added a 2 gold per loss payout

    Context: We’re seeing a bit too much snowballing and too much impact on game outcomes from early-round losses, so we want to provide a small consolation payout for losing rounds. It’s still very dangerous to lose in stage 5 or later, but it will feel a little less punishing to lose in stages 3 and 4.


    Systems

    -Shop Roll Odds

    ---Level 7: 22/35/30/12/1% >>> 19/35/30/15/1%

    ---Level 8: 15/25/35/20/5% >>> 15/20/35/25/5%

    -Loot Changes

    ---Spatulas can now become shadow on the carousel in stages 2,3, and 4 at a rate of 45%, as intended.

    ---Fixed an issue causing Gold loot boxes to appear at a slightly lower rate from NPC rounds


    Items

    -Bloodthirster

    ---Shield: 40% >>> 30% maximum Health

    -Gargoyle Stoneplate

    ---Armor and MR per Enemy: 20 >>> 18

    -Redemption

    ---Heal: 30% >>> 25% of missing Health

    -Zeke’s Herald

    ---Attack Speed: 30% >>> 25%

    -Zz’Rot Portal

    ---For both Normal and Hyper Roll:

    ---The Construct’s AD Stage scaling has been reduced significantly

    ---The Construct’s Health Stage scaling has been reduced slightly

    Shadow Items

    -Shadow Blue Buff

    ---Mana Gain: 10 >>> 15

    ---Below Threshold Mana Gain: 40 >>> 50

    -Shadow Deathblade

    ---Self Max Health Penalty: 25% >>> 20%

    -Shadow Gargoyle Stoneplate

    ---Healing per Enemy: 60 >>> 45

    -Shadow Guardian Angel

    ---Revive Health: 100% >>> 80% maximum Health

    -Shadow Hextech Gunblade

    ---Percent of Damage Heal: 50% >>> 60%

    -Shadow Infinity Edge

    ---Self Damage On Crit: 4% >>> 3% maximum Health

    -Shadow Last Whisper

    ---Shred Duration: 2 >>> 5 seconds

    ---Self Armor/MR Penalty: 50% >>> 25%

    -Shadow Quicksilver

    ---Self Max Health Penalty: 25% >>> 20%

    -Shadow Rabadon’s Deathcap

    ---Self Max Health Penalty: 25% >>> 20%

    -Shadow Redemption

    ---Heal: 15% >>> 20% of missing Health

    -Shadow Spear of Shojin

    ---Self Damage Penalty: 25% >>> 20%

    -Shadow Statikk Shiv

    ---Self Attack Damage Penalty: 50% >>> 33%

    -Shadow Zeke’s Herald

    ---Ally Attack Speed Penalty: 30% >>> 25%

    -Shadow Zz’Rot Portal

    ---Explosion Damage: 777 >>> 500


    Traits

    -Abomination

    ---No longer has a 2 Trait breakpoint

    -Brawler

    ---HP: 400/800 >>> 400/1000

    -Coven

    ---AP: 50 >>> 60

    ---Mana Bonus: 25% >>> 20%

    -Dawnbringer

    ---Heal: 30/60/100/150% >>> 30/60/100/180%

    -Dragonslayer

    ---Dragonslayer AP: 30/60 >>> 30/70

    ---Team AP: 20/40 >>> 20/50

    -Ironclad

    ---Armor: 40/100 >>> 40/90

    -Legionnaire

    ---AS: 25/60/100/160% >>> 25/60/120/200%

    -Nightbringer

    ---Shield: 30/60/90/120% >>> 30/60/90/160%

    -Verdant

    ---CC Immunity Duration: 5/8 >>> 4/6 seconds

    Champions

    1 Cost

    -Gragas

    ---Mana: 40/80 >>> 40/70

    -Kled

    ---Spell AS: 50/60/70% >>> 70/80/100%

    -Kalista

    ---Bugfix: Ability can now critically strike

    ---Spell AD: 200/225/250% >>> 180/200/220%

    ---Spell Base Damage: 400/700/1100 >>> 350/600/950

    -Lissandra

    ---Spell Primary Damage: 250/350/450 >>> 300/400/500

    ---Spell Secondary Damage: 125/175/225 >>> 150/200/250

    -Vayne

    ---Spell Damage 90/120/180 >>> 90/120/160

    -Warwick

    ---Spell Damage: 200/300/450 >>> 200/300/400

    -Udyr

    ---Spell Shield: 200/300/450 >>> 250/350/550

    ---Spell AD: 110/120/140% >>> 110/120/160%

    -Ziggs

    ---Spell Damage: 200/300/450 >>> 250/350/450

    2 Cost

    -Brand

    ---Spell Damage: 700/900/1300 >>> 700/900/1400

    ---Spell MR Shred: 40/50/60% >>> 40/50/70%

    -Hecarim

    ---Spell Damage: 375/500/1000 >>> 450/600/1200

    ---Spell Healing: 375/500/1000 >>> 300/400/800

    -Sett

    ---Bugfix: Ability can now critically strike

    ---Spell AD: 130/140/160 >>> 140/150/180%

    ---Spell Armor Shred: 15/20/30 >>> 20/25/40

    -Sejuani

    ---Spell Armor & MR: 60/120/200 >>> 60/120/300

    ---Spell Damage: 300/450/900 >>> 300/450/750

    -Syndra

    ---Mana: 40/80 >>> 50/90

    -LeBlanc

    ---Spell Damage: 150/200/400 >>> 200/300/600

    -Thresh

    ---Spell Damage: 100/200/400 >>> 100/200/700

    ---Spell Pull Duration: 2/3/6 >>> 2/3/4 seconds

    -Trundle

    ---Spell Stat Steal: 25/30/40% >>> 30/35/45%

    -Viktor

    ---Spell Damage: 400/550/800 >>> 300/500/750

    ---Spell Shield: 150/250/350 >>> 150/225/375

    3 Cost

    -Nocturne

    ---Spell Heal: 80/90/100% >>> 90/95/100%

    ---Isolated Attack Speed Bonus: 20/30/60% >>> 30/35/40%

    -Lee Sin

    ---Spell Damage: 200/275/500 >>> 200/300/650

    -Lulu

    ---Mana: 60/120 >>> 50/100

    ---Spell AS: 50/60/80% >>> 60/75/100%

    -Morgana

    ---Armor: 30 >>> 35

    ---MR: 30 >>> 35

    ---Spell Damage: 200/300/550 >>> 250/300/550

    -Nunu

    ---Spell Damage: 500/750/1500 >>> 500/750/1800

    -Riven

    ---Spell AD Bonus: 70/80/90% >>> 70/80/100%

    ---Spell Damage: 100/200/350 >>> 100/200/500

    -Pantheon

    ---Spell AD: 340/350/400% >>> 350/400/500%

    -Ashe

    ---Spell Stun Duration: 1.5/1.5/2.5 >>> 1.5/2/2.5 seconds

    -Zyra

    ---Spell Damage: 250/350/550 >>> 300/400/650

    4 Cost

    -Diana

    ---Spell Stun Duration: 1.5/2/4 >>> 2/2.5/4 seconds

    ---Spell Damage: 200/300/1500 >>> 250/350/1500

    -Ivern

    ---Fixed a bug where Daisy would fail to cast her initial Shockwave upon spawning

    -Karma

    ---Spell Damage: 180/220/900 >>> 200/240/800

    -Vel’Koz

    ---Spell Damage: 1200/1600/4000 >>> 1000/1300/4000

    5 Cost

    -Darius

    ---Bugfix: Ability can now critically strike

    ---Spell AD: 180/220/2000% >>> 160/200/2000%

    -Heimer

    ---Mana: 0/110 >>> 0/120

    ---Spell Damage: 200/300/7777 >>> 300/450/7777

    -Kayle

    ---1st Ascension Spell AD: 70/80/1000% >>> 90/100/1000%

    ---4th Ascension Spell Damage: 250/400/10000 >>> 200/300/10000

    -Kindred

    ---Mana: 50/150 >>> 100/200

    ---Spell Minimum Health Threshold: 300/500/2500 >>> 200/300/2500


    Bug Fixes

    -Fixed a bug where Shadow Locket did not work on Champions with no mana

    -Fixed a bug where position based Items (Zephyr, Locket, etc.) were not working correctly when equipped on Assassins

    -Morgana’s chain is now fully blocked by Trap Claw rather than only the initial damage being blocked

    -Fixed more cases where Kayle could fail to gain Ascension levels (Revenant revive, Zephyr)

    -Thresh no longer attempts to continue to pull dead targets if the initial impact of his chain kills the target

    -Fixed a bug where Shadow Zz’Rot Portal’s Construct was scaling with Stage number

    -Fixed an issue that would cause Warwick’s leap to rarely send him to row 1 column 1 (aka Warwick looking like he was leaping toward the Little Legend)"


    Miscellaneous



    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    !
    [!]
    • !



    Items

    !
    [!]
    • !

    Context & Notes

    WIP!

    1) Check out updates from the r/LeaguePBE feedback threads for skins this cycle:


    DWG Nidalee

    "Edited to add PBE feedback notes.
    • Toned down the hair jiggling on some animations. Polished it on main gameplay animations and a bunch of emotes (run, idle1, spell1, crit, joke, laugh and taunt).
    • Q Javelin: The damage increases the longer it lives on the map, so at the start it isn't that bright, but the ramp up glow has been bumped up!
    • Q Javelin hit sound made louder & thunkier!
    • W trap - made slight changes to make it sound less like a trap.
    • Bug Fix: E heal: trap sound removed on cast."

     DWG Jhin

    "Edited to add PBE feedback notes.
    • Basic attack cast flash (First 3 not crit shots) have been toned down a bit.
    • Added passive move speed VFX.
    • Q - Made canister a little wider, same length.
    • W - Smoothed trail VFX.
    • Added glowing eyes on his mask!
    • Jhin's back clipping through the cape has been minimized.
    • Adjusted the weighting of the shoulder pad so it doesn't clip through his face as much.
    • The 4th auto attack and ult attack are not being changed. It's using a completely unique projectile. All Jhin skins use color to differentiate between the 4th shot, and the 4th basic attack projectile has unique assets.
    • Compared Jhin's model to base, and the proportions are similar, we will not be bulking up the model. Base Jhin | DWG Jhin


    2) Here's Riot Scruffy with the 11.9 Patch Preview:

    "11.9 Patch Preview
    This is the MSI patch so we're hoping to add a bit of diversity to the pro meta. Also we have a few solo Q outliers (and overbuffs from last patch) that we wanted to tone down."

    EzXXY-iVEAUTI4E.png


    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

    THIN%2BPBE%2BCYCLE.jpg

    dfgfgd.jpg


    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…sh-art-continued-tft.html

    The free to play champion rotation for this week features Annie, Evelynn, Ivern, Jhin, Lux, Malphite, Miss Fortune, Nautilus, Pyke, Rumble, Sett, Skarner, Tryndamere, Veigar, and Xerath.
    rotation_20210420.jpgContinue reading for these champions' regular store prices.

    Annie

    null BE or null RP

    Evelynn

    null BE or null RP

    Ivern

    null BE or null RP

    Jhin

    null BE or null RP

    Lux

    null BE or null RP

    Malphite

    null BE or null RP

    Miss Fortune

    null BE or null RP

    Nautilus

    null BE or null RP

    Pyke

    null BE or null RP

    Rumble

    null BE or null RP

    Sett

    null BE or null RP

    Skarner

    null BE or null RP

    Tryndamere

    null BE or null RP

    Veigar

    null BE or null RP

    Xerath

    null BE or null RP

    Quelle: http://www.surrenderat20.net/2…ion-week-of-april_20.html

    [Recent News: LoL Prime Gaming Loot / TFT: Reckoning Cheatsheet]


    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes continued TFT: Reckoning testing and more tentative balance changes!

    asdfsda.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Continued TFT: Reckoning Testing

    4_12_21_TFTSet5GameplayArticle_Banner.jpg

    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2) from Riot Mort:

    "Today's PBE Patch. Worth nothing these were all done on Friday so a small patch should be expected. Now we have a full weekend of data, so tomorrow's patch is likely to be a much larger one before our branch cut. So if you feel like stuff is missing, that's why!

    April 19th Deploy

    Items

    -ZZ’Rot Portal

    ---Health and Attack Damage now scale based on the current Stage rather than the Star Level of the wearer

    ---This scaling is adjusted accordingly in Hyper Roll

    -Shadow Sunfire Cape

    ---Proc cadence: 2 >>> 1.5 seconds

    -Statikk Shiv

    ---Lightning Damage: 55 >>> 65

    -Shadow Statikk Shiv

    ---Lightning Damage: 55 >>> 65

    Champions

    1 Cost

    -Aatrox

    ---Spell AD: 220/230/260% >>> 220/240/280%

    ---Spell Healing: 30% max Health >>> 200/300/450

    -Gragas

    ---Mana: 0/50 >>> 40/80

    3 Cost

    -Katarina

    ---Increased thrown dagger speed by ~11%

    ---Spin time after teleporting: 0.75s >>> 0.5s

    -Yasuo

    ---Spell Damage: 300/400/600 >>> 200/300/600

    5 Cost

    -Kayle

    ---Ascension Timer: 5/4/1 >>> 5/5/1 seconds

    Hyper Roll

    -Draconic eggs now hatch EVEN FASTER

    -If an egg would take 3 or fewer rounds to hatch in Standard, it takes 1 round in Hyper Roll; if it would take 4 or more rounds in Standard, it will take 2 rounds in Hyper Roll

    -Added 6 gold to starting player gold (so players will have 10 gold the first time they see a shop)

    Bug Fixes:

    -Fixed Lulu and Rell attempting to target the Abomination grave

    -Fixed Daisy corrupted by Viego only having 100 Health

    -Viego can now properly attempt to corrupt CC immune enemies (the damage is applied, only the stun is blocked)

    -Fixed an issue where Viego would continue to channel on targets that were in stasis from Guardian Angel

    -If you buy Teemo and it kills you, you will now be flagged as Eliminated and your hp will be set to -66. This should fix issues of players getting to fight one more round after they kill themselves or placing higher than intended.

    -Fixed a bug where Shadow Bloodthirster’s self damage was hitting start-of-combat shields

    -Monstrosity can no longer receive two mutually exclusive items

    -Fixed an issue where Riven would not receive her Attack Damage bonus from her spell if the initial AoE didn’t hit her target

    -Fixed an issue where a Kayle corrupted by Viego or spawned from the Hellion portal with the Hellion Emblem wouldn’t gain Ascension progress

    -Fixed Kayle not gaining an Ascension level if she Ascended while reviving from Guardian Angel

    -Fixed Ashe arrow sometimes passing through targets if she was dead

    -Fixed Garen’s visuals not matching the radius (showed a smaller area than the ability would actually hit)

    -Units corrupted by Viego now attribute their damage etc. to Viego in the Combat Recap charts

    -Zz’Rot no longer taunts untargetable things (like units on the bench)

    -Fixed Nunu’s attack animation sometimes “freezing”

    -Wolf now properly only plays the Rapid Firecannon laser if he has increased range (from Lamb having an RFC equipped)"


    Miscellaneous

    • MSI Clash trophies added:

    Trophy_MSI2021_4_Inventory.pngTrophy_MSI2021_8_Inventory.pngTrophy_MSI2021_16_Inventory.png


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    Hecarim

    • Base armor lowered from 36 to 32
    • Armor per level increased from 4 to 4.25
    • Rampage (Q)
      • damage amp changed from [5%] to [2% + 3% bonus AD]

    hecaq.png

    • Spirit of Dread (W)
      • heal changed from [30% damage from any source] to [30%+2.5% bonus AD damage taken from Hecarim, and 15% +1.25% bonus AD from allies]

    hecaw.png

    • Devastating Charge (E)
      • minimum damage lowered from 35/65/95/125/155 to 30/50/70/90/110
      • maximum damage lowered from 70/130/190/250/310 to 60/100/140/180/220

    hecae.png


    Context & Notes

    1) Riot KateyKhaos noted they would be going over skins feedback this week:

    [#PBE] Pods will be discussing PBE feedback today and making any changes within the next couple of days. You can expect post updates on r/LeaguePBE later this week.
    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

    THIN%2BPBE%2BCYCLE.jpg

    dfgfgd.jpg


    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…tinued-tft-reckoning.html

    The sales for the week of April 19th are now in the shop! Each week an assortment of skins and champions will be on sale for up to 60% off! Check out this week's sales, featuring 15 skins and 5 Champions!

    jhggsdh.jpg

    Continue reading for a look at the items on sale!


    Table of Contents

    • Champions
    • Skins
      • Arcanist Kog'Maw
      • Corsair Quinn
      • Cosmic Hunter Varus
      • Freljord Rammus
      • Gladiator Draven
      • High Noon Hecarim
      • Hyena Warwick
      • K/DA All Out Seraphine
      • Meowrick
      • Officer Vi
      • PsyOps Ezreal
      • Resistance Singed
      • Scarlet Hammer Poppy
      • Spooky Gangplank
      • White Mage Veigar
    • Sale & Skin Related News


    Champions

    jndfsajs.png


    Five champions are on sale this week for up to 60% off their RP Price!

    Skins

    sdafksd.png

    Fifteen skins are on sale this week for up to 60% off their RP price!


    Arcanist Kog'Maw / 877 RP (-35%)

    96019.jpg

    kogturn.png


    Corsair Quinn / 300 RP (-60%)

    image%2B%252815%2529.jpg

    quinnturn.jpg


    Cosmic Hunter Varus / 975 RP (-27%)

    110017.jpg

    varusturn.png


    Freljord Rammus / 208 RP (-60%)

    image%2B%252820%2529.jpg

    rammusturn.jpg


    Gladiator Draven / 390 RP (-60%)

    image%2B%25289%2529.jpg

    draventurn.jpg


    High Noon Hecarim / 877 RP (-35%)

    120008.jpg

    hecarimturn.png


    Hyena Warwick / 536 RP (-45%)

    image%2B%252821%2529.jpg

    ww7turn.jpg


    K/DA ALL OUT Seraphine / 2450 RP (-24%)

    SeraphineUltimate_Splash.jpg

    sera1turn.png

    sera2turn.png

    sera3turn.png


    Meowrick / 675 RP (-50%)

    107015.jpg

    yorickturn.png


    Officer Vi / 390 RP (60%)

    image%2B%252823%2529.jpg

    viturn.jpg


    PsyOps Ezreal / 944 RP (30%)

    81022.jpg

    ezturn.png


    Resistance Singed / 975 RP (-27%)

    27010.jpg

    singedturn.png


    Scarlet Hammer Poppy / 390 RP (-60%)

    image%2B%252826%2529.jpg

    poppyturn.jpg


    Spooky Gangplank / 208 RP (60%)

    image%2B%25287%2529.jpg

    gpturn.jpg


    White Mage Veigar / 175 RP (55%)

    Veigar_1.jpg

    veigarturn.png


    Sale & Skin Related News

    Check out any news about sales and discounts here!

    Nobody here but us yordles!


    [Back     to Top]

    Quelle: http://www.surrenderat20.net/2…e-week-of-april-19th.html

    Today's red post collection includes Riot Jag with a new Quick Gameplay Thoughts article, Scruffy announcing he's joining Riot's future MMO as Game Director, and a few other odds & ends as we head into the weekend!

    arfgeafgs.jpg

    Continue reading for more information!

    Recent%2BNews.jpg

    gwnn.jpg

    asdfasdf.jpg


    Table of Contents


    Quick Gameplay Thoughts: April 16th

    Kaisa_0.jpg

    Here's Riot Jag with Quick Gameplay Thoughts for April 16th - How we choose lane champs for jungle changes:

    Hey folks! Riot Jag, Design Manager for the Summoner's Rift Team here guest-writing this week's Quick Gameplay Thoughts.

    Patch 11.8, which shipped this week, included changes to help Darius, Diana, Mordekaiser, Zed, and Morgana jungle more viably. These are all champions who primarily see play in lanes, and we've seen questions around why we chose these champs versus others. We want to share a bit about our thought process here.
    Why give laners jungle changes?

    Right now, the jungle is very intimidating to a lot of our players, especially in lower MMRs. We are currently considering systemic changes to help this, but in the meantime we saw an opportunity to ease in players to the jungle with champions they’re already familiar with playing. By doing this, an unfamiliar jungle player can just focus on learning the specifics of the role, without also having to learn a new champion at the same time.

    Additionally, we always look to increase diversity to the experience of the game, and having a new set of junglers helps a lot in that regard. That being said, we’re not trying to shift these champions’ primary role—just add to the possibilities available.
    How we choose specific champs

    We target champions that we feel have a good chance of being able to off-role as junglers without boosting the power of their lane roles. Additionally, we try to stay away from champions that have a lot of pro viability already, as adding flex potential tends to make them very high priority in the pick/ban phase. Finally, we want to make sure we pick champions that retain their weaknesses and counterplay even when coming out of the jungle.
    Why not bring back champions who were previously nerfed out of jungling instead?

    If we nerfed a champion out of the jungle it was probably on purpose. Maybe they were overly dominant in pro (Sylas), or maybe they had an unhealthy pattern when in the jungle (Camille). Unless things have drastically changed (eg. updates to the kits/items/runes that were problematic), these picks are not likely to come back.
    What about primary junglers who are struggling?

    We try to keep total buffs and nerfs to the game relatively even to prevent patch-by-patch power creep, which means even if we weren't doing jungle changes for lane champs, we still wouldn't just straight up buff a ton of main junglers. Jungle accessibility changes actually don't factor as directly into buff/nerf calculations for jungle overall since the champs aren't currently seeing play there: Adding more champs to the role doesn't necessarily make it stronger or weaker relative to lanes.
    That said, in cases where we are forced to choose between buffing exceptionally weak main junglers and making more lane champs jungle-viable—available dev time on the team, for example—we'll still prioritize buffing those main-role junglers. (No, 48% is not 'exceptionally' weak.) As recent examples, we buffed Zac, Rammus, Amumu, and Kindred in the past month.

    We're looking forward to seeing the results of our 11.8 changes. If they turn out well, we’ll look to add even more champions to the jungle. In the meantime, expect more systemic jungle changes in 11.10, aimed at raising the jungle floor, and not the ceiling.

    Yetter jungle wins,

    Jag"


    Miscellaneous

    • Riot Scruffy , who is currently the Gameplay Design Director on League of Legends, tweeted out that he will joining Riot's Games future unnamed MMO as the Game Director!

    Personal News:

    I'll be joining the MMO team as the Game Director!

    Excited to go on this next epic adventure with you all. pic.twitter.com/lANaSdQVdU

    — Mark Yetter (@MarkYetter) April 16, 2021

    • Along with that, Meddler also tweeted Riot is looking to hire a Gameplay Lead Designer for League of Legends!

    Anyway here's Lord Morde. Working on this broke me and destroyed my passion for doing these recolors on my week off. He's the most recent full VGU champ whose 975 wasn't recolored, which is why I chose him next. Refer to my flowchart before you ask about your champ. pic.twitter.com/1JWq2Q1HGY

    — Riot Beardilocks (@Beardilocks) April 15, 2021

    • As you may have seen in the PBE coverage, Riot Mort has been sharing frequent TFT: Reckoning changelists as the new set continues PBE testing! Be sure to keep an eye on in his twitter (@Mortdog) and the TFT discord for the latest lists!

    Day 3 of PBE and we have a big patch. This is a doozy with a lot of good changes though as we head into the weekend. This weekend is the best for us giving us lots of data with no changes, so play lots of games!

    Enjoy Reckoning and keep giving us feedback! pic.twitter.com/aoY2fJYTO3

    — Riot Mort (@Mortdog) April 16, 2021

    [BACK TO TOP!] Quelle: http://www.surrenderat20.net/2…ction-quick-gameplay.html

    [Recent News: Quick Gameplay Thoughts: 4/16]


    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes continued TFT: Reckoning testing and icon tweaks!

    asdfasdggh.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Continued TFT: Reckoning Testing

    4_12_21_TFTSet5GameplayArticle_Banner.jpg

    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2 / 3) from Riot Mort:

    "April 16th Deploy

    HYPER ROLL

    -The Armory offers that preceded the PvE rounds in stages 5, 6, and 7 have been moved to the following round (so you’ll get these offers after seeing your items from those PvE rounds, instead of before).

    -The chance to see a Shadow item in the Armory offers in stages 5, 6, and 7 has been increased.


    Systems

    -Combat Movement

    ---Assassins now consistently jump first before other champions move at the start of combat

    Items

    -Dragon’s Claw

    ---REWORKED: Grants 200 bonus Magic Resist (including components).

    -Shadow Bramble Vest

    ---REWORKED: Grants 200 bonus Armor (including components).

    -Shadow Locket of the Iron Solari

    ---REWORKED: When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.

    -Shadow Giant Slayer

    ---Damage Decrease Under Threshold: 20% >>> 15%

    -Shadow Runaan’s Hurricane

    ---Bolt Damage: 60% >>> 50% of Attack Damage

    -Shadow Gargoyle’s Stoneplate

    ---Healing Per Enemy: 70 >>> 60 Health

    -Shadow Guinsoo’s Rageblade

    ---Attack Speed Per Stack: 8 >>> 9

    ---Self Damage: 3% >>> 2.5% maximum Health

    -Shadow Infinity Edge

    ---Bonus Crit Damage: 25% >>> 30%

    ---Self Damage: 5% >>> 4% maximum Health

    -Shadow Jeweled Gauntlet

    ---Bonus Crit Damage: 65% >>> 40%

    ---Bonus Crit Rate: 0% >>> 25%

    -Shadow Warmog’s Armor

    ---Bonus Health: 1500 >>> 1800

    -Runaan’s Hurricane

    ---Bolt Damage: 80% >>> 75% of Attack Damage

    -Zz’Rot and Shadow Zz’Rot

    ---Taunt now happens immediately at the start of combat rather than after a 1 second delay

    ---Taunt is now an instant effect rather than having a 1 second duration (units are no longer compelled to attack or chase the enemy that taunted them for 1 second, rather they have their target switched instantly, but can retarget once they move if they’re still out of range)

    Traits

    -Abomination

    ---Base Health: 800/1200/1600/2000 >>> 800/1000/1300/1600

    ---Star Level Health: 80/120/160/200 >>> 80/100/130/160

    ---Base Damage: 80/120/160/200 >>> 80/100/130/160

    ---Star Level Damage: 8/12/16/20 >>> 8/10/13/16

    -Cavalier

    ---Damage Reduction: 15/20/25% >>> 15/25/35%

    -Dawnbringer

    ---Heal: 30/60/100/200% >>> 30/60/100/150%

    -Forgotten

    ---AD and AP: 35/70/110 >>> 35/80/140

    -Legionnaire

    ---Attack Speed: 25/50/80/120% >>> 25/60/100/160%

    -Ranger

    ---Attack Speed: 60/120% >>> 60/140%

    -Redeemed

    ---Armor and Magic Resist: 25/40/65 >>> 30/50/70

    ---Ability Power: 30/50/80 >>> 30/50/70

    -Spellweaver

    ---AP: 20/40 >>> 20/50

    ---AP per stack: 2/4 >>> 2/5

    -Knight

    ---Damage Blocked: 15/40/60 >>> 15/40/75

    Champions

    1 Cost

    -Aatrox

    ---Spell AD: 200/210/225% >>> 220/230/260%

    -Udyr

    ---Spell AD: 100/110/120% >>> 110/120/140%

    -Vayne

    ---Spell Damage: 85/110/160 >>> 90/120/160

    2 Cost

    -Viktor

    ---Ability now shields the 3 allies nearest to the target

    ---Mana: 20/40 >>> 30/70

    ---Damage: 250/350/600 >>> 400/550/800

    ---Shield: 250/350/600 >>> 150/200/350

    -Soraka

    ---Spell Damage: 150/250/500 >>> 150/225/350

    -Sett

    ---AD: 60 >>> 70

    ---Spell Armor Shred: 15/20/25 >>> 15/20/30

    -Kennen

    ---Spell Damage: 150/200/400 >>> 150/200/300

    -Varus

    ---Spell AD: 120/130/160% >>> 150/160/180%

    -Thresh

    ---Health: 750 >>> 800

    ---Spell Damage: 100/200/300 >>> 100/200/400

    ---Spell Pull Duration: 2/3/4 >>> 2/3/6 seconds

    3 Cost

    -Ashe

    ---AS: 0.7 >>> 0.75

    -Lee Sin

    ---Spell Damage: 225/350/700 >>> 200/275/500

    -Nidalee

    ---Mana: 0/50 >>> 0/75

    ---Spell Damage: 125/200/400 >>> 100/150/300

    -Lux

    ---Spell Damage: 200/350/800 >>> 300/450/800

    -Pantheon

    ---Health: 750 >>> 800

    ---AD: 70 >>> 75

    ---Spell now additionally reduces the incoming healing of targets hit by 50% for 8 seconds

    -Katarina

    ---Spell Primary Damage: 110/150/300 >>> 150/200/400

    ---Spell Secondary Damage: 70/100/200 >>> 75/100/200

    ---Spell now additionally reduces the incoming healing of targets hit by 50% for 8 seconds

    -Zyra

    ---Spell Stun Duration: 1.5/2/3 >> 2/2.5/3.5 seconds

    4 Cost

    -Vel’Koz

    ---Spell Damage: 900/1200/4000 >>> 1200/1600/4000

    5 Cost

    -Heimerdinger

    ---Mana: 0/80 >>> 0/110

    ---Spell Damage: 150/200/7777 >>> 200/300/7777

    Bug Fixes

    -Buying and selling Teemo very quickly no longer prevents you from taking damage

    -Abomination grave now gets removed properly if you sell Abominations from the board

    -The Abomination grave no longer gets Zephyred

    -Kennen no longer dashes to untargetable enemies with his second dash

    -Fixes issues regarding units chasing their target if it moved out of range for farther than intended

    -Fixed Trundle doing 1/100th of the intended damage by the health steal"


    Miscellaneous

    • MSI team icons tweaked (mostly changing logos, matching names up):

    4939.jpg 4940.jpg 4941.jpg 4942.jpg4943.jpg 4944.jpg 4945.jpg 4946.jpg4947.jpg 4948.jpg 4949.jpg 4950.jpg4951.jpg


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    None!


    Context & Notes

    1) Riot Beardilocks showed off some upcoming VFX changes for Lord Mordekaiser:

    Anyway here's Lord Morde. Working on this broke me and destroyed my passion for doing these recolors on my week off. He's the most recent full VGU champ whose 975 wasn't recolored, which is why I chose him next. Refer to my flowchart before you ask about your champ. pic.twitter.com/1JWq2Q1HGY

    — Riot Beardilocks (@Beardilocks) April 15, 2021

    2) Make sure to check out the latest quick gameplay thoughts for April 16th, this week written by Riot Jag!


    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…tinued-tft-reckoning.html

    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes MSI team icons and emotes, continued TFT: Reckoning testing, and more tentative balance changes!

    asdfgsadfg.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    MSI Team Summoner Icons

    New esports summoner icons are now on the PBE:


    [Team] MSI 2021 Icon

    4936.jpg 4937.jpg 4938.jpg4939.jpg 4940.jpg 4941.jpg4942.jpg 4943.jpg 4944.jpg4945.jpg 4946.jpg 4947.jpg4948.jpg 4949.jpg 4950.jpg4951.jpg 4952.jpg 4953.jpg


    MSI Emotes

    New esports emotes are now on the PBE:


    [Team] MSI 2021

    EM_MSI2021_BYG_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_C9_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_CC_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_DFM_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_DK_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_EDG_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_FB_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_FPX_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_INF_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_IW_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_MAD_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_MCX_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_PAIN_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_PGG_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_PSG_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_RNG_01_Inventory.ACCESSORIES_11_9.pngEM_MSI2021_UOL_01_Inventory.ACCESSORIES_11_9.png EM_MSI2021_VRX_01_Inventory.ACCESSORIES_11_9.png


    Continued TFT: Reckoning Testing

    4_12_21_TFTSet5GameplayArticle_Banner.jpg

    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2) from Riot Mort:

    "April 15th Deploy

    Systems

    -Mana from incoming damage: 2% of pre-mitigation and 6% of post-mitigation damage >>> 1% of pre-mitigation and 7% of post-mitigation damage

    -Bugfix: Units will no longer improperly re-evaluate their target after casting if their current target is still in their attack range

    Items

    -Redemption

    ---AoE Damage Reduction: 40% >>> 30%

    -Titan’s Resolve (Shadow)

    ---Damage: 40% >>> 25% of damage taken

    Traits

    -Hellion

    ---AS: 10/50/110% >>> 5/50/125%

    -Renewer

    ---Heal / Mana: 5/8% >>> 3/6%

    Champions

    1 Cost

    -Aatrox

    ---Spell Healing: 25/30/40% >>> 30%

    -Lissandra

    ---Spell Primary Damage: 350/450/600 >>> 250/350/450

    ---Spell Secondary Damage: 175/225/300 >>> 125/175/225

    ---Spell AD Reduction: 40% >>> 40/40/60%

    ---Spell AD Reduction Duration: 4 >>> 8 seconds

    -Vladimir

    ---Spell Damage: 250/350/500 >>> 250/350/450

    ---Spell Healing: 200/280/400 >>> 200/250/350

    -Ziggs

    ---Spell Damage: 200/300/500 >>> 200/300/450

    2 Cost

    -LeBlanc

    ---Bugfix: Ability damage scales with Ability Power

    -Viktor

    ---Mana: 30/50 >>> 20/40

    ---Spell Shield Duration: 3 >>> 5 seconds

    3 Cost

    -Lulu

    ---Spell AS: 40/50/75% >>> 50/60/80%

    -Morgana

    ---Mana: 0/60 >>> 60/120

    ---Spell Stun Duration: 2/3/4 >>> 2.5/3/4 seconds

    -Nidalee

    ---Initial Leap Targeting: Lowest Armor >>> Lowest Health

    ---Cougar Leap now has a 3 second cooldown

    ---Spell Damage: 150/250/450 >>> 125/200/400

    ---Spell Bonus Dodge: 45% >>> 30/40/50%

    -Riven

    ---Spell Bonus AD: 80/90/100% >>> 70/80/90%

    4 Cost

    -Aphelios

    ---Spell AD: 170/180/300% >>> 160/170/220%

    ---Spell Base Damage: 200/300/600 >>> 150/200/400

    ---Ability Power now correctly scales the base damage instead of the Attack Damage ratio

    -Karma

    ---Spell Damage: 200/250/1000 >>> 180/220/900

    -Vel’Koz

    ---Spell Damage: 800/1100/4000 >>> 900/1200/4000

    5 Cost

    -Heimerdinger

    ---Spell Damage: 175/250/7777 >>> 150/200/7777

    -Viego

    ---Spell Damage: 150/250/1000 >>> 200/300/1500

    ---Mana: 0/50 >>> 0/40

    ---Viego will no longer cast on a dead unit if his Auto-Attack kills his target and generates enough mana to cause him to cast.

    ---Viego will no longer occasionally scoot one extra hex after casting.

    ---Viego now has a maximum cast range of his Auto-Attack range +1 hex.

    ---Fixed many wacky shenanigans that would ensue from him corrupting Heimderdinger (like infinite Attack Speed Baby Dragons)

    Bug fixes

    -Ivern spell will no longer knockup and stun units through QS/Verdant

    -Morgana’s ability now works on PvE monsters

    -Fixed a bug where Last Whisper and Shadow Last Whisper failed to shred with critical strikes

    -Last Whisper now properly shreds with ability critical strikes

    -Multiple units have updated tooltips

    ---(and scripts--this was to correct the issue of the ability power icon appearing before the % )

    ---Aatrox

    ---Garen

    ---Ivern

    ---Monstrosity

    ---Jax

    ---Kled

    ---Lulu

    ---Mordekaiser

    ---Trundle

    -Garen should now remove mana-lock when his spell deactivates

    -Varus and Sett’s abilities, along with all physical abilities, now properly run through the attack flow (counts as 1 attack towards Guinsoo’s Rageblade, Statikk Shiv, Runaan’s Hurricane)

    -Item tooltips have been updated to align wording across Vanilla and Shadow

    -HYPERROLL: Fixed a bug where players would get “Invalid Items” aka Abyssal Masks"


    Images for each of the new arenas added:


    Court of Chaos

    Square_Battlefield_Lg_Reckoning_CourtOfChaos.png


    Realm of Harmony

    Square_Battlefield_Lg_Reckoning_RealmOfHarmony.png


    Sanctum of Order

    Square_Battlefield_Lg_Reckoning_OrderOfSanctum.png


    Count Spatula Arena

    Square_Battlefield_Lg_Reckoning_CountSpatula.png


    Splash Party Arena

    Square_Battlefield_Lg_Reckoning_SplashParty.png


    Little Legends bios added:

    • Chaos Pengu: "When Pengu made contact with the corrupting forces of the Black Mist, Chaos Pengu burst from the Feather Knight we know and love. And-- while Chaos Pengu's hair, dance moves, and rap theme are superior-- it's important to note that Chaos Pengu is just that, superior."
    • Chaos Sprite: "Chaos Sprite has never understood River Sprite. But we're sure they'd be friends if flames weren't so easily extinguished by water."
    • [Tweaked] Splash Town Choncc: "Splash Town Choncc's dream is winning the Splash Party surfing competition. And with how much napping they do, they're likely to keep on dreaming."
    • [Tweaked] Lifeguard Choncc: "Splash Town locals and tourists alike can feel safer knowing Lifeguard Choncc is on the lookout. On the lookout for the best waves, and Chonccest vibes of course."


    Miscellaneous

    • MSI Loot assets added:
      • Break Out Bag
        • Celebrate the rich history of MSI with this grab bag. Open to reveal three Break Out skin shards, two random skin shards, and a 20% chance for 500 Orange Essence. Gemstone and Mythic Skin Permanent drop rates multiplied by 1.5. (Break Out is made up of World Champions, Challenger, and Conqueror skins released in 2012-2020).
      • MSI 2021 Capsule
        • Open to reveal three random skin shards with a 4% chance to obtain a Break Out Bag. Gemstone and Mythic Skin Permanent drop rates multiplied by 1.5 with three chances for each type of drop.

    MSI_2021_Bag_490px.pngMSI_2021_Capsule_490px.png


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.



    Items

    Turbo Chemtank
    • Supercharged active move speed lowered from 60% to 40%

    turbo.png


    Context & Notes

    1) None!

    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…ate-msi-icons-emotes.html

    "No... pain... no... feeling... but hunger... " Blackfrost Sion & Vel'koz, Dragonslayer Kayle & Twitch, and Dragon Guardian Galio are now available!

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    Continue reading for a closer look at each new skin!


    Table of Contents


    Champion Skins

    Five new skins are now available!


    Blackfrost Sion

    1350 RP

    "A fearsome jötunn who once stood at the front of Lissandra's vast armies, Sion fell in battle only for his master's magic to weave itself beneath his massive frame, resurrecting him as a monster of rage and cold."

    14022.jpg

    SionLoadScreen_22.PIE_C_11_8.jpg

    sion.png

    sionturn.png

    sionrecall.png

    sionauto.png

    sionpassive.png

    sionq.png

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    siorr.png


    Blackfrost Vel'Koz

    1350 RP

    "Beneath the ice they slumber, trapped as two worlds pass them by. Watching, waiting, for the day they will rise again, and all will be buried in ice."

    161011.jpg

    VelkozLoadScreen_11.PIE_C_11_8.jpg

    vel.png

    velturn.png

    velrecall.png

    velautopassive.png

    velq.png

    velw.png

    vele.png

    velr.png


    Dragon Guardian Galio

    1350 RP

    A great dragon of old, who protected dragonkind's ancestral nesting grounds from those who might do it harm. Tricked by the mad knight Kayle so she could destroy every clutch of eggs under his charge, he has followed her back to human society, so he might exact his vengeance personally.

    3019.jpg

    GalioLoadScreen_19.PIE_C_11_8.jpg

    galio.png

    galioturn.png

    galiorecall.png

    galiopassiveauto.png

    galioq.png

    galiow.png

    galioe.png

    galior.png


    Dragonslayer Kayle

    1350 RP

    "A famous dragonslayer who vanished into the distant mountains, obsessed with destroying the dragon lineage utterly. Many years later she has returned, so changed by the carnage that she has begun to resemble a dragon herself."

    10024.jpg

    KayleLoadScreen_24.PIE_C_11_8.jpg

    kayle1.png

    kayleturn.png

    kaylerecall.png

    kaylepassive2.png

    kayleq.png

    kaylew.png

    kaylee.png

    kaylepassive.png

    kayler.png



    Dragonslayer Twitch

    1350 RP

    "A lesser dragon who has learned to blend in among humans... poorly. Twitch worships the true dragons and plans to one day become one himself, though he isn't sure how just yet."

    29036.jpg

    TwitchLoadScreen_36.PIE_C_11_8.jpg

    twitch.png

    twitchturn.png

    twitchrecall.png

    twitchautopassive.png

    tqitchq.png

    twitchw.png

    TWITCHE.png

    twitchr.png


    Chromas

    New sets of chromas are also available for 290 RP each or bundled with the exclusive Ruby chroma:


    Blackfrost Sion

    [7 Chromas]

    14023.png14024.png14025.png14026.png14027.png14028.png14029.png


    Blackfrost Vel'Koz

    [8 Chromas]

    161012.png161013.png161014.png161015.png161016.png161017.png161018.png161019.png


    Dragonslayer Galio

    [8 Chromas]

    3020.png3021.png3022.png3023.png3024.png3025.png3026.png3027.png



    Dragonslayer Kayle

    [8 Chromas]

    10025.png10026.png10027.png10028.png10029.png10030.png10031.png10032.png


    Dragonslayer Twitch

    [8 Chromas]

    29037.png29038.png29039.png29040.png29041.png29042.png29043.png29044.png


    [Back to Top] Quelle: http://www.surrenderat20.net/2…agonslayer-skins-now.html

    "This place certainly brings out the fight in everyone. Wouldn't be fair if I didn't present my best." - Gwen, the Hallowed Seamstress, is now available! Gwen is priced at 975 RP / 7800 BE and will drop to the standard 6300 BE price after 4/22! You can pick up Gwen and her release skin Space Groove Gwen in a bundle for 1837 RP for a limited time!

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    Continue reading for a look at her kit, release skin, and more!


    Table of Contents


    New Champion: Gwen

    Gwen, the Hallowed Seamstress, is now available!


    Gwen, the Hallowed Seamstress

    887000.jpg

    GwenLoadscreen_0.Gwen.jpg887.png

    gwen.png

    gwenturn.png

    gwenrecall.png

    gwenemote.png


    Champion Spotlight

    Before we cut into the details, here's Gwen's champion spotlight:


    Stats & Abilities

    gwenbar.png

    Gwen_Ability_Icon_Concept_Passive.pngGwen_Ability_Icon_Concept_Q.pngGwen_Ability_Icon_Concept_W.pngGwen_Ability_Icon_Concept_E.pngGwen_Ability_Icon_Concept_R1.png


    Stats

    • Base HP: 550
    • HP5: 7
    • HP Per Level: 90
    • HP Regen Per Level: 0.11
    • Base Mana: 330
    • Mana Per Level: 40
    • Base MR: 32
    • MR Per Level: 1.25
    • Base AD: 63
    • AD Per Level: 3
    • Base Armor: 37
    • Armor Per Level: 4
    • Base Move Speed: 340
    • Attack Speed Per Level: 2.25
    • Attack Range: 150


    Abilities


    A Thousand Cuts (Passive)

    Gwen's Attacks deal an additional (1% + 0.008% AP) Max Health magic damage on hit. Gwen recovers health equal to 70% of the damage this Ability deals to champions.
    Max damage to monsters: [10 +25% AP]. Deals [8-30] bonus damage to minions below 40% health.

    gwp.png

    gwen%2Bauto.png


    Snip Snip! (Q)

    40 Mana

    6.5/5.75/5/4.25/3.5s Cooldown

    Passive: Gwen gains 1 stack when she hits an enemy with an attack (max 4, lasts 6 seconds).
    Active: Consumes stacks. Gwen snips once for [8/10.75/13.5/16.25/19 +5% AP] magic damage, snips again for each ammo consumed, and then snips a final time for [40/53.75/67.5/81.25/95 +25% AP] magic damage.
    The center of each strikes deals true damage instead and applies A Thousand Cuts to enemies hit.
    (Max damage: 80, plus [6% +4.8% AP)% percent health)

    gw2.png

    gwenq1.png


    Hallowed Mist (W)

    60 Mana

    22/20/18/16/14s Cooldown

    Gwen summons the Hallowed Mist, making her untargetable to all enemies (except towers) outside of the zone for 5 seconds or until she leaves it. While in the Mist, Gwen gains [20 + 5% AP] Armor and Magic Resist.
    Gwen can Recast this ability once to call the Mist to her. This will automatically Recast the first time Gwen attempts to leave the zone.

    gww.png

    gwenw1.png


    Skip 'n Slash (E)

    35 Mana

    13/12/11/10/9s Cooldown

    Gwen dashes and empowers her Attacks for 4 seconds.
    Empowered Attacks gain 40/50/60/70/80% Attack Speed, [10 +15% AP] on hit magic damage, 100 range, and the first one to hit an enemy refunds 50% of this Ability's Cooldown.

    gwe.png

    gwene1.png


    Needlework (R)

    100 Mana

    120/100/80s Cooldown

    First Cast: Hurl a needle that deals [30/55/80 +8% AP] magic damage, Slows by 40/50/60% for 1.5 seconds, and applies A Thousand Cuts to all enemies. If Gwen hits an enemy with an Attack or Ability within 6 seconds of casting this, she can Recast it (up to 2 additional times.)

    Second Cast: Fire three needles to deal [3x Base Damage] magic damage

    Third Cast: Fire five needles to deal [5x Base Damage] magic damage

    Subsequent needle hits on the same unit slow by 15/20/25% instead.

    Max damage: [9x Base Damage], plus [9% +0.072% AP]% max health damage from A Thousand Cuts.

    gwr.png

    gwenrq.png


    Lore

    Gwen's champion page and biography are up on the Universe!

    asdfjfdtyhgfhjgdfhs.jpg


    In-Client bio:
    "A former doll transformed and brought to life by magic, Gwen wields the very tools that once created her. She carries the weight of her maker's love with every step, taking nothing for granted. At her command is the Hallowed Mist, an ancient and protective magic that has blessed Gwen's scissors, needles, and sewing thread. So much is new to her, but Gwen remains joyfully determined to fight for the good that survives in a broken world."

    Color Story: The Stranger Who Sews
    by Michael Luo

    banner.png


    Voiceover

    Here's Gwen's full voiceover:


    Choose VO: "Head high, chin up, scissors ready!"


    Ban VO: "Why not? My scissors don't bite."


    Gwen's theme was also added to the PBE!


    Here's Gwen's full special interactions:



    Champion Theme

    Here's Gwen's champion theme:


    Release Skin

    Gwen's release skin is Space Groove Gwen:


    Space Groove Gwen

    1350 RP

    "It was pretty far out when Gwen applied to be Lux and Samira's quartermaster—after all, no one else did. Cheerfully sewing good vibes into great clothes, she amplifies disco energy through her nifty threads. Though she's new to this whole galactic hero gig, one thing's for sure: no way Gwen lets her friends liberate the galaxy in less-than-stellar outfits."

    887001.jpg

    GwenLoadScreen_1.Gwen.jpgGwenLoadscreen_1_LE.Gwen.jpg

    gwen.png

    gwenturn.png

    gwenrecall.png

    gwenautopassive.pnggwenq.png

    gwenw.png

    gwenr.png

    gwenr1.png


    Chromas

    Space Groove Gwen also has a set of chromas available for 290 RP each or bundled with the exclusive Ruby chroma!


    Space Groove Gwen

    [9 Chromas]

    887002.png887003.png887004.png887005.png887006.png887007.png887008.png887009.png887010.png


    Summoner Icons

    Two summoner icons are also now available:


    Space Groove Gwen Icon

    This icon was acquired during the 2021 Space Groove event.

    4926.jpg


    Space Groove Gwen Chroma Icon

    This icon was acquired from the Event Pass Token Shop during the 2021 Space Groove event.

    4927.jpg


    More on Gwen

    gwen.png


    For more on Gwen, check out these links:


    Space Groove Event & Skins

    The Space Groove event continues through May 3rd! Dance your way over to this post to check out new skins, chromas, and more!

    sdfghsdfgh.jpg


    [Back to Top] Quelle: http://www.surrenderat20.net/2…ed-seamstress-in-118.html

    The PBE has been updated! As we continue the 11.9 PBE cycle, today's patch includes continued TFT Reckoning testing, VFX changes for Full Machine Viktor, and more!

    Mighty%2BPBE%2BBanner.jpgijukj.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Continued TFT: Reckoning Testing

    4_12_21_TFTSet5GameplayArticle_Banner.jpg

    TFT Set 5, Reckoning, continues to test on the PBE this cycle! Here's the latest changelist (1 / 2) from Riot Mort:

    "April 14th Deploy Changes

    Items

    -Thief’s Gloves

    ---Loot table has been updated to no longer grant two copies of items that are Unique

    -Thief’s Gloves (Shadow)

    ---Loot table has been updated

    -Guinsoo’s Rageblade (Shadow)

    ---Self Damage Per Attack: 2% >>> 3% maximum Health

    -Shroud (Shadow)

    ---Mana Increase: 50% >>> 65%

    -Jeweled Gauntlet (Shadow)

    ---Self Damage: 20% >>> 15% maximum Health

    -Blue Buff (Shadow)

    ---Health Threshold: 50% >>> 60%

    -Archangel’s Staff (Shadow)

    ---Health Gained: 350% >>> 300% of ability’s Mana cost

    Traits

    -Dawnbringer

    ---Heal: 30/50/90/150% >>> 30/60/100/200%

    -Nightbringer

    ---Shield: 30/50/75/100% >>> 30/60/90/120%

    -Hellion

    ---AS: 5/50/110% >>> 10/50/110%

    Champions

    1 Cost

    -Warwick

    ---Spell Healing: 100% >>> 80%

    -Lissandra

    ---Bugfix: Ability damage scales with Ability Power

    ---Secondary Damage: 250/325/450 >>> 175/225/300

    -Aatrox

    ---Bugfix: Ability healing now scales with Ability Power

    2 Cost

    -Brand

    ---Spell Damage: 550/750/1100 >>> 700/900/1300

    ---Spell Burn Tick Rate: 0.5 >>> 1 seconds

    -Hecarim

    ---Spell Damage: 300/400/800 >>> 375/500/1000

    ---Spell Healing: 450/600/1200 >>> 375/500/1000

    -Thresh

    ---Mana: 60/100 >>> 40/80

    -Varus

    ---Mana: 0/75 >>> 0/60

    ---Spell AD: 140/150/200% >>> 120/130/160%

    3 Cost

    -Lulu

    ---Mana: 40/70 >>> 60/120

    ---Spell Targets: 3/3/5 >>> 3/4/5

    ---Spell AS: 30/60/100% >>> 40/50/75%

    ---Spell Polymorph Duration: 2/2.5/4 >>> 2/2.5/3 seconds

    -Lux

    ---Mana: 30/70 >>> 40/70

    -Nidalee

    ---Fixed a bug where she could leap while stunned

    -Riven

    ---AD: 70 >>> 90

    4 Cost

    -Draven

    ---Spell AD: 200/220/300% >>> 180/200/260%

    -Jax

    ---Health: 800 >>> 900

    ---AD: 70 >>> 80

    -Mordekaiser

    ---Mana: 0/40 >>> 0/60

    -Vel’Koz

    ---Mana: 0/90 >>> 0/80

    ---Spell Damage: 700/1000/4000 >>> 800/1100/4000

    5 Cost

    -Darius

    ---Fixed a bug where Darius’s wolves were consuming his on-attack heals to instantly heal him during his dunk

    ---Darius now runs through the attack flow as he casts (1 count towards Rageblade, Shiv, Hurricane, etc.

    -Heimerdinger

    ---Spell Damage: 200/300/7777 >>> 175/250/7777

    ---Turret AD: 200 >>> 150

    Bugs:

    -Fixed an issue where Trundle could cause units with damage immunity (Kindred, Kayle) to become unkillable until his ability wore off"


    Descriptions for the new Choncc Little Legend variants added:
    • Splash Town Choncc: Splash Town Choncc's dream is winning the Splash Party surfing competition. And with how much napping they do, they're likely to have that dream.
    • Lifeguard Choncc: Splash Town locals and tourists alike can feel safer knowing Lifeguard Choncc is on the lookout. On the lookout for the best waves, and what's that dark looking fog rolling in?
    • Sun-Kissed Choncc: Lifeguard Choncc may be the best swimmer, surfer, and boogie boarder, but Sun Kissed Choncc is better at some really important stuff too. Stuff like, humming, belly bongos, playing the ukulele, and Hula dancing!

    Miscellaneous

    • MSI summoner banners were added to the PBE:

    Flag_MSI2021_1_Profile.pngFlag_MSI2021_2_Profile.pngFlag_MSI2021_3_Profile.png

    • As noted by Riot Beardilocks, VFX changes for Full Machine Viktor are now on the PBE!

    BEHOLD! Full Machine #Viktor gets a recolor as a 975. A little late from his VFX update, but I'm having fun on my week off adding value.
    It's a kind of chem-tech Viktor, like he went down to Zaun.
    Probably will reduce the brightness a little. pic.twitter.com/Pm4soKMQFJ

    — Riot Beardilocks (@Beardilocks) April 14, 2021


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    None!



    Context & Notes

    1) None!

    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…tinued-tft-reckoning.html

    Today's red post collection includes patch 11.8 hotfixes and additions, a rundown on the TFT lab Hyper Roll that is now testing on the PBE, news from other Riot games, and more!

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    Continue reading for a closer look!


    Recent%2BNews.jpg


    Table of Contents


    Patch 11.8 Notes Hotfixes & Additions

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    The patch 11.8 notes were updated with details on the ARAM VFX updates as well as a handful of hotfixes that went out! Check out the full list from the patch notes:

    4/13/2021 ARAM VFX Updates
    These updates were included in the original patch deploy, but left off of the original Patch 11.8 Notes!

    Snowballs
    • New missile that should match the hitbox a bit better and be more readable in hectic team fights
    • New recast activation VFX on tagged target
    • New hit-and-miss VFXs
    • New SFX on missed snowball, so you know when you do hit!
    Poros
    • New porosnax icon
    • New porosnax missile going from you to the closest poro in an arc, with new and cute SFX!
    • Poros now stop and open wide when they see a porosnax coming their way, with hearts on their eyes
    • New cute little chomp VFX and SFX when poros receive their porosnax
    • New “happy circles” hearts VFXs while poros are happy and fed, with hearts on their eyes while circling around
    • Added hearts VFXs that follow a poro forever once it is fed at least once
    • New, more ceremonial poro explosion effect once they have been fed ten times and explode in several other poros
    Health Relics
    • New Relic VFX (the floating cross)
    • New pick-up VFX (for the one picking it up)
    • New healed VFX (for everyone healed in the area)
    Others
    • New Respawn effect
    • Cleaned up Turret glows and added some subtle falling cold smoke
    4/13/2021 Omnivamp, Sanguine Blade and Yorick Bugfixes
    Omnivamp Items
    • HEALING BUGFIX Fixed an issue where all items that grant omnivamp would heal double the intended amount
    • JUNGLE BUGFIX Omnivamp from jungle items are now long being applied to enemy champions and minions
    Sanguine Blade
    • PHYSICAL VAMP BUGFIX Sanguine Blade now properly heals from physical damage dealt
    Yorick
    • R - EULOGY OF THE ISLES BUGFIX Towers now properly prioritize damaging Yorick's Maiden instead of minions when she attacks enemy champions while Yorick is not in the tower's range"

    Teamfight Tactics: Hyper Roll

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    Check out this explainer from Llord Llama on the new TFT lab, Hyper Roll:

    "GET HYPED for Hyper Roll!
    Hyper Roll is the new way to play Teamfight Tactics! It’s a shorter, slimmer version of the standard TFT you know and love. You will almost certainly finish a game of Hyper Roll in 20 minutes (or sooner… even a lot sooner).
    Hyper Roll features a simpler economy that allows you to focus on fielding the very best team you can, and re-rolling your shop to do it. You'll want to focus on keeping your board as strong as possible at every stage. Losing rounds, especially in the late game, will get you eliminated—fast. So while standard TFT asks for patience and precision, Hyper Roll demands a few good presses of that sweet sweet re-roll button… usually.
    There’s no bad time to play Hyper Roll. Maybe you’ve got some time to kill and don’t want to commit to a standard game, or maybe you just want to focus on learning the champions and traits without having to worry about managing your gold. Or maybe you’re looking to reach the top of the Hyper Roll ratings — Hyper Tier. Hyper Roll has a little something for everyone, and here's how it works:
    How it Works
    TFT: Hyper Roll has a lot in common with standard TFT, but it specifically challenges your champion choices and teambuilding thanks to a few rule tweaks. Here are the new rules for Hyper Roll:
    Experience and Income
    • You can’t buy XP. In standard TFT, you gain a little XP automatically each round, and you can spend 4 gold to buy more as often as you like. In Hyper Roll, you level up at the start of each stage . This way, every player in a Hyper Roll game is always the same level as every other player.
      • TIP: Towards the end of a stage, consider saving gold to roll when you level up at the start of the next one… or, if you’re gunning for some low-cost 3-star champions, roll for them before your chance to get them goes down!
    • You get two gold per victory, instead of one. Just winning rounds gets you some extra gold — and it can add up.
    • There are no gold bonuses for winning and losing streaks. In Hyper Roll, there’s no upside to losing a round (apart from weird trait bonuses).
    • There’s no interest income. Accumulating gold doesn’t generate any extra gold all by itself. Your base income in Hyper Roll is a bit higher than in standard TFT, though.
      • TIP: You might still want to save gold to roll at a higher level, when you’re more likely to get high-cost champions (and want to be able to afford them).
    Health and Damage
    • Players start the game with 20 Health. You’re still eliminated when your Little Legend loses all of its health.
    • Damage amount per round is flat. Unlike standard TFT, surviving champions won't deal any extra damage. Both the narrowest and the most devastating defeats cost you the same amount of Health in Hyper Roll.
      • In the first 4 stages of Hyper Roll, each loss costs 2 Health.
      • In stages 5-7, it’s 4 Health.
      • In stage 8 and later, it’s 6 Health.
      • TIP: You’ll see a special “imminent death” version of your Little Legend’s health bar when elimination is 1 loss away!
      • TIP: Don’t be fooled by those low damage numbers early in the game! Winning those rounds can make a big difference at the end, generating some extra gold for that key re-roll, and forcing an opponent to beat you twice instead of once for the win.
    Drafting and Round Structure
    • There’s only one shared draft carousel, and it kicks off every game. After that, you’ll get item components from the Armory, a new feature we’re also adding to standard TFT. The Armory will appear on screen at the start of stages 4 through 6, and lets you pick one of two item components. (Standard TFT still has all the shared draft rounds it used to have — but in Reckoning, the Armory is also used to get those dangerous Shadow components.)
    • The round structure is different. In general, Hyper Roll stages have fewer rounds, especially early on.

    Climb Fast
    When you play Hyper Roll, you’ll get a rating that corresponds to your team-building and rerolling skill. Everyone starts in the Gray tier, but you'll progress through Green, Blue, and Purple tiers on your way to the pinnacle of Hyper Roll: Hyper Tier! We’re a bit more chill in Hyper Roll than in a standard Riot Ranked system: you’ll get Ranked rewards based on the highest rating you achieve each stage (starting at Blue Tier) — even if you later take a plunge. No need to worry about whether a bad streak will push you out of rewards contention. Last but not least, Hyper Roll will have its own rewards, separate from standard TFT!
    Missions and Balance
    In addition to standard TFT, you’ll be able to complete missions for your Reckoning Pass in Hyper Roll for full XP, so it can be a fast way to get a chunk of progress! That said, you’ll only get 50 baseline XP for each Hyper Roll match you play.
    We’re going to take an active approach to balance in Hyper Roll just like we do in standard TFT. We have some theories about how this is going to go… and you’re probably going to burn all of those theories to the ground. It’s possible that Hyper Roll will need significant tuning to keep TFT’s fun and varied gameplay intact, so we’re going to be keeping a close eye on that as players experience the beginning of Hyper Roll!
    The Same… but Different
    Hyper Roll’s pace and rules mean we have to make some tweaks to how some traits and champions work. We’ll always make them work as similarly to their standard counterparts as possible; but, for example, Teemo can’t cost 6 Health in Hyper Roll — that’d be over a quarter of your starting Health! Even Teemo isn’t powerful enough to warrant THAT. So, in Hyper Roll, he only costs 1 Health. Similarly, any trait that changes according to rounds will need adjustments to ensure it makes sense in Hyper Roll."

    Miscellaneous

    • Riot Beardilocks shared some small VFX changes coming to the PBE soon for Full Machine Viktor:

    BEHOLD! Full Machine #Viktor gets a recolor as a 975. A little late from his VFX update, but I'm having fun on my week off adding value.
    It's a kind of chem-tech Viktor, like he went down to Zaun.
    Probably will reduce the brightness a little. pic.twitter.com/Pm4soKMQFJ

    — Riot Beardilocks (@Beardilocks) April 14, 2021

    • Riot EarthSlug noted some updates coming for champion videos in the client:

    "We're aware that some in-client ability videos are outdated. We'll be re-capturing and updating all of the ones we've found.

    Some data for you:

    We'll be updating 46 unique champions

    We'll be updating 226 total videos"

    • Check out this community comic collab featuring Elise - "Gronoc returns with his take on Elise and Strand by Silken Strand."

    Strand-by-Silken-Strand4.jpg

    • Here's the latest look at MSI groups after this weekend:
    "The updated #MSI2021 Groups as the first six teams have qualified over the weekend!"

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    • Here's the next video in the League Frequencies series - "League Frequencies Ep2 | Part 1: Synthesis-based Building Blocks"


    Other Games

    Legends of Runeterra

    "Join us in celebrating Legend of Runeterra’s one-year anniversary! As a token of our appreciation, we're offering 7 days of free login gifts and special event quests with even more rewards. Once patch 2.6.0 goes live, log in each day for the following rewards, including some exclusive anniversary items!"

    Modal_LoR_Anniversary_Patch_Notes_2-06_04122021.jpg


    • The LoR twitter previewed some changed VFX in patch 2.6:

    We’re rolling out some new FX in Patch 2.6 for:
    💫 Spell Shield
    🏃 Recall
    ✨ Auras on cards like Rahvun & Stony Suppressor
    🃏 Deck shuffling
    🕳️ Elusive units
    🕶️ Sharpsight
    Take a look and tell us what you think ⬇️ pic.twitter.com/DK2vUZxmuw

    — Legends of Runeterra (@PlayRuneterra) April 12, 2021


    Wild Rift

    • WILD RIFT PATCH NOTES 2.2A including the addition of Rammus, new "first-to-Wild Rift" Stargazer skins for Camille, Soraka, and Twisted Fate, new accessories, balance changes, and more!

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    • Wild Rift tweeted that position preference in ranked went live in Ranked in all regions on April 12th!

    Calling all daring duos, skillful solo laners, and mediocre mids: SURPRISE! Position preference is now live in Ranked in all regions.
    📣Let us know what you think!

    Read more: https://t.co/9JZIG4qWrU pic.twitter.com/DMmB3ufXnW

    — League of Legends: Wild Rift (@wildrift) April 13, 2021


    [BACK TO TOP] Quelle: http://www.surrenderat20.net/2…n-patch-118-hotfixes.html

    [WIP!] [STATUS: PBE is currently online!]

    The PBE has been updated! As we start the 11.9 PBE cycle, today's patch includes seven new skins, including the DWG skins and Conqueror Jax + Prestige, new chromas, icons, and more!

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    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents

    • Champion Skins
      • Conqueror Jax
      • Conqueror Jax Prestige Edition
      • DWG Jhin
      • DWG Kennen
      • DWG Leona
      • DWG Nidalee
      • DWG Twisted Fate
    • Chromas
    • Summoner Icons
    • Emotes
    • TFT: Reckoning PBE Testing
    • Miscellaneous
    • Balance Changes
    • Context & Notes


    Champion Skins

    Seven new skins are now on the PBE for testing!



    Conqueror Jax

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    Conqueror Jax Prestige Edition

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    DWG Jhin



    Here's Riot KateyKhaos with a bugs & feedback thread for DWG Jhin:

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    "Honoring Ghost's winning Jhin in the 2020 World Championship!
    DWG Jhin is heading onto the Rift with:
    • New models and textures!
    • New VFX!
    • New SFX!
    • New recall animation!
    DWG Jhin is set to be 1350 RP.

    DWG Jhin
    will be available to play soon on PBE! As players who get a first hand look at this upcoming content, we want to hear your thoughts! Drop your feedback in the thread below!



    DWG Kennen

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    DWG Leona

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    DWG Nidalee



    Here's Riot KateyKhaos with a bugs & feedback thread for DWG Nidalee:

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    "Honoring Canyon's winning Nidalee in the 2020 World Championship!
    DWG Nidalee is heading onto the Rift with:
    • New models and textures!
    • New VFX!
    • New SFX!
    • New recall animation!
    DWG Nidalee is set to be 1350 RP.
    DWG Nidalee will be available to play soon on PBE! As players who get a first hand look at this upcoming content, we want to hear your thoughts! Drop your feedback in the thread below!"


    DWG Twisted Fate



    Chromas

    New chromas are now on the PBE:



    DWG Chromas

    "This chroma was released as a bundle exclusive during MSI 2021."

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    Summoner Icons

    New summoner icons are now on the PBE:

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    Emotes

    New emotes are now on the PBE!

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    EM_BATTLEPASS_GODKINGS_Inventory.ACCESSORIES_11_9.pngEM_BATTLEPASS_SPATULATIER1_Inventory.ACCESSORIES_11_9.pngEM_BATTLEPASS_SPATULATIER2_Inventory.ACCESSORIES_11_9.pngEM_BATTLEPASS_SPATULATIER3_Inventory.ACCESSORIES_11_9.pngEM_BATTLEPASS_TEEMO_Inventory.ACCESSORIES_11_9.pngEM_BATTLEPASS_VIEGO_Inventory.ACCESSORIES_11_9.png






    TFT: Reckoning PBE Testing

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    TFT Set 5 is here and is now testing on the PBE! Check out these links for details on the new set, and look for changelists from Riot Mort on the TFT discord server!


    New Assets:







    Miscellaneous





    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    !
    [!]
    • !



    Items

    !
    [!]
    • !


    Runes

    !




    TFT Traits

    !



    TFT Champions


    Tier 1

    !


    Tier 2

    !


    Tier 3

    !


    Tier 4

    !


    Tier 5

    !



    Context & Notes

    WIP!

    1)



    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…-damwon-gaming-skins.html

    [Recent News: LoR 2.6 Notes including Anniversary login rewards!]


    Patch 11.8 is scheduled for Wednesday, April 13thand the official patch notesand TFT patch noteshave been posted!

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    Continue reading for a full look the patch notes & previews, including our newest champion Gwen & Space Groove Gwen, Blackfrost & Dragonslayer skins!


    Table of Contents


    Patch 11.8 Notes

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    Check out the Patch 11.8 Notes:

    "Hi, welcome back!

    This patch, we’ve got something for everyone. If you’re looking for something cutting-edge, we’ve got the snip-snap from Gwen, who’s weaving her way over to the Rift. Sick of the galactic beats of last patch? Rammus has a new slammin’ jam, complete with a polish to his trusty armored shell. Did your spring cleaning and in need of something sparkly? Perfect, because we’ve adjusted some Mythics for you to get your grubby little enchanter hands on. Or perhaps you’ve missed playing some champs in their trusty old lanes, like a certain very accredited, very purple doctor, or maybe even a flaming hot yordle.

    Looks like you’ll have to read on to find out. See ya in the next one.

    Come one, come all, to the TFT patch notes before the set ends and the Reckoning begins!

    Tricia "mom cat" Tan

    Hanna "shio shoujo" Woo

    Patch Highlights

    Blackfrost Sion, Blackfrost Vel'Koz, Dragon Guardian Galio, Dragonslayer Kayle, Dragonslayer Twitch, and Space Groove Gwen will be available on April 15th, 2021.

    Champions

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    [NEW] Gwen, The Hallowed Seamstress

    Gwen snips, skips, and slashes into the game on April 15th.

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    Annie

    W cost increased early.

    Lately, Annie’s been blazing down her foes. By increasing the cost on her W, she’ll have to be more careful when deciding whether to burn up minions or enemy champions.


    W - Incinerate

    • COST :: 70/80/90/100/110 mana >>> 90/95/100/105/110 mana

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    Aphelios

    Passive lethality increased. R main weapon effects strengthened.

    Aphelios has been looking pale ever since we nerfed his interaction with Kraken Slayer in 11.2. Given how he’s fallen behind other scaling marksmen, we're putting more punch into his lethality rank-ups (which have been historically lackluster), along with his weapon effects during his ultimate, to let him reach for the moon.

    Passive - The Hitman and the Seer

    • LETHALITY :: 3/6/9/12/15/18 >>> 3.5/7/10.5/14/17.5/21


    R - Moonlight Vigil

    • CALIBRUM DAMAGE PER MARK :: 40/70/100 >>> 50/80/110
    • SEVERUM HEALING :: 250/375/500 >>> 275/400/525
    • GRAVITUM ROOT DURATION :: 1.25 seconds >>> 1.35 seconds
    • INFERNUM SPLASH DAMAGE :: 85% of initial damage >>> 90% of initial damage
    • CRESCENDUM CHAKRAM REFUND :: 4 additional (5 total) >>> 5 additional (6 total)

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    Cassiopeia

    E cost now scales down.

    Cass has been coiled up tight with Tear of the Goddess, as she relies on its mana in mid and late game teamfights. This dependence has caused her to suffer both in power and freedom in item diversity, so we’re scaling down her need for it.

    E - Twin Fang

    • COST :: 50 mana >>> 50/48/46/44/42 mana

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    Dr. Mundo

    Passive max health regen increased.

    At present, jungle Mundo’s been smashing, and top lane Mundo’s been crashing. We’re tackling this by pulling back on his clear speeds, which should slow his roll without stopping our purple friend from cleaving through the jungle. We’re then doctoring up Lane-do by tossing him more regen to make him the meaty meatball of his dreams.

    Passive - Adrenaline Rush

    • MAX HEALTH REGENERATION :: 1.5% >>> 2.5%


    Q - Infected Cleaver

    • CAPPED DAMAGE AGAINST MINIONS & MONSTERS :: 300/350/400/450/500 >>> 100/200/300/400/500
    • HEALTH COST RESTORE ON ENEMY HIT :: 50% >>> 100%


    E - Masochism

    • FLAT BONUS AD :: 40/55/70/85/100 >>> 30/45/60/75/90
    • MAX BONUS AD :: 60/90/120/150/180 >>> 50/80/110/140/170

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    Gnar

    W bonus movement speed decreased.

    We shubbanuffa’d ourselves by giving Gnar too loose a leash, and now he’s been throwing temper tantrums all over the map. We’re pulling back accordingly.

    W - Hyper

    • BONUS MOVEMENT SPEED :: 30/45/60/75%, decaying over 3s (based on R rank) >>> 20/40/60/80%, decaying over 3s (based on R rank)

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    LeBlanc

    Q damage and total damage increased.

    LeBlanc is a master trickster known for her ability to bop in, burst down, and bop back out— but as of late, her burst has felt more deceitful than fatal.


    Q - Sigil of Malice

    • BASE DAMAGE :: 55/80/105/130/155 >>> 65/90/115/140/165
    • TOTAL DAMAGE :: 110/160/210/260/310 >>> 130/180/230/280/330

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    Lee Sin

    E cooldown decreased.

    We’re giving Lee Sin more clear to help him keep an eye on other top junglers.


    E - Tempest

    • COOLDOWN :: 10 seconds >>> 8 seconds

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    Orianna

    E bonus resistances decreased early.

    Our lady of clockwork has become the staple mid lane mage in Pro play. Armed with both safe early game laning and strong mid-to-late game teamfight power, she’s a reliable source of utility and damage without much of a tradeoff. To even things out, we’re tapping down her early durability in the early phases of the game.

    E - Command: Protect

    • BONUS RESISTANCES :: 10/15/20/25/30 armor and magic resist >>> 6/12/18/24/30 armor and magic resist

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    [UPDATED] Rammus

    Q base damage decreased later. W now lasts longer with basic attacks. E taunt duration decreased. R updated so that Rammus now soars, slams, slows, <em>and</em> shocks. Ability VFX and SFX updated.

    In conjunction with his release in Wild Rift, we’re celebrating Rammus with a mini visual update! Along with new sound and visual effects, we’re armoring this ‘dillo with a new ult that rewards him for going fast and vaulting into enemies to create the perfect impact.


    Q - Powerball

    • BASE DAMAGE :: 100/135/170/205/240 >>> 100/130/160/190/220

    W - Defensive Ball Curl

    • [NEW] BALLIN’ :: Basic attacks now extend the duration of Defensive Ball Curl by 0.4 seconds, up to a maximum of 4 additional seconds

    E - Frenzying Taunt

    • TAUNT DURATION :: 1.25/1.5/1.75/2.0/2.25 seconds >>> 1.2/1.4/1.6/1.8/2.0 seconds

    R - Soaring Slam

    • [UPD] COME ON AND SLAM, AND WELCOME TO THE… RAM :: Rammus leaps into the air and slams down, dealing 100/175/250 (+0.6 AP) magic damage and slowing enemies by 15/17.5/20% for 1.5 seconds. Rammus generates aftershocks at the target location for 4 seconds, dealing 20/30/40 (+0.1 AP) magic damage and stacking the initial slow up to four times. Damage near the center is increased up to 150% damage based on the distance traveled. If Soaring Slam is cast while Rammus is in Powerball, enemies near the center are also knocked up and dealt Powerball's collision damage, ending Powerball's effect.
    • COOLDOWN :: 100/80/60 seconds >>> 130/110/90 seconds

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    Rumble

    Base magic resist and magic resist growth decreased. Passive Overheating bonus damage decreased; now scales with target’s maximum health; now grants attack speed. E now reduces the target’s magic resistance.

    Although mid Rumble’s been doing well, he’s been feeling rather tepid up in top lane. We like supporting both sides of the yordle, so we’re finding a middle ground in power for both roles by making top Rumble better at beating down tankier targets, while making mid Rumble more vulnerable, particularly when laning against mages.

    Base Stats

    • MAGIC RESIST :: 32 >>> 28
    • MAGIC RESIST GROWTH :: 1.25 >>> 0.75

    Passive - Junkyard Titan

    • OVERHEATING BONUS DAMAGE :: 25-110 (based on level) (+30% AP) >>> 10-50 (+6% of target's maximum health) (+30% AP)
    • [NEW] IT’S GETTIN’ HOT IN HERE :: While Overheated, Rumble gains 50% attack speed

    E - Electro Harpoon

    • [NEW] SO TAKE OFF ALL YOUR MR :: Electro Harpoon now reduces the target’s magic resistance by 10% (15% when in the Danger Zone) for 4 seconds, stacking additively

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    Thresh

    E cooldown increased and now scales.

    Thresh is still thriving as one of the top supports, so we’re tightening the chains on one of his most versatile tools.

    E - Flay

    • COOLDOWN :: 9 seconds >>> 11/10.5/10/9.5/9 seconds

    vlad.jpg

    Vladimir

    Q cooldown decreased later.

    As a champ who used to rush item components for CDR, but can no longer do so with the new Mythic item structure, Vlad has been thrown for a loop. To compensate, we’re pumping down his cooldown.

    Q - Transfusion

    • COOLDOWN :: 9/8/7/6/5 seconds >>> 9/7.75/6.5/5.25/4 seconds

    yorick.jpg

    Yorick

    Mist Walkers damage decreased. E initial leap damage decreased; now deals increased damage over 8 attacks. Turrets now prioritize minions over the Maiden.

    Well, we did it. We woke Yorick up and brought him back to life… and right over the balance line. To mitigate, we’re following up his patch 11.6 buffs by walking back some of his damage—but we don’t want to leave him back in the dirt. So we’re also adding the second part of his intended changes to help his Maiden stay alive. Instead of constantly trying to keep her out of harm’s way, our premier split pusher can now focus on destroying turrets with his minions of the Mist.

    Passive - Shepherd of Souls

    • MIST WALKER DAMAGE :: 2/3/4/5/6/7/8/14/20/26/32/38/44/55/66/77/88/99 (+30% total AD) >>> 2/3/4/5/6/7/8/13/18/23/28/33/38/48/58/68/78/88 (+25% total AD)

    E - Mourning Mist

    • MIST WALKER INITIAL LEAP DAMAGE :: 200% on first attack >>> 100% (normal damage) on first attack
    • [NEW] MARKED TERRITORY :: Marked targets take 40% increased damage from the next 8 attacks by a Mist Walker

    R - Eulogy of the Isles

    • TURRET PRIORITY :: Attacks the Maiden over melee and ranged minions >>> Attacks melee and ranged minions over the Maiden

    zac.jpg

    Zac

    W damage increased.

    Between last season’s changes to jungle camp health and Bami’s Cinder, Zac lost a lot of his mid-game clear speed. We’re putting the glob back on the job by slinging him more damage, along with a buff for AP bruiser builds.

    W - Unstable Matter

    • DAMAGE :: 25/40/55/70/85 (+4/5/6/7/8% of target’s maximum health) (+2% per 100 AP) >>> 35/50/65/80/95 (+4/5/6/7/8% of target’s maximum health) (+4% per 100 AP)

    Jungle Champion Changes

    We’re bringing some fringe junglers and popular champions up to actually viable levels in the jungle. While we've done passes on a number of these champions before, we're more confident that these changes will give them safe and competitive clears that should be fun for those itching for a test run.


    Darius

    • PASSIVE - HEMORRHAGE MONSTER DAMAGE BONUS :: 175% >>> 300%

    Diana

    • PASSIVE - MOONSILVER BLADE DAMAGE TO NON-EPIC MONSTERS :: 150% >>> 300%
    • PASSIVE - MOONSILVER BLADE BONUS ATTACK SPEED :: 10-40% (based on level) >>> 20-40% (based on level)

    Mordekaiser

    • PASSIVE - DARKNESS RISE CAPPED DAMAGE AGAINST MONSTERS :: 28-164 (based on level) >>> 180 (at all levels)

    Zed

    • PASSIVE - CONTEMPT FOR THE WEAK ON-TARGET COOLDOWN :: Affects all targets once every 10 seconds >>> Applies to enemy champions once every 10 seconds (i.e. no longer affects minions and monsters)
    • [REM] PASSIVE - CONTEMPT FOR THE WEAK BONUS DAMAGE AGAINST MONSTERS :: No longer deals increased damage by 100% against monsters
    • PASSIVE - CONTEMPT FOR THE WEAK CAPPED DAMAGE AGAINST MONSTERS :: 200/350/500 (based on level) >>> 300, capped only for epic monsters (at all levels)

    Morgana

    • W - TORMENTED SHADOW BONUS DAMAGE AGAINST NON-EPIC MONSTERS :: 150% >>> 200%

    Items

    Support Mythics

    With Moonstone Renewer as the only Mythic that truly fulfilled enchanter’s dreams, they haven’t had much of a selection to choose from. To expand their horizons and inventories, we’re adjusting the following items to be picked up based on the situation at hand: Moonstone for more heals and shields, and Shurelya’s for more nimble feet and aggressive plays. We don’t want to overload the game with movement speed, so we’re also pivoting Staff of Flowing Water to focus from fast zooms to AP booms.

    Moonstone Renewer

    • STARLIT GRACE HEAL :: 50-100 (based on target's level) >>> 60 (at all levels)
    • STARLIT GRACE HEAL AMPLIFICATION :: Each second spent in combat increases the base heal by 12.5%, stacking up to 4 times, up to 50% >>> Each second spent in combat increases your healing and shielding power by 4%, stacking up to 5 times, up to 20%
    • MYTHIC PASSIVE :: Empowers each of your other Legendary items with 5 ability haste >>> Increases Starlit Grace’s heal by 10

    Shurelya’s Battlesong

    • [REM] INSPIRE DAMAGE EMPOWERMENT :: No longer empowers the next 3 instances of damage to deal an additional 35-55 magic damage
    • [NEW] PASSIVE - MOTIVATE :: Empowering or protecting another allied champion (excluding yourself) grants both allies 25% movement speed over 1.5 seconds
    • MYTHIC PASSIVE :: 3% movement speed >>> 5 ability haste

    Staff of Flowing Water

    • RAPIDS :: Grants 15% bonus movement speed and 20-40 (based on target's level) AP for 3 seconds >>> Grants 20 ability haste and 20-40 AP for 4 seconds

    Frozen Heart

    Frozen Heart’s been getting looked over in the tank item department. Have some heart (and more armor, while you’re at it).

    • ARMOR :: 70 >>> 80

    Chemtech Putrifier

    We set out to make Chemtech Putrifier a more sought after choice for supports by substantially broadening its use cases. First and foremost, we’re making it so you have to target an ally to receive the benefits yourself (much like Ardent Censer and Staff of Flowing Water). The ability to apply it to oneself didn't seem to have significant power implications, but it did have odd interactions (like with Ravenous Hunter) that were not intended. In addition, we’re giving the item a slight buff because it's still a bit niche and underperforms compared to other options.

    • ABILITY POWER :: 50 >>> 55
    • [UPD] PUFFCAP TOXIN ALLY EMPOWERMENT :: Healing or shielding an allied champion (including yourself) empowers the ally’s next damage to an enemy champion with 60% Grievous Wounds for 3 seconds >>> Healing or shielding another allied champion (excluding yourself) empowers both the ally’s <em>and</em> your next damage to an enemy champion with 60% Grievous Wounds for 3 seconds
    • [UPD] TOOLTIP CONSISTENCY :: To match Chemtech Putrifier, Ardent Censer’s tooltip has been updated to specify the requirement of <strong>another</strong> ally. Their functionality is entirely unchanged.
    • [NEW] NO MORE GRIEVANCES :: Items that apply Grievous Wounds will now be called out in chat to notify your team when purchased

    Ionian Boots of Lucidity

    These kicks have become very popular in Pro play, crowding out other footwear options in the jungle. We’re slapping on a higher price tag since their cost is a contributor to an unsustainable jungle meta centered around fast clears and fast ganks at low costs.

    • TOTAL COST :: 900 gold >>> 950 gold

    Hextech Rocketbelt

    Night Harvester tends to be purchased more and performs better than Rocketbelt, even by one of the item’s intended audiences—champions who aim to assassinate single targets. We’re bringing it back into style by sharpening the differences between the two items.

    • HEALTH :: 350 >>> 250
    • [NEW] MAGIC PENETRATION :: 6
    • UPGRADED AEROPACK (ORNN UPGRADE) HEALTH :: 450 >>> 350
    • [NEW] UPGRADED AEROPACK (ORNN UPGRADE) MAGIC PENETRATION :: 10

    Titanic Hydra

    Shifting its power away from early game and low-health builds.

    • COLOSSUS BONUS AD :: Equal to 1% maximum health >>> Equal to 2% bonus health.

    In-Game Shop Updates

    • Purchasing a Mythic item from the All Items view now collapses the Mythic row. You can't buy another one anyway so we saved you some space!
    • Fixed an issue where scaling the HUD could break parts of the shop. (Allan, add a joke about scaling here.)
    • Various performance improvements and bug fixes. Now you can lose because of your lane phase rather than the shop.

    Shurima Clash

    Get ready to Arise! with your team, because this round of Clash is Shurima themed! The first weekend will be April 17th and 18th, and the second will be May 1st and 2nd. Team formation for the first weekend open on April 12th.

    Season 2021 Honor 5 Chromas

    Each season, we add new chromas for Medieval Twitch and Grey Warwick to keep the rewards coming for League's most sportsmanlike players who reach Honor 5 season after season.

    When you open your Honor 5 capsule, you'll receive one Honor 5 token that can be redeemed for Medieval Twitch, Grey Warwick, one of these new chromas, or a previously-released chroma. You have to own Medieval Twitch or Grey Warwick before you can unlock one of their chromas, but you don't have to own them both. Honor 5 capsules also contain a random emote or ward skin.

    ARAM Balance Changes

    11.8 Buffs

    • Aurelion Sol :: Normal >>> -5% damage taken
    • Fiora :: Normal >>> -5% damage taken
    • Kassadin :: +5% damage dealt, -5% damage taken >>> +5% damage dealt, -10% damage taken
    • Olaf :: Normal >>> -5% damage taken
    • Rammus :: Normal >>> -5% damage taken
    • Rengar :: +5% damage dealt, -8% damage taken >>> +8 damage dealt, -8% damage taken
    • Ryze :: +5% damage dealt, -10% damage taken >>> +8% damage dealt, -10% damage taken


    11.8 Nerfs

    • Akali :: +20% damage dealt, -20% damage taken >>> +5% damage dealt, -5% damage taken
    • Amumu :: Normal >>> +5% damage taken
    • Leona :: Normal >>> +5% damage taken
    • Ornn :: -5% damage dealt >>> -10% damage dealt, +5% damage taken
    • Seraphine :: -15% damage dealt, +15% damage taken, -15% healing, -15% shielding >>> -15% damage dealt, +15% damage taken, -20% healing, -20% shielding
    • Varus :: -5% damage dealt >>> -5% damage dealt, +5% damage taken
    • Xerath :: -5% damage dealt >>> -5% damage dealt. +5% damage taken
    • Yorick :: Normal >>> Increasing the number of deaths required to spawn a grave from 2 to 5
    • Ziggs :: -18% damage dealt, +15% damage taken >>> -18% damage dealt, +18% damage taken

    Bugfixes/QoL Changes

    • LEAGUE CLIENT: Fixed an issue where the Social panel would continuously flicker when loading the client
    • LEAGUE CLIENT: Fixed an issue where players would not be able to see specific champion stats in their Profile
    • Rakan's E - Battle Dance's second cast now properly triggers Summon Aery
    • Sion's R - Unstoppable Onslaught now properly knocks up really big targets
    • Corrected Corki's E - Gatling Gun's tooltip to properly match its actual values
    • Fixed a bug where Kennen's W - Electrical Surge SFX would continue to play after cast until his death
    • Alistar can now generate E - Trample stacks against Morgana's E - Black Shield and Malzahar's Passive - Void Shift
    • Fixed a bug where Kindred's Wolf's W - Frenzy< would not attack the Rift Scuttler if the ability was cast prior to it entering the respective ability area
    • Trundle's W - Frozen Domain now properly increases the healing received from omnivamp
    • Fixed a bug where Jarvan IV would be able to leave R - Cataclysm's terrain if he activates Stridebreaker and casts the ability simultaneously
    • Fixed Orianna's tooltip which switched the damage and shield values of E - Command: Protect
    • Yuumi can no longer activate Moonstone Renewer when casting W2 - Change of Plan repeatedly on an out-of-range ally that is in combat
    • Fixed an issue where Ironspike Whip's, Goredrinker's, and Stridebreaker's passives would not remove spell shields from enemy champions
    • Fixed a bug where Prowler's Claw's Sandswipe passive would still apply damage and its debuff to targets with spell shields
    • Knight's Vow's Sacrifice passive now properly redirects damage from allied Pledged champions to the user even when they're untargetable
    • When Kayle has Kraken Slayer and uses E - Starfire Spellblade as a third attack, she will now properly deal true damage
    • Jayce now properly deals true damage on his third attack (with Kraken Slayer equipped) with Mercury Cannon in all instances, not just when he crits
    • Dark Waters Diana's VO now properly play when she casts Q - Crescent Strike
    • Battle Academia Caitlyn's W - Yordle Snap Trap hit VO now plays from Caitlyn's location instead of the trap's location. Her R - Ace in the Hole cast VO also now plays for all enemies and allies.
    • Fiora's R - Grand Challenge VO now plays from her location instead of her target's location

    Upcoming Skins & Chromas

    The following skins will be released in this patch:

    The following chromas will be released this patch:


    New Champion: Gwen

    Our latest champion, Gwen, will be available this patch!


    Gwen, the Hallowed Seamstress

    887000.jpg

    gwenturn.png


    Release Skin

    Gwen's release skin is Space Groove Gwen:


    Space Groove Gwen

    1350 RP

    "It was pretty far out when Gwen applied to be Lux and Samira's quartermaster—after all, no one else did. Cheerfully sewing good vibes into great clothes, she amplifies disco energy through her nifty threads. Though she's new to this whole galactic hero gig, one thing's for sure: no way Gwen lets her friends liberate the galaxy in less-than-stellar outfits."

    887001.jpg

    gwenturn.png


    Champion Skins

    Five new skins are now on the PBE for testing:


    Blackfrost Sion

    1350 RP

    "A fearsome jötunn who once stood at the front of Lissandra's vast armies, Sion fell in battle only for his master's magic to weave itself beneath his massive frame, resurrecting him as a monster of rage and cold."

    14022.jpg

    sionturn.png


    Blackfrost Vel'Koz

    1350 RP

    "Beneath the ice they slumber, trapped as two worlds pass them by. Watching, waiting, for the day they will rise again, and all will be buried in ice."

    161011.jpg

    velturn.png


    Dragon Guardian Galio

    1350 RP

    "A great dragon of old, who protected dragonkind's ancestral nesting grounds from those who might do it harm. Tricked by the mad knight Kayle so she could destroy every clutch of eggs under his charge, he has followed her back to human society, so he might extract his vengeance personally."

    3019.jpg

    galioturn.png


    Dragonslayer Kayle

    1350 RP

    "A famous dragonslayer who vanished into the distant mountains, obsessed with destroying the dragon lineage utterly. Many years later she has returned, so changed by the carnage that she has begun to resemble a dragon herself."

    10024.jpg

    kayleturn.png



    Dragonslayer Twitch

    1350 RP

    "A lesser dragon who has learned to blend in among humans... poorly. Twitch worships the true dragons and plans to one day become one himself, though he isn't sure how just yet."

    29036.jpg

    twitchturn.png


    Chromas

    New chroma sets will be available this patch:


    Space Groove Gwen

    [9 Chromas]

    887002.png887003.png887004.png887005.png887006.png887007.png887008.png887009.png887010.png


    Blackfrost Sion

    [7 Chromas]

    14023.png14024.png14025.png14026.png14027.png14028.png14029.png


    Blackfrost Vel'Koz

    [8 Chromas]

    161012.png161013.png161014.png161015.png161016.png161017.png161018.png161019.png


    Dragonslayer Galio

    [8 Chromas]

    3020.png3021.png3022.png3023.png3024.png3025.png3026.png3027.png



    Dragonslayer Kayle

    [8 Chromas]

    10025.png10026.png10027.png10028.png10029.png10030.png10031.png10032.png


    Dragonslayer Twitch

    [8 Chromas]

    29037.png29038.png29039.png29040.png29041.png29042.png29043.png29044.png


    Honor 5 reward chromas will start going out this patch:


    Grey Warwick

    [Meteorite Chroma]

    19023.png



    Medieval Twitch

    [Obsidian Chroma]

    29024.png


    Summoner Icons

    New summoner icons will be available this patch:


    Space Groove Gwen Icon

    This icon was acquired during the 2021 Space Groove event.

    4926.jpg


    Space Groove Gwen Chroma Icon

    his icon was acquired from the Event Pass Token Shop during the 2021 Space Groove event.

    4927.jpg


    Season 2021 - Split 2 Icon

    This icon was earned by winning ranked games in Season 2021 - Split 2.

    4928.jpg


    Emotes

    Ranked emotes for Split 2 will be awarded after the end of the split!


    2021 - Split 2 - [RANK]

    This emote was earned by winning ranked games in Season 2021 - Split 2

    EM_GWEN_BRONZE_Inventory.ACCESSORIES_11_8.png EM_GWEN_CHALLENGER_Inventory.ACCESSORIES_11_8.png EM_GWEN_DIAMOND_Inventory.ACCESSORIES_11_8.pngEM_GWEN_GOLD_Inventory.ACCESSORIES_11_8.png EM_GWEN_GRANDMASTER_Inventory.ACCESSORIES_11_8.png EM_GWEN_IRON_Inventory.ACCESSORIES_11_8.pngEM_GWEN_MASTER_Inventory.ACCESSORIES_11_8.png EM_GWEN_PLATINUM_Inventory.ACCESSORIES_11_8.png EM_GWEN_SILVER_Inventory.ACCESSORIES_11_8.png


    Rammus Update & VFX Upgrade

    ramslice.jpg

    The Rammus update is headed to live in 11.8, including changes to his kit as well as a VFX upgrade from Riot Sirhaian!


    Changelist:

    • Powerball (Q) damage lowered from 100/135/170/205/240 to 100/130/160/190/220

    rammusq.png

    • Defensive Ball Curl (W)
      • [New] Basic attacks extend the duration of Defensive Ball Curl by 0.4s, up to a maximum of 4 additional seconds.

    rammusw.png

    • Frenzying Taunt (E)
      • Duration lowered from [1.25/1.5/1.75/2/2.25] to [1.2/1.4/1.6/1.8/2]

    rammuse.png

    • Soaring Slam (R)
      • Renamed from "Tremors"
      • [New Effect]

    100 Mana

    130/110/90s Cooldown

    Hop into the air and slam down at a target location, dealing (100/175/250 +60% AP) magic damage and Slowing enemies by 15/17.5/20% for 1.5 seconds. Enemies near the center take additional damage based on the distance traveled. If Soaring Slam is cast while Powerball is active, enemies near the center are Knocked Up for 0.75 seconds.
    Rammus creates aftershocks at the target location for 3.5 seconds that deal (20/30/40 +10% AP) magic damage and stack the original slow up to four times.
    Mac Impact Damage: (150/262.5/375 +90% AP)

    Soaring Slam deals 200% damage to turrets.

    Soaring Slam's range increases based on Rammus' Move Speed.

    soaring%2Bslam.png


    Here's a video showing off the new VFX for all skins:


    ARAM VFX Updates

    Aram specific VFX updates will be headed to live with 11.8! Here's a full changelist:

    "Here's a full changelist! Once again, these are very small tweaks and clean-ups to try and modernize some of the oldest VFXs in the game. They are not meant to be a big change."

    ExqbNHhU4AENQPb.png


    Teamfight Tactics Patch 11.8 Notes

    tft-patch-11-8-banner.jpgCheck out the Patch 11.8 notes:

    "Welcome to the After, After Party,
    It’s the last patch of Fates and we’re sending it off with a BANG! It’s a TFT tradition for the last patch of a set, sometimes the last two patches, to get a little wild. We do this because the patch that World’s tournaments are played on has been locked two patches ago, allowing us to make changes that make more risks in order to prioritize FUN. So, to conclude the Festival of Beasts, we have some minor balance adjustments to the most dominant compositions and then a series of larger changes that’ll be sure to make some truly memorable moments.
    RODGER "MINIONSRPEOPLE2" CAUDILL
    PATCH HIGHLIGHTS

    TFT_11.8_Highlights_Twitter.png

    SYSTEMS 
    Lucky Lanterns
    Luckier and more frequent Lucky Lanterns.
    • More frequent gold drops with more gold
    • Significantly increased the drop rates of rare items (Neeko’s, Spatula, Force of Nature)
    • Instead of having a 25% chance to not spawn a Lantern, each game will have a 25% chance to drop a Lantern in all 3 Stages
    TRAITS 
    The Fortune changes will add a bit more variety to the already max’d out for-fun trait. Let us know who figures out what the new Fortune drops are first! Meanwhile, Spirit’s getting a little less spirited after a nerf that I touch on during the items section as well.
    • Fortune: Added a new drop possibility for 3 Fortune 12 Losses (40% Chance)
    • Fortune: Added a cold hearted new drop possibility for 6 Fortune (4% chance)
    • Fortune: Changed the chance to drop ‘The Boot’ in 6 Fortune from 1% ⇒ 4%
    • Spirit Bonus Attack Speed: 20/35% ⇒ 18/30%
    CHAMPIONS 
    Tier 3
    With recent buffs, Darius and Neeko have become powerful carries. But when we pair their current power with our Lantern changes, which will make 3 starring units easier in general, we’re implementing a quick nerf to these already strong reroll powered 3-cost carries.
    • Darius Fortune’s Guillotine Damage Falloff: 25/20/10% ⇒ 25/20/15%
    • Neeko Blooming Burst Damage: 250/350/450 ⇒ 250/325/425
    Tier 4 
    Considering Aurelion Sol is used (almost) exclusively in Mage comps, go ahead and double the numbers on this nerf. And if you aren’t using Aurelion Sol with Mage then you’ve got a lot to figure out in the last patch of Fates.
    • Aurelion Sol Voice of Lightning Damage: 325/500/1400 ⇒ 300/475/1300
    • Kayle Divine Ascension wave Damage: 100/140/350 ⇒ 110/150/350
    Tier 5 
    Here are the fun changes. Fueling clickbait youtube thumbnails for content creators. Feel free to use the titles below:
    • “Azir BREAKS all Riot Games at Once!” Azir Emperor’s Divide Damage: 200/350/8888 ⇒ 225/375/18888
    • “Rito Overnerf ruins gAmE” Lee Sin Health: 1000 ⇒ 999
    • “3-star EPIC Ornn Win-Con!?” Ornn Stampede Damage: 150/250/750 ⇒ 175/275/9999
    • “Samira Nerf Got You Down, Just 3 Star Her!!!” Samira Inferno Trigger Base Damage: 15/25/40 ⇒ 10/20/777
    • “You’ll NEVER Believe…” Sett Showstopper Damage: 40/60/400% ⇒ 40/60/800%
    • “They Buffed Sett Twice!” Sett Showstopper Secondary Damage: 20/30/200% ⇒ 20/30/400%
    • “INSWAIN Swain Nerf” Swain Draconic Ascension maximum Health gain: 60/75/100% ⇒ 60/65/100%
    • “EZ climb to Masters with Zil Buff!” Zilean Rewind Fate Revive Delay: 3.5/3/1 ⇒ 3/2/0.5 seconds
    ITEMS 
    Informa-story: Prior to patch 11.5, folks thought Locket was only useful for win streaking early. Then Spirit Tristana compositions appeared, and players figured out how to play around Locket by not building a frontline. After seeing its power, we promptly nerfed Locket (and Tristana) back in Patch 11.6, and players typically reacted thinking we killed the composition entirely. Alas, it’s Patch 11.8 and we’re nerfing both Spirit and Locket once again due to the power of the mid-game zero frontline compositions.
    • Locket of the Iron Solari Shield: 300/350/450 ⇒ 300/350/400


    [Back to Top]

    Quelle: http://www.surrenderat20.net/2…/patch-118-tft-notes.html

    A new PBE preview is now on Riot social media, showing off Conqueror Jax and his prestige skin, as well as the first in-game look at the previously announced Damwon Gaming skins for Jhin, Kennen, Leona, Nidalee, and Twisted Fate!

    asdfdasf.jpg

    Continue reading for a closer look at each new skin!


    PBE Preview: Conqueror Jax + Prestige, DWG Skins


    Source:


    Gallery:

    Soon!



    Riot KateyKhaos noted that Conqueror Jax and the DWG skins were legacy:

    "The DWG skins and Conqueror Jax will be legacy.

    Specifics on availability will be available closer to their release. (:"


    Here's Conqueror Jax's splash art shown off on social media:

    LoLegendsBR-20210413-131136-1382018645111488513-Ey3pxEzXAAkUwAl.jpg


    Here's the DWG splash art as revealed on the LoLEsports twitter:

    EyTmtvHW8AIV5xL.jpg


    Riot KateyKhaos provided turnaround shots for each skin!

    moonstonesxo-20210413-130241-1382016400496025601-Ey3ojHaU4AYk6nv.jpg

    moonstonesxo-20210413-130318-1382016556494770177-Ey3ouG9VgAIaRMm.jpg

    moonstonesxo-20210413-130439-1382016897659465729-Ey3pCSXVEAE4uwW.jpg

    moonstonesxo-20210413-130524-1382017086168330242-Ey3pMHIVoAMYW0L.jpg

    moonstonesxo-20210413-130415-1382016795586949122-Ey3o5o8VcAERiDL.jpg

    moonstonesxo-20210413-130546-1382017179596382211-Ey3pRksUcAUMfsA.jpg

    moonstonesxo-20210413-130609-1382017275578908674-Ey3pX7hU8AQi0Rj.jpg

    moonstonesxo-20210413-130502-1382016992064925696-Ey3pFmBUUAMJw3w.jpg


    Look for more on these skins when they hit the PBE later today in the 11.9 PBE cycle!


    [Back to Top]

    Quelle: http://www.surrenderat20.net/2…rer-jax-prestige-dwg.html

    Good news everyone! Server maintenance for our next patch, Patch 11.8, has been scheduled!


    On April 14th at 3:00 am PT for NA, 5:00 UK time for EUW, and 3:00 CET for EUNE, servers will go down for maintenance and the 11.8 patch will be applied! The official patch schedule can also be found here!

    Here's NA announcement from the server status page:
    "Starting at 04/14/2021 01:30 PDT Ranked Queues will be disabled in preparation for patch 11.8. At 04/14/2021 03:00 PDT the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours."

    Be sure to check your particular servers status page for your region's specific 11.8 maintenance times:

    [NA, EUW, EUNE, BR, TR, LAS, LAN, RU, OCE, JP, KR]


    Until the official patch notes are available, check the [11.8 PBE content] for a tentative look at what is coming in the patch, including our newest champion, Gwen and her release skin Space Groove Gwen, Blackfrost Sion and Vel'Koz, Dragonslayer Kayle and Twitch, Dragon Guardian Galio, and more!

    asfshafdsgh.jpg

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    Quelle: http://www.surrenderat20.net/2…8-server-maintenance.html

    The sales for the week of April 12th are now in the shop! Each week an assortment of skins and champions will be on sale for up to 60% off! Check out this week's sales, featuring 15 skins and 5 Champions!

    POST%2BHEADERS.jpg

    Continue reading for a look at the items on sale!


    Table of Contents

    • Champions
    • Skins
      • Arcade Ezreal
      • Battle Academia Jayce
      • Bioforge Darius
      • General Wukong
      • Headhunter Nidalee
      • K/DA ALL OUT Ahri
      • Karate Kennen
      • Lumberjack Sion
      • Odyssey Aatrox
      • Pool Party Taric
      • PROJECT: Warwick
      • Pulsefire Riven
      • Reaper Hecarim
      • Resistance Yorick
      • Warring Kingdoms Katarina
    • Sale & Skin Related News


    Champions

    sales3.png

    Five champions are on sale this week for up to 60% off their RP Price!

    Skins

    sales2.png

    Fifteen skins are on sale this week for up to 60% off their RP price!


    Arcade Ezreal / 607 RP (-55%)

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    Battle Academia Jayce / 742 RP (-45%)

    9ee66b39561c4c07.jpg

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    Bioforge Darius / 438 RP (-55%)

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    General Wukong / 375 RP (-50%)

    image%2B%25282%2529.jpg

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    Headhunter Nidalee / 438 RP (-55%)

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    NIDALEETURN.jpg

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    K/DA ALL OUT Ahri / 975 RP (-27%)

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    Karate Kennen / 233 RP (-55%)

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    Lumberjack Sion / 260 RP (-50%)

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    Odyssey Aatrox / 975 RP (-27%)

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    Pool Party Taric / 810 RP (40%)

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    PROJECT: Warwick / 742 RP (45%)

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    Pulsefire Riven / 742 RP (-45%)

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    Reaper Hecarim / 438 RP (-55%)

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    Resistance Yorick / 975 RP (27%)

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    Warring Kingdoms Katarina / 487 RP (50%)

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    Sale & Skin Related News

    Check out any news about sales and discounts here!

    Nobody here but us yordles!


    [Back to Top]

    Quelle: http://www.surrenderat20.net/2…e-week-of-april-12th.html

    This morning's red post collection includes a new TFT social media teaser, a new Ask Riot on clarity in League, Beardilocks with a look at Kog'Maw VFX updates coming to PBE, and more as we head into the weekend!

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    Continue reading for more information!

    Recent%2BNews.jpg


    Table of Contents


    Ask Riot: Let's Talk Clarity

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    Check out this week's Ask Riot - "Hiding skins in game, Lancer Blitzcrank’s walk animation, Storm Dragon Lee Sin, and more."

    "Welcome to Ask Riot
    This week we’re answering your questions about gameplay clarity.
    Also, please send us all your questions! Each one you submit progresses your Buried Sun Disc one round.
    Hi I just read your "Clarity in League" post and was wondering if you've considered adding an option to not show skins in game which one could toggle on/off as they please? 
    Real talk here - cosmetics are how we pay our bills and fund ongoing development on League. Skins are a huge part of that, and many players like skins because they’re displayed to others. Introducing uncertainty as to whether anyone sees a skin you love and purchased risks significantly undercutting our ability to run as a business.
    It sounds kind of cold to put it like that, but really we want to keep League running for the long haul so you can keep playing and we can keep working on the game we all love. Our belief is that the “free-to-play model supported by power-neutral cosmetics” is quite player friendly overall, and we’ll keep working to level up gameplay clarity across the board so League can stick around for years (decades?) to come.

    Meddler, Game Director

    How do you determine clarity with chromas?
    Chroma clarity is measured by the same gameplay clarity guidelines as any other skin in League. You can read more about our approach here, but in short—as a player or spectator, you should easily and quickly be able to identify a champion, even when it’s using a skin. The same goes for chromas, because those are skins too after all. As such, they go through the same feedback channels and vetting process as skins.
    The guiding light and main pillars of a chroma, from a creative perspective, are that it remains in the same theme and universe as the “parent" skin—it should maintain the original thematic while being limited to only a texture change. In most cases, it should feel like this is just another outfit that champ pulled out of their closet on Tuesday, instead of Monday, with the same thematic shape language and design sensibilities.

    Lux_Lux_SpaceGroove_Chromas.jpg

    As skin catalogs grow and chroma catalogs grow with them, clarity does become more of a challenge. There are only so many colors in the color wheel, and we use a lot of the same color theory techniques when designing skins and chromas (complementary, analogous, triadic, tertiary color combinations). Sometimes there is visual overlap between a chroma and a base champion, or another skin, or even overlap between two skins in a champion’s catalogue. However, with the combination of materials, shape language, themes, and proportions of those colors we can use, we should see unique skins designs that are only limited by our imaginations.

    MechaHawk, Skins Art Director

    Why couldn’t Lancer Blitz have a new walk animation when Space Groove Blitz is piloted by literal cats and has a new walk animation?
    Great question! I would say it’s a combination of factors.
    First and foremost, from a product standpoint, Space Groove Blitzcrank is a Legendary skin, which typically includes animation changes, while Lancer Blitz is an Epic skin, which typically doesn’t. This is a pretty important factor, but it doesn’t address the fact that we once said Lancer Blitz couldn’t have a floaty animation for clarity reasons… and then we gave Space Groove Blitz a floaty walk. So what changed?
    Going back a few years to when Lancer Blitz was created in 2017, League didn't have as clear of standards for clarity. We knew that certain things broke it, but we hadn’t done as much of a deep dive, so sometimes we’d play it too safe and sometimes we’d go too far. Since then, we’ve solidified our approach, which includes overarching guidelines as well as craft-level considerations for champions and skins.

    Blitz_Silhouette_For_Loc-Ask-Riot-04-09-2021.jpg

    One of the things we now view as key for champion recognition in 2021 is their silhouette, which is basically their shadow. So when we were working on Space Groove Blitz+Crank, we put a lot of effort into making sure the silhouette was still quickly and easily recognizable at Blitz—if you were to give him the “who’s-this-champ?” test, his large hands read similarly to base, as do his head and shoulder pads. This combined with readable VFX and SFX made us feel confident we could give Space Groove a floaty walk without putting clarity at risk. His updated walk is still pretty jerky to mimic the base, but it’s much more stylized and “dance-y” now.

    Just-Shadow-Blitzes-Ask-Riot-04-09-2021.jpg

    Going back to Lancer Blitzcrank, we didn’t have these well-defined standards yet and were mostly going off of intuition. But if we apply our new frameworks retroactively, I still think we made the right call (as controversial as it might be). Lancer Blitzcrank’s silhouette is harder to read than Space Groove’s, particularly because he has pointy drills instead of “hands.” This muddies his silhouette when he’s standing in lane, running around, and when his Q is coming at you. He also has really large shoulder pauldrons. In short, we’d already pushed Lancer Blitzcrank to the limit in so many other aspects of gameplay and visual clarity that we had to pull back in other places.

    MechaHawk, Skins Art Director


    I understand some spells are super loud because it's important, like Sera casting her ult. But why is PsyOps Pyke's camouflage sound the loudest thing in the game? It's incredibly distracting and stressful, far beyond its importance, especially given how much it’s spammed in lane. Mecha Kingdoms Draven catching his axes is another example. 
    This is something that happens from time to time in the process of sound designing a skin or champion. Like you said, there are moments we think certain abilities should be louder than others in priority of the sound set. But you, the players, are ultimately the ones that help us determine if we need to adjust certain sounds that could be distracting to gameplay. When these moments are identified, we try our best to discuss these concerns as a discipline to prioritize the issues to make sure the clarity and readability is there, and fix it if needed.
    In other words... Thank you for bringing these up! We’ll definitely look into it.

    OCRAM818, Sound Design Lead


    Can you address Storm Dragon Lee Sin? It feels terrible in terms of clarity. 
    Ah, Storm Dragon Lee Sin. We talked a bit about this in the recent lol pls video, and while we don’t have much to add, we wanted to recap here.
    When Storm Dragon Lee Sin first went to PBE, we heard he was difficult to recognize and very flashy. With this info, we decided to make some changes before he went live, including cutting his ponytail. This was a case of us trying to make a kickass skin but going too hard, so we had to rein things in.
    This might be a little spicy, but we’re okay with the clarity level now. That said, we think Lee Sin and his skins across the board are suffering from a larger clarity issue, which is that Lee doesn’t really have a distinct character model silhouette. Most of his character recognition is carried through animation, which becomes particularly tricky when we’re making Legendary skins. At some point we’ll want to take a look at Lee Sin and adjust him across all skins and his base in order to define a clear and distinct silhouette, but we don’t have concrete plans to make changes any time soon.

    Bellissimoh, Director of Production

    I read the clarity blog, and I was wondering if VO was a part of it? Some champs have VO that’s repetitive and can be distracting.
    We have a LOT of VO in our game, and as the game evolves, older voice-over systems are in continuous need of modernization. Whether that is “stop saying 'throw another rock!'” or “stop calling me Summoner!,” we hear you when you say a champ is missing the Goldilocks sweet spot of enjoyable, aspirational champion fantasies and a clear audio mix that empowers rock-solid gameplay.
    To that end, we have a multi-faceted approach to clarity in the voice-over space. In particular, we're working on some new efforts that you can expect to see more of over the coming months:
    • Refining our volume standards across our champion roster (both old champs and new) as well as consistency across languages.
    • Starting a holistic modernization effort to address remastering, dialogue editorial, audio fidelity, and quality improvements, with a focus on clear intelligibility of lines. You can probably think of champions whose VO is hard to understand, and we’re looking to touch on those over time.
    • Enacting standards around both line length as well as a performance emphasis on tighter, projected, MOBA-ready lines (actors shouldn't speak too slowly or quietly). Some of our older champions could get pretty long-winded at times, but hopefully our most recent projects feel better. We have put much greater emphasis on context sensitivity: Lines are brief when they need to be brief, and champs can open up and monologue a bit more when there’s a lull in action.
    • Holding ourselves to a less-is-more approach, such as culling unnecessary or distracting lines and reining in spell casts to be consistent and recognizable. This is most important for ults, which should have immediately recognizable, memorable callouts similar in importance as the champ’s silhouette.
    • Making strategic decisions around which players need to hear what information. For example, recall lines were moved to self-only and kill lines were moved to self/enemy team only.
    • Using VGUs, VUs, and VO updates to refresh and modernize champ VO to benefit from much more variety (old champs like Teemo and Jax only have around 10 lines!), add new life and lore, and most importantly, to stop saying Summoner.
    We’re always looking to do what we can both to address the behaviors of currently existing champions and new products, so please continue to talk to us about what you like and don’t like. While we can’t address everything overnight (so many champs!), it’s invaluable insight for the team.

    Riot Zimberfly, Voice-Over Audio Lead

    Have a question? Head here, drop your question in the box, and ask away."


    TFT Social Media Teaser

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    With the new TFT set right around the corner, the TFT Twitter account posted a new teaser:

    The Black Mist grows ever closer. pic.twitter.com/U6DOHPs0m3

    — Teamfight Tactics (@TFT) April 9, 2021

    This also follows the new TFT icon and header seen across the various TFT regional twitters!

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    Miscellaneous

    • Beardilocks tweeted a preview of a Kog'Maw VFX update that will be headed to the PBE for extended testing soon. Check out the chain below for previews and go visit him on twitter for more!

    Coming soon to a PBE near you, it's everyone's favourite void pupper, Kog'Maw with a VFX update!
    Updated Model Texture!
    Updated Armor/MR shred icon
    Project goals:
    Improving gameplay clarity on missile widths, R edge indicator and W/P empowered state. pic.twitter.com/SO0YvTprLY

    — Riot Beardilocks (@Beardilocks) April 8, 2021

    Many of his skins are just 520 or 975, but since they all had custom recolors when he was in W, I went through and made them all feel much more empowered.
    As a reminder, we don't add unique VFX to anything less than a 1350, unless it already had some. pic.twitter.com/qQRElFEsPu

    — Riot Beardilocks (@Beardilocks) April 8, 2021

    Since Lion Dance Kog'Maw WAS a 1350, I made sure he got a unique E effect. He now spits up a big ball of goopy fireworks that rolls at you pic.twitter.com/COyyzdA818

    — Riot Beardilocks (@Beardilocks) April 8, 2021

    Most of his modern skins just got a tidy up, and the R range indicator subtly added, as they were in a pretty good spot pic.twitter.com/Zre3Ewjf92

    — Riot Beardilocks (@Beardilocks) April 8, 2021

    Yeah updated character texture. Unfortunately, this was more of a serendipitous coincidence that a character artist had done this update, and we bundled it. We still don't have dedicated character artists on the VFX update initiative. pic.twitter.com/wneqwxJA9T

    — Riot Beardilocks (@Beardilocks) April 8, 2021

    These will be on PBE for an extended period - at least 2 PBE cycles, so check them out. I'll post a context post on /r/LeaguePBE soon for your feedback

    — Riot Beardilocks (@Beardilocks) April 8, 2021

      • He also tweeted a change for Kayle's armor shred VFX:

    Someone asked about Kayle's Armor/MR shred, so I updated that too to match the new version pic.twitter.com/FBJ6cTpAfn

    — Riot Beardilocks (@Beardilocks) April 8, 2021

      • As well as a handful more for other champions:

    Also I went down a rabbit hole of standardizing Armor/MR shred icons. Thanks for your feedback everyone, we're currently testing adding the icons for these champs that shred but don't have any icons pic.twitter.com/0HzQvqD5hA

    — Riot Beardilocks (@Beardilocks) April 10, 2021

    "On this episode of Riot Report, Riv will take you through all the info on the Space Groove event, new skins for LoL & Wild Rift, updated labs for LoR and much more! Plus, a live Q&A all about the Hallowed Seamstress, Gwen, with Designer Stash Chelluck and Producer Ryan Mireles."

    EyjNrzbXAAA4HnL.png

      • "The first six #MSI2021 teams will be locked in this weekend! Which Finals will you be watching?"

    EyiOSQzWYAIekOz.jpg

    • New Prime Gaming Loot is up for subscribers! Claim a mystery skin shard now with more coming on April 19th, April 29th, May 10th, May 21st, June 1st, June 11th, June 21st, and July 1st.

    Time for a new rotation of Mystery Skin Shards for @LeagueofLegends! Unlock the 1st shard for free with your #PrimeGaming benefits for a limited time 📢👑 https://t.co/psM4HoiZGZ pic.twitter.com/TyF8lJZ3vz

    — PrimeGaming (@primegaming) April 8, 2021

    • Over on his twitter, Riot August shared an old version of Vi's ultimate from before her release!

    This was Vi's R while she was in development. I wanted to go for a fighting game combo feel. It had some issues...

    Can you guess which combo people chose 90% of the time? pic.twitter.com/5GSxnl80J3

    — August (@RiotAugust) April 7, 2021


    Other Games

    Legends of Runeterra

    • Don't forget, Prime Gaming Subscribers. can redeem a free Epic Wildcard each month (currently listed through December 2021)

    Look at the time ⏲️👈

    Grab your free Epic Wildcard in @PlayRuneterra with #PrimeGaming and let us know which card you unlocked in the comments below 👑 https://t.co/2mLhwPPdN2 pic.twitter.com/recBDIdjrR

    — PrimeGaming (@primegaming) April 9, 2021


    [Back to Top]

    Quelle: http://www.surrenderat20.net/2…n-ask-riot-lets-talk.html

    [WIP!] [STATUS: PBE is currently online!]

    The PBE has been updated! As we continue the 11.8 PBE cycle, today's patch includes more tentative balance changes!

    Mighty%2BPBE%2BBanner.jpg

    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    Annie
    [Changelist - Differs from changelist!]
    • Incinerate (W) mana cost increased from 70/80/90/100/110 to 90/95/100/105/110


    Aphelios

    [Changelist]

    • The Hitman and the Seer (Passive) lethality increased from 3-18 to 3.5-21
    • Moonlight Vigil (R)
      • Calibrum damage per park increased from 40-100 to 50-110
      • Severum healing increased from 250-500 to 275-525
      • Gravitum root duration increased from 1.25s to 1.35s
      • Infernum splash damage increased from 85% to 90%
      • Crescendum amount of chakrams generated increased from [4 extra (5 total)] to [5 extra (6 total)]


    Cassiopeia

    [Changelist]

    • Twin Fang (E) mana cost lowered from 50 to 50/48/46/44/42


    Darius

    [Changelist]

    • Hemorrhage (Passive) monster damage lowered from 400% to 300%


    Dr. Mundo

    [Changelist]

    • Adrenaline Rush (Passive) healing increased from [1.5% Max HP/5] to [2.5% Max HP/5]
    • Infected Cleaver (Q)
      • minions/monster damage cap changed from 300-500 to 100-500
      • champion hit cost restore increased from 50% to 100%
    • Masochism (E) flat bonus AD lowered from 40-100 to 30-90


    Gnar

    [Changelist]

    • Hyper (W) bonus movement speed increased from 30/45/60/75% to 20/40/60/80% (Based on R rank)


    LeBlanc

    [Changelist]

    • Sigil of Malice (Q)
      • Magic damage increased from 55/80/105/130/155/180 to 65/90/115/140/165
      • Total damage: 130/180/230/280/330


    Lee Sin

    [Changelist]

    • Tempest (E) cooldown lowered from 10 to 8


    Morgana

    [Changelist]

    • Tormented Shadow (W) Monster damage lowered from 250% to 200%


    Orianna

    [Changelist]

    • Command: Protect (E) bonus resistances lowered from 10/15/20/25/30 to 6/12/18/24/30


    Rumble

    [Changelist]

    • Junkyard Titan (Passive)
      • Overheated bonus damage changed from [(15-60 +30% AP) + 4% target's max health] to [(10-50 +30% AP) +6% target's max health]
      • [New] While Rumble is overheated he gains 50% attack speed
      • Monster damage cap lowered from 150 to 120


    Thresh

    [Changelist]

    • Flay (E) cooldown increased from 9 to 11/10.5/10/9.5/9


    Vladimir

    [Changelist]

    • Transfusion (Q) cooldown lowered from 9/8/7/6/5 to 9/7.75/6.5/5.25/4


    Zac

    [Changelist]

    • Unstable Matter (W) damage increased from [(25/40/55/70/85 +2% per 100 AP)% Max HP] to [(35/50/65/80/95 + 4% per 100AP)% Max HP]


    Items

    Frozen Heart
    [Changelist]
    • Armor increased from 70 to 80


    Ionian Boots of Lucidity

    [Changelist]

    • Total cost increased from 900 to 950


    TFT Champions


    Tier 3

    Darius

    • Reduced damage on kill increased from 25/20/10% to 25/20/15%


    Neeko

    • Ability damage lowered from 250/350/450 to 250/325/425


    Tier 4

    Kayle

    • Ability damage increased from 100/140/350 to 110/150/350


    Tier 5

    Swain

    • Ability health amp increased from 60/75/100% to 60/65/100%


    Zilean

    • Ability revive delay lowered from 3.5/3/1 to 3/2/0.5


    Context & Notes

    1) Here's the 11.8 balance preview from Riot Scruffy:

    "11.8 Patch Preview with tentative changes:

    Feedback always welcome, the team is still making final adjustments on a few of these."

    EyT50VvUcAAEhyM.png

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    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    [BACK TO TOP]

    Quelle: http://www.surrenderat20.net/2…re-tentative-balance.html

    Today's red post collection includes a retrospective dev blog from Riot Mort on TFT Fates, the announcement of the upcoming Pentakill performance at the Mid-Season Showdown, new April Fools merch, and more!

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    Continue reading for more information!

    Recent%2BNews.jpg

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    Table of Contents


    /dev Teamfight Tactics: Fates Learnings

    TFT_Set4_KeyArtV2%2B%25281%2529.jpgHere's Riot Mort with a retrospective on what the team learned with TFT: Fates - "Taking what we learned from last set into Teamfight Tactics: Reckoning."

    "As Fates comes to an end, it’s time for what has become a tradition: the Learnings Article. Here, we look back on what we promised for Fates, and talk about the things we need to improve on in the future.
    TL;DR
    If long-form isn’t your style, here’s a medium-form summary:
    Looking Back
    • Theme & Fantasy: Galaxies had a great thematic, and with Fates, we took it even farther with a mid-set that felt and played differently than the first half of the set. Expect us to continue developing deep thematics for Reckoning and beyond!
    • System Changes & Champion Counts: With a stable roster of 58 champs,rolling felt consistent throughout the set, but the Chosen mechanic required system changes across many patches. These system changes are something we are working to avoid with the design of future mechanics.
    • The Galaxies Mechanic: We enjoyed the rotating Galaxies and explored ways of adding them to Fates, but we decided against it. Rotating galaxies combined with the Chosen mechanic felt like it was muddying the core identity of TFT.
    • The Carousels: We’ve gotten close to the sweet spot between predictability and adaptability for our Fates carousels. Don’t expect major carousel changes in the future.
    • Item Flexibility: We’re working to ensure key items aren’t required on specific champs and that the multiplicative values of certain item combinations doesn’t dramatically outshine other combos, but we still have a long way to go.
    • Quality of Life Changes: We’ve added an abundance of quality-of-life improvements to Fates throughout the set (like combat recap panels) and will continue to do so in the future.
    • Balance & Patching Strategy: We’ve had some great patches throughout Fates, as we’ve been using a targeted patching strategy that allows for deep focus on particular pieces of the game, which will continue into the future.
    Looking Forward
    • Set Mechanic & The Chosen Mechanic: The Chosen mechanic was an overall success with several drawbacks that we’ve learned a great deal from. Expect the Reckoning set mechanics to not be as impactful on the core TFT gameplay, and to promote player agency as opposed to being out of the player’s control.
    • Mid-Set Expansions: Cycling out core carries, introducing new traits, swapping around existing champs’ traits, and adding a mechanic are all vital mid-set features that we wish to continue with the Reckoning mid-set.
    • Power of Champs Relative to Cost: Whether you’re rerolling for one-costs, going fast 9, or anything between, expect us to continue to promote diverse and viable play patterns by balancing champions relative to their cost and star level.
    • Fortune: Pirates, Fortune, and Space Pirates, oh my! We want to continue exploring exciting and unique traits like these that encourage big clickbait moments.
    Looking Back
    First, let’s look back on the things we said we’d improve from the end of Galaxies and how it went.
    Theme & Fantasy

    kanmeiV2.jpg

    Last time, we said we wanted to keep expanding the depth and distinct feel of set themes. With this in mind, the Galaxies was a big improvement over the Rise of the Elements, and from what we can tell, this was also a massive success with Fates and Festival of Beasts.
    Fates was a fantastic yet serene journey, and the champs and skins like Spirit, Warlord, Dusk, and more, all helped deliver on this fantasy. The Festival of Beasts then managed to release different maps as well as Origins like Fabled and Dragonsoul that gave it its own unique feel. Because this is going so well, we’re going to continue pushing unique themes and fantasies in Reckoning and beyond.
    For our first time, we’re also diving into a completely unique map skin alongside a Little Legend variant that isn’t tied to the Reckoning’s theme, but instead highlights a new locale for you all to soak up the sun in.
    System Changes & Champion Counts
    We spent the first half of Galaxies trying to get the rolling odds, player damage, and win streaks to a good spot. Once we did, we added more champs to the pool, causing us to have to redo the rolling odds, player damage, and wins steaks again. So we made the commitment that Fates would have 58 champs for the entirety of the set so that the core systems wouldn’t need to change much.
    This was both a success and a failure.
    Having a stable roster of 58 was a success, as it allowed players to retain how the rolling odds felt throughout the entire set, and meant we didn’t have to make changes to player damage and roll odds much. BUT the Chosen mechanic threw a big wrench in that plan, and we found ourselves making more system changes than we wanted to. In patch 10.20, we had to reduce 4-cost drop rates. In 10.24, we had to adjust the regular and Chosen drop rates as well as player damage. And then in 11.4, we had to remix the Chosen system drop odds for the Festival of Beasts.
    These types of massive systemic overhauls are not something we want to have to do mid-set, as they cause frustration from loss of previous knowledge. We’ll still do them when it’s necessary for game health, but our goal is to no longer do larger system adjustments mid set and to design mechanics that lower the risk for the need to do these changes.
    The Galaxies Mechanic
    At the end of Galaxies, we were excited by the prospect of bringing some of the galaxies that went over well back into TFT as a permanent fixture. We explored the idea and had some great directions we were pretty happy with. But as Fates went on, it became clear that adding more systems would push TFT in a direction that drowned out the core gameplay.
    For example, imagining a game with Chosen AND Trade Sector (one free reroll per turn) felt like it pulled focus from team building and positioning choices that make for some of the best moments in TFT. With having Chosen and rotating Galaxies, the focus is instead on adapting to circumstances the game throws at you, which as we learned from Galaxies can be overwhelming. So for now, we’ve decided to put this project on hold and focus on continuing to improve the core sets and the single set mechanic. This doesn’t mean we’ll never revisit a previous mechanic like Galaxies, but it may be a while as we want to focus on new experiences first.
    The Carousels

    car_stepsV2.jpg

    Galaxies was full of crazy carousels, including full items carousels, all Zephyr carousels, and other wacky variations. Despite their fun, the variations were hard to predict and made strategic choices difficult. So for Fates, we removed the crazier full item carousels (except the rare all Force of Nature ones), while also making the outcomes more predictable. We definitely hit our goal here, as it got us back to a world where you could make better choices around the carousel.
    We know some players will always prefer full predictability and won’t like the inclusion of Force of Nature starts—or the Stage 3 carousel with three spatulas and six random items—but this addition creates enough unpredictability and risk to help prevent copy-paste strategies from emerging .It also does a good job in creating some rare and unique experiences without being overbearing and feeling like every game was out of your control. So while we may alter a few percentages, don’t expect any major changes to the carousel rules this time around. 
    Item Flexibility
    At the end of Galaxies, we wanted to make sure items didn’t make you feel locked into a particular build, or that you must have certain items to make builds function. While we did make SOME progress here (Blue Buff no longer causing champs to do 300% more damage, and Shojin not allowing 200 mana champs to cast in five autos), we also missed our goal in a lot of ways.
    RFC became a staple for a lot of champions like Zed, Akali, and Kayle. Guardian Angel was too often tied to Ahri, Zilean, or Olaf. Hurricane was a must on Warwick, Olaf, and Shyvana. Gunblade was too required for Veigar, Aurelion Sol, and Nunu. There are more examples, but generally the difference between these champs with and without these items was far too great than we are comfortable with.
    But let’s be clear on our goals here: It’s okay if champions have “Best in Slot” item builds that outperform other builds. For example, it’s okay that Aurelion Sol wants Jeweled Gauntlet over Deathcap, as long as the difference isn’t massive. There’s always going to be a best build for players who try to maximize every advantage. Our goal is to make sure a champ’s effectiveness isn’t so dramatically reduced that they feel not worth pursuing unless they have that single key item. You can expect us to continue with the goal of increasing item flexibility by trying to make sure key items aren’t required and by ensuring the multiplicative values of certain item combinations don’t dramatically outshine all other options. It’s not going to be easy, but you’ll see changes right away that try to address this.
    Quality of Life Changes
    At the end of Galaxies we introduced recipe hints for items. With the positive feedback to these changes, we promised to make more quality of life improvements throughout Fates. So we did. We shipped a number of “under the radar” UI/UX improvements over the course of Fates, just for you, and every other TFT player too.
    Here are a few of the top changes:
    • In 10.20 we added tabs to the Combat Recap panel that displays damage blocked, and shields /healing for your team.
    • In 10.22 we added Chosen roll chances in the Shop tooltip.
    • In 10.25 we finally made changes to the bench overflow system that previously allowed players to cheat an extra unit onto the board when their bench was full.
    • In 11.1 we made it so players could cycle through boards without seeing the empty boards of eliminated players.
    • And in 11.4 and 11.5 we tightened up hotkeys and the Shop, to prevent accidental selling or buying when the Shop isn’t available.
    All this goes to show that our UX team is dedicated to crafting a TFT experience that allows you to embrace your inner tactician, whether you are playing on PC or on mobile. You can expect us to continue improving game features to provide a more immersive and intuitive experience, especially as we continue to add new mechanics and systems to the game.
    Balance & Patching Strategy

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    Finally, we mentioned that we wanted to change our patch strategy to focus on 1-3 high-level goals each patch and be more surgical about what we address. While we didn’t have perfect balance this set, our strategy in choosing specifically what to address each patch worked well and allowed us to improve the game quicker and more effectively.
    Both 10.24 (which changed roll odds) and 11.4 (a nerf to reroll comps to balance different econ strategies) were good at being large patches with clear and focused goals, and we managed to come out the other side with a better, more balanced game each time. This is not to say we nailed the outcome of balance with every patch. For instance, 10.21 had the goal of trying to increase some of our less-used items like Ludens and Statikk Shiv, as well as give Divine a rework to be more useful, but the result ended up creating the chimera beast that was, Warweek.
    Despite some hiccups, we still think this patching strategy has been overall effective at getting us to a desired state, so expect us to continue our targeted-patching strategy and focus on improving the average results. I think we’ve shown over time we’re getting better on the whole, so let’s keep that going.
    Looking Forward
    Now let’s jump into the new learnings we’re carrying into future sets.
    Set Mechanic & The Chosen Mechanic

    Ok, this could be an entire article on it’s own. The Chosen mechanic will be something we’ll all remember for a long time, and definitely is representative of the Fates set. I’m often asked if we feel the Chosen mechanic was a success, and the short answer is YES. It did a lot of good, and changed Fates in a unique way. But it certainly wasn’t perfect, and it’s time for it to leave as it doesn’t make sense as a permanent part of the game.
    Let’s break down what worked and what could be improved. First the good:

    • It succeeded in allowing folks to play TFT more like the draft-style game we always intended, as it made you try more comps and more ways to play than most players did in previous sets. Constantly changing Chosens meant constant opportunities to try something different, and our data shows this worked in keeping players interested in the game for longer.
    • The Chosen mechanic resonated with players thematically, having a Chosen hero just fit the Fates aesthetic perfectly. The mechanic also excited players for the release of Fates, as it had something very new to TFT. The mechanic was easy to grasp and inspired players to experience all the possibilities of unique comps that were only possible due to the extra trait the Chosen provided.
    But also the drawbacks:
    • It took us too many iterations to get the tuning and feel of the system correct. Needing both Patch 10.24 and 11.4 to make big iterations isn’t something we’d like to do in the future for a set mechanic. We’ll still do it when absolutely necessary, but for Reckoning we are aiming at having less big system changes in the middle of the set.
    • We wanted every champion to be an exciting Chosen, but that proved too much—while every champ is at least viable, some of them just don’t live up to the hype as much as others.
    • After your first 100-200 games, the lack of agency behind the chosen system can leave you feeling like the game is out of your hands more so than previous mechanics. This was especially true for our most competitive players who felt like they were too reliant on hitting the correct Chosen.
    Upon review, the Chosen mechanic is at the highest end of impact for a set mechanic. It certainly was a MAJOR part of Fates and changed your decision making and playstyle a lot. For now, we’re going to look at set mechanics that still fit our primary goals of adding variety and uniqueness to the game, but with a caveat. Since Elemental Hexes, Galaxies, and Chosen all felt very out of your control, we’re also going to be exploring ways to add some player agency to set mechanics to see the impact that has on the game. TFT: Reckoning has our first stab at this kind of mechanic.
    Mid-Set Expansions

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    Festival of Beasts was our second mid-set expansion, and we set out to make it even more successful than Galaxies: Return to the Stars.
    Here are some of the things that worked really well:
    • Since comps are often identified by their carries, swapping out the 4-cost carries was necessary to make the mid-set comps feel significantly different. Galaxies had the issue of Jinx comps the whole way through, whereas Fates got to see way more unique comps in the second half.
    • Introducing new vertical traits makes the identity of the set really shine. Galaxies only had Battlecast, which was a very difficult to play trait. On the other hand, Fates had a couple of new traits that were flashy (Dragonsoul, Fabled), or just down-right cool (Slayer, Syphoner). Having something new and exciting to latch onto is key.
    • Swapping existing champs traits (Diana going from Moonlight to Spirit, or Zed going from Shade to Slayer) gave new life and ways to play existing characters. These trait-swapped champs were played using new strategies (drain-tank Morgana; Kindred support for Executioners) that weren’t really possible in the first half of the set.
    But with our second mid-set, we also learned some things, avoided a few key mistakes, and made a few other key mistakes.
    • As we were developing the mid-set, we began to notice that, without an iteration on the set mechanic, it just didn’t feel like enough—even with the large amount of champion swaps. Galaxies had the new galaxies each patch, but Fates didn’t have anything like that. Thankfully the team was able to come together to deliver Lucky Lanterns, which gave the mid-set the festivity it needed to feel different from the first half of Fates.
    • One of the ways we were able to add so many new champs was by bringing back a few champs from earlier sets. For some of our veteran players, seeing returning champions again didn’t quite hit the same excitement bar as Teemo and Bard, who sported fresh kits when they were added during Galaxies. But then again, some players were really excited to see their favorites return.
    • Finally there were some trait structure issues this time. Slayer was extremely melee heavy, and carried two of the new 4-cost carries, Olaf and Tryndamere. This led to a lack of diversity in end game carries, as Olaf and Tryndamere felt nearly identical in their item needs and purpose. Fabled was also a unique concept, but it really didn’t have ways to branch out and felt like a single comp with one way to play it. We’ll need to avoid issues like this in the future for sure.
    With all this in mind, you can expect to see Reckoning’s mid-set expansion impact the set mechanic in some way, swap out major carries so it feels fresh, and focus on providing more new champions in addition to the return of just a few of your favorites.
    Power of Champs Relative to Cost
    One of our big balance focuses this set was making sure the power of champs relative to their cost and star level made sense. In Galaxies, the best carry in the game was a 1-cost 3-star in Xayah, and we wanted to avoid that situation.
    In Fates, this was done almost to an extreme fault. The 5-cost champions were SO powerful compared to everything else. Yone could literally 1v9 with the right items, Kayn 2-star was borderline unkillable while also doing absurd damage, and the rest were right behind. This led to the best comp being “ignore your traits and get all the 5-costs.” The next level down wasn’t much better, as Riven, Ashe, Jhin, and Warwick were all leagues better than the 3-costs. Basically it led to a situation where the only way to play the game was to constantly push as high of a level as possible to get those ridiculous strong champs. Combine this with the Chosen mechanic where it was possible to get a 2-star 4-cost at 4-1, and it led to some pretty bad power discrepancies. And while a lot of our Challenger players like this playstyle, it really did shut out other ways to play, like going for 3-stars or vertical compositions.
    In Festival of Beasts, we tried to rein this in, keeping the power structure the same but narrowing the gaps between champion costs. Frankly at first, we missed pretty hard and didn’t get the impact the Chosen system was having on this dynamic right. While a 2-star 4-cost was still stronger than a 3-star 1-cost, the risk of trying to get one with the right items wasn’t worth it compared to sticking a Chosen you got early and building around that.
    Thankfully over the course of the set (or more specifically, patches 11.4 and beyond), we were able to get it into a much better spot, where all types of play were viable. Reroll comps, 3-star 3-cost comps, 4-cost carry comps, and late game comps were all viable options.
    So now that we’re here, expect us to continue with this balance framework, by promoting diverse and viable play patterns, making adjustments only as needed by the departure of the Chosen mechanic. The game is at its best when there are lots of ways to win, so let’s keep it there!
    Fortune

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    In the Launch Set, there was the Pirates trait where if you ran 3 Pirate champs, you were rewarded with a Pirate chest that had 1-4 gold in it (or sometimes a boot or fish skeleton lol). While it was generally considered a pretty weak trait since the Pirate champions themselves weren’t strong, it created some fun moments where you could level much faster than your opponents and end up winning.
    In Galaxies, Pirates returned but they were from Space! In this version, if you ran two Space Pirates, they could loot gold from their kills which led to awesome moments where Darius would dunk and repeatedly loot coins. If you managed to run four Space Pirates, items would come out leading to hilarious moments where Gangplank would explode enemy teams and have 5-6 item components fly out. This led to great Youtube videos with click bait titles like “OMG 40+ ITEMS.”
    Finally in Fates, we had Fortune. With 3 Fortune, you could get some extra gold and maybe a few items. If you played it very well, this led to 12 loss streak comebacks where you’d get 3 Force of Natures and crazy high roll moments like never before. If you managed to run 6 Fortune, you could scale to infinity.
    All of these have something very important in common: They created unique stories and fun moments worth sharing while being playable at all levels of skill. No highly ranked ladder players were forcing Fortune, but if you managed to high-roll and pull it off, you could win tournament games while playing Fortune. We think these are some of the most exciting and unique moments in TFT, and are going to continue to explore these types of traits more in the future. Every set should have that game you’ll always remember because of how crazy or close it was, and these traits help a ton in adding personality and excitement to TFT.
    That’s it for now. Thank you for playing TFT: Fates and giving us your feedback. We’ll continue to work hard to bring you TFT for years to come, and are excited to share what’s in store for TFT: Reckoning. Until then, take care!"

    Can't get enough TFT? The Teamfight Tactics Fates Championship is happening April 7th - 9th:

    "Get ready to be incinerated! The world’s top 24 tacticians will battle it out to find out who’ll be this set’s World Champion.

    Watch the Teamfight Tactics Fates Championship live April 7th - 9th at 5:00 am pt on:

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    Pentakill MSI Performance

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    Pentakill is back for a performance at MSI - "Catch an exclusive preview of PENTAKILL’s upcoming song, presented by Mastercard, and introducing PENTAKILL’s global collaboration with guitar partner, Jackson®"

    "For those about to rock...we have some news for you.
    After more than three years in the death realm, PENTAKILL -- Riot Games’ virtual heavy metal band -- are returning to the stage this Sunday, April 11 at 1pm PT at the historic Los Angeles Greek Theatre.
    The band will offer a sneak peek of their upcoming track at the Mid-Season Showdown Opening Ceremonies Presented by Mastercard and kick off a global collaboration with Jackson®, makers of the metal guitars and shred machines.
    Introducing Jackson®
    Jackson® and PENTAKILL will embark on a bespoke and never before seen global collaboration throughout the rest of the year, with unique activations that showcase their instruments’ powerful performance and distinctive style.
    And if that doesn’t already strike a chord, Jackson® is coming onboard as the first official guitar partner of the LCS, so fans can continue head banging even after the show ends. Look out for more news surrounding both of these partnerships later this year.

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    (Re)Introducing PENTAKILL
    This will be PENTAKILL’s first performance following their 2017 chart-topping album “II: Grasp of the Undying”, and after 100+ million collective views of their YouTube playlist and “Mortal Reminder” music video.
    The sneak preview of their newest song, which will be released later in 2021, is reimagined specifically for this show and broadcast directly to fans with a few killer surprises.
    PENTAKILL, featuring lead vocals by Norweigian rock giant Jørn Lande, will perform in-person at The Greek.
    Tune in this Sunday, April 11 before the MSS Grand Finals
    To deliver the best (and safest) show possible, the ceremonies will not have an audience. Only essential staff and talent will be on-site at the Greek Theatre, and we’ll be following strict COVID-19 protocols.
    Catch the Opening Ceremonies Presented by Mastercard this Sunday, April 11 at 1pm PT (countdown starting at 12:00pm PT) on twitch.tv/lcs, youtube.com/lcs, or lolesports.com."


    Miscellaneous

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    "Patch Preview for 11.8

    -Some broadening of enchanter items

    -Another round of opening up new champs to the jungle pool

    -A few shifts for champs that fell out of their playerbase's favorite position (mundo, rumble)"

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    Other Games

    Wild Rift

    "Tl;dr We’re taking action on win trading and match fixing in Wild Rift, starting with an immediate ban on known offenders. All Ranked Season 1 rewards will be removed for these players, and their accounts will be reset to Iron IV."

    "Later today, we’ll be debuting Wild Rift’s battle pass, which we’re calling the Wild Pass! Basically, we’re giving you more stuff just for playing, and if you want, you can upgrade for even more.

    There are more details below, but first, we wanted to take a bit of time to share our philosophies around monetization in Wild Rift—we’d like to make tough subjects like this as transparent as balance or game design!"

    "Blue Motes, account XP, champion mastery… Win or lose, you're going to get something out of every game of League of Legends: Wild Rift. So why not get even more with Wild Pass?"



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    Quelle: http://www.surrenderat20.net/2…ection-dev-teamfight.html

    [Recent News: /dev: Teamfight Tactics: Fates Learnings / April Fools Merch Collection / 11.8 Balance Preview]


    The free to play champion rotation for this week features Aatrox, Aphelios, Cho'Gath, Draven, Fizz, Galio, Leona, Lissandra, Olaf, Senna, Swain, Sylas, Taliyah, Xin Zhao, and Zac.

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    Continue reading for these champions' regular store prices.

    Aatrox

    4800 BE or 880 RP

    Aphelios

    6300 BE or 975 RP

    Cho'Gath

    1350 BE or 585 RP

    Draven

    4800 BE or 880 RP

    Fizz

    4800 BE or 880 RP

    Galio

    3150 BE or 790 RP

    Leona

    4800 BE or 880 RP

    Lissandra

    4800 BE or 880 RP

    Olaf

    3150 BE or 790 RP

    Senna

    6300 BE or 975 RP

    Swain

    4800 BE or 880 RP

    Sylas

    6300 BE or 975 RP

    Taliyah

    6300 BE or 975 RP

    Xin Zhao

    1350 BE or 585 RP

    Zac

    4800 BE or 880 RP

    Quelle: http://www.surrenderat20.net/2…on-week-of-april-6th.html

    [Recent News: /dev: Teamfight Tactics: Fates Learnings / April Fools Merch Collection]

    [WIP!] [STATUS: PBE is currently online.]

    The PBE has been updated! As we continue the 11.8 PBE cycle, today's patch includes new loot assets, tweaks for a few of the skin bios this cycle, and more tentative balance changes!

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    Continue reading for more information!


    (Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)


    Table of Contents

    • Miscellaneous
    • Balance Changes
    • Context & Notes

    Miscellaneous

    • Loot assets added:
      • Grey Warwick (Meteorite Chroma) + Icon
      • Medieval Twitch (Obsidian Chroma) + Icon
      • Space Groove Gwen Icon + Border
      • Disco Chroma (Space Groove Gwen) + Icon

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    • Skin bios tweaked:
      • Dragon Guardian Galio: "A great dragon of old, who protected dragonkind's ancestral nesting grounds from those who might do it harm. Tricked by the mad knight Kayle so she could destroy every clutch of eggs under his charge, he has followed her back to human society, so he might extract his vengeance personally."
      • Dragonslayer Twitch: "A lesser dragon who has learned to blend in among humans... poorly. Twitch worships the true dragons and plans to one day become one himself, though he isn't sure how just yet."
      • Blackfrost Sion: "A fearsome jötunn who once stood at the front of Lissandra's vast armies, Sion fell in battle only for his master's magic to weave itself beneath his massive frame, resurrecting him as a monster of rage and cold."


    Balance Changes

    * NOTE*: The PBE is a testing grounds for new, tentative, & potentially experimental changes. Be aware that what you see below may be relative to other changes from earlier this cycle! These are not official notes and may be incomplete.


    Champions

    Darius
    • Hemorrhage (Passive) monster damage lowered from 500% to 400%

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    Morgana

    • Tormented Shadow (W) monster damage lowered from 300% to 250%


    Rumble

    • Base MR lowered from 32 to 28
    • MR per level lowered from 1.25 to .75
    • Junkyard Titan (Passive)
      • Overheated bonus damage changed from [25-110 + 30% AP] to [(10-60 +30% AP) + 4% of target's max health]
      • [New] "Percent damage is limited to 150 damage on Monsters."

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    Yorick

    [Yorick has other changes in testing on the PBE!]

    • Shepherd of Souls (Passive)
      • Mist Walker health reverted from [99-184] to [100-185]

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    Zed

    [Zed has other changes in testing on the PBE!]

    • Contempt for the Weak (Passive)
      • 10 second cooldown changed from [enemies] to [enemy champions].
      • [Removed] No longer deals 500% bonus damage to jungle monsters.
      • Maximum Damage cap changed from [500-800 damage to jungle monsters] to [300 damage to epic monsters]

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    Items

    Shurelya's Battlesong
    [This item has other changes in testing on the PBE!]
    • Inspire active movespeed increased from 40% to 60%
    • Motivate passive movespeed decay removed

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    Context & Notes

    1) None!

    Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !

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    Quelle: http://www.surrenderat20.net/2…loot-assets-skin-bio.html

    [Recent News: /dev: Teamfight Tactics: Fates Learnings]


    The sales for the week of April 5th are now in the shop! Each week an assortment of skins and champions will be on sale for up to 60% off! Check out this week's sales, featuring 15 skins and 5 Champions!

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    Continue reading for a look at the items on sale!


    Table of Contents


    Champions

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    Five champions are on sale this week for up to 60% off their RP Price!

    Skins

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    Fifteen skins are on sale this week for up to 60% off their RP price!


    Ace of Spades Ezreal / 337 RP (-55%)

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    Apocalyptic Brand / 300 RP (-60%)

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    Beekeeper Singed / 610 RP (-40%)

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    Captain Volibear / 412 RP (-45%)

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    Dragonblade Talon / 390 RP (-60%)

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    Infernal Vel'Koz / 944 RP (-30%)

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    K/DA ALL OUT Evelynn / 975 RP (-27%)

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    Lancer Stratus Wukong / 607 RP (-55%)

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    Mercenary Katarina / 208 RP (-60%)

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    Nurse Akali / 536 RP (45%)

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    Odyssey Jinx / 675 RP (50%)

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    Pool Party Miss Fortune / 607 RP (-55%)

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    Prehistoric Renekton / 562 RP (-25%)

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    Spirit Blossom Lillia / 944 RP (30%)

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    Worldbreaker Nasus / 975 RP (50%)

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    Sale & Skin Related News

    Check out any news about sales and discounts here!

    Nobody here but us yordles!


    [Back to Top]

    Quelle: http://www.surrenderat20.net/2…le-week-of-april-5th.html