Red Post Collection: Quick Gameplay Thoughts: 7/11, Runes Corner: Meteor Sneak Peek & More

Tonight’s red post collection includes Meddler’s quick gameplay thoughts for July 11th, a new Runes Corner, showing off another new rune, a Nexus article on how Nightbringer Yasuo and Dawnbringer Riven came to life for the Vs. Event, and more!

Continue reading for more info!

Table of Contents

Quick Gameplay Thoughts: July 11

Here’s Meddler with his Quick Gameplay Thoughts for July 11, covering updates on the ping system, 7.15 being the Worlds qualifier patch, and more:

“Morning all, 

Should be back to our usual couple of times a week routine now for a while 🙂 

Usual Disclaimers 

These posts will often contain talk about future work we’re doing, or planning to do, that isn’t yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped.
If you’d like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 

Ping Updates 

In an upcoming patch (7.15 maybe?) we have some additional work done on the ping system. As previously mentioned there’s a warded ping coming, we’ll also be making it so you can ping any item to chat, not just certain ones. We originally only added some items to the pingable list out of a concern there’d be a lot of pointless chat spam from people pinging stuff like Longswords. In retrospect players aren’t using the ping system like that much and those that do have plenty of things to spam anyway (Ally dead, Recall ready etc). We’ll be removing that restriction as a result to support some genuine cases of communication it currently blocks (e.g. trying to ping meaningful components to signal power spikes to allies). 

We’ll also be taking at a look at allowing some skills to display their ammo in chat instead of their CD (e.g. GP Barrels or Corki rockets) since that’s the actually relevant part of the spell. Not sure yet if that’ll make this round of ping changes or not though. 

7.15 as Worlds Qualifiers Patch 

As previously mentioned 7.15 is the patch most of the Worlds Qualifying games will be played on. That means we’ll be focusing more on balance for pro play than usual. Part of that will involve small changes to a large number of champions who are either a bit too dominant in that context or nearly viable but not quite there. Things like a base health nerf to Thresh or higher GP passive damage are possible candidates there. We’ll likely have somewhere between 10 and 20 champs getting changed in that way in the patch, though not all will be on PBE immediately. Also worth noting that there’s also an assessment of impact in regular play that goes into whether to buff/nerf in situations like this, with some champs who are pretty strong already in regular play (e.g. Panth) not getting buffs even though they’re not pro viable for example. 

Other 7.15 Balance Changes 

We’ll also be doing some work on other stuff in 7.15 of course. Some of that stuff, even if it appears on PBE, might end up getting pushed back to 7.16 though, given the limited amount of testing time and potential size of the patch. Things we’re considering include:

  • Nasus – Changing E to % shred and making it so while R is active Q has a lower CD. Intended to be overall buffs, in particular to Nasus’s ability to fight other tankier folks (often all he can reach).
  • MF – Potential buffs to her attack speed, supporting more auto attack heavy playstyles. More experimental, so moderate likelihood some or all of the changes don’t make the cut.
  • Lux – Potential buffs to her teamfighting (looks a bit weak overall, goal would be to put power into her utility more than her one shot ability though). 

More Runes Stuff 

We should have another look at a new Keystone coming this week (probably tomorrow), with a comparison between Perxie, which we talked about previously, and a different Sorcery Keystone. 

For those interested in the development side of Runes we’ve also just finished running a series of player research labs in Korea, with players who are pros, streamers, ex-pros, managers of community sites etc testing out the new system. Got a bunch of useful feedback from that we’re excited to act on. Previous rounds included labs in China recently with randomly selected players in two groups (Silver/Gold and Plat/Diamond) and before that in NA with both the LCS teams and randomly selected other players who live in the LA area. Given how large the impact of Runes is likely to be we want to ensure we’re getting in person feedback from a really wide variety of players along a range of axis (regular players and pro, different skill levels, different regions, theorycrafters and non theorycrafters etc). We run similar labs for a lot of other content, including things like new champions/VGUs and features like Tournaments or Honour. Runes is one of the biggest (or possible the biggest) and most global sets of labs we’ve done though, which has been both very helpful and pretty cool so far.”

When asked about the changes to Nasus (which are on the PBE today), Meddler confirmed:

“Quote:

Will the R change affecting the Q CD affect the base CD like Illaoi’s W, in which additional CD wont affect it? and how comparable will the % shred be to the current E considering nasus doesnt build black cleaver, while darius and garen both have armor % shred/pen in their kits

Currently testing a version where CDR does stack with the ult Q CD reduction, given CDR’s a pretty core part of many (most?) Nasus builds. 

Numbers in right now for the E are 15%-35%. That’s also non final though.”

Meddler continued:

“Quote:

That armor pen is regular % armor pen, and not % bonus armor pen, right? Changing it to % bonus pen would kill his ability to actually kill squishies.

Correct, total % is what we’re testing.”

On Kayn and Urgot’s availablity for worlds, Meddler commented:

“Quote:

Just out of curiosity, will Kayn and Urgot be available for worlds? Or, is that something your not familiar with?
EDIT: I mean, will they be available for pros to play on the worlds stage?

Yes, plan is they’ll be available.”

As for ZacMeddler commented:

“Quote:

This is a fairly lackluster set of changes. 

Nothing about zac at all, who has 3 different forms of CC unaffected by merc treads or tenacity, and deals a disproportionate amount of damage for how tanky he is and how much CC he has? Personally if he gets nerfs I would like to see nerfs to his usability, because his engage skill (E) is far too simple to use for how powerful it is, especially as a non-ultimate ability with a low cooldown. The range on the cone is very wide and forgiving, and he can hold the charge for a long time, or even cancel it completely. 

How about more punishment for Zac players who dont play carefully? I propose the cone width get severely nerfed, if you want to allow its ridiculous range, and work like a “slingshot” kinda like Rumbles ult? so he has to make a quick decision. You can even increase the travel speed if you do this. Another idea could be to make him have a self-stun upon impact if he fails to hit an enemy, so Zac players are punished for bad plays. 

After all, this is a champion that has literally over 100% banrate.

Zac’s one of the champs, like GP and Thresh, that’ll likely be changed as part of the large number of simpler changes pass in 7.15. As per usual these posts aren’t a full set of everything in a patch, but context on a number of things as to what we’re thinking.”

On Lee Sin and CaitlynMeddler replied:

“Quote:

So does this mean Lee sin and Caitlyn nerfs? They are too dominant now.
And whatever happened to a champ called Sion

Lee and Caitlyn are being looked at at least for possible nerfs. In Lee’s case we also need to do a sweep of some other champs who jungle in general (otherwise we’re just pushing play from Lee onto Elise/Gragas/Rek’Sai/Zac potentially). In Caitlyn’s case we need to see what impact the 7.14 nerfs do/don’t have.”

On KarmaMeddler commented:

“Quote:

Hey Meddler, any comment on Karma? She’s currently sitting on a 45% win rate in both Mid and Support, and you’ve recently spoken about the possibility of her receiving small work at some point.

Update: No, no plans for Karma changes in 7.15. She’ll need work at some point, won’t be buffing her next patch though given we’re still seeing her as a pretty dominant mid pick in pro play.”

As for KindredMeddler commented:

“Quote:

Hey Meddler, any thoughts on Kindred? How are they doing after all the buffs? Are you planning to give them a little bit more power?

No current plans.”

When asked about the Ahri and Amumu ability icon work that was mentioned, Meddler answered:

“Quote:

It’s been about two months since you first mentioned the new Ahri/Amumu icons, any update on those? 😀

Yeah, that looks like it got bogged down somewhere. I’ll check in on what’s happening there. “

Runes Corner: Meteor Sneak Peek 

A new Runes Corner post is now on the boards, with Riot Gregab heading it up this week, showing off a new keystone they are working on:

Hello! And welcome to another Runes Corner. I’m Riot Gregab from the team working on Runes Reforged and this week we’ve got a sneak peek of a new keystone we’re working on tentatively called Meteor. Check it out and let us know what you think down below! 

 

Meteor 

Damaging a champion with an ability hurls a meteor at their location. If the meteor hits them it deals bonus damage [40-100, based on your level +0.2AP and 0.2 bonus AD]
Cooldown: 20 – 8 seconds 

(Note: all the specific numbers here are tentative and are likely to go through significant changes before launch.) 

Here’s what Meteor currently looks like in action: 

(Note, as usual, that these are temp vfx and not what it’ll look like at ship.) 

When Syndra’s Dark Sphere hits Cassiopeia, the meteor fires off from Syndra’s position aimed at the spot where the sphere hit Cassio. Note the red circle that shows up on the ground after Dark Sphere hits.That’s an indicator showing where the meteor’s going to land, giving opponents an opportunity to dodge it. Plus, note the small orange sphere orbiting Syndra before she casts Dark Sphere. It indicates that Meteor is off cooldown and will fire with her next ability. Despite these warnings, Cassio stands still, allowing the meteor to hit her. If she’d walked away before it arrived she could have avoided its damage. 

One excellent way to prevent your targets from walking out of the meteor’s path is to stop them from being able to move at all. This gives Meteor excellent synergy with CC abilities like Lux’s Light Binding. 

Like Perxie, which we showed off before, Meteor is a Sorcery keystone. We’ll have more to say about the identities of the individual styles soon, but here’s the short version: Sorcery serves champions who want to enhance ability-based damage, especially AoE spells. Our motto for it is “unleash destruction”. 

Let’s take a look at some similarities and differences between these two keystones to get a better idea how you might decide when to take one over the other. The first obvious difference is that Meteor does significantly more damage when it hits (40-100 based on level vs Perxie’s 10-40, plus lower AP and AD scaling ratios). That’s because Perxie is more consistent. It always hits its target while Meteor can be dodged. Also, Perxie sacrifices some raw damage for versatility. When you shield an ally with it, you give up its bonus damage until the pet returns. Whereas Meteor, on the other hand, is all damage. 

One similarity between the two keystones it that they both play off of your positioning relative to enemies. However, each rune requires very different positioning to get the most out of them. Perxie asks you to move towards your target to get the pet back sooner and shorten the cooldown. When Perxie’s available it automatically hits enemies you damage, but to land Meteor, you have to position your spells with it in mind, placing them so it’s hard to dodge the flaming rock from the sky that follows. 

I hope this quick post gave you a clearer idea of what a keystone can be and got you excited to try out Meteor. We’re looking forward to hearing your reactions. Who would you take this on? What cool synergies can you think of with it? 

We’ll stick around in the comments to nerd out with you and answer any questions you might have. Thanks for reading! 

For previous Rune’s Corner posts, check out:
Rune’s Corner: Content Development Peek.”

gregab commented, verifying the visuals were all work in progress until much later down the line:

“Totally with you. As mentioned in the post the current fireball effect is very much temporary. It’s just a placeholder put in by a designer to make it so we could playtest the rune internally (we’ve jokingly been referring to it as the “meatball” around the team). If and when Meteor’s released it would have much more appropriate effects made by a real vfx artist.”

Riot Sparkle also commented on the topic:

“Quote:

Are you afraid that with Sorcery runes, you may end up cluttering the visuals of the game even more? In this type of game, a lot can happen in a span of half a second, and all the abilities flying around combined with the new special effect runes, especially ones with big visual effects like these, might really hinder the ability to read a teamfight or the like? Any concerns on clarity with these, or other runes?

Hi, it’s me your person who is very, very concerned with clarity. I totally agree that it’s really important that we don’t add a ton of additional visual noise to the game with a buncha giant meatballs flyin’ everywhere. 

This particular temporary particle is WAY too loud, we all agree. Something like the Sorcery keystone Perxie we showed (which also has temporary particles rn) is also above the noise level we want to hit on for when the rune actually comes out in the game. 

We usually wait until we’ve tested out the gameplay to a level we’re confident in before getting an artist to spend time making real VFX (we don’t wanna waste their time on something we’re probably going to throw away by getting art too early!). Full disclosure, Meteor is actually in the process of getting real VFX at this very moment. The gameplay part is far enough to both share with you guys and start VFX art with, but that also means we’re sharing before the art is done (which we don’t do very often). :O 

TL;DR We wanted to share with you guys some of our cool stuff that’s not completely done right now, and Meteor is an example of a Keystone that is not at the quality & clarity bar VFX-wise for release yet.”

On what type of champ this specific keystone was aimed at, gregab replied:

“Quote:

Seems to me like a very specific keystone aimed at control burst mages and very specific ones at that, some of my worries is that it seems to be hard to proc and use your other poke spells. For example it seems great with lux q however i use lux e to poke enemy and it will proc my metor which seems to make it easy to dodge. This leaves me with very little window of actually begin able to use it. I would suggest to make it work only when i land cc on enemy champion. (similar to Courage of the Colossus ).

I can see how you’d have that concern, but it actually works with more spells than you might think. For example, we’ve found that with decent positioning you can land Meteor off of Lux’s E a lot of the time, even after they have tier 1 boots.”

As for how this keystone worked with long range abilities,Riot Sparkle commented:

“Quote:

Wonder what you happen if hit with a long range ability like ashe or jinx ult, or maybe how it would interact with heimer turrets.

We’ve seen this one proc’d with all kinds of creative abilities – for Jinx & Ashe ult it works like you think it would. There are a lot of cool ways we’ve seen it used by someone going “Do you think….?” 

EDIT: Pretty sure Heimer turrets don’t work but there’s another Yordle I’ve seen that makes good use of it. 🙂 “

When asked whether this was the Thunderlord’s replacement, Riot Sparkle commented:

“Quote:

Is this the Thunderlord’s replacement? If so, what led you to favour this design over that of TLD?

No, this is not related to TLD.”

As for travel time on the meteor, Riot Sparkle confirmed:

“Quote:

… Are you telling me my Cannon Barrage can send a little meteor to Botlane? 

That’s amazing. 

Is it a set Travel Time or does the Travel time increase with distance?

Yes. 

It’s a fixed travel time – it gets speedier if you’re super far away.” 

When asked for more detail on Perxie, Riot Sparkle replied:

“Quote:

Can anyone give more details about how often perxie can be proc’d. Does it proc on every auto attack or every spell?

Attacks and abilities”

As for how the keystone would work with an ability that hit multiple targets, Riot Sparkle commented:

“Quote:

But which enemy hit by the aoe spell gets prioritized by meteor? Let’s say Lux hits 3 people with ult which are in a line and each hit champion is 1000 unit away from the other. On which one’s position would the meteor home in? Does it work like Ludens proc in that regard?

Yes, it works like Ludens in that regard.”

Animating Order and Chaos

A new Nexus article is now available, covering the design and development of Dawnbringer Riven and Nightbringer Yasuo:

Concept Exploration for VS. by Hellstern

Animators who work on Legendary skins are tasked with the sometimes tricky job of creating new animations for existing champions. The degree of this trickiness is often determined by how old the champion is: Older champions tend to be easier to make prettier but often have dated design setups, while newer champions have higher-quality animations but can be complicated and difficult to improve upon. 

Bringing Dawnbringer Riven and Nightbringer Yasuo to life created two sets of differing challenges; though development happened simultaneously, the age of each champion meant each required its own unique approach. Animating Riven was about making her feel more modern and like a higher being, while working within the constraints of an old system. Yasuo’s new moves were focused on making his already complex animations look and feel even better…and more chaotic. 

And in both cases, Riven and Yasuo still needed to feel like Riven and Yasuo. 

SICK MECHANICS, BRO 

One of the top priorities for a Legendary skin is that it still looks and feels like playing the same champion, despite the extra bells and whistles. It’s possible to make new animations that are objectively better (smoother, cleaner, tighter), but if players feel like it’s too different, it doesn’t matter. This gets even tougher when animating champs who rely on precise timing or who are mechanically demanding. “Champions with complex mechanics usually have a small but dedicated player base,” animator Tom “Riot Whist” Robbins says, “So if something doesn’t feel right, those players will notice.” 

Riven and Yasuo both fall into the “difficult-to-play-even-though-not-everyone-thinks-so” category. Playing each sword-wielder to their maximum potential relies on having impeccable timing, weaving autos between spell casts, and cancelling animations (more so Riven for that last one). 

Dawnbringer Riven’s Auto Attacks 

To weave in those extra autos, it needed to be really clear where exactly Dawnbringer Riven and Nightbringer Yasuo were in their auto attack animations. Both Legendaries have dramatic, distinct frames during their auto attacks: there’s an obvious windup, a quick swipe, then a finishing stance. These three poses make it clear when exactly they begin an auto attack, when it connects, and when it’s over—making squeezing in that last auto a little bit easier.

Nightbringer Yasuo’s Auto Attacks 

Yasuo’s auto attack animations were also specifically designed to feel even snappier than in his base skin. Each pose of his auto animation is pushed even further than usual, so he’s really reaching and arching his body with each swipe. Plus, he’s double-handing the sword for maximum power. 

DAWN SHEDS THE NIGHT 

Riven was created back when new champions were launched every two weeks. This quick cadence meant there was a limited amount of time to devote to each area of development, which is why her animations are so simple. The upside to her simplicity? Devs had a bunch of ways to make her existing animations look even better for her Dawnbringer skin. 

In fact, there were so many opportunities for improvement that she ended up with 100% new animations. This started with a new rig, which was really needed because her Dawnbringer character model has vastly different body proportions than her original. Riven’s base model is kind of condensed, with shorter legs, but her Dawnbringer model is stylistically tall, with superhero proportions. “Part of me was like, ‘This is cool,’” says Riot Whist, “And the other part was like, ‘How do I animate all this leg?!’” 

Dawnbringer Riven and Base Riven Character Models

Riven’s backend design setup was a hurdle while animating, even with starting from scratch. Riven is the only champion in the game who can cancel so many animations, and the tech used is pretty dated. “I originally wanted to give Riven transitions when she cancelled some of her animations,” says Riot Whist, “But we were limited by the older tech.” One possible way to add animation transitions between cancelled abilities would have been to make changes in the backend design, but that can get risky. There are a lot of delicate systems that allow for Riven to play the way she does, and making changes could cause some of her cancel moves to stop working…or cause new ones to appear

Because we didn’t want to risk breaking Riven, Riot Whist focused on making her core gameplay feel the best it could be. “Everything she does should just feel extra good,” Riot Whist says. 

Base Riven and Dawnbringer Riven Ult Activations

Riven’s ultimate form was one of the areas with lots of room for improvement. When Riven ults, it’s supposed to represent a return to her former glory, but her base doesn’t really show this well. Pressing R on base Riven causes her to raise her sword, which then reforges and gets giant and glowy. But when she starts flipping around and wrecking you in-game, this change isn’t always super noticable. Dawnbringer Riven gave devs a chance to really push the fantasy while also visually clarifying her gameplay mechanics. 

Dawnbringer Riven’s entire body becomes ascended-looking during her ultimate, which is mostly communicated through her golden character model and shiny VFX. Riot Whist considered creating unique auto attack animations for her ultimate form, but this wasn’t great for gameplay—learning three more auto animations seemed like a bit much, for both Riven and her victims. Instead, Riot Whist created a more aggressive run for while Blade of the Exile is active. “Now, if she ults in a bush and runs at you, it’s more clear she’s in her ‘probably hurts more’ form,” Riot Whist says. 

Dawnbringer Riven Run, Before and During Ult

NIGHT RENDS THE DAWN 

Unlike Riven, only about half of Nightbringer Yasuo’s animations are brand new, which is mostly because he’s a new(er) champion. His animations are still considered pretty high-quality, and some of them are really complicated. In fact, Yasuo has one of the most complex animation cycles in the game. It might not seem obvious at first glance, but Yasuo’s sheathing and unsheathing of his blade is pretty complicated under the hood. 

Base Yasuo Sheathing Sword While Idle and Running

Whenever Yasuo enters combat, he draws his sword, and shortly after leaving combat, he returns it to his sheath. The reason this gets so complicated is because Yasuo can sheathe his blade while running, standing still, or transitioning between the two. There are a bunch of sequences that have to line up perfectly during this animation because otherwise, his torso, arms, and legs won’t line up properly. 

Because Nightbringer Yasuo wields his sword with two hands, this entire animation sequence had to be reworked, which required a lot of animator time. 

Nightbringer Yasuo Sheathing Sword While Idle and Running

Rather than rebuilding all of Yasuo’s animations from the ground up, senior animators Drew “sandwichtown” Morgan and Matthew “MIXX3R” Johnson focused on areas where the chaotic, powerful nature of Nightbringer Yasuo could shine through—such as two-handing his blade. But because Yasuo’s gameplay revolves around precision, they had to get a little creative to capture the chaos. 

One of the ways they did this was by adding six “spikes” to Yasuo’s body that could be freely animated. “The spikes are really dark in color, so it’s a subtle change to his shape language,” sandwichtown says, “but we thought it’d be a cool way to layer in the demonic theme.” The spikes were animated in a variety of ways, flaring up during his emotes, idle, and attacks.

Spikes During Nightbringer Yasuo’s Idle Animation 

Most of Yasuo’s animations happen quickly in-game, but his ultimate lasts longer and provides more animation wiggle room. “We identified his ult as an area we wanted to make stand-out and feel really epic,” sandwichtown says. In Yasuo’s base animations, he air-juggles his opponent with a flurry of rapid slashes, but the damage doesn’t actually come through until the end. “This got us thinking about doing one huge wind-up and swing for his ult,” says MIXX3R. “It could feel super powerful and still accurately reflect the gameplay.” 

MIXX3R and sandwichtown experimented with a few different multi-slashes, but nothing felt as satisfying and formidable as one massive strike.

Base and Nightbringer Yasuo Ults 

LOOKING AHEAD 

Pretty much every Legendary released has included an update to some—if not all—of a champion’s animations, so the expectation has been set: Legendaries mean new animations. But this might start to get really complicated down the line, when it’s time to make Legendaries for League’s newer champions. Their animations are already really polished, so there’s not a ton of room for improvement, and they already have a wide variety of (often complex) animations. It’d take a lot of resources to build new animation sets at that caliber, and the outcome might not even be worth it. “If the new animations just feel different, and not better, what’s the point?” MIXX3R says. “Where do we go from there?” 

Although we haven’t hit that point quite yet—Yasuo is an example of an in-between champion who is just starting to get complicated from an animation standpoint—it is coming. One possible approach would be to look for ways to subtly elevate the skin’s thematic via new animations, as opposed to big, flashy add-ons, like with Dawnbringer Riven’s floating run or Nightbringer Yasuo’s dual handed weapon-wielding. 

Either way, animators will still be working to create fresh new moves for the champions everyone knows and loves…like Riven and Yasuo.”

Patch Chat with the Playtest Team – Patch 7.14 

Here’s Riot King Cobra with a new Patch Chat for Patch 7.14:

“Header by inkiness 

Hey, everyone! I’m Riot King Cobra and it’s time for another round of Patch Chat! These threads serve as opportunity for us to talk about the patches that come out every two weeks. You can find the most recent patch by following this link: Patch 7.14 Notes

I’m on Riot’s Playtest Team, a group of high elo players who play with the new champions, reworks, balance tweaks, items, and map updates before they are released. It’s our job to the test the changes that our designers come up with and ensure that we’re introducing positive changes to League in terms of both balance and fun. Ask us questions – we’ll try to answer as many as we can! 

Kayn, the Shadow Reaper arrives to the Rift in Patch 7.14 along with a number of other changes. Alistar’s ultimate has received a buff to the damage reduction he gets from it, Caitlyn’s attack speed growth has been lowered more, Cho’Gath, Diana, and Singed have all received a small amount of gameplay changes, and a number of other champions in need of attention have as well. In addition to champion changes, a number of items have changed as well – we made modifications to Thornmail, Randuin’s, and some of the Lethality items. 

All of us on the Playtest Team are avid gamers so feel free to talk to us as fellow LoL players!

  • Ben “Cezium” Burkhardt
  • Don “Aesah” Ding
  • Dan “penguin” Hardison
  • Robert “ROBERTxLEE” Lee
  • Rob “King Cobra” Rosa
  • Nicholas “Nickwu” Smith
  • Blake “S0be” Soberanis
  • Trevor “ThEntropist” Thernes
  • Arnor “Hjarta” Halldorsson 
  • Brian “Madness Heroo” Pressoir”

Quick Hits

1) Riot MEMEMEMEME tweeted some early Urgot concepts drawn by Victor Maury:

[1] “Early Urgot Concepts by the glorious @VictorMaury_ , we pushed it super far, before reeling back into the what you have now.”

[2] This was my favorite early Urgot Concept, I think I bugged @VictorMaury_ about this one for a week or two.



2) phroxz0n took to reddit to provide context for a few Anivia changes that went out with Patch 7.14:

“The ulti cancelling abilities weren’t intentional from beginning, just a bunch of arcane side-effects from how the ability is implemented. 

The vision changes were a part of a more comprehensive look at how abilities and vision function in the game. We aren’t done with the vision changes yet, but this was a good first step. 

We feel like champions with incidental vision granting abilities do not have to take sufficient risks and makes for a worse game holistically (champions being forced to facecheck or pay a set cost [eg. use a ward]) is something that we feel all champions should be held to, unless their abilities explicitly allow them to bypass this (eg. hawkshot). 

For reference, I didn’t make this change, but OK’d it.”

3) Anime Expo 2017 was held July 1st – 4th, and MLZ Studios has released a League of Legends cosplay video featuring the amazing cosplayers who attended:

4) Mic Check – Rift Rivals 2017 (NA vs. EU) 

5) The Penta – Rift Rivals 2017 (NA vs. EU)

6) A new infographic was released by Lolesports, covering the numbers from MSI 2017:

Reminders

Last up, a few reminders on upcoming and ending soon promotions and sales!
  • As mentioned in 7.14 notesDark Star: Singularity returns to the RGMQ 7/14/17 12:00 PT to 7/18/17 04:00 PT and 7/21/17 11:00 PT to 7/25/17 04:00 PT.

Add Comment

*