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For the love....of SKINS Riot Nightblue
02-07-2014 03:01 PM
General Discussion

Riot Nightblue

Environment Artist

02-07-2014
4 of 4 Riot Posts

That dodgeball syndra. Riot please.


For the love....of SKINS RiotZeronis
02-07-2014 10:47 AM
General Discussion

RiotZeronis

Concept Artist

02-07-2014
3 of 4 Riot Posts

Wow these are really well thought out ideas!


Hell Riot. I love Diana. Lets talk about her please. Vesh
02-03-2014 05:51 PM
General Discussion

Vesh

Game Designer

02-03-2014
19 of 19 Riot Posts

Quote:
Originally Posted by Maximum Jarvan View Post
Vesh I am a little upset that your first reply back to this thread was kn the VO but at least you came back. Can we please just revert some of the past nerfs and see if that helps her performance rate some without pushing her over the top first? I really don't think we need to a complete kit overhaul or turn her into a fighter. Someone pointed out that right now she has her own niche which is cool and I think we should appreciate that instead of taking it out of the game. She just needs a bit more damage and she will be fine. I am not asking for her shield ratio to go up or anything like that.

I know you think burst is toxic but remember that there is a class that can right click you and just win after two to three seconds which feels way more toxic when your mistake is I could be right clicked.
I still think you're misrepresenting what I've been saying a bit. At least once (and I think more) in this thread I have said I don't think she needs any dramatic changes. I think we all want a healthy and viable Diana who has fun interactive gameplay for both teams, and what I'm suggesting is that increasing the time/effort it takes to kill a target, but giving her more tools to accomplish that task, is a good way to accomplish this. Diana is a champion that should be focused on her autoattacks as well as her spells. She has that awesome moonblade and passive for a reason, and I feel that highlighting that and finding better ways to synergize her autoattacks with her spells is something that (hopefully) most Diana players would find cool.


Hell Riot. I love Diana. Lets talk about her please. Vesh
02-03-2014 01:36 AM
General Discussion

Vesh

Game Designer

02-03-2014
18 of 19 Riot Posts

Quote:
Originally Posted by archonshope View Post
Hi Vesh, this might sound really weird but : could ask the voice actors to think of a real laugh for Diana ?

Like I'm one of those persons who likes to spam laugh in a while. I do it for various reasons : greeting my team mates at the start of the game when you help leach a buff. In dominion to show off your awesome emotes on the platform. If I play solo top and you try to mind game your opponent. most off all for the giggles, it's just for fun and I just like it

There are a few champions that don't have a real laugh like Diana and Darius (2 champs I really do like) but I'm sure their are way more.

when you /l all the say is "ha"

some of my favorite skins to laugh with is hyena Warwick, it's just sooooooooooooo gud (imo still the best laugh in the game for me).

Anyway, yes I understand Diana isn't the person to have a "rich" laughter, she's miss pouty lips that's kinda sad and serious BUT I'm sure you can find a wicked/dangerous laugh that would fit her personality.

"Ha" is just not doing it for me, I'm sorry.

Any chance you could make this happen, talk to the right people?
I think one of her core quirks as a champion is that her sense of humor is a little... off. Personally I love the fact that she lust does the one "hah." It feels appropriate for a champion that doesn't have much to laugh about. (this is personal opinion)


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-31-2014 02:14 PM
General Discussion

Vesh

Game Designer

01-31-2014
17 of 19 Riot Posts

Quote:
Originally Posted by Super Explosion View Post
Vesh, I want to deconstruct this a bit from the perspective of mechanical interaction in League:

So first, you're saying her 'de-aggro' tool is Zhonya's Hourglass. That means she has to build it.
If her teamfight kit doesn't work without Zhonya's, she's going to feel really bad before she has this item, and when it's on cooldown.
It restricts player interaction with her to "I have to rush Zhonya's or fail".

Second, you're saying she's going to come out of Zhonya's and start hitting a squishy.
What does squishy mean, though? Squishy means "Caitlyn".
Remember now that Zhonya's has the hidden text of "stuns your champion for 2.5 seconds".
So what actually happens when Diana goes in is that she applies a 2 second slow and stuns herself.
Caitlyn now isn't surprised. Jinx isn't surprised. They know Diana's there.
And they've laid traps, put their fingers on CC/flash, and backed away.

No one is around for Diana to continue her melee range progression.

Who does Zhonya's initiation work on? Lissandra. Why? Because Lissandra is ranged, has the ability to deploy two Zhonya's, and perhaps has more CC than most supports.

And she still tends to be not as good at it as tanks.

Does Diana have two Zhonya's and a ton of CC? No? Then in reality she's perhaps just giving enemies 2.5 seconds to savor her death.

"What about team follow up?"

Yes, your team can follow up. But since you're not a tank, they have to worry about you dying. Which means their follow up needs to be much faster and much more powerful because after Zhonya's Hourglass wears off, if they didn't absolutely prevent every nuke and disable, "initiation" may turn into "suicide for distraction".

In order to be an actual fighter who builds offensive items and goes in first, she needs absolutely titanic defensive abilities.

Because make no mistake, Riven isn't a fighter: She's a tanky assassin, and her only goal is to Wind Slash Caitlyn instantly after stunning her.
You're right. My last description was just one of many ways Diana could work (in this case with a hyper coordianted ranked team with follow-up CC). Obviously this isn't the majority of cases. In reality a more fighter-focused Diana would have a similar opening to an Assassin Diana where she waits for the tank to go in before engaging with her Q->R. The difference comes in what happens after that point.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-31-2014 12:50 PM
General Discussion

Vesh

Game Designer

01-31-2014
16 of 19 Riot Posts

Quote:
Originally Posted by Fiora All Night View Post
@Vesh: A problem I foresee with "fighter Diana"...

There's no AP fighter items for her to build. Full tank means she shouldn't be doing much damage and that just doesn't sound like Diana. Glass cannon but with an offense-scaling shield like Riven's makes her just as hated as Riven whenever she is good.

I guess there's Nashor's / Hourglass then tank...but isn't the AD version of that build (rough Hydra + tank or Sorc Shoes / Guise tank for Elise) sort of seen as a problem right now?

I like the idea of an AP fighter but the current itemization doesn't make me feel like the game can properly support that style of champ right now.
I imagine a more fighter-type Diana to build Zhonyas and Nashor's tooth, jump into a fight, moonfall, de-aggro with zhonyas, and then come out of it and then use her second ult to jump on squishies and hit them with her passive + basic spells until they die all while staying alive with a more defensive-centric shield.

Diana should still want to be a back-line fighter (after all, if you give her the tools to jump to the carry she will do it regardless). She will still want to be on the softer targets. I don't think "tank killer" is what she wants to be or what she should be, I just think there are better ways to accomplice her goals than press QRR and one shot someone.

edit: this is only one possible way she could approach a fight if she had a coordianted team to land follow-up CC. I don't imagine this case is the majority of Diana's teamfights - I was just fantasizing about what could be a cool moment for her.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-31-2014 12:39 AM
General Discussion

Vesh

Game Designer

01-31-2014
15 of 19 Riot Posts

Quote:
Originally Posted by Lans1ing View Post
Vesh can you please give us an ETA on her changes?
No, sorry. I'm going to be experimenting with some stuff but at the end of the day I'd rather we do it right the first time, and sometimes that means more testing and iteration than we can anticipate at the start.

edit: please know that this champion is near and dear to my heart. she's my forum avatar for a reason.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-31-2014 12:26 AM
General Discussion

Vesh

Game Designer

01-31-2014
14 of 19 Riot Posts

Quote:
Originally Posted by Super Explosion View Post
But she's perhaps more of a stand and fight champion thematically, with some spectral mobility elements.
Diana doesn't hit and run. She chases down a heretic, slays them with her blade and then goes to the next one. She doesn't jump onto one of them and run away/do nothing for 10 seconds.

Thematically I think a more fighter style fits her, but at the core I think the gameplay is what should drive any adjustments.

It should still feel great to Q->R->E->W into a fight. I just want to make sure the actions that follow that feel good to Diana and don't feel like utter bull**** to her opponents. Fighter doesn't mean she only autoattacks. It means she has tools to help her deal sustained damage but she can still have bursty moments to finish someone off or even to engage with she at the end of the day shes also a champion that scales with AP.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 11:54 PM
General Discussion

Vesh

Game Designer

01-30-2014
13 of 19 Riot Posts

Quote:
Originally Posted by Asatorrr View Post
It's not about how well she performs RIGHT NOW, it's about how her kit informs her gameplay. I argue that her passive and shield and CC and all-in nature is more fighter than assassin. You're right that she can't go head to head with other fighters like Olaf, but I would like to see her in a state where she does. That to me is a lot more fun than another "derp derp assassin derp" especially one that can't or doesn't want to escape. THATS THE IDENTITY CRISIS SHE HAS. Assassins are In-N-Out because they are fragile. Diana's kit traded the Out for tankiness, and that makes for a hard to balance champion.
Yes. yes exactly.


Hell Riot. I love Diana. Lets talk about her please. IronStylus
01-30-2014 10:47 PM
General Discussion

IronStylus

Sr. Concept Artist

01-30-2014
12 of 19 Riot Posts

Quote:
Originally Posted by zevandir View Post
just my two cents, but lets all high-five for diana anyway
^5

...internet five.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 03:35 PM
General Discussion

Vesh

Game Designer

01-30-2014
11 of 19 Riot Posts

Quote:
Originally Posted by Lesbian Diana View Post
long post inc please read I care about this

Vesh, why do you insist there's something wrong with diana's sheild scaling with AP? Riven exists. The sheild is not a problem, you already nerfed it hard. Building 80 extra AP only gives the shield 48 more health, and that's only on full proc.

48 health on a shield for 1600 gold? How on earth is that a problem? All it does in laning phase is allow her to trade evenly with other melee assassins because she has ZERO sustain. See: akali, every ad assassin that can use lifesteal quints or vamp or tiamat



You said the issues is you don't know what she is, an assassin or a fighter, and yet we have champions like Zed, who are obviously an assassin, and yet Zed with any reasonable build (botrk lw brut boots, like a hourglass abyssal double doran diana) can stand toe to toe and bruise it out with ADCs with the same items and most top laners that arent ahead in levels by virtue of not roaming or having to back from ganks. Any AD assassin can slug it out by virtue of auto attacks. Akali (one of the other rare AP melee assassins) has natural bonus damage on auto attacks, builds both lifesteal and spellvamp, and has low cooldowns. Kha'Zix can out-duel pretty much every single champion with only the use of his Q spell in isolation if it's evolved. So what's the problem with Diana being fully capable of building single-target burst items and 1-shotting a carry (just like every other assassin) and then having an auto-attack steroid (bonus damage + a little attack speed) and a shield to be able to stay in the fight and bruise it out? The shield compensates for zero sustain (spellvamp was semi-almost-okay from the lizard elder but that was only if you were jungling her anyway and you took it away) and the auto attack procs with low cooldown QR combo make up for having no "real" auto-attack scaling without building Nashor's Tooth (which does inhibit flat-out burst).

So what exactly is the problem? If anything, the problem is you made her numbers too weak. She can still 1-shot someone by building DFG or Lich Bane which allow you to 100-0 a carry in two seconds with either item. She can't actually QRR someone for a kill at any stage of the game unless she's hyper fed without those items. Anyone that fed can do that, I've seen vayne 3 shot someone because she got IE and shiv before they finished their second item. So Diana can build an item or two to let her be an assassin, and then she's not that good at bruising in the middle of the fight, but with hourglass and resists she won't evaporate either. However, if she forgoes the assassin items for more AP for a bigger sheild, more DPS with the moonsilver blade procs and Nashor's tooth for CDR and the auto attacks, suddenly Diana can actually face-to-face duel with bruisers. She might be able to blow up a carry, but only if they're behind, once an adc gets negatron cloak nashor's diana cannot QRR for kill in almost any situation. Run the numbers.



All I see is that she's one of the rare cases where you can build her how you want. I've tried dps diana building her with things like wits, sunfire and gauntlet, and if you have a real assassin on your team, it actually works as a frontline or peeler. Nashor's tooth in the jungle is a really popular item that lets her auto-attack nearly on par with AD assassins who build BT, RH or bork, minus the lifesteal. Just because she's capable of building like an assassin and therefore was used as that role since 100-0 a carry is usually what is expected of the mid laner doesn't somehow mean that's a problem.

Should Malphite be having an identity crisis because you can build DFG on him and literally remove anyone without MR from the map whenever you want? It's the exact same mechanic. (Almost) Anyone becomes an assassin when they are fed or build burst items, but Diana does actually have the option to be built as a fighter. The problem is she's actually somewhat weak at this because of having no sustain and a repeatedly nerfed (and apparently, soon to be gutted yet again) shield. What if her E had a passive spellvamp? Or a passive attack speed?

Saying diana's ability to QRR someone and kill them is bad is, I feel, just wrong. Every assassin does that, just list their combo and say "all you do is X and they die, this is bad" and it sounds the same. The reason people do that and almost nothing else on her is because that's not only a highly desired output from the mid laner but she can't perform the fighter role AS WELL as the competitors. This is because she has zero sustain, is mana heavy on her full combo (pale cascade is the most expensive spell along with moonfall) and AP itemization is not designed for the 'fighter' role.

I'd really like a response to my points because I feel like its really easy to single any champion out and pick apart how their kit works and point out things that you claim are issues without saying how those exact same situations are somehow not a problem on all the other champions with those. E.G. riven's sheild, malphite being perfectly capable of 1-shotting any carry with the build diana uses to do that, every other assassin being able to "bruise" better than diana without changing their build from assassin
There's a lot of stuff here, so I'm sorry if I don't respond to each point individually, but here are a couple things to consider:

Saying diana's ability to QRR someone and kill them is bad is, I feel, just wrong. Every assassin does that, just list their combo and say "all you do is X and they die, this is bad" and it sounds the same.

I explained in an earlier post that a core defining feature of a good assassin is having a way "out" if they succeed. Diana has an all in pattern where she either dies or gets the kill. If she lives past that point it's because shes impossible to kill with her W up, not because she did anything skillfull to juke the enemy team or escape in a way that's interactive. This is one of (but not the only) problem with making Diana a straight up assassin. The other problem is that her assassin pattern only has one place of interaction (dodging the Q) and if she hits it she just presses R twice.

Vesh, why do you insist there's something wrong with diana's sheild scaling with AP? Riven exists. The sheild is not a problem, you already nerfed it hard. Building 80 extra AP only gives the shield 48 more health, and that's only on full proc.

An AP shield isn't inherently problematic. It's a problem if she has an assassin pattern though, because it undermines the decisions she has to make. If she builds straight AP, she simultaneously can instant kill someone while also being incredibly tanky -after the fact-. When Diana is ahead there's literally no clear window in which to fight her, especially since the duration of the shield is pretty long when it matters most (when she's already on top of you from a targeted dash).


Should Malphite be having an identity crisis because you can build DFG on him and literally remove anyone without MR from the map whenever you want?

If this becomes the dominant build on Malphite then that's a problem. DFG creates some of this inherently which any champion that has a decent AP ratio + closing power, but with Malphite you are giving up a ton of survivability by going straight AP, whereas Diana doesn't have this weakness. Going straight AP on Diana still allows her to be even more tanky. Consider aslso that Diana frequently builds abyssal and zhonyas, which give her added armor and MR on that shield which is scaling with AP.

Anyway, to reiterate, it's probably ok for her to have an AP scaling shield as long as she isn't jumping on people, one shotting them, and then being tanky afterwards. A big consideration here is what type of items we want Diana to be building. If the shield scaled off health, she would be building items such as sunfire, haunting guise, rylais, etc. These are probably a lot less cool on her than items such as Nashor's Tooth and Zhonya's Hourglass which feel really good on her.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 02:37 PM
General Discussion

Vesh

Game Designer

01-30-2014
10 of 19 Riot Posts

Quote:
Originally Posted by SerThunderkeg View Post
Noooooo, please no. I logged in just to say this. Part of what I really love about Diana is her ability to stick and follow up on people and losing that second dash would absolutely ruin that.

I think there's been a misunderstanding. I was talking about the damage on R being gated by having a moonlight on the target being a possible way to reduce burst damage from Q->R->R.

In no way was I suggesting she should only be able to R to people with moonlight on them.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 01:31 PM
General Discussion

Vesh

Game Designer

01-30-2014
9 of 19 Riot Posts

Quote:
Originally Posted by Spectre Gadget View Post
Maybe something to look into is changing how the moonlight proc works. The reset idea is great, but since you think one of her issues is q-r-r maybe it needs to be taken out? What if the moonlight proc did damage instead?
This is definitely a possible tactic, since it would allow for her Q->R to still do reasonable damage without the abuse case of the second R.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-30-2014 12:40 AM
General Discussion

Vesh

Game Designer

01-30-2014
8 of 19 Riot Posts

Quote:
Originally Posted by Spagyrist View Post
With respect to improving Diana's fighter cred, how about making W scale, not with health, but with attack speed? Here's what I'm thinking:

In order for Diana to use her shield she needs to build up orb charges, which she acquires through auto-attacks: say two AAs per orb, up to a maximum of 3 orbs. With zero charges, W is disabled - but the ability can be activated with 1, 2, or 3 stored charges. The strength and damage of her shield is proportional to the number of stored orbs - so a 3 orb shield is three times stronger than a one orb shield. To work in a balanced manner, orb charges will probably have to decay out of combat.
There are a lot of clever ways to make her W synergize with her autoattacks. This is definitely one way to do that, although probably not the cleanest solution. I definitely see value in your goal though and it's a (general) direction that I think is definitely worth considering.


Hell Riot. I love Diana. Lets talk about her please. IronStylus
01-30-2014 12:25 AM
General Discussion

IronStylus

Sr. Concept Artist

01-30-2014
7 of 19 Riot Posts

Vesh plz


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 03:21 PM
General Discussion

Vesh

Game Designer

01-29-2014
6 of 19 Riot Posts

Quote:
Originally Posted by Specialist Nips View Post
I personally am fine with making Diana more of a DPS fighter rather than burst Assassin, on the condition that her kit, besides the numbers, be kept almost exactly as it is now. She has one of the most fun high risk, high reward kits in the game and I don't wan't that to change. So here is my idea: Add an armor and MR passive to moonfall, something like 5 Armor and MR per point in the skill. Then lower her ratios and possibly some of her base damages across the board. This makes the full AP assassin itemization significantly less appealing as you will have to be extremely fed to one shot a squishy. It makes a balanced build of both offensive and defensive items more attractive. Something along the lines of Sunfire, Zhonya's, Abyssal, Banshee's, Randuin's, and situationa; tier 2 boots. However if we lower her damages across the board she will desperately need mana cost buffs, so obviously there are alot of numbers that will go into balancing this. Overall however I think this would give her a nice balance of DPS and tankiness while still being high risk and high reward, and removing her ability to instagib.
TL;DR: Lower her damage, lower mana costs, give her an armor and MR passive on Moonfall, making her a DPS bruiser rather than a burst assassin.

I don't think Diana needs any sort of sweeping changes. Outside of QRR, I think her core pattern is really fun. If you've ever played Diana in 3s you'll know how fun it is to skirmish with her when you can't nuke anyone out. There's something really great about a passive proc into your second rotation of spells as they come off cooldown. It's really satisfying.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 02:20 PM
General Discussion

Vesh

Game Designer

01-29-2014
5 of 19 Riot Posts

Quote:
Originally Posted by atresj View Post
This can be dealt with differently, though. While I do realize my idea do not hit the nail on its head it may help balancing Diana a bit.

We all agree that she's not an assassin (as you too pointed out in your post), she's something like a tanky-bursting frontliner. Because of that her shield should scale with something different than her damaging abilites for the reasons mentioned earlier.

Why not just make her shield scale with bonus health and make her passive scale damage with bonus health too? This way we'll encourage Diana's to actually build more tanky while still making her a threat to the enemy team.

The shield scaling with health instead of AP has been suggested a couple of times. I agree with the goal, but it's hard to say if a specific solution will actually work when it's on paper.

edit: removed analogy that wasn't very strong.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 02:05 PM
General Discussion

Vesh

Game Designer

01-29-2014
4 of 19 Riot Posts

Quote:
Originally Posted by SerBlaise View Post
Thank you for giving Diana some attention!

What are your thoughts on what has been suggested in a few other threads; that moonlight remain on other targets after an R-use-consumption?

As far as moving towards a fighter role, In loosing her damage dealing burst potential, would she gain sustain (Life steal or spell vamp)?
I don't think the core Diana fantasy is spamming R on everything she hits with her Q. Plus, this is an unrealistic expectation of her. When given the tools to jump a squishy, Diana isn't going to make 4 other pit stops on the way there, she is going to go kill the target she can kill immediately. By the time that target is dead, it's not really important if other targets have moonlight on them because her Q is on such a short cooldown. Plus if moonlight lasted long enough for this to relevant the enemy team would basically be permanently revealed and there's a ton of power in the fact that it grants sight..


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 12:18 PM
General Discussion

Vesh

Game Designer

01-29-2014
3 of 19 Riot Posts

Quote:
Originally Posted by Super Explosion View Post
And as well, there is room for 'transition gameplay', where she can start off a teamfight (for example) in 'fighter mode', but through the successful completion of combos ramp up her damage to that of an assassin.
I feel that it would be even cooler if she started off in a more "initiator" type role with her R->E and maybe zhonyas that set up her team to follow up with additional CC and then transitioned into fighter mode after. Diana feels really good when she's hitting people with her epic moonblade.

With the way she functions currently, her assassin pattern would basically just degenerate to an even more bursty Akali with less options and less points of mastery.


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 12:14 PM
General Discussion

Vesh

Game Designer

01-29-2014
2 of 19 Riot Posts

Quote:
Originally Posted by Maximum Jarvan View Post
Honestly I forgot to mention that. As far as thematics go. It does not make much sense that Diana stops moving when using crescent strike. She is on a relentless path to bring justice and when I imagine her taking the Solari I don't imagine hesiation but rather slicing shieldjng and daahkng through the ranks.

Q is already an extremely reliable skillshot. it has a large width, moves very fast, and has an AoE explosion on the end. Making her not stop to cast it would accentuate this problem even more.

Thematics are important, but should not compromise gameplay.

(Part of the reason why the Q being so reliable isn't very good is because it enables her to go R->R right afterward extremely reliably to just kill someone)


Hell Riot. I love Diana. Lets talk about her please. Vesh
01-29-2014 10:41 AM
General Discussion

Vesh

Game Designer

01-29-2014
1 of 19 Riot Posts

This is an incredibly well done post and you've correctly identified a number of key issues with the champion.

"This is because she has a fighter/assassin design and you guys don't like shields on assassins or burst damage on fighters. You have accidentally given her too much durabilty during the situations where she gets a full shield off which makes her feel unfair to play against even though one crit will probably eat her shield assuming she gets it off and doesn't have to use hourglass immediately or get hit with some form of CC. "

This is pretty much the problem. Diana has a role identity crisis right now where shes pretty good at a lot of things but not really the best at any of them. When she's strong, she's good at way too much. Her vacuum on E also accentuates this problem because it puts a huge amount of her power budget into her team's followup ability (Diana when Rumble and J4 were really strong in competitive was really scary despite her average winrate in soloqueue/normals)

Let's talk about both the fighter and the assassin role and what some options and challenges are for each.

Assassins generally have one primary goal: Get in, get a kill, and get out. Diana on live currently can get in, kill someone, and then just generally stays alive due to tankiness. She doesn't really have that many hoops to jump through to do this either. Squishier assassins like Akali have to measure very carefully when they go in and then have other elements of evasiveness (her twilight shroud) that gives her play/counterplay with the enemy that's both positioning and sight based.

Diana doesn't have this however. She just needs to jump a guy and hit all her buttons and if she's ahead enough then she wins. This is especially problematic due to her AP scaling shield (get defensive rewards for building offensive) and you correctly identified that as a core problem. Even without it, if she was powerful enough to just nuke somebody from full but then squishy enough to die for it, Diana post-6 might as well have a Q that reads "on hit, both Diana and her enemy die." Clearly not a very exciting ability for either party involved.

I personally find her prospects as an AP fighter to be much more promising. Taking off some of her crazy burst while giving her tools to do more in fights late game could be a cool approach, especially since she has a cool tuning point in her passive. Increasing base attack speed could definitely allow her to make better use of her 3 hit passive pattern which is generally a little less "bull****" then getting Q -> R -> R'd to death as a carry.

There's other ways to do this as well, and I'm not saying in any way that Diana should be an auto-attack-only champion. Her passive definitely feels pretty good but to add to that, her pattern of making a grand entrance with Q -> R -> E -> Zhonyas is really awesome. After that effect wears off though, we need to ask what Diana should be doing. Should she get to auto burst a carry with another Q->R->R combo, or should she be using a mix of her spells and autoattacks to have a longer time to kill but with more sustained damage?

I personally believe that this approach would be better for Diana overall and would allow her to have healthier tuning points.

This is seriously a great post though. I'd love to have more discussion about her.


Splash Discussion RiotSilver
01-29-2014 01:45 AM
Art Feedback

RiotSilver

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Splash Artist

01-29-2014
2 of 8 Riot Posts

Dudes!

Sorry about the delay. I'm going to answer all of the questions I can and that the team is ready to answer. Feel free to continue posting feedback or questions. I will do my best to get back in here as often as I can to update.

----------------------------------------------------

Any word on old splash art for skins? eg: Nidalee and Master Yi.

For context. A while back around the time we reworked the Morgana/Miss Fortune/Tryndamere splashes, the splash team at riot reevaluated what our goals should be with all future splashes. We decided that if we were going to work on creating higher quality splashes, one of the things we would need to do is to start spending more time per splash. What used to be under two weeks (and in some cases, a day or two) has become 4 solid weeks of work per splash and while our team has grown to about 8 artists, this is still very limiting in the resources we have to make splashes. Because of this, we've had to prioritize what we are able to work on at any given time. Right now, our first and foremost priority as a team is to rework all of the base champion splashes that don't meet our standards along with new content. The main reason for this is that the base champions are both IP defining and also what the majority of our players see when they play the game. Once those are done we will prioritize skin reworks for the champions who have been relaunched where the skin splashes no longer accurately represent the in game model (champions like Trundle, Karma, and Nidalee) and after that we will work on the rest of the skin splashes but do not currently have a priority list defined for those. We are working on setting up a pipeline for working very closely with some of our trusted partners to begin working sooner on those relaunched skin splashes. No guarantees at this point, but we are constantly looking for ways to improve our process and get updated splashes for all of your and our favorite champions/skins as soon as possible. We've also been looking very hard to find artists (and passionate gamers) that are capable of hitting both the league of legends style and quality bar so that we can increase the rate at which we can achieve these goals.


Do you guys plan to replace the Chinese art you were putting in the game at one stage?

Yes this is an idea that was brought up a while ago and again very recently. We want to avoid communicating the idea that the splashes from the Tencent client, which we would theoretically substitute, would be a final solution for the current live clients in most other territories. This is because a lot of the older splashes created for the Tencent client no longer match the style of our new target. That being said, as a team we do agree there are probably splashes in our current client where the benefit of replacement might greatly outweigh the difference from our visual style. It's something we will explore.

Question regarding Pantheon's splash. In the Facebook page, as well as during the shifting portraits in the LCS, he uses a unique splash image that looks quite well. The one currently used is the one from the Chinese client years ago. What is the status on that splash, and what reasons were made for not using it in the game?

This splash was made a while back but we felt that it didn't accurately represent pantheon as a champion and what he is able to do in game. I would say however that the quality and personality of the splash overall is higher than the one currently live in game. We may revisit this one as a temporary replacement, since it is already done, until we can get to creating Pantheons actual reworked splash. I will talk to the team about it.

How much time is spent making ONE splash art?

For one person, 3-4 weeks depending on the artist.

How do you determine the position the champion will be in?

Our normal process is to make 3-5 quick black and white sketches exploring different compositions for the splash. We talk to writers, modelers and enthusiasts of the champion to find what we feel is the best version, pose and story for the splash. After we pick a direction we do a few color explorations and start to draw/render the final.

Is a splash art being "created" by one artist, or multiple?

Yes and no. Splashes are worked on primarily by one artist but we do regularly help each other to complete splashes based on each artists strengths and also to accommodate deadlines. On some cases, we have a large number of artists jump on one splash. (Elise's base splash was made in just under 4 days with 5 people working on it simultaneously.)


People point to Dragonblade Riven, the new Lux splash, the new Sivir splash, and others as being "humanly impossible to recreate". While I do see this and recognize the disjointed look that these art pieces give, I personally view these with a more open-mind because I give benefit of the doubt that there must have been some visual basis for these poses. If that is not the case, how did you decide on such postures?

You're right. I'm not sure if the team has previously highlighted our goals for the current target on splash art and if not, then that is probably my fault. We have a bunch of things that we want to aim for when creating new splashes and illustrations. For this question in particular, I'll talk a bit about character poses. The world of league of legends is a fantasy world where things and characters outside the realm of possibilities in the normal world exist. Furthermore, the game and stories are focused primarily on the champions, the super human characters of that world. Our champions have very exaggerated proportions, some can shoot fire from their hands, and some can jump 30 feet in the air. To be able to fully convey the force and impact of these moments, we employ a lot of the same principles used in comic books. We purposefully break anatomy to enhance the gesture of the pose and push characters into extreme perspective. The idea here is to communicate something that is not possible by a normal human. I will take some time in the near future to make a post where I deep dive into what we feel is our splash style. Right now the high level goals are: exaggerated comic book style character proportions and poses, high polish, but still hand painted rendering, limited color palettes with powerful accents, and dramatic lighting.

Are you guys responsible for splash-based animated login screens as well? if so how do you do it?

The illustration/splash team makes the 2d assets, separated out into Photoshop layers that the motion graphics team animates in programs like After Effects.

How do you guys feel about posting videos of the splash art creation process?

Unfortunately, around the same time that we reevaluated our splash style and timeline, we had to stop making process videos. Due to the larger file sizes, lag that's caused by the recording process, and the fact that we regularly collaborate on splashes, we found it unrealistic to continue to record the process. We are exploring new ways of opening the doors to our art process though. I'm not sure when things will be solidified, but its something regularly talked about at Riot HQ.

What other software are you familiar with for working on art? Which is your favorite? Do you use different software for different things?

Splash artists at Riot use Photoshop in tandem with other programs like Maya to create environment/prop models for reference, and a few internal tools. Photoshop is the medium that I've learned how to control the best, but Ive seen people make amazing works of art with MS Paint and Gimp. It all comes down to decision making rather than tools.


Game Modes Thread RiotForScience
01-28-2014 07:14 PM
Art Feedback

RiotForScience

Senior Environment Artist

01-28-2014
19 of 21 Riot Posts

Quote:
Originally Posted by ChronosNite View Post
This one is obvious, WTF Mode. 0 Cooldown, 0 Mana cost. Pretty simple, everything else remains the same. Items still cost money, minions still spawn, all that.
I am not sure if Karthus or Gangplank would be more hilarious in this circumstance. Karthus is obviously stronger... but the perpetual rain of cannonballs would be really funny.


NA East Coast Server! Riot Foro
01-28-2014 03:59 PM
General Discussion

Riot Foro

Network Engineer

01-28-2014
4 of 6 Riot Posts

This isn't something we're ignoring - but it's not something that is going to happen overnight either. Can't divulge any plans right now but we're working on improving latency for everyone in North America (and of course, the rest of the world in their own regional enviroments).

PS @ O.P. - light travels at less than two-thirds of the speed of light through glass, and data through copper is even slower. Might want to readjust those calculations a little!


RiotPenguin's Fan Art for Fans! RiotPenguin
01-26-2014 10:04 PM
Fan Art

RiotPenguin

Concept Artist

Follow RiotPenguin on Twitter

01-26-2014
52 of 59 Riot Posts

Rageborn Soraka posted!


Every time people said "Renekton is balanced" Vesh
01-22-2014 10:20 PM
General Discussion

Vesh

Game Designer

01-22-2014
10 of 10 Riot Posts

Quote:
Originally Posted by Capitan Rick View Post
I understand some of the changes coming out, but i feel to many of these changes are not a response to solo queue but a response to lcs. In lcs he only sees the tank build, build tanky top, try to win early, be meat sheild. But there are alot of us who favor a higher dmg build and would prefer to keep that viable. Loseing the armor shred for a slow and losing ad scaling on items is making the dmg build obsolete. Please let scaling remain, sure give the early game a nerf, but please let dmg renekton stay a thing.
There's currently a 90% total AD scaling ratio on Q at rank 5 on PBE. This is 10% higher than the live value.


Why do we do reworks? RiotScruffy
01-22-2014 09:46 AM
General Discussion

RiotScruffy

Game Designer

01-22-2014
25 of 25 Riot Posts

Quote:
Originally Posted by Archainis View Post
If I could ask a more abstract question:

How do you go about deciding how much "feels like the existing champion" is enough? Or conversely, what constitutes "toxic enough" to warrant a change? How does projected workload play into this? Is it just by iteration only?
Good questions. "Feels like the existing champion" is a very important part of our approach to a rework or visual update. The end goal is"how can we make this champion the most fun and realized version that they can be while preserving their identity."

When it comes to "toxic enough," we don't really have a hard threshold but there are 2 ways that we approach this issue:
- We try to tackle champions that have more negative effects on the game as a whole first (more toxic you might say).
- Whenever we make any change, whether it's focused on lowering toxicity or not, we ask if the benefits of the changes outweigh the costs of changing something. And we definitely understand that there are many costs associated with changing a character that people have gotten familiar with and grown to like.


Why do we do reworks? RiotScruffy
01-22-2014 09:17 AM
General Discussion

RiotScruffy

Game Designer

01-22-2014
24 of 25 Riot Posts

I knew you all wouldn't forget, Rengar updates coming later today (still WIP but we're liking it so far).


Every time people said "Renekton is balanced" Vesh
01-20-2014 06:00 PM
General Discussion

Vesh

Game Designer

01-20-2014
9 of 10 Riot Posts

Quote:
Originally Posted by exec3 View Post
I also had the idea of a 3rd dash when I was theorycrafting a Renekton update a while back.

Whatever you do with Q could you try and make it a little less mathy and more straightforward? There's so many catches between the heal cap, the different damage amounts between champs and minions and the empowered versions of each of the above, individually they're not a problem but all together it gets to be a bit much. When I use the spell I want a decent understanding of what i'm healing for without having to worry about all these extra variables.
The tooltip is definitely quite crowded. Maybe there's a way to reorganize the information so that it's clear that the cap is usually not a factor except in extreme cases.


Every time people said "Renekton is balanced" Vesh
01-20-2014 05:53 PM
General Discussion

Vesh

Game Designer

01-20-2014
8 of 10 Riot Posts

Quote:
Originally Posted by Hayaishi View Post
Please whatever you do dony give him 3 dashes it would just make him too mobile and increase mobility creep,

It's just one option that can be considered - in no way am I saying that's the best approach or then one we should take.

It would be a tradeoff however. It costs fury so if you get the extra dash you will lose out on an empowered Q or a longer W stun.


Every time people said "Renekton is balanced" Vesh
01-20-2014 05:50 PM
General Discussion

Vesh

Game Designer

01-20-2014
7 of 10 Riot Posts

Quote:
Originally Posted by Om Nom Diabetis View Post
Vesh, since you're looking at some power reallocation on his passive? I know proper fury use is integral to Renek's kit and gameplay, but it doesn't really feel like a passive.

For similarities sake, Rumble, who shares a very similar mechanic, silences himself but empowers his auto attacks when overheating.

Rengar, who also builds up resources to do an empowered ability, has a super awesome jump ability as his passive.
I agree that his passive isn't the most interesting thing in the world, but I'm not sure I want to risk changing a core system of his too much when the goal is to even out his power curve. Definitely something to look at it in the future, but I suspect that lowering his sustain early and possibly giving him some more damage after that point will make the passive a bit more meaningful.


Every time people said "Renekton is balanced" Vesh
01-20-2014 05:38 PM
General Discussion

Vesh

Game Designer

01-20-2014
6 of 10 Riot Posts

Quote:
Originally Posted by exec3 View Post
Vesh is the Q the only part of his kit you're looking at? I'm assuming he's going to be part of the fighter update (he's ultimately another of those brick wall champs with minimal gameplay, though not as bad as most). Any thoughts on giving enhanced E a better effect? Armor shreds aren't really noticeable or satisfying and I believe excess stats like armor shreds are one of the things being targeted with the fighter update. Perhaps a slow would be better for an enhanced E. Basically as someone said above you don't get enough fury to use multiple enhanced abilities and I never use E because I prefer the effects of the other spells.
I would definitely like to do something with the E besides the shred. Most people use that accidentally while ulting and would rather have had an empowered Q. The shred can be situationally very powerful but is totally invisible.

A slow could be one approach, but I think it could also be really cool if we look at the dash itself, possibly giving it more length on empowered state, or maybe a third dash altogether if used with fury. Few options here, probably going to be testing a number of them.


Every time people said "Renekton is balanced" Vesh
01-20-2014 05:02 PM
General Discussion

Vesh

Game Designer

01-20-2014
5 of 10 Riot Posts

Quote:
Originally Posted by AS1 Anubis View Post
i dont like this change played renekton since his release and they nerf his Q already and gave it a healing cap, something renekton almost never hits because he builds tank most of the time after 1 damage item.

The healing cap makes it so you have to his literally 12 minions at once to hit the cap. It's mostly to prevent abuse cases where a super wave is pushing and he could heal to full without the cap and also to make him not heal crazy amounts with an empowered Q in a teamfight where he manages to hit 4-5 people.


Every time people said "Renekton is balanced" Vesh
01-20-2014 04:59 PM
General Discussion

Vesh

Game Designer

01-20-2014
4 of 10 Riot Posts

Quote:
Originally Posted by KilljoyX View Post
So will he get anything for this? or just straight nerf the early game of an early game champ?

Suggestion consider buffing his W's ratios so his late game is better if he builds a cleaver/hydra, or buff his third rank ultimate damage/hp.

I'd be fine with an early game nerf as long as tank renekton is still really good in lane. Any real changes to renekton I feel should probably come to his level 1-4. (Ie reduce the heal on rank 1-2 of Q) then 3 is live and 4-5 are slightly better.

Please do not listen to the QQ about people and gut renny. Much like pantheon he deserves to be great early for his weak late. Renekton falls off rather hard late game as such nerfing his early game substantially would be tantamount to olafing him. losing 4/2(rank1/2) hp per target hit would probably reduce his sustain without gutting it and adding 2/4(rank 4/5) per target hit would make his healing feel more useful late game.
Like I said, his late game is weak so if we take away some of his power early that's going to need to be added to his late game power. There's a number of ways to accomplish this (raw stats, utility, etc) and it's worth exploring all of them. One option that might work out well is giving his Q/E total AD ratios instead of bonus AD. Then his spells can keep getting more powerful with his champion level as he gains his AD per level. Not saying this is the option we should definitely go with, but it's definitely one I'll be taking a close look at.


Every time people said "Renekton is balanced" Vesh
01-20-2014 04:53 PM
General Discussion

Vesh

Game Designer

01-20-2014
3 of 10 Riot Posts

Quote:
Originally Posted by Calibretto9 View Post
I don't think he falls off late game so hard. Sunfire + Ulti gives him a nice mix of physical and magic damage, he's still darty as heck meaning he's tough to lock down, and of course is tanky. The fact that he can get to your back lines and drop a stun means he fulfills his job pretty well.

His early lane dominance is pretty core I feel like, but the sustain on his Q plus his lack of resources makes him extremely hard to ever push out of lane, let alone kill. Basically, I don't mind that he hits monstrously hard with a 50 rage bar but there's no punishment for him messing up. If he messes up and takes too much damage, no biggie, rage Q, back to normal.
He definitely falls off late game (we have teh dataz). Totally agree on the heal and I agree that the damage feels good and probably isn't the problem.


Every time people said "Renekton is balanced" Vesh
01-20-2014 04:41 PM
General Discussion

Vesh

Game Designer

01-20-2014
2 of 10 Riot Posts

Quote:
Originally Posted by Knight Auditor View Post
That would seem like the best thing for the stronger top champions in general. There are so many who just can't handle the tanky, often resourceless, sometimes high sustain champions that rule that lane, though the rise of 2v1 lanes certainly put a bunch more nails in that coffin.

I definitely think the sustain on Renekton in particular is a problem early and contributes to how he can consistently out-trade his opponent. Going to test out some changes with a slightly less powerful heal on Q initially that will scale back by level 9 to what it is on live currently.


Every time people said "Renekton is balanced" Vesh
01-20-2014 04:24 PM
General Discussion

Vesh

Game Designer

01-20-2014
1 of 10 Riot Posts

So, even though Renekton's win rate is pretty much exactly 50/50, that doesn't mean that he's in the best place he could be in. Right now his early game is extremely strong and he tends to fall off really hard late game as other characters (especially range AD) outscale him with items.

I'm going to be looking into doing some changes that takes down his early game dominance just a tad so that we can give him a stronger late game and also keep him from just shutting out most top lanes before level 9.


Undeath, Terror and Acid Hunters: Let's talk Urgot Meddler
01-20-2014 02:38 AM
General Discussion

Meddler

Lead Champion Designer

01-20-2014
8 of 24 Riot Posts

Short update - done some prototyping, found some things that didn't work and a couple of things that might. Nothing definite enough to be worth talking about yet, just wanted to let you guys know this isn't forgotten about.


Why do we do reworks? Morello
01-19-2014 04:23 AM
General Discussion

Morello

Lead Designer

01-19-2014
23 of 25 Riot Posts

Quote:
Originally Posted by Knight Auditor View Post
F-Fiora's passive and W pls?
Thanks for the reminder - I do want to get some Fiora updates (not rework, just changes she needs).


Why do we do reworks? Morello
01-19-2014 04:23 AM
General Discussion

Morello

Lead Designer

01-19-2014
22 of 25 Riot Posts

Quote:
Originally Posted by Corvic Maractis View Post
whoa whoa whoa so then why is GP limited to 3 stacks?
I don't understand the comparison - Darius' kit utilizes the stacks as opposed to just getting them as a slow and damage. Why would Gangplank get high stacks when there's no gameplay surrounding the application or follow-up?


Why do we do reworks? Morello
01-19-2014 02:49 AM
General Discussion

Morello

Lead Designer

01-19-2014
21 of 25 Riot Posts

Quote:
Originally Posted by RiotScruffy View Post
We aren't looking to fundamentally change the way Darius plays. Overall we are trying to emphasize and focus on him as a real ramping threat. He builds up a little slower but if he gets rolling, his damage gets pretty insane. And as usual, we are looking for small adjustments to his abilities to increase readability and add more gameplay for opponents.
Just to chime in here, this is similar to the Darius rework I posted several months ago. We're not going to do the Blood-Soaked Blade part of it, but this is still the direction I want to see on the rework. Many of the specifics on this are different, but the direction would fall into this;

Quote:
Originally Posted by Morello View Post
We'd go back to the original idea. I should dev log Darius' development sometime.

Originally, Darius had 7 stacks of hemorrhage and the ramp-up on how much the ult did was much more stark (low stacks were terrible, full stacks was what you see now - and it only did true damage at max). This wasn't perfect, but it's much closer to the design intent; let me explain that and then you'll know where I'd like to go with him in the future.

For Darius, his gameplay should be about building stacks and keeping them up over a longer period of time. When he reaches a threshhold that's actually difficult to reach, then his ultimate should rip you in half. I'd also like an ability for him to spread stacks for real insanity with this design. Let me give you my idea as it stands today;

The play pattern is that Darius wants to get to 10 stacks to just murder people hard. The counter-play should be to get him off you at least long enough for stacks to fall off. The longer the fight, the more advantageous to Darius. Ratios and stats changed to favor lower AD, tankier build to support this.

Hemmorhage: Changed to maximum 10 stacks on a target. DoT damage adjusted to match, with something like 5 now = 7 in this model. All skills interact with # of hemmorhage stacks on the target. Auto-attacks and skills apply 1 stack.

Blood-Soaked Blade A slight redo on the Q, this still does PBAOE damage and adds a stack of bleed. Any targets hit have their hemmhorage stacks shared with that target's allies.

Crippling Strike No longer gets shorter cooldown with hemmorhage, but instead increases the slow % and duration per stack. At max, this would get to something like 80% for 5 seconds. At 0 stacks, 0% slow, but still an AA reset.

Apprehend Unsure, but maybe just numbers.

Noxian Guillotine Does (small) base damage, +(OK) AD ratio. Base damage and armor penetration (10% per stack) increase per stack of Hemmorage. Ult STILL RESETS, as ten stacks should not be a particularly common occurance, and should be the state Darius is trying to achieve (and the state enemies are trying to prevent).

So, this would require testing etc, but it captures the spirit of Darius that matches the original intent of something that significantly ramps over time, and the gameplay revolves around preventing Darius from reaching short-term critical mass in an engagement, while he's trying to set up limited windows for a kill. The psychology should exemplify tension, as every move he can just hold on to for a little longer has greater power when used - either getting greedy by waiting too long or getting zealous by using things too early will cause Darius to miss his chance to beat someone in a fight.
Specifically, this also has tradeoffs and tensions, something we're going to be adding much more of in the coming year (and especially focusing some of our reworks effort into adding this into older champions).


Why do we do reworks? Morello
01-19-2014 02:44 AM
General Discussion

Morello

Lead Designer

01-19-2014
20 of 25 Riot Posts

Quote:
Originally Posted by Seraph Nephriel View Post
I know Morello wanted to take an axe to Kayle a while ago before she saw any competitive play. If she still slated for a rework?
Currently no - we reprioritized a total list based on a wide range of factors (Scruffy's leading that effort for us right now) and Kayle didn't make it near the top of the list when we have long-needed ones like Sion, Soraka, and Shaco.


@Riot: We need a corrupted Demacian Champion (idea within) Filthy Animals
01-18-2014 06:25 PM
Champ/Skin Concepts

Filthy Animals

Network Ops Technician

01-18-2014
1 of 1 Riot Posts

Quote:
Originally Posted by Yousogreat View Post
For some time now, I've been looking into making a new design for a Demacian Champion who basically fills in the "black knight" trope, if you will. Someone with good intentions, but ones that have been corrupted/are being steadily corrupted.

Something that invokes this kind of vibe:
http://www.youtube.com/watch?v=iVbV4dyOXIY
Ahh, nostalgia...

Note that all the stuff below is still developing/changing.

Any questions/comments? Please keep them civil.

EDIT: Added in some numbers and made some changes/nerfs to the abilities. I've held back on most damage numbers as I'm still tweaking them around a bit, but the damage on the passive is up.

EDIT2: Added more numbers, tweaked a few, and changed how Nephry's E works. The E doesn't deal damage on its own anymore, but now the cripple effect relies on you attacking a target while the shield is up. Much better interactivity. Also added in Nephry's base stats (these are highly subject to change).

EDIT3: Shifted around the skill positions of Nephry's kit so it's more similar to other Champions. The skills themselves are the same, just different hotkeys.

EDIT4: Remade Malefic Strike into a skillshot/dash to address some counterplay issues people were having. Now Nephry has to land a skillshot on an enemy before she can dash in. This will allow me to tweak its power more since it now can miss or hit the wrong target.
Nicely structured and well thought out post. Looks like a fun champ to play. Good luck to you!


Why do we do reworks? RiotScruffy
01-18-2014 06:14 PM
General Discussion

RiotScruffy

Game Designer

01-18-2014
19 of 25 Riot Posts

Quote:
Originally Posted by Marisa View Post
What's the forecast on the state of Darius's ulti in this new iteration? Will it be able to fully reset given certain conditions? That is to say, can we expect the core of the champion to remain similar? Or will he have fundamental changes?
We aren't looking to fundamentally change the way Darius plays. Overall we are trying to emphasize and focus on him as a real ramping threat. He builds up a little slower but if he gets rolling, his damage gets pretty insane. And as usual, we are looking for small adjustments to his abilities to increase readability and add more gameplay for opponents.


Why do we do reworks? ZenonTheStoic
01-18-2014 05:57 PM
General Discussion

ZenonTheStoic

Champion Designer

01-18-2014
18 of 25 Riot Posts

MackleDoge, I refer you back to the first post. We don't do reworks because a champion is weak.


Why do we do reworks? Riot GMang
01-18-2014 03:54 PM
General Discussion

Riot GMang

Senior Game Analyst

01-18-2014
17 of 25 Riot Posts

Quote:
Originally Posted by Zerglinator View Post
Oranges are still part of the GP rework, right? PEOPLE WILL BE FURIOUS IF THEY CAN'T GET THEIR VITAMIN C
Don't worry he still binges on citrus. He's still Gangplank. Maybe even more Gangplank.


Why do we do reworks? ZenonTheStoic
01-18-2014 03:35 PM
General Discussion

ZenonTheStoic

Champion Designer

01-18-2014
16 of 25 Riot Posts

Quote:
Originally Posted by Thanatos Noa View Post
ZenonTheStoic,

Any word on Talon?
The guy has a boring kit, niche role, and worst off - his theme has already been done
*Blade assassin? katarina
*AD Caster? Pantheon, Zed, Kha'Zix all do it better
*Anti-Mage? Hello Kassadin
I agree that Talon could really use a rework, but no one is currently working on him.


Why do we do reworks? ZenonTheStoic
01-18-2014 03:08 PM
General Discussion

ZenonTheStoic

Champion Designer

01-18-2014
15 of 25 Riot Posts

See, GMang, Peter gets me.


Why do we do reworks? ZenonTheStoic
01-18-2014 02:43 PM
General Discussion

ZenonTheStoic

Champion Designer

01-18-2014
14 of 25 Riot Posts

Quote:
Originally Posted by Ralik098 View Post
Irelia
Akali
Gangplank
Darius?
Irelia - Coldish. I think we need to spend some more time thinking about what we want bruisers to be.

Akali - Cold. I feel she's in a decent place. Her dueling potential may be too high, but in team fights enemies have tools to control her. She benefited a little from the removal of oracle's, but it's not the end of the world (note that in the Voyboy game today we saw an Akali snowball crazy out of control. Any champion is going to be a problem at 11/0)

Gangplank - Hot hot hot. RiotGMang is working on a rework that has us all very excited. He very much keeps his global cannon barrage ult and gets one very cool new ability that I don't want to spoil. GMang will talk about it when he's ready. However I still think the rework needs more treasure.

Darius - Reasonably hot. We have a rework that sort of got 90% of the way there. We want to position Darius as a teamfight time bomb (get to max stacks bleed and dunk fools). One of our brilliant interns worked on this last year and RiotScruffy finished it up. It's currently mothballed as we wait for art resources (there are other reworks that are much higher on the list in terms of art). Scruffy himself can probably talk more about this. Personally I enjoyed jungling the new Darius a LOT in our internal playtests.


RiotPenguin's Fan Art for Fans! RiotPenguin
01-16-2014 08:08 PM
Fan Art

RiotPenguin

Concept Artist

Follow RiotPenguin on Twitter

01-16-2014
49 of 59 Riot Posts

Streaming some Fan Art for Fans!