Mostrar mensagens com a etiqueta Rengar. Mostrar todas as mensagens
Mostrar mensagens com a etiqueta Rengar. Mostrar todas as mensagens

quarta-feira, 14 de agosto de 2013

PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn and the new Rotation and Sale!

 

janna banner

 

Riot releases Context notes on the recent PBE changes we’ve seen, explaining each of their decisions (links to each are at the bottom of the article), Xelnath shares his thoughts on Scarizard‘s proposed Rengar tweaks, Morello… Read more…

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PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs, Fog of War problems and Nami art!

 

Massive Update- Starring TF Banner

 

PBE‘s getting updated with buffs to Aegis and Locket and a nerf to Spirit of the Ancient Golem, as well as the updated Champion Roles, Rengar‘s getting a damage amplification buff, Morello discusses an upcoming Poppy… Read more…

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terça-feira, 13 de agosto de 2013

PBE Update: Karma/New TF Passive, Rioters discuss Olaf, Rengar and Warwick, Champion Roles Reassessed and New Sale!

 

Pandannie banner

 

New PBE Update brings changes to Karma and Twisted Fate‘s Passive as well as a brand new feature – an Undo Last Purchase button! SmashGizmo discusses Olaf’s Combos and possible improvements, Morello reviews the state of Warwick… Read more…

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Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Patch 3.10

 

Preview of Patch 3.10, featuring massive changes to Elise, Ryze and Twisted Fate, Master Yi’s reworked kit, nerfs to jungle camp timers, new death animations for Spirit Guard Udyr, new Magic Resist items… Read more…

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segunda-feira, 12 de agosto de 2013

Scarizard Chats About Rengar

type='html'>Rengar's got some mixed opinions about him. Some people think he's viable, if not strong, if not OP, while others say he's paltry, not very interesting, and overall a weak pick.

Rengar Teaser

Meanwhile, here's Riot's official stance on Rengar and where they're planning on taking him:

Our other goal is to retain his dueling nature and strength in ambushes and skirmishes, but lower his instagib potential in favor of deferring his up-front damage into longer engagement windows.

Hey y'all - 

So i wanted to talk to you guys about our good ol' Stabtabby, Rengar. Classick handed off to me his initial refactor of Rengar that he had begun posting about a while back, but internally it was shown that while it certainly buffed him and fixed some issues with his design, more work needed to be done.

What our playtests revealed is that preserving the predatory feel by making his ultimate stronger is all well and good, but proved pretty abusive when it came to his burst potential. In a way, Rengar is a champion that has always been defined by his abuse-cases, either in TripleQ assassinating someone in less than a second from stealth, or double tap W + DFG pentakilling teams from stealth with AP, or simply stacking health + spirit visage splitpushing waves, then escaping from nearly any sort of chase. We've come a long way from the latter of these, but if the Pridestalker is to see any sort of return to glory we'll need to iron out some of the abusive kinks and round him out as a whole.

We're sticking with the direction that Classick originally outlined in his post here (http://na.leagueoflegends.com/board/...71487#37371487) - namely reducing the frustration/toxicity of Thrill of the Hunt (Ultimately allowing us to buff the spell in other ways) and driving clarity in his Ferocity choices by having the effects scale with champion level rather than rank of skill. Our other goal is to retain his dueling nature and strength in ambushes and skirmishes, but lower his instagib potential in favor of deferring his up-front damage into longer engagement windows. While he'll still be a threat, changing him to a sustained damage pattern allows us to pump more power into his other abilities/ferocity bonuses and make his ability set as a whole stronger instead of the current 'stabcat on AD carry and one or both of us will die' pattern that makes Rengar so frustrating and binary to play as and against on Live.

So with that out of the way, here are some questions i'd like to get your thoughts on -

-Do you identify Rengar's playstyle as one that would be a particularly good fit in the jungle? What improvements would you like to see be made to help him out?

-What is appealing to you about the defensive boost Rengar receives from Battle Roar? I'd like to change this from just flat Armor and Magic Resistance to something that can be situationally more powerful and makes him less 'meatwall' when he leaps on a target

-What types of improvements or changes would you like to see be made to Bonetooth Necklace? Ideally i'd like to see this moved away from a 'stat-stick' and embrace more unique enhancements like his 'Increases Leap Range by 150'

These questions are really just to begin the discussion - i'm certainly looking for thoughts/feedback on a variety of topics, but these are a few that we've been talking about on a higher level that have less of a set direction currently. Wav3break, one of our Live Design Interns is working closely with me on this project and will be monitoring this thread alongside me and will help to soak feedback and answer questions y'all may have.

Without further ado: Rengar! I choose you!

Here are the changes (Without numbers, as they are subject to change/tuning as always) that we've been testing so far:

General
- Health Regen, Health Regen/lvl, and Health/lvl all increased

Unseen Predator
-Now becomes visible at the beginning of the leap, rather than midleap

Savagery 
- Attack Speed removed (Temporary for now - planning on putting something else here)

Ferocity Bonus: Savagery
- Damage lowered, Attack Speed lowered, Attack Speed Duration increased

Battle Roar
- Damage increased
- Cooldown decreased
- No longer grants Armor/MR - instead grants damage reduction from Physical Damage/Basic Attacks

Ferocity Bonus: Battle Roar
- Heal unchanged
- Now deals damage based on Rengar's level

Bola Strike
- Damage increased
- Bonus AD Ratio increased

Ferocity Bonus: Bola Strike
- Now deals damage based on Rengar's level
- Root duration increased

Thrill of the Hunt
- Cooldown decreased
- Duration increased
- Movement speed increased
- Enemies will now receive a particle over their head when Rengar can see them; Additionally, Enemies will hear Voice Over on activation if they are in Rengar's sight range (roughly 1000) when he casts Thrill of the Hunt

Source

What do you guys think about Rengar? Comment below!


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domingo, 11 de agosto de 2013

Updates On Rengar Testing

type='html'>In the latest wave of Rengar testing by Riot, they speak to initial testing on giving Bonetooth Necklace the ability to build stacks of killing neutral minions, placing Rengar in much more a of niche Jungle role, similar to what they did to Nunu. Check out the full post below!

Hunters belong in the jungle...


RiotWav3break chats about Rengar
Hey everybody, just wanted to update you guys with the current testing status of our current iteration of Rengar.

Heavy destructive testing will continue for the Empowered Savagery refunding 3 ferocity points play pattern. This past week we found that Rengar was still doing too much damage in too little of a time frame which is a problem we still need to solve within this iteration. This iteration also makes jungle Rengar incredibly resourceful as he can walk away from each creep camp with more ferocity stacks and gank lanes without as much preparation.

The big changes we will be testing this week are Bone Tooth Necklace which will now give Rengar a personalized jungle item which has a really favorable build path out of Long Sword and Hunter's Machete. The overall price of the item has stayed the same but as Scarizard said in his posts, "mini-brutalizer" - esque stats will no longer exist on BTN. BTN is now an item that gives Rengar bonuses that directly impact his mobility in the jungle and thus his overall map pressure. The current bonuses in place look something like this:

3 Stacks - Rengar gains 15% movement speed while in brush(bonus does not persist outside of brush like Nidalee's)

6 Stacks - Rengar gains 100 range on his Leap(slightly nerfed due to having access to it earlier.)

9 Stacks - Rengar retains movement speed from his Ultimate for 5 seconds after exiting his ultimate. (Rocket cat goes zooooooooom)

The 14 stack bonus is still a pretty big grey area as we want Rengar players to reach this epic state at 14 stacks but we don't want them to do so at the cost of making his game play toxic again.

An additional mechanic we will be testing with BTN is allowing Rengar players to build stacks out of neutral monster kills. Currently the amount of neutral monster kills required to build a stack is pretty hefty, which encourages jungle Rengar to invade the enemy jungle to take camps but also hopefully interact with the enemy jungler. This mechanic is still kind of the grey area as well because it might give too many advantages to a jungle Rengar over a lane Rengar and we don't want to make laning Rengar's feel bad for purchasing this item.


If you guys have any thoughts on what epic thing Rengar should get at maximum stacks toss'em out! I look forward to the ideas you guys will give me and Scarizard!
Meanwhile, Scarizard had a little extra to add as far as where they're leading in terms of allowing laning Rengar to still have strength.
Going to be testing this iteration today - then i'll be able to elaborate more on how it went, and give you a general confidence read on where everything is. So far we're pretty signed off on the direction of the Q-Train, pending numbers tuning.

Goals are:
- Simplify the warning on ultimate. Whether it's short-range icon, long range VO, etc, we're going to make a decision soon on which version of the warning we want, but likely not to do both of them.

- Heavy iteration on BTN. Already see a couple of things i'd like to see changed, would also like to respond to concerns/feedback that the item has no actual stats that would make you want to keep it end-game. I think we can fix this without saying 'flatly gives Arpen/CDR/Stuff'. Want this to be good for Lanegar as well, so paying special attention to the jungle-specific interations to see how they're playing out. Would also like to clarify that AD is not taken off of this item, and is a tuning point we can use for its efficiency.

Will post more stuff after playtests/conversations with the team and give you guys an update.
What do you guys think about the upcoming Rengar changes? I know a lot of you already like him as he is now, will you play him more after the changes?


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quinta-feira, 1 de agosto de 2013

Atualizações sobre testes Rengar

tipo = 'html' > na onda mais recente de Rengar testes por motim, eles falam para os testes iniciais em dar colar Bonetooth a capacidade de construir pilhas de matar asseclas neutras, colocando Rengar em muito mais um papel de selva de nicho, semelhante ao que fizeram a Nunu. Confira o post completo abaixo!

Caçadores pertencem na selva...


RiotWav3breakbate-papos sobre Rengar
Ei pessoal, só queria atualizar vocês com o status atual de teste do nosso atual iteração do Rengar.

Ensaios destrutivos pesado continuará para a selvageria Empowered reembolso 3 padrão de jogo de pontos de ferocidade. Na semana passada descobrimos que Rengar ainda estava fazendo muito estrago em muito pouco de um período de tempo que é um problema que ainda temos que resolver dentro desta iteração. Esta iteração também faz selva Rengar incrível e inteligente, como ele pode andar longe de cada campo de fluência com mais ferocidade pilhas e faixa de gank sem tanta preparação.

As grandes mudanças que testaremos esta semana são osso colar de dente que dará agora Rengar um item personalizado selva que tem um caminho de compilação realmente favorável fora de facão espada longa e do caçador. O preço global do item permaneceu o mesmo, mas como Scarizard disse em seus posts, "mini-brutalizer" - esque estatísticas vontade já não existe na BTN. BTN agora é um item que dá bônus de Rengar que impactam diretamente a sua mobilidade na selva e, portanto, a pressão total do mapa. Os bônus atuais em lugar parecido com este:

3 Pilhas - Rengar ganha 15% velocidade de movimento enquanto na escova (bônus não persiste fora do pincel como do Nidalee)

6 Pilhas - Rengar ganha 100 gama no seu salto (ligeiramente nerfed devido a ter acesso a ele mais cedo.)

9 Pilhas - Rengar mantém a velocidade de movimento do seu Ultimate durante 5 segundos depois de abandonar o seu final. (Gato do foguete vai zooooooooom)

O bônus de 14 pilha ainda é uma grande área cinzenta como queremos que os jogadores Rengar para chegar a este estado épico em 14 pilhas mas não queremos fazê-lo ao custo fazendo seu jogo jogar tóxicos novamente.

Um mecânico adicional que testaremos com BTN está permitindo que os jogadores Rengar construir pilhas fora mata monstro neutro. Atualmente, a quantidade de mata monstro neutro necessária para construir uma pilha é bastante robusto, que incentiva a selva Rengar para invadir a selva inimiga para tomar os campos, mas também espero que interagem com o inimigo jungler. Esse mecânico é ainda tipo de zona cinzenta, bem porque pode dar muitas vantagens a uma selva de Rengar ao longo de uma faixa Rengar e nós não queremos sentir do laning Rengar mal para compra deste item.


Se vocês tem alguma opinião sobre que coisa épica Rengar deve ter no máximo pilhas jogamos fora! Estou ansioso para as idéias de que vocês vão dar eu e Scarizard!
Enquanto isso, a Scarizard tinha um pequeno extra para Adicionar até onde eles estão liderando em termos de permitindo laning Rengar ainda ter força.
Vai estar testando essa iteração hoje - então eu vou ser capaz de elaborar mais sobre como foi e dar-lhe uma confiança geral ler sobre onde está tudo. Até agora estamos bastante inscritos na direção do trem-Q, números pendentes tuning.

Objetivos são:
-Simplifica o aviso no ultimo. Se é ícone de curto alcance, escala longa VO, etc, vamos decidir logo qual versão do aviso que queremos, mas não deverá fazer os dois.

-Iteração pesada na BTN. Já estou a ver algumas coisas que eu gostaria de ver mudaram, também gostaria de responder às preocupações/feedback que o item tem não há estatísticas reais que faria você querem mantê-lo final do jogo. Acho que podemos resolver isso sem dizer 'categoricamente dá Arpen/CDR/material'. Quero que seja bom para Lanegar, assim, tão especial atenção para as selva específicas interations para ver como eles estão jogando. Também gostaria de esclarecer que o anúncio não é retirado deste item e é um ponto de ajuste que podemos usar para sua eficiência.

Vou postar mais coisas depois playtests/conversas com a equipe e dar a vocês uma atualização.
O que acham sobre as próximas mudanças de Rengar? Sei que muitos de vocês já como ele como ele é agora, ele tocará mais após as mudanças?

Upcoming Skarner Changes, Big Update on Rengar and BTN, Reconnect Testing, Rift's Aesthetics, Talon Ult Bug, Sale, and Much More

Important: Free Champion Rotation


Scruffy on Improving
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45

">Skarner

Originally Posted by Riot (View RedTracker Source)

Hey All,
I’m going to be doing some
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner work and right here is one of the best places to start. There has been a great thread in the Champion Feedback forum (shoutout to Irish Red Cap) with a lot of good discussion on how people are feeling about
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner’s current state.

So I’ve been doing some digging and unfortunately, poor
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is being picked 80% less this year than he was last year. Some of this might be from some nerfs he has received, but it may also be because newer champs are outclassing him in what he does best. Either way, I think we all agree that
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner could benefit from a few improvements to make him more fun/viable for both
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner players and their opponents. Keep in mind, the goal here is not "make
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner OP." There will always have to be strengths and weaknesses to all champions.

Before we get to any of the potential changes, we need to figure out what
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner’s strengths and weaknesses are right now. I have a few questions for you all, and you can answer these as a
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">SKarner player or even as someone who only has experience playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner.

• What are the most fun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• What are the most frustrating/unfun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• What are the most frustrating aspects of playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner?
• Are there champions that do
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner’s job better than he does? Why?

I have my own personal answers to these questions, but I may be only seeing one side of the coin. There are some
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner players out there with wayyy more experience that I have, and I think there is a lot of valuable information that I may be missing. I have a feeling that once we get talking, we will come to some very useful conclusions. GOGOGO

-ScruffThis is crazy how much good feedback you guys have lol. I can barely keep up with the thread. I'm seeing a few things popping up in almost every post.

-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner's ult is AWESOME (jawesome?) and it is his defining ability
-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is very mana dependent and without blue he suffers
-
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is very easily kited
-Getting permaslowed by
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner is frustrating
-
Skarner The Crystal Vanguard
">Skarner
's E ability (Fracture) doesn't feel useful/can be somewhat clunky to use
-Other junglers (zac/j4/voli etc) are more reliable in ganking and teamfights

Am I missing anything?

I'll answer my own questions too from my personal experiences with
Skarner The Crystal Vanguard
">Skarner
.


• What are the most fun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• What are the most frustrating/unfun aspects of playing
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• What are the most frustrating aspects of playing against
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
?
• Are there champions that do
Skarner The Crystal Vanguard
  • Damage:58.3(+4.2 per level)
  • Health:536(+96 per level)
  • Mana:245(+40 per level)
  • Movement Speed:320
  • Armor:22.8(+3.8 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Skarner
’s job better than he does? Why?
-Scruff
Most fun aspects for me are definitely ulting a key target and feeling like I made a gamechanging play. Also I really love the synergy with his auto attacks and his spells when facing off against another melee champ. You can surprise people with your damage/tankiness.

Most frustrating for me is definitely how he tends to be so easily kited in the late game. Especially when all of those ezreals get their iceborn gauntlet RAWEOENMDF!

Most frustrating aspect playing against
Skarner The Crystal Vanguard
">Skarner
for me is that once he's got you in the permaslow it doesn't feel like there is any good counterplay/way to escape.

I think that some champs with big gap closers (j4/zac) may not be fair comparisons to
Skarner The Crystal Vanguard
">skarner
because they don't have his dueling power and CC. But even when looking at similar champions that need to get into melee range before becoming effective (
Udyr The Animal Spirit
">udyr
/
Volibear The Thunder's Roar
">volibear
), he is much more easily kited.

Ok, it seems like we are in pretty near agreement about
Skarner The Crystal Vanguard
">Skarner
's problems. He is definitely still a fun character, so we are not going to scrap his kit or something severe like that. I think a combination of a few good changes could really bring him back into a nice sweet spot as a viable champ.

I am going to try these changes out and do some playtesting to see how they affect him. No guarantees that these are the right changes or the ones that will end up being in the final set.

I think a really powerful change that would make
Skarner The Crystal Vanguard
">Skarner
's kit more clear in its usage and counterplay would be to focus the W and E abilities more for a single purpose each. W can be his defensive and gap closing ability exclusively. Inversely, E can be more focused as a brawling/jungle clearing/damaging ability.

Overall
-Overall mana costs reduced (probably looking at E first its super costly)

Q
-Hopefully removing permaslow by making the slow only occur on every other Q instead of all Qs after the first. To balance the loss in slow duration here, I want to make it a much stronger slow that decays over time but leaves gaps for people to counterplay. Hopefully this will be fun for
Skarner The Crystal Vanguard
">skarner
players too because they can now make some smart decisions when they want to use the new more powerful Q slow.

W
-Increase the movespeed buff so that it is closer to other similar champs like
Udyr The Animal Spirit
">Udyr
and
Volibear The Thunder's Roar
">Volibear

-Possibly make the movespeed ramp up over time so its not too powerful of an escape "get out of jail free" ability
-Lower cooldown back to 14s from 18s like it was a few patches ago
-Strengthen the shield amount/AP ratios (to compensate for the loss of heal from E)
-Remove attack speed from the W buff

E
-Instead of the heal, proccing the E mark on targets will now give
Skarner The Crystal Vanguard
">skarner
his attack speed buff
-Increase total damage, but split it up so that only some is up front and the rest happens when you proc the mark
-Reduce mana cost
-Look into better usability (faster projectile, faster cast, etc) may be one or all of these

R
-Fix more edge cases so that the R will reliably go off on targets once it has been cast
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Yi Spotlight, Scarizard Q&A - Winks at Updated Baron Question, Much More on Skarner, Rengar, More on SRs Graphics, MMR, and More

Important: Pre 3.10 Stats and Nerf Predictions
Super Important: [Updated] Patch 3.10 Notes


Champion Spotlight:
Master Yi The Wuju Bladesman
  • Damage:58.22(+3.1 per level)
  • Health:530(+86 per level)
  • Mana:235(+36 per level)
  • Movement Speed:330
  • Armor:20(+3.7 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:6.75
  • Mana Per 5 Sec:6.5

">Master Yi

Originally Posted by Riot (View RedTracker Source)

Whether you prefer to tear up the jungle or dominate a solo lane, this

">Master Yi Champion Spotlight is full of tips and tricks to help sharpen your game.

">Master Yi's heavy-hitting nukes, sustained DPS and reflex-driven defensive abilities make him the ultimate high-risk, high-reward champion. He excels at fast, brutal ganks as well as diving into fights to assassinate targets before withdrawing with his impressive suite of escape tools. He's also got intimidating cleanup potential thanks to the extended duration on his ultimate when he scores a kill or assist.

Learn how to prove you're a true Highlander in this edition of the Champion Spotlight, featuring

Master Yi The Wuju Bladesman
  • Damage:58.22(+3.1 per level)
  • Health:530(+86 per level)
  • Mana:235(+36 per level)
  • Movement Speed:330
  • Armor:20(+3.7 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:6.75
  • Mana Per 5 Sec:6.5
">Master Yi tactics, masteries and more.


Scarizard Q&A - Winks at Updated Baron Question

Please note the following is google translated from French.

Originally Posted by Riot (View RedTracker Source)

Are you planning to improve the graphics of the game with the redesign of the jungle to the S4?
WeLL a visual improvement of Summoner's Rift is always a possibility, it does not go hand in hand with the overhaul of the Jungle.
Will you repeat the image of Zion before the S4? because I find it not like him ^ ^
Zion is one of the champions we want again soon, but as this redesign includes a working level skills, it will not happen as fast as if it was only visual (as TF,
Annie The Dark Child
  • Damage:50.625(+2.625 per level)
  • Health:424(+76 per level)
  • Mana:300(+50 per level)
  • Movement Speed:310
  • Armor:12.5(+4 per level)
  • Magic Resist:30
  • Health Per 5 Sec:4.5
  • Mana Per 5 Sec:6.9
">Annie
, etc ...) .

To speak
Rengar the Pridestalker
  • Damage:58(+3 per level)
  • Health:520(+85 per level)
  • Mana:5
  • Movement Speed:320
  • Armor:19.5(+3.5 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.05
  • Mana Per 5 Sec:0
  • Range:125
">rengar
, would it not better than its double-A does not double stacking attack speed to limit its monstrous damage that still looks to be a problem?
Among the changes that I'm testing right now on
Rengar the Pridestalker
  • Damage:58(+3 per level)
  • Health:520(+85 per level)
  • Mana:5
  • Movement Speed:320
  • Armor:19.5(+3.5 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.05
  • Mana Per 5 Sec:0
  • Range:125
">rengar
double Q / A no longer gives double attack speed buff but three points Ferocity, the aim being that
Rengar the Pridestalker
  • Damage:58(+3 per level)
  • Health:520(+85 per level)
  • Mana:5
  • Movement Speed:320
  • Armor:19.5(+3.5 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.05
  • Mana Per 5 Sec:0
  • Range:125
">rengar
longer played in a style "combo" where it is still a lot of damage but it takes him more time to make it less "Instakill". 

An overhaul is it scheduled for
Zilean The Chronokeeper
  • Damage:51.6(+3 per level)
  • Health:451(+71 per level)
  • Mana:320(+60 per level)
  • Movement Speed:310
  • Armor:10.55(+3.8 per level)
  • Magic Resist:30
  • Health Per 5 Sec:4.6
  • Mana Per 5 Sec:6.95
">Zilean
? 
I get the impression that he has the same problem as
Yorick The Gravedigger
  • Damage:55.2(+3.5 per level)
  • Health:506(+85 per level)
  • Mana:270(+35 per level)
  • Movement Speed:320
  • Armor:18.6(+3.6 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7
  • Mana Per 5 Sec:6
">Yorick
: brute lane but zero impact TF.
We think
Zilean The Chronokeeper
  • Damage:51.6(+3 per level)
  • Health:451(+71 per level)
  • Mana:320(+60 per level)
  • Movement Speed:310
  • Armor:10.55(+3.8 per level)
  • Magic Resist:30
  • Health Per 5 Sec:4.6
  • Mana Per 5 Sec:6.95
">Zilean
is an interesting champion who is sometimes "comebacks" in mid in competitive play. 
We would look at it when we have time, but for now we are not sure that consolidation is necessary, we will make that decision when the time comes
Q2: Champions with a single skin will how long before being offered new visual possibilities? 
Q3: Some Artwork totally outdated they will be changed one day? 
Example: those
Evelynn The Widowmaker
  • Damage:51.3(+3.3 per level)
  • Health:500(+86 per level)
  • Mana:222(+42 per level)
  • Movement Speed:315
  • Armor:16.5(+4 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:6.95
  • Mana Per 5 Sec:7.1
">Evelynn
,
Cho'Gath The Terror of the Void
  • Damage:58.3(+4.2 per level)
  • Health:520(+80 per level)
  • Mana:245(+40 per level)
  • Movement Speed:315
  • Armor:22.5(+3.5 per level)
  • Magic Resist:30
  • Health Per 5 Sec:7.5
  • Mana Per 5 Sec:6.45
">Cho'Gath
classic and Cho ' Gath nightmare, etc.. 

Q4: Do you already have an idea of the next champion may inherit an Ultimate?
Regarding the ancient artworks, our team is committed to reviewing all at one time but first we are trying to address all basic skins (like
Riven The Exile
  • Damage:56.75(+2.75 per level)
  • Health:500(+86 per level)
  • Mana:0
  • Movement Speed:320
  • Armor:18.2(+3.2 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:9.5
  • Mana Per 5 Sec:0
">Riven
lately) before we deal with artworks skins.

Good evening! I have very few issues and I'm very sorry. By cons I wanted to at least ask these questions: -Is it hard to make the game design of LoL? And why? These questions may seem rather vague and simple, sorry
Sure it's a challenge, this is a team that primarily involves a lot of people from different departments, and while a person is at the head of this group is still a work of team, many people exchanging ideas and feedback until we are sure to have the desired result. It may be a little vague as answer, if you have a more specific question do not hesitate.
The new design of Nashor that can be seen in the cinematic of "A Twist of Fate" he released during season 4?
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