- Champion & Skin sale 1/23 - 1/26
- EU LCS Spring Week 1
- Red Post Collection: 1/21 Patch Update, The 2015 Ranked Season is here, Worlds 2015 to be held in EU, and more!
- 1/22 PBE Update: 5 new Skin Splash arts, Updated Tristana splash, and more!
Table of Contents
- Kick off the 2015 Season with LCS Team Icons
- 2015 Season Kick Off Sale
- Experimental Attack-Move changes to PBE next cycle
- Syndra's Orb Stun after 5.1
- Socrates on Ranked Team Rewards
"The 2015 season is underway as NA and EU LCS teams begin their journey towards the next World Championship. And to kick things off, we’re releasing the 2015 LCS team icons for 250 RP each. Support your favorite squad all season long!
If you love all teams equally, or just can’t pick a favorite, we’ve got you covered. Grab all ten EU LCS team icons in bundled form for 2000 RP, or nine NA icons together for 1800 RP. Team Gravity finalized their logo a bit late so we’ll release theirs separately later on. These bundles will be available from now until 23:59 on February 12.
As before, when you purchase a team icon, 20% of the price goes directly to that team and the other 80% supports esports (prizes, streaming, events, etc.).
LCS icons are available throughout the Spring Split so show your favorite teams some love!"
Here's a look at each icon individually - the NA team icons have a blue background while EU has red!
As mentioned in the post, the Gravity team icon is missing from the NA icon selection but will be added in the upcoming 5.2 patch. CLG's team icon will also been switched from black text to white text!
so has the kick off sale! For the next few days, take advantage of discounts on rune pages, tier 3 runes, ip/xp boosts, and name changes!
"From now until 23:59 PST on January 26th some of the ranked essentials are on sale! Prepare for the most competitive League season yet!
Get two rune pages for the price of one
Grab two rune pages for the price of one on purchases made with both RP and IP.
Head over to the Bundles tab in the store to find the 2 for 1 Rune Pagesitem.
Summoner name change sale
It’s not competitive but hey, even LCS teams change their name sometimes before the new season. Snag one for 650 RP, 50% off the normal price. "
Check out your specific region's thread for more info:
Vesh with information on experimental attack-move (holding shift + right clicking, not to be confused with normal movement or attacking) changes that will be testing on the PBE next cycle!
I've made a change to the way attack-move works that will be going to PBE
tomorrowstart of the next PBE cycle. Please be aware that this is SUPER experimental and not something we're shipping right now. I really want to get your feels feedback and start tuning this to see if it's something we would want to keep.
Currently if you attack move in this situation, the Annie closest to Vayne will be attacked. even though the cursor was clicked right next to (but not quite on top of) the other Annie:
With this change, you will instead attack the unit closest to your cursor when clicking attack move, within specific constraints:
1. The enemy must be within 250 units of your cursor click
2. The enemy must be at least within 50 units of your max attack range (If the enemy is between your attack range and 50 units past your attack range, you will only "run backwards" to hit them if your cursor was within 50 units of the enemy out of the maximum 250 scan)
Attack move will still work the same in any other case that doesn't meet the above two criteria. The idea is to capture your intent when it comes to attack moving. Where you actually trying to click that guy four pixels from your cursor who had two silver bolts on him? Instead of attacking that minion near your feet, you will actually attack what you intended.
Here, Vayne is attacking the bot that is directly next to her cursor instead of the one closest to her.
Here, Vayne is prioritizing the Annie that was closet to her attack move click instead of the minions directly in front of her (note that Annie was the closest thing at the time Vayne clicked, but she moved a bit before this screenshot was taken):
This is a pretty big change, and it's highly experimental. I want to try to tune it more to make playing ADC feel less clunky, so ADC mains especially please send feedback this way! I will be making a feedback post in PBE as well when the feature goes live to that environment."He continued:
"The attack move system should ideally feel the same to everyone else who uses it already. This just adds new specific target priorities when your intent seems to be to attack something else that isn't the closest thing."
As for how to help players understand what exactly has changed in game, he noted:
"We will probably add a circle indicator to replace the little red crosshair when you click the A to attack move (or whatever key you bind it to). So you can understand what the boundaries are (maybe the answer is to only enable this in co-op vs AI or whatever. We'll cross that bridge if/when we come to it)"
Vesh also replied to someone misinterpreting the change as "removing orb walking", offering an example :
"Orb walking is still the same. This makes it easier for you to orb walk while attacking a target that isn't the closest one to you (but still in your range). For instance, if Taric and Sivir are running at you as you're playing Cait, you want to kite backwards while ideally attacking Sivir instead of Taric, but if Taric is even a few pixels in front of Sivir you will attack him instead if you don't precisely click directly on sivir every time (this isn't even an attack move at that point, it's just an attack and a move). With this change, as long as you're clicking closer to Sivir than Taric when you're orb walking, you will attack her instead."
In response to concerns that this change would "dumb down" the game, Vesh explained:
"We could make the selection radius of every champion a 5 pixel circle, and that would certainly make the game harder. Is the game better like that though? Just because an antiquated game system made an action harder doesn't mean making the input less frustrating dumbs down the game. It can make it deeper by allowing carries to care about the things we WANT to test them on (positioning, timing, etc).
Right now attack move doesn't require you to use a precise click at attack the closest target anyway. If you want to attack something that isn't the closest target, you will need to click exactly on their selection radius (which is like a quarter the size of an Osu circle) and then click where you want to move to and repeat that multiple times a second. This just stops random minions from screwing you in a way that isn't even clear to your allies/enemies. "Oh man, that Vayne is so pro he didn't click on a single minion during that team fight!" should not be the expression of skill that people recognize a Vayne player for."Vesh continued:
"The attack move formula is a holdover from top down RTS because when you have multiple units/attention points you want a unit you take your eyes off to not just run past enemies that are shooting it.
Just because a system already exists doesn't mean it's the best version of the system. That's why we test new things."
Vesh also reiterated that this change is experimental and tentative, commenting:
"The whole point of putting it on PBE is to fine tune the best values and see if this change is an improvement on the whole for the game. If it's not, we won't ship it. It's a high risk change that I'm experimenting with, not something coming in 5.3."He continued:
"The goal is to make whatever use-case you use a-move for still work the way you expect it to while allowing people who use it more like an attack command to have the system feel responsive to what they are trying to do. all super experimental though, would love to get you to try it as soon as it's on PBE."
In response to thread discussing the 5.1 changes to Syndra's orbs, Meddler noted they will be adjusting her stun's width in 5.2:
"We've got a slight increase in the stun's width in patch 5.2 - this was a heavier hit than intended and spheres that clearly went through an enemy should certainly be stunning. Might need additional followup as well, that's not clear yet. We'll need to see what that change does and how well people do once they get used to the adjusted width."As for reports that her orbs are not stunning when used with E, he noted:
"A low enough stun width would mean that the very center of the sphere would have to collide with an enemy in order to stun them. We're looking into whether there are any bugs as well just in case, initial reaction though is that this is too narrow a width rather than a just introduced bug."
"Making it easier and more rewarding to play with your friends in a ranked setting is something we've been discussing a lot internally.
We've got some ideas that are a bit too early in development to talk about, but I'd love to hear how you guys would approach this."When asked about his thoughts on "random rewards" or any other types of rewards for ranked team play in addition to the ranked team reward ward skins added last season, Socrates noted:
"A random reward system could be pretty cool. I agree team rewards could have a bit more depth. It's pretty linear atm."