- Red Post Collection: LeBlanc W Speed PBE changes, FF Sade Fan Artist Feature, LCS Summer Finals in NYC & Stockholm, & more
- 6/2 PBE Update: EU LCS SR Banner Assets, High Stakes Splash Changes, Tentative balance changes, and more!
Table of Contents
- HUD Update Coming to PBE
- HUD Update Q&A on 6/4
- Ashe Q Nerf on PBE
- Diamond 5 LP Gain Changes
- Champion Mastery - "S+ is top 2% of players atm"
- Lich Bane and Iceborn Gauntlet Interaction
- Graham McNeill joins Riot Games.
has announced an update to the HUD (Heads up Display or UI you see while in the game) will be heading to the PBE for testing!
"We’re excited to share our in-game HUD update that’s about to land on PBE!
This update’s an evolution of the existing UI and is designed to better support the way you play League by improving gameplay clarity through its better layout, improved readability, and added features.
We’re creating a more streamlined UI that doesn't obscure the play space and reorganizes the information based on how players actually use it.
These changes are all driven by tons of observation and playtesting, but like everything else, we’re looking for your feedback to improve them further.
- Clear corners should allow you to see more of the game
- Added CDR to basic stats. Press c to display advanced stats above
- XP bar moved to the center of the screen
- All buffs back to the center divided into buff and debuff groups
- Ability icons are larger and have new clearer state change effects
- Items are displayed in the center to make it easier to track actives
When we say ”tactical”, we’re referring to information that supports your moment to moment - mainly combat - gameplay decisions, stuff like casting an ult or chugging a pot. It also covers the things being done to your champion, like being shielded by a friendly Janna or ignited by a less friendly one.
We’ve grouped these elements and placed them front and center because that’s a player’s main field of view. We’ve also amped up the visuals on state changes such as “just off cooldown” and “level up” to ensure you catch them without having to take your eye off the action.
- CS, KDA, Team KDA, and time are grouped here to get all your info in one place
- Team frames moved here to keep tabs on your teammates status
- Enemy respawn timers dynamically display here so you don't have to hit tab after a team fight
Strategic information allows players to see the big picture. It helps you understand the state of the overall game and what’s going on across the map in order to make longer term decisions.
For example, maybe you’ve farmed enough gold to get a BF Sword on your first back. Before you B, you have a few questions to answer: how are the lanes pushing? Where’s their jungler? Did your support just hit 6? How are you tracking compared to your lane opponent? Is dragon up? Then later on, maybe you’ve just scraped through a teamfight and have other questions that need fast answers: who’s still alive on my team? How many did we kill? How long until the enemy respawns? What can we get before then?
In the current HUD, this information is scattered across the entire screen from the minimap to the top right corner, the left side, and even the TAB menu. With the HUD update, we’re grouping the answers to these questions around the minimap because players naturally head there for this kind of info. We think that this cluster creates a strategic command center of sorts and leads to better overall map awareness.
MOAR USABILITY AND CLARITY
- Target frame now displays CS and KDA
- Side by side layout to better assist in lane comparison
- Towers destroyed (team vs team) now display
- Drag n drop players to line up lanes
- Items will auto sort by cost for easy comparison
- Larger, more readable numbers and icons
Finally, the update’s tackling some feature requests aimed at general usability. We’ve moved the scoreboard around so the two teams are listed horizontally, and added drag and drop so you can shift people around and line up midlane vs midlane, or move people around however you like. The new scoreboard also lists player items in order of cost, meaning you can figure out who’s packing the bigger punches, or who can take the most punishment out of the team’s tanks. Last but not least, we’ve squeezed in tower info onto the scoreboard, meaning you pretty much have all the important info on hand whenever you hit the tab key.
That’s about it for now! The HUD update’s going up with the next PBE patch, and we’d love as much feedback as possible from you guys.
Yo, I Got Some Feed Back For You
First off, Scarizard, that’s not a question. Secondly, while we’re on PBE, your feedback will be critical in helping us improve further. Leave us your thoughts and comments on the PBE Boards here!
Is there any information that's going away?
Nope. Pretty much all the information contained in the current HUD is still there, and in fact, we’ve even added information (such as CDR, CS to target frames, and enemy respawn timers.) which should help you make better decisions.
Can I customize the HUD?
You can expect scale sliders and toggles for many individual elements which will allow you to pull the HUD back even more. Beyond that, our approach here will be similar to the overall HUD update: we'll provide customization in order to solve specific problems or in service of gameplay. This helps us prioritize our work while also feeding into our philosophy that a competitive game like League of Legends should always have a level playing field.
When is the new HUD coming to live?
Hopefully, after a few rounds of testing and player feedback on the PBE, we’ll be able to bring it to live servers!"This new HUD is now on the PBE for testing but will not be coming out in 5.11.
Have questions on the HUD Update? Join the team for a Q&A on June 4th!
"The Rioters behind the upcoming HUD update are hosting a Q&A session at 2 PM PDT on 6/4! Come along if you have any questions or feedback for the team, or, if this is the first time you’ve heard of any fancypants HUD update, click here for its microsite!"
As of the 6/2 PBE update, Ashe's Q has been tentatively changed so they the flurry attack no longer works on towers. When asked about the change, Meddler explained:
"That's the thinking here. Where possible we'd like to create or preserve distinctive strengths on different champions, particular those within the same class (ADCs in this case). Jinx and Trist are both really good at destroying buildings, it's a defining characteristic for them. Ashe by contrast's distinguished from other ADCs most by the sheer amount of CC she brings. Since we feel Ashe is too strong at present we need to nerf her, we're trying to do so in ways that ensure that Ashe continues to offer a different impact on the game, and a really distinct experience for people playing her however.
Removing a character's strengths, or giving them strengths that overlap too much with other characters, risks creating a really homogenized game, where, even if you see a wide range of characters played, the difference between them's not very significant, so it still feels samey. Removing unnecessary strengths, if a champion is overpowered, is the approach we prefer as a result."
Riot Socrates with a heads up on changes to Diamond 5 LP gains that have been pushed to live!
Right now, some players in Diamond 5 receive unusually low LP gains and losses. We're releasing a change that should smooth out gains for most of the affected players. That said, a small number of D5 players close to being demoted will continue to see low gains until they climb back to a high enough MMR to move through Diamond.
There won't be any down time as we release this to each region."
In a reddit thread discussing how difficult it is to get an S+ rating in the new champion mastery system, Riot Socrates commented:
"S+ is top 2% of players atm. It's very hard to get."As for tips on how to get a good post game score, he noted:
"It looks at a bunch of performance metrics. It does care about cs (for non supports) and KDA. Keep in mind it's also champion and position specific so with someone like Jinx where you're expected to get a lot of kills the grade thresholds are way higher than say Bard."
"So, for passives that don't stack - we try to come up with some kind of set favorable interpretation of which aspects of passives for you.
LB generally has the highest single target damage - so it gets applied as your single target. IBG should apply the AoE slow and applies physical damage in that area. If you have Tri-force and IBG, Tri-force gets used as the single target but IBG AoE still applies.
Likewise, if you somehow have Archangel's staff and Manamune, you'll get 8 Mana on spellcast and 4 Mana on Attack. It's the most favorable interpretation of the passives you have."has announced he's joined Riot Games as a Senior Narrative Writer. McNeill is best known for his Warhammer Fantasy and Warhammer 40,000 novels.
Check out his personal website for the full announcement.