Red Post Collection: Nidalee Bundle + Legacy skins in shop, LCU: Profile & Collection, Patch Rundown 6.11, Subclass list, & more

Posted on at 12:54 AM by Moobeat
Tonight's red post collection includes a Nidalee bundle and certain legacy skins in the shop for a limited time, a new dev blog on the LCU's updated Profile and Collection, a heads up that /remake will not be going out in 6.11, the 6.11 Patch Rundown and Patch Chat, a champion subclasses list, a new Lulu bundle up in the merch shop, and more!
Continue reading for more information!

Table of Contents

Nidalee Splash Update - Bundle & Legacy skins available

Nidalee's updated skin splash arts pounce on to live in 6.11 and to celebrate a few things have been added to the shop -  a large Nidalee champion & skin bundle and the limited time return of the legacy Snow Bunny, Leopard, and Bewitched Nidalee skins! Pick these up through June 8th!
"Go on the prowl with the Fear the Wild Bundle or pounce on some Nidalee legacy skins, available now through 6/8! 
Fear the Wild Bundle - 40% off at 3003 RP (3477 RP if you need the champion)
  • Nidalee
  • Snow Bunny Nidalee (Legacy)
  • Leopard Nidalee (Legacy)
  • French Maid Nidalee
  • Pharaoh Nidalee
  • Bewitching Nidalee (Legacy)
  • Headhunter Nidalee
  • Warring Kingdoms Nidalee
  • Snow Bunny Nidalee - 520 RP
  • Leopard Nidalee - 520 RP
  • Bewitching Nidalee - 975 RP"
Click here for 1920 x 1080 wallpapers of Nidalee's updated skin splash arts!

[LCU] Crafting the Client: Profile and Collection 

Next up we have Cactopus with a look at the Profile and Collection pages that will be enabled for League Client Update Alpha testing in the near future!
"This week we're pushing out some essential client features to testers—stuff like runes and masteries. You'll access these familiar features using the new Collection section and reworked Profiles. Y'all are smart enough to grok this stuff just by fiddling with it, but we want to talk you through what we're adding in this release. We'll also touch on some features that won't be available in the alpha right away. They'll be integrated later during the long, glorious march to version 1.00. 
Ranked features aren't here just yet. Those will hit the alpha client when we're closer to beta, and we'll talk about them in an upcoming post. 
Collection is your treasure trove of champions, skins, runes, masteries, and other assorted booty that you've plundered in your journeys through League. If you unlocked it with IP, RP, or Hextech Crafting, you'll find it here. 
Profile is a high-level summary of your identity in League. It's where you and others can go to see which champions you've mastered, view your match history, or feel disappointed by your ranked stats. 
First up in the Collection section is the Champions tab. Use it to see which champs you've unlocked and use filters to sort them by role or mastery level. The biggest change here will come in a later alpha patch, when we add completely reworked Champion Info pages. 
You'll be able to click any champion icon and find all the information you need to understand how they work. We're making some visual tweaks here, like bigger, sexier ability preview videos. The Champion Info page will still be the spot to view your skins and peruse dank lore.
Up next: runes and masteries. In the legacy client, runes look like boy scout badges for wizards. No longer. We've redesigned all runes to fit cleanly with the updated client's hextech-inspired style, matching their icons to the in-game UI. To be honest, we're not totally sure why we ever used conch shells on magic resist glyphs or little chalices on armor seals. 
In the updated client, you can drag-and-drop rune pages to reorganize them; you can also filter your list of owned runes using a dropdown menu. For power users, we're coding in a few special functions like shift-clicking to fill up all nine slots with runes of the selected type. Certain keyboard combinations (like ctrl-z to undo) will also work on both the runes and masteries pages. 
Masteries look much like they do in the legacy client, but our visual designers took the opportunity to clean up some organizational inconsistencies between the pages. The save button with the floppy disk icon served us well, but was getting rickety with age, so we sent it to live with some other buttons on a farm in upstate New York. 

The last tab you'll find in this version of Collection is the Spells page. It's a glimpse of what ability previews will look like in the Champion Info pages—big ol' videos showing the spells in action. 
We haven't yet integrated hextech crafting into the client update alpha, but expect it to appear in the Collection section once we do. 
A few weeks ago, we shipped a barebones version of the Profile section. Now we're fleshing out Profiles with features you'd expect, like the ability to see your top three champs, view/judge your friends' profiles, and scoff at their total champ mastery. 
Profiles in the client update also feature customized backgrounds based on which champ you've been playing frequently. As in the legacy client, you can customize the background by equipping an Ultimate skin icon. 
We're cutting a few things from Profiles that weren't adding much. Statistics like "total takedowns" and "total creepscore" aren't meaningful for players who've been playing the game for any significant length of time. They don’t really say anything about you beyond "you sure have Leagued a lot of Legends." 
We're also removing the "in progress" champion mastery tab for now. It felt confusing to show players' top three champs, then a bunch that were nowhere near their top three, but nothing in between. Killing this stuff is just the first step toward rethinking and reworking proper and meaningful overview features later. 
In this release, expect to be able to view other players' Profile overviews or their rune/mastery page setups. 
Match History and the Leagues page (now just called "Ranked") are coming in a later patch. These features are mostly just spiffier versions of the tools in the legacy client, although we're working to integrate fuller match history details into the end-of-game screen. 
Repeatedly smash the refresh button on the alpha website to keep up with the client update's progress!"
These will be headed to the PBE LCU Alpha soon and move on to the LIVE LCU Alpha after that! Check the LCU website for more info, sign ups, and more!

Remake will not be going out for live testing in 6.11

Unfortunately, the new /REMAKE feature will not be going out for live testing during 6.11 as the team is taking is back in the shop for upgrades based on player feedback.

The original announcement post has been updated with this note:
"UPDATE: /Remake will miss a 6.11 launch because we’re making some design upgrades. Later this week we’ll talk on Boards about how your feedback is strengthening /remake."

Patch Rundown 6.11

With Patch 6.11 out to live, here's the latest edition other PATCH RUNDOWN with SmashGizmo, Gypsylord, and Scarizard:
"Welcome to another episode of the Patch Rundown, a series where expert analysts and developers give you an inside take on the biggest changes heading into the game each and every patch. 
This week, designers Wesley ‘SmashGizmo’ Ruttle, August ‘gypsylord’ Browning stop by to discuss the impact of the Mid-Season Invitational as well as the rest of the changes coming in to Patch 6.11!

RSS Feed 
You can also find the podcast on iTunes or Stitcher, or check out past episodes here!"

Champion Shards for IP in 6.11

While not mentioned in the 6.11 patch notes, Riot Socrates confirmed on twitter the new hextech mystery champion shards  (available for IP or RP) will be released sometime in 6.11!
"They'll be in 6.11, but won't be enabled right with the patch. Should be turning on tomorrow."

Champion Subclass List 

Following up on the subclasses dev blog, Statikk has posted up a list organizing champions into various classes and subclasses:
"In a previous blog we introduced the many Subclasses that help structure League’s vast Champion roster. 
You can find that here: [link.] 
Now we’d like to share the specifics of how we currently see where each champion fits into the structure. Before we do that, here are a couple of things to take note of:
  • Just like the game itself, this list is ever-evolving - our understanding of each champion constantly changes as the game continues to grow; there may be an entire Subclass we are missing.
  • The list is not the law - these are general guidelines that help us think and talk about the game; we’re not looking to homogenize our champions, in fact this helps identify which champions need to be better differentiated from each other.
  • It’s okay to disagree with it - in fact, even internally there are many debates about which champion fits where; these are healthy discussions.
  • Some categorizations are based on the intended vision of a champion and not necessarily the current way they are optimally played in any given patch - “what a champion is” vs. “what they should be” is a great question to be constantly asking.
So now that I’ve rambled on enough, here’s the current list we’ve settled on: 
  • Tanks  
  • Vanguards
    • Malphite
    • Amumu
    • Leona
    • Zac
    • Gragas
    • Rammus
    • Mega Gnar
    • Sejuani
    • Rek’Sai
    • Sion
    • Nautilus
    • Skarner 
  • Wardens
    • Braum
    • Nunu
    • Tahm Kench
    • Maokai
    • Shen
    • Thresh
    • Alistar
    • Poppy
    • Galio (hybrid Battle Mage) 
  • Fighters  
  • Juggernauts
    • Nasus
    • Darius
    • Mordekaiser
    • Illaoi
    • Trundle
    • Olaf
    • Garen
    • Shyvana
    • Udyr
    • Dr. Mundo
    • Volibear
    • Yorick 
  • Divers
    • Vi
    • Xin Zhao
    • Nocturne
    • Pantheon
    • Jarvan
    • Wukong
    • Diana
    • Warwick
    • Renekton
    • Elise
    • Hecarim
    • Lee Sin
    • Irelia
    • Aatrox 
  • Slayers  
  • Assassins
    • Zed
    • Kha’zix
    • Fizz
    • LeBlanc
    • Akali
    • Talon
    • Katarina
    • Kassadin
    • Shaco
    • Evelynn
    • Rengar
    • Nidalee (hybrid Artillery) 
  • Skirmishers
    • Fiora
    • Riven
    • Yasuo
    • Tryndamere
    • Master Yi
    • Jax
    • Ekko 
  • Mages  
  • Burst Mages
    • Syndra
    • Veigar
    • Annie
    • Twisted Fate
    • Ahri
    • Lissandra
    • Lux
    • Viktor
    • Brand (hybrid Battle Mage) 
  • Battle Mages
    • Karthus
    • Vladimir
    • Ryze
    • Swain
    • Rumble
    • Cassiopeia
    • Aurelion Sol
    • Gangplank (Hybrid Skirmisher)
    • Malzahar 
  • Artillery
    • Xerath
    • Ziggs
    • Vel’Koz
    • Jayce (hybrid Skirmisher)
    • Varus (hybrid Marksman) 
  • Controllers  
  • Enchanters
    • Janna
    • Nami
    • Sona
    • Soraka
    • Lulu
    • Bard
    • Zilean
    • Karma (hybrid Battle Mage)
    • Taric (hybrid Warden) 
  • Disruptors
    • Anivia
    • Zyra
    • Heimerdinger
    • Orianna
    • Morgana (hybrid Enchanter)
    • Teemo (hybrid Marksman)
    • Taliyah 
  • Marksmen
    • Vayne
    • Caitlyn
    • Ashe
    • Corki
    • Draven
    • Jinx
    • Kalista
    • Kog’Maw
    • Lucian
    • Miss Fortune
    • Sivir
    • Tristana
    • Kindred
    • Ezreal (hybrid Artillery)
    • Twitch (hybrid Assassin)
    • Quinn (hybrid Assassin)
    • Jhin (hybrid Burst Mage)
    • Graves (hybrid Skirmisher)
    • Kayle (hybrid Enchanter)
    • Azir (hybrid Disruptor)
    • Gnar 
  • Unique Playstyles
    • Cho’Gath
    • Blitzcrank
    • Singed
    • Fiddlesticks
    • Kennen
    • Urgot 
Hopefully this helps solidify some of the definitions we put out in the initial Subclass Dev Blog. Feel free to come chat with us about any thoughts you guys have on the topic."
Following the post, a few reds hung around the thread to discuss and answer questions!

When asked about Gangplank's listing as a battle mage, CertainlyT  commented:
Gangplank's a battlemage?
A skirmisher + disruptor hybrid would've made more sense to me :p
but I can see where you're coming from though, taking a second look at it.
GP is a great example of hybridity -- in fact, almost all champs are to some degree.
The fluidity of GP's barrel chaining and fairly front loaded power of his R push him toward Battle Mage in my eyes. He rapidly creates a situation where he can project threat onto the opponent team from fairly substantial range. 
Imagine a hypothetical GP who really had to set up barrel "traps" in advance... much more of a disruptor playstyle. Imagine a GP who was much more focused on passive procs (e.g., barrel explosions deal less damage cover opponents in tar, slowing them and causing them to take double damage from fire)... much more of a skirmisher."

As for UrgotStatikk  noted:
The fact that I can look at the headings/subheadings and the look at the champions and get an accurate depiction of what said headings/subheadings are, means you've done good. I've been able to read these and say "Yeah, I can see that" 
However, I woulda thought Urgot would be semi-artillery. I guess it's cause his range is poor compared to the others. That and his ult throws him to the frontline.
I can definitely see considering Urgot an Artillery of sorts because his harass combo can span long distances as his victims try to retreat, but he tends to lack the sustained damage to truly be a long-range threat to the entire enemy team. This is also why Urgot doesn't fit well into Marksman either, he kind of just singles out a target, threatens them heavily, then doesn't do too much until his next rotation of spells. He also kind of operates at a mid-range due to his tankiness profile. Overall he's just really weird. Embrace the weirdness."

Statikk  also commented on champion ultimates and how sometimes they "break the rules" of a class:
I thought shyvana was a diver not a juggernaut, weren't juggernauts meant to have 0 mobility. Shyvana uses here ultimate to dive into the enemy team
Ultimates often "break" the normal rules of Clases and Subclasses, that's what makes them interesting and cool a lot of the time. For example, Ashe's R as a long-range initiation spell is not something we'd normally put on a Marksman. 
But you are right, we have often debated whether Shyvana was a Diver or a Juggernaut. A lot of Shyvana players will tell you how kite-able they feel compared to someone like Vi, even with her ult jump. 
As for Juggernauts, I think they are supposed to feel kite-able, which means having limited but not necessarily have 0 mobility. Only a couple of each Subclass will be the "pure" ones that represent the extreme definition (like Darius for Juggernauts)."

When asked about Skarner and Cho'GathStatikk  commented:
Cho'Gath with a unique playstyle? Can someone from Rito please explain that one? I'm very curious as to why you put him in that class. I, and a fair few people believe Cho'Gath is likely to be a Juggernaut (no mobility, tons of damage when close) etc. Potentially a hybrid with burst mage, since he encourages "q,w,r" sort of quickly on squishier targets. 
Also, I would've expected Skarner to fit more under a unique playstyle, since he's a tank that sometimes does incredible amounts of damage, but plays very uniquely due to his passive and adding essentially "objectives" to both teams. He's someone you don't want to be around when you're in a zone controlled by him due to stupid amounts of damage to some targets. (not saying he's broken, but he just becomes significantly stronger in the zones), and he shifts into a CC Damage Objective-Zone Control Tank overall.
I think Juggernaut (hybrid Burst Mage) might be the best description for Cho'Gath. I think it was this in several iterations of the list. The largest debates seemed to center around the fact that some people considered Cho'Gath to be under the Tank class (used primarily for his knockup and silence) which confused things. I will say that Cho'Gath does seem to lack high-end sustained damage which suggests that he isn't a Juggernaut. Maybe he is a Vanguard (hybrid Burst Mage)? 
Skarner has bounced between Juggernaut, Diver, and Vanguard a ton. Might suggest that he is something unique."

Meddler on Supports & XP

In a thread inquiring about the current status of supports, Meddler mentioned they have a few changes they are potentially looking into including XP for ward kills:
"Hey, thanks for the well written thread. With you on the issue of supports being under-leveled. We made some changes to how XP calculations work in the pre-season that helped address some rubberbanding issues but also introduced this issue for supports. We'll be making some adjustments to improve that in an upcoming patch (most likely 6.13). XP for ward kills is one of the things we've got plans for there, though from memory with slightly different triggers to the ones you're proposing here. I'll pass this thread on to some of the folks looking into that stuff, thanks!"

Patch Chat 6.11

Speaking of 6.11, the playtest team is back for another patch chat! In addition to hanging around to discuss the latest update, they've also set out to introduce themselves a bit better:
"Hey all,

Welcome back to Patch Chat! We’re Riot’s Playtest Team, a group of high ranking League players whose job it is to play the hell out of things (lane tests, competitive testing, etc) and give actionable, objective feedback to designers.

Every two weeks (concurrent with the release of patch notes), we’re going to be hosting a discussion here on the state of balance on the current patch. Take this opportunity to ask us any questions about the state of the game. As Trinity Force is getting changed in Patch 6.11to build out of Stinger and Zeal, we're especially interested in the impact this will have on its purchasers.

Patch Chat has been running for several patches now, but we’re still iterating on the format. With two new members starting in the last few weeks, we’re taking the opportunity to introduce ourselves and ask for any feedback about the format of Patch Chat. What do you like about Patch Chat or wish to see in the future? What do you hate? Do you have a favorite playtester?

Adam "Afic" Cohen
I used to lead a competitive raiding guild in vanilla WoW (Nightmare’s Asylum).

Ben “Cezium” Burkhardt
I worked for NASA writing scripts that automated telescope function to assist in the discovery of new asteroids.

Shawn “I Am The IRS” Currie
I’m a rock climbing enthusiast who’s slowly converting Playtest into a team of climbers. So far Ben, Mattias, Blake and Trevor are all in on it!

Miles “Daydreamin” Hoard
I really like to climb trees.

Bao “Bao” Lam

I didn’t find out that I was Chinese until I was in college! I grew up speaking Vietnamese and doing all Vietnamese culture stuff so I just figured I was full Vietnamese.

Mattias “Gentleman Gustaf” Lehman
I take glee in being fancy. It’s especially funny at a computer game company, which is a pretty casual environment. There’s something about getting compliments all day - especially from people I don’t know - that just perks me up and motivates me.

Nicholas “Nickwu” Smith
My favorite animated movie is Tangled. It was awesome.

Nicholas “Gleeb” Haddad

I’ve played in the LCS for two different teams.

Blake “Sobe” Soberanis
I’m a huge caffeine addict. One time I had four 5-hour energy drinks in a 30 minute period during a tournament… that was a disaster. With that much caffeine it becomes impossible to concentrate and I was shaking like crazy. Didn’t sleep for a couple days. 0/10 would not recommend.

Trevor “ThEntropist” Thernes

While in high school I ran a Youtube channel of me doing card tricks to pay for all of my high school needs. Maybe I’ll be Twisted Fate for Halloween one of these years."
Be sure to check out the thread for more discussion.

[MERCH SHOP] Lulu Bundle available through 6/8

A limited time Lulu merch bundle is available in the merch shop through JUNE 8TH! This bundle includes a Lulu figure (normally $25), a Lulu Plush (normally $25), and a Cupcake (priceless) at a discounted price of $35! Check out the shop and use the flag in the top right corner to switch regions.

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