Shyvana, the Half-Dragon's Abilities and Lore.

Posted on at 9:21 PM by Moobeat
Shyvana's abilities and in game screens have been posted and boy does she look awesome! I've been a sucker for dragon people since the ole' days of the Breath of Fire series so I am ecstatic to see one enter the league. My only complaint is that her dragon form isn't nearly as huge as I hoped it would be.. but none the less awesome! I can't wait to see her ( and what will probably be some classy skins ) hit the Fields of Justice.



Shyvana is a melee champion that heavily rewards aggression. She does so by utilizing a modified Fury* resource that accrues anytime Shyvana lands an auto-attack. Once her Fury is full, she can unleash it to transform into a dragon, giving her substantial buffs, ability enhancements and some upfront damage.

Abilities:
  • Twin Bite
    • Shyvana strikes twice on her next attack. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
    • Dragon Form: Twin Bite cleaves all units in front of Shyvana.
  • Burnout
    • Shyvana deals magic damage per second to nearby enemies and her Movement Speed is greatly increased for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.
    • Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
  • Flame Breath
    • Shyvana unleashes a fireball that deals magic damage and melts the target's Armor for 4 seconds.
    • Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
  • Dragon's Descent (Ultimate)
    • Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take magic damage and are knocked toward her target location.
    • Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist. Defensive bonuses are doubled in Dragon Form.
  • Fury of the Dragonborn (Passive)
    • Shyvana's melee attacks enhance her abilities.
      • Twin Bite - Reduces the cooldown by 0.5 seconds.
      • Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
      • Flame Breath - Deals 20% of the ability's damage to debuffed targets.
      • Dragon's Descent - Attacks generate 2 Fury* and Shyvana passively gains Fury* over time while in human form.

*Note: Fury was mislabeled “Dragon’s Blood” in the mechanics preview

Lore:

There are those few dragons in Runeterra who have mastered the intense magical energies that course through their unique anatomies, evolving into an elusive Celestial Dragon. These powerful and enigmatic creatures spend most of their time hidden away from the lands of men. However, there are those who find themselves drawn to civilization and who take on human forms to immerse themselves in the world of humans. Occasionally, one finds itself drawn to the spirit of a human and they have relations. Sometimes, in the slimmest of odds, the union will bear fruit and that offspring will be one of the few half-dragons to have graced Runeterra. Shyvana is one such creature, born to a simple Demacian farm-girl and her Celestial Dragon father. Left to be raised by her mother, her oddities were something that couldn't be hidden from her community, though she was protected by her family. Once her family had perished in disaster, she was left alone for the first time – truly alone. Shyvana quickly became an outsider and it wasn't long before the community's fear began to put her in danger. Facing mortal danger at the business end of an angry mob, she was rescued by the traveling noble, Jarvan Lightshield. The noble was a man who strangely knew exactly what she was and took her under his wing. It wasn't long before she was offered a chance to use her natural skills in the service of Demacia, as Jarvan initiated her as one of the elite guard. Following Jarvan into the League of Legends was only natural.

Shyvana is a fierce warrior, with the blood of one of the most powerful magical predators in all creation flowing through her veins. Unlike some of her fellows, she is a subdued personality – somber, cool, and collected. However, when the moment strikes, her draconian heritage manifests and there are few that can stare her in the eyes and not feel the primal urge to flee.

“By the blood of my father, I will end you!”


 As of this moment we still don't have the champion spotlight ( now a common occurrence AFTER the servers patch ) or patch notes but RiotRara has posted that the servers will go down on November 1st at 1:00 PST so look forward to them soon!

Clearing Up The Shaco Changes

Posted on at 7:42 PM by Moobeat

Phreak posted on the forums earlier today to shed a little light on the upcoming Shaco changes. It turns out that Riot has decided to switch things up, for the Demon Jester, from what saw during the patch preview. One of these new changes happens to be the one we saw Guinsoo talking about on twitter earlier in the week.

The arm time reduction on Jack in the Box is no longer in the coming patch. It will still take 2 seconds to arm. We felt that 1.5 seconds was not enough time to adequately respond to a "this will fear you if you stand near it" especially with ping. It also let him do crazy things like get a free JitB proc from a major CC like Sion or Taric. He's still able to, just not as easily.

However, he will no longer lose the crit from Deceive after throwing a spell, meaning you can Deceive over a wall, throw a JitB to block escape, and then attack and still crit your opponent. Throwing the JitB will still reveal you.

Shaco will still deal reduced damage on later ranks of JitB and have a slighly lower AP ratio, increased cast range, and unlisted in the Patch Preview, will now proc Two-Shiv Poison's slow via the Hallucinate clone, as it didn't before.
- Phreak, Web Content Specialist, via the official forums.

Shyvana Patch Preview

Posted on at 11:17 AM by Moobeat
 The patch preview, Riot's first look nto the bigger of the changes coming in the next patch, for the Shyvana patch as been posted!


 In recap..

  • Graves is getting his passive lowered by 10 points for each resistance and is receiving a slight nerf to his Buckshot ( Q ) ability.
  • Wukong is getting a slew of offensive buffs and many bugfixes and improvements to his Decoy ability.
  • Olaf's ultimate now breaks CC effects on use ( much like Alistar's ultimate ) but will have a lower duration at higher ranks.
  • Shaco is getting a nerf to Jack in the Box damage but a buff to its range and activation time.
  • Dominion is going to have "less rubberbanding" by lowering the spawn time bonus you get when your team has less point than opponents.

As with any other patch preview, the  League of Legends forums were immediately flooded with questions and concerns about the discussed materials.

 In terms of the Olaf 's changes: 
  • Phreak also commented that "His axe projectile speed is going up, if only slightly". 

Regarding Wukong's slated buffs:

  • Xypherous gave us a quick run down of the changes and fixes to Decoy.
List of Changes:

1. The clone's mana bar doesn't change - you used to be able to tell if Wukong had used clone if he stood still and his mana bar went down.

2. The clone spawns in the previous location now and Wukong is moved forward instead - This helps the clone positioning to be more precisely his previous location.

3. Some bugs like the clone sometimes running in place and such were corrected.

  • Meddler stated that "From memory Q being able to lifesteal is one of the changes expected in the next patch."

Major changes to Dominion in the works

Posted on at 2:16 AM by Moobeat

Here is feedback on the direction that Dominion is headed. It's been just over a month since Dominion went live and it seems Riot has been able to gauge just how it is progressing and what needs to be done to help it stay healthy and fun.
Hey folks,

With Dominion having been out for awhile, and people now getting pretty used to it, we've had a chance to see how it's played out with thousands and thousands of players. We're happy with a lot of aspects with Dominion, but we think we can do some pretty major work to make significant improvements as well. 

Our diagnosis currently is that there are three major hinderences that make Dominion less fun or interesting than it could be. First off;

* Players don't get enough "moments of glory", and don't easily see how their success can effect the game.

Progression and personal success are hallmarks of MOBA in general. In our effort to make a balanced experience strategically, we really lowered the ability for that one in twenty matches players get to experience "running away with the game" and feel like they achieved epic status. We feel this is creating some disconnect between the high highs classic can provide, and the more constant but metered pace of Dominion. We will be focusing systems that allow more (gold, specifically) power differential between players. 

Next up;

* Comeback mechanics remove interesting team-level decision-making.

Our internal testing created some situations we felt this was mandatory. In practice, we think either an extremely toned-down version of this system or a removal of these systems needs to take place. This means games will be more representative of a team's skill, but you'll also experience more blow-out games. Our assertion is, generally, you can't achieve a decisive victory if you can't have extreme losses either, and that's needed to make a more memorable and deep experience.

Finally; 

* A few champions are way too good on Dominion

This is actually the most surface-level thing, and is fixed when we adjust with the other aforementioned systems. To summarize, this is caused by the certainty of progression, where hyper-scaling champions can reach a late game, farmed state with certainty. Addressing that will address most of the specific egregious champion issues.

Dominion is something we think is really fun, and are proud to have put out, and that's all the more reason for us to ensure it receives continued support and major changes where needed. We feel OK being very disruptive to Dominion in the pre-season phase, and will likely be more conservative when Ranked is turned on. This is our (developers and players!) best opportunity to improve Dominion on some fundamental levels, and we're not going to miss it.

- Morello
- Morello, Lead Champion Designer, via the official forums.








I think all these points are totally justified and relatable to most players. Here are my thoughts on each of them.

Moments of Glory: It takes a lot of kills to get far enough ahead to feel like you are really "carrying" a game of Dominion.I've been in game as Pantheon or Shaco where I've been up an easy ~10 kills and still feel like I'm matching gold with other players. I'd be interested to see increased bonuses for kill streaks in Dominion as it is a lot harder to stay alive for 5 kills in Dominion than it is for Summoner's Rift.


Comebacks: One of the things I've been the most disappointed with in Dominion is the false sense of security you get during the game. Don't get me wrong, it feels good to turn the tables in a 400 to 100 match of Dominion, but at the same time it makes the points seem shallow and a bit meaningless. I'm not quite sure how Riot can address this issue. My first thought towards a remedy would be tinkering again with the point at which your team stops losing points for champion deaths, but this might give us a "Call of Duty" complex were people ignore the objectives and just jet around the map trying to pick up easy kills.

Balance: I'll also agree that the balance of Dominion is pretty clunky at the moment with characters such as Rammus, Poppy, and Jax being able to dominate pretty easily. I'm curious to how Riot is going to deal with these changes. Will we see alterations to the global buffs and items in the shop? Or will we see various shifts of power in champions who shine in Dominion but not necessarily in classic? Take Poppy for example. She is pretty common in Dominion but very rare in Summoners Rift. How can Riot nerf her for Dominion and not just ruin her for the other?

What are your thoughts on the subject?

Olaf and Our Ruined Pants.

Posted on at 1:44 AM by Moobeat

Morello has made a bold statement in regards to some upcoming changes for our neglected bro/viking Olaf.
Wait for the patch notes. You will **** bricks.

(I'm worried we overdid it).
- Morello, Lead  Champion Designer, via the official forums.








I think some of the only changes that could make me truly **** myself, as far as Olaf is concerned, would be if they added scaling to his Reckless Swing ability or added a speed boost component to his Ragnarok ability. I guess we shall see soon enough!

Xerath Getting Some Attention

Posted on at 11:31 PM by Moobeat

Morello has put out some juicy tidbits on how Riot feels about Xerath and gave us some possible changes to be coming down the tube.
While this is a little "doomsday" in the problems you speak about, I think there's a few takeaways we're looking to change:

* Passive: Xerath doesn't actually need this passive, and instead should focus on one that emphasizes ranged play. We'll be making this change in the next couple patches.

* Seige Mode: Should not lock you down - that's an unusable character in LoL. Using it to pulse one long-range spell or to set up for a longer barrage is fine. It gives it multiple ways to use it, which I'm fine with.

* Stun: If we do remove the passive, he'll never survive a real teamfight without this. Mages need CC and/or mobility to function. If we remove the free tankiness, this will apply even more.

I appreciate the feedback (always!), but I'm generally happy with Xerath's design other than his passive, which we're going to change. I think the difference between "man, I wish this were better" and "THIS IS THE WORST WTFFFF" is pretty wide
- Morello, Lead Champion Designer, via the official forums.








I think just about everyone who has played Xerath since his release can vouch for the uselessness of his passive. Having an extra 40 or 50 armor doesn't make him much more bulky  when an assassin or bruiser has gap closed to you and your W, which is giving you range to nail most the team, is keeping you still long enough to get burst down. I'd really interested to see what sort of changes hit Xerath to make him a bit more viable, especially since I picked up one of those fancy updated skins of his.

I believe the fact that Riot is keeping a close eye on their feedback is pretty impressive. Here we have a one patch cycle old champion who, as a result of criticism and feedback, has gotten updated skins and will soon be getting a kit sort of "overhaul" ( that is if they address all of the points Morello put forth ).


edit: Morello made a comment about an example of a new passive for Xerath subsequent post in the same topic, "For example, Xerath could exemplify "high range" play more. We want to give him a passive that gives him additional damage based on how far the target is away from him, especially since skill shots are more reliable at close range. This gives some additional room for great Xerath players to stand out and optimize their play, which is the opposite of what you say."

Giving Orianna some OOMPH!

Posted on at 10:04 PM by Moobeat

Orianna, in light of a thread that turned into a heated discussion on her current state, might be getting some minor buffs in the future.
 No need, I think we've had a good discussion and we're aware of it.  We'll be looking at Orianna, since we agree she needs a bit of oomph.
- Morello, Lead Champion Designer, via the official forums.







 Near the end of Season One, Orianna was a very powerful and often seen pick. She essentially functioned as Annie ( AP Burst with a CC ult ) with increased range, damage, and a bulky shield. Over the last patch or two she got some pretty heavy nerfs to her excessive damage and range that have inched her out of the spotlight.

SURPRISE ITS SURPRISE PARTY FIDDLE STICKS!

Posted on at 2:04 AM by Moobeat

To celebrate our 2nd year of League of Legends Riot has SURPRISED us with Surprise Party Fiddlesticks! This tasty skin has party horn sounds effects, new particles for all his spells, and loves to have a good time. You can pick him up for the shockingly low price of 975 Riot Points. Check out the screen shots below from the official release post.


For those of you who maybe wondering if this party-hardy skin is limited edition or will be going up to the normal legendary skin price of 1820 after Riot's birthday celebration is over, don't fret! Monkey Wrangler confirmed on the forums that "The 975RP price will remain that way, and Surprise Party Fiddlesticks will remain available permanently".



BUT MOOBEAT! I have no idea how to play Fiddlesticks!!!! Don't worry, Riot also just released a rather timely champion spotlight for our little Harbinger of Doom.

Shyvana Mechanics Preview

Posted on at 11:28 PM by Moobeat

If "Half-Dragon" wasn't enough to get your excited, check out this quick preview of Shyvana's mechanics below. Her ult seems like a delicious twist on something like Rumble's passive + Swain's ult. I'm so delighted that Coronach ( creator of champions like Yorick, Wukong, and Lee Sin ) has designed another champion that causes my mouth to water in anticipation.
For this mechanics preview, we wanted to focus less on the individual abilities of our upcoming champion and talk about the skillset and character flow of Shyvana, the Half Dragon, as a whole.

Shyvana is a melee champion that heavily rewards aggression. She does so by utilizing a system called Dragon's Blood, a resource that accrues anytime Shyvana lands an auto-attack. Once her Dragon's Blood is full, she can unleash it to transform into a dragon, giving her substantial buffs, ability enhancements and some upfront damage. While in dragon form, Shyvana's Dragon's Blood is slowly consumed, though she can continue auto-attacking to extend the duration of the Dragon Form and maximize her damage output with each use.

It's also worth mentioning that Shyvana's ultimate has no cooldown, but can only be used when her reserve of Dragon's Blood is full. The right set of circumstances can allow a skilled player to transform much more often than other would otherwise be possible.

In addition, all of Shyvana's abilities also have benefits that trigger when she auto-attacks. This is to differentiate her from the “melee caster” paradigm embodied by some other characters, making her play somewhere between an Attack Damage carry and a fighter.

Simply put, Shyvana is for players who like any of the following:


Offensive, aggressive playstyles
Melee carries or fighters
The idea of being a super-rad dragon
We think this wantonly aggressive playstyle is something we haven't seen previously on the Fields of Justice. It's an exciting opportunity for players to experience a new way to play League of Legends.
- AverageGatsby, Web Content Specialist, via the official forums.

Xypherous talks about upcoming mechanics

Posted on at 2:26 PM by ArchNacho

Xypherous, one of the associate technical designers for League of Legends, recently made a forum post about some mechanics he likes that you may or may not see in the game. He writes;

- "Gradius Option - Pet that follows you and mirrors your attacks and skillshots, can be deployed.
- Tri Element Mage / Weaponmaster - Basic abilities on a tri-stance system.
- Swarm Carrier / Ally Bonding into Turret - Control minions, hop into/absorb damage for allies and control minions while shooting spells from them.
- Support Trap that you can place down that allies can use to jump forward
- Circular Missiles - Wild Axen - Circular shots, Orbitting Skillshots.
- Spirit Bond + Guardian - Take portion of allies damage - Enrage when ally takes damage.

etc. etc. etc.
Just as soon as I find the time/concepts/characters where actually *doing* them feels right."

I do like that the community is getting some previews on the mechanics side and I'd love more posts like this. A great many recent champions have felt like 'safe releases' focusing less on giving the players 'fun buttons' and more on being balanced by having slightly altered version of pre-existing move sets. Xypherous' post has some good direction for future champions as breaking away from some of their established abilities will bring a bit more imbalance to the game, but for my tastes, I'd rather have a fun button than a safe button.

 You can check out additional feedback and ideas by looking at the CLG Redtracker entry for this post. We are at about 15 posts and counting of Xypherous insight.

Shaco changes?

Posted on at 8:31 PM by Moobeat
@RiotGuinsoo's twitter strikes again! This time he's giving us a little heads up on some tentative changes to Shaco! These changes, allowing a sinster combo of Stealthing, laying a JitB, and still being able to nail a massive crit, are sure to put a smile on the face of any Demon Jester.

New Particles for Haunting Nocturne

Posted on at 7:50 PM by Moobeat
SS Courtesy of redditor Maww

Haunting Nocturne, Nocturne's new and still available Harrowing limited skin, just got some much appreciated love! Thanks to some very vocal summoners on the forums, Riot has patches in some new spell effects and particles for this spooky skin. Makes sure you pick him up for a low 520 Riot Points before he's gone forever on the 31st
Happy Harrowing!

Haunting Nocturne now has some new particles for his Duskbringer and Unspeakable Horror spells
- Udyr, Associate Producer, via the official forums.

Ionic Spark or RIP OFF?

Posted on at 6:58 PM by Moobeat

Below is a nice little post by forum goer Hugs from Momma that breaks down the cost of Ionic Spark and compares it to the costs of Sword of the Divine and Wit's End, two other attack speed based items with on his procs.
Wit's End 

+40% Attack Speed
+30 Magic Resistance 
UNIQUE Passive: Your attacks deal 42 bonus magic damage. UNIQUE Passive: Your attacks increase your Magic Resist by 5 for 5 seconds (stacks up to 4 times).

Cost: 2000g
Stat Value: 1513g
Extras cost: 487g

Sword of the Divine 

+60% Attack Speed
UNIQUE Passive: Every fourth attack deals 100 extra Magic Damage. 
UNIQUE Active: Your attacks cannot be dodged and you gain 30 Armor Penetration for 8 seconds.

Cost: 1970g
Stat value: 1575g
Extras cost: 395g

Ionic Spark

+45% attack speed
+250 health
UNIQUE Passive: Every fourth basic attack unleashes a chain lightning, dealing 100 magic damage to up to 4 targets. (400 Bounce Range)

Cost: 2300g
Stat value: 1827g
Extras cost: 473g

=================================

Three similar items, all with magic damage procs. Wit's you pay 487 for the 42 magic damage proc and stacking MR. A good deal. SOTD, you pay 395g for 25 magic damage per hit (averaged) and a nice active that has it's place to penetrate armor and counter dodge.

Ionic Spark, you pay 473 for 25 damage per hit that can potentially chain onto 4 enemies. Doing a tiny amount of damage as an AE just isn't a compelling benefit to justify the cost. I rarely see this item built, and it should certainly get another look.

Adding 10% more attack speed, or cutting a few hundred off the cost might make it a useful choice against other, similar options. I want to like this item, but it's outclassed by Lightbringer (for AS and pure utility) and Wit's (defensive stats, magic damage)

Brackhar commented the post with the following feedback.
I think the item bares some re-evaluation, definitely. It's a fun item when at the right power, I just think the numbers are a little off now. Thanks for bringing it up!
- Brackhar, Technical Designer, via the official forums.

Champion Sneak Peek – Shyvana, the Half-Dragon

Posted on at 6:27 PM by Moobeat
Holy crap, how awkward is fighting for Dragon going to be now?


Eventually everyone has one of those moments where life throws them a curve ball and they learn that you sometimes meet people who are full of surprises. So, when we first ran into Shyvana, the Half-Dragon, suffice to say we were rather taken aback indeed when we saw her actually transform into a dragon. 

So unless you’re a truly incorrigible herpetophobic, we’re confident that you’ll find that not all surprises have to be unpleasant.
- Average Gatsby, Web Content Specialist, via the official forums.

Dominion Respawn Explained

Posted on at 6:25 PM by Moobeat

This post is a little late, but I still think it gives a nice look into how Dominion's respawn system works. I know that from time to time I've wondered why sometimes I die with a 9 second respawn and sometimes with a 20 second respawn.

Hey guys, there's been a lot of confusion related to how respawning in Dominion works, so I wanted to take some time and write up a clear explanation for you along with answer any questions you may have. Being transparent about what's going on under the hood should hopefully help guide the conversation in a productive way, as the feedback you guys provide is important for us to decide how to move forward on almost any balance adjustment.

As a note before we dive in, the numbers I'm providing here are current as of 10/21/11 on Live.

Base System:

Spawning in Dominion is based off of the idea of a wave spawning system. Early on in development we found that Dominion was much more fun when you would respawn with your allies and leave base together, so we wanted to create a system that tended towards that where possible. The two important concepts to understand about the wave spawn system are the minimum respawn time and the respawn window size.

Minimum respawn time: This is the time that, when no respawn wave is active for that team, it will take the person who died to respawn. In Dominion this value defaults to 26 seconds at all levels.

Respawn window size: When someone dies on a team, if no respawn window is active, a new respawn window will be created of the size specified by this variable. Currently in Dominion this value is set to 12 seconds. When a respawn window is created fora team, anyone who dies during this period will have their respawn time set to the same time as the person who opened the window.

Example: Imagine that three people die in a row at a team, one at 0:00, one at 0:10, and one at 0:20. When the first person dies no respawn window is open, so he will open a respawn window of 12 seconds and his respawn time will be set to the minimum, 26 seconds. When the second player dies at 0:10, he falls within the respawn window opened by the first champion, so instead of having his respawn time set to the minimum he will have it set to the same time as the first champion who died. At 0:12 the respawn window closes. The next champion who dies at 0:20 is outside of the respawn window, so she gets a minimum respawn time of 26 seconds and opens a new window. At 0:26 both the first and the second champion respawn. At 0:32 the second respawn window closes, and then at 0:46 the third champion respawns.

Ongoing adjustments:

As we played around with this system we found that, because of our decision to go with a smaller map, it was very difficult for the team with fewer capture points to get a strong positional advantage on the winning team after winning a major encounter like happens on Summoner's Rift, and furthermore it was very easy for the winning team to continually reinforce points in a way that assured they could cap and continually hold three points. We needed a mechanism to simulate the sense of being "deep into enemy territory" that can happen in Summoner's Rift, where for the winning team it takes longer to reinforce after any particular defeat and when the winning team gets aced it can be an incredible setback. As such we felt the best way to accomplish this was by adjusting the respawn times of both teams based on the difference in nexus health, effectively adjusting the amount of time it takes to reinforce any given location on the map. The respawn adjustments work as follows.

When one team in Dominion gets a lead in nexus health on the opposing team, the leading team has their respawn time increased by two seconds. By the same token, the losing team has their minimum respawn time reduced by 2 seconds. If the lead increases to 50 nexus health the spread increases to +3/-3 seconds, and after a 100 point lead the spread increases again to +4/-4. No additional adjustments occur after this point regardless of the point spread in the two teams. To counteract the fact that increasing the minimum respawn time can cause the winning team to be more likely to respawn outside of a window, we increase the size of the window for the winning team by half of the amount we increase the minimum respawn time. So holistically this means that the respawn adjustments range from (+2:+1)/(-2:-0) to (+4:+2)/(-4:-0) as the lead increases from 1 nexus health to 100 nexus health. When we launched we had the range set to +5/-5, but we reduced it to +4/-4 two patches ago.

Death reduction
Abilities and runes that reduce your time dead, such as the good hands mastery, simply reduce your assigned respawn time. This does mean that it can break the intent of the respawn system, which is to have you respawn together, but we felt this was the lesser evil than making runes you purchase have no effect at all. I'd be interested in a better solution.

Conclusion:
Overall we have found this system to have a drastic benefit to the game compared to when we used a traditional static respawn time, both in allowing players to respawn together and also destabilizing the 3 and hold strategy. Without this system in place evenly matched teams would regularly end up in 300-400 point leads when the game ended and the overall number of captures and point turnovers was much lower. Conversely, after adding the system we also saw that unmatched teams were basically unaffected and still stomped games just as well as they did before. 

Figuring out the proper configuration for how respawn should work in Dominion was a large challenge for us over the course of the project and is something we're still working to refine. Anyway, I hope this helps clear things up for you guys! Feel free to ask questions or give feedback and I'll try to answer as best I can.
- Brackhar, Technical Designer, via the official forums.

Season 2 on the Horizon

Posted on at 6:05 PM by Moobeat
The time is almost upon us!

Summoners!

The beginning of the Season Two Circuit is fast approaching in North America and Europe! Over the course of the Circuit, the most prestigious live events will award Circuit Points, allowing the participants to advance in the official Season Two standings. At the end of the Season, the top competitors from each region will advance to the Regional Championships, where they will go head-to-head to determine who will represent their region in at the League of Legends Season Two Championship!

Each live event will be worth circuit points distributed across the top eight places. In credit to the accomplishments of our top competitors, we will be retroactively awarding the winners of all Intel Extreme Masters, IGN Pro League, and Major League Gaming events that already took place following the conclusion of Season One. In the case of international competitions, teams can only acquire points for those that take place in their region. 

At the end of the season, the teams that have accrued the most Circuit Points will do battle for the right to take on the world at the League of Legends Season Two Championship. There they will compete against the best teams from all regions, including North America, Europe, Southeast Asia, and China for a prize purse worth millions of dollars!

Prepare yourselves, summoners! The battle for Season Two is fast approaching! Stay tuned for additional information as we draw closer to the official start date!

Spectator Mode

We are also pleased to announce that the first public release of our highly anticipated Spectator Mode is now in limited beta. Previously limited to use only on our tournament realm, you will now be able to select this option to spectate a game during designated testing periods. As with our previous limited beta releases, Spectator Mode will become fully available as soon as we are comfortable with its performance.

As a spectator, you’ll be able to jump to the perspective of either team, following the action as they see it. You can even opt to remove the fog of war altogether for a truly global view of the battlefield. Additionally the spectator will be able to quickly and easily reference information on either team such as in-game stats, item builds, gold totals, and ability cooldowns.

While it is currently only available in Custom Games, remember that, like all things League of Legends, there are still plenty of updates to come. Stay tuned for more news on Spectator Mode in future patches.

Spectator mode can be an excellent tool for those players interested in learning more of the nuances of League of Legends gameplay, or for shoutcasters interested in commentating on competitive play. If you are interested in spectating games, you should pay a visit to our Spectator Mode FAQ to learn more about this exciting new feature. 

This new feature is the first of many that will be forthcoming as we approach Season Two. Stay tuned for more information on this and other highly anticipated updates!
- Ttryndamere, President, via the official forums.

Aiming For A New Sivir Passive.

Posted on at 3:30 PM by Moobeat

When is the last time you saw a Sivir in game? Other than the close knit clique of dedicated split pushers, I rarely see a  Sivir hit the loading screen. Phreak has made mention in the past of a Sivir rework but we haven't heard much news about it. Below is a small tease of new information relating to the neglected Battle Mistress.
Current iteration of Sivir remake has a new passive.

Let the speculation commence!
- Phreak, Community Coordinator, via the official forums.







Just for reference, Sivir's current passive reads " Sivir has an increased dodge chance by 10 / 15 / 20 / 25% while moving." Remember that this information is tentative and may change.

The Math Behind the Baron Buff

Posted on at 3:33 PM by ArchNacho

Reddit user Pengastorto posted this very helpful guide to just how useful Baron Buff is.
"So we all know that baron is one of the most important aspects of this game. But do you know exactly how much it is worth?

Here is what everyone single person on your team gets from the buff:

40 ability power 40 attack damage 3% of your maximum health in health regeneration per 5 sec. 1% of your maximum mana in mana regeneration per 5 sec. 300 gold and 900 experience points 

If you turn those stats into gold, you'll find that:
40 ap = blasting wand = 860
40 ad ~ Bestfriend sword = 1650
3% of health as regen/5 with 2000 health ~ 60/5 = 4 regrowth pendants = 1740
1% of mana as manaregen/5 with 1000 mana ~ 10/5 = a meki pendant + a faerie charm = 570
and lastly the 300 gold.
(*note that an average champion would have around 2000 health and 1000 mana.)
If you add that all up, the baron buff gives at least 5120 stats worth of gold, TO EACH PLAYER! In total, baron grants your team a possible 25600 gold lead!"

This is pretty great, I absolutely had no idea that the gold value of this buff was so high! Thanks Pengastorto!