: no legendary in shop
It's extremely likely, but not guaranteed. If you play specific combinations of champions and/or already own legendaries for champions you play regularly it's less likely the algorithm will have been able to find a legendary for your shop.
Green Tea (OCE)
: Any update on Volibear/Fiddlesticks reworks? Also what’s happening to ohm {{item:3056}}
Voli/Fidd - Should have an update on them in a champion roadmap blog shortly (I think it goes out tomorrow, though wouldn't swear that was the case). Ohmwrecker - Similar deal, should have details once the preseason blog goes out (that one might be tonight even post stream?)
: I posted this on twitter and was told I should post it over here as well: I find it hard to word things like this, but basically without league, who knows where I’d be now... I wouldn’t have the incredible friends I have now.. and that’s honestly the biggest thing League has given me. These friends I hold so dear mean the fucking world to me. They’ve pulled me out of dark times, given me the biggest smiles, and helped me find who I really am and somewhere I fit in. My goal in life is to travel the word and meet my friends that I met through league because they have genuinely changed my life. I call them my friends.. but they’re not friends, they’re all family to me. I love them all so much. So Riot, League of Legends, Thankyou so much for the family you’ve given me. I wouldn’t trade it for the world. ❤️❤️
Thank you for sharing, that's really heart warming. Are there particular places you want to travel first?
Lkr (EUNE)
: Meddler, When you will release this year victorious skin? This week? Just please tell the day...
I'm honestly not sure of the exact day. Last I heard the splash art was being polished so should be fairly close given that's one of the final steps before a release.
: today i learned that the map is on a grid and that is why poppy's E can feel wonky. I am enjoying the little nuance things you get to learn from the streams <3
Yep, visible geometry and navigation grid are very similar though not quite identical. Leads to the occasional oddity particularly around things that look like really smooth curves.
: Hi Meddler :) Wukong news plz? or candidate for small buff?? any time soon? {{champion:62}}
Folks, I understand you're frustrated we've done a poor job of getting Wukong changes out at a reasonable pace. I sorry about that and would love for it to be otherwise. I'm not holding out any information and will share it with you when I have it. At this point I'm going to stop responding to these posts that crop up everywhere though until I have something of substance to respond with.
: Do you remember when Karma had shield bomb? Would be nice to get it back one day :)
Something I was thinking of doing was getting some thoughts together to post in a week or two on the problems we create when we have champions who've been through too many different forms over the years. Karma's probably the clearest example of that, with I'd argue 3 distinct versions, each of which has players who preferred that particular form. Meeting the needs of any given group then involves trade offs for the others. We did look at getting the shield bomb back onto the kit last year but concluded while it met the needs of fans of older versions of Karma it would come at the expense of a lot of current players.
: Do you miss living in New Zeland
Sometimes yeah. My parents and siblings are there and I don't get to see as much of them as I'd like. I miss the countryside too, especially given how different LA is. On the other hand LA's been good to me, both in terms of professional opportunities and new relationships.
Danasko (OCE)
: Thank you so much for your answer! I must agree that playing old Urgot gave a sense of guilty pleasure that I can't say I didn't get my fair share of experiencing ahaha
Gotta get that ult onto another champion someday. Reflecting on it as we speak I'll have to go poke a couple of champion folks, see if it's fallen off our radar for some reasons. Always felt like a good spell just in the wrong place.
Danasko (OCE)
: Hey Meddler! Would like to ask you a question, if you were able to revert a change or go through with a change that you didn't end up going through with in the end in league what would they be? (Just one is fine if you'd prefer that! :) ) All things considered, League is a fantastic game and thank you so much for helping to make it such a huge part of my life!!!
A change I regret in retrospect - Our approach with class updates. We got some good results I feel (e.g. Darius or Caitlyn) but had a lot of misses as well. Overall tried to do too much at once and quality really suffered, leading to some champs that needed to be reverted and others that were sidegrades instead of upgrades (which is still a failure since that time could have made other parts of the game better instead). A change we didn't do but I wish we had - Something we tested a couple of years ago were units we were calling 'base guards'. They were team affiliated and roamed around in your side of the jungle. They'd attack enemy champions, so you could move to them for help with invades. They were also worth quite a bit of gold and never respawned, so gave another success condition for assassins/other burst champs. We didn't ship them because we couldn't get the gameplay right, they ended up feeling like trivial challenge for gold, or irrelevant, or too warping on normal play etc. I'm not sure if there is a good form of them out there, I would have loved to have found and shipped one though.
mrjamesie (OCE)
: Hey Meddler, How's your day been so far?
It's been great, thank you for asking! So far I've played some games, given away some RP, done some bug fixing (I don't get to do hands on work much anymore so it's a nice change of pace), some player communication like this and eaten a bit too much. I'll be taking part in the evolution of champions stream section a bit later and then looking forward to the main part of the stream a bit later than that. How has your day treated you?
FrostInks (OCE)
: I'd like to thank Riot for all the memories and friends I've made while playing this game over the years and say that I'm excited for what the future holds. As someone who is interested in working on League design content, what would be the best format for creating a portfolio? Side note - where could small QoL/typo/tooltip fixes be submitted?
And thank you a lot in return for being part of the community, doesn't work very well as a game without players :) Design portfolio - things like flash games, board game prototypes, mods for other games, published writing or high quality videos on games tend to get good attention and help get a CV/Resume through the initial screening process. Are there particular types of design you're especially interested in? QoL/Type/Tooltip bugs - Our QA teams do sweep through the bug report Boards so stuff there should get added to our bug backlogs.
Danasko (OCE)
: Maybe if you have time to answer another question, what champ idea/concept would you like to see introduced into League in the future the most? Or if you could delete or change a champion in anyway, which champ would you choose?
I wouldn't want to completely delete a champion, they've all got players who really enjoy them, even if some could be a lot better. How much of an existing champion's identity to keep and where to cut's always a tough decision with updates. I think we've sometimes changed things unnecessarily but are at least getting better at preserving more. From a selfish perspective I'd love a character who played a lot like old Urgot. He had counterplay issues, balanceability problems and just a somewhat disconnected kit in general. I did really enjoy the combination of ranged bruiser and that swap ult though, lead to a lot of unique plays.
TheBioB (OCE)
: Hi Meddler, I have been very excited for this announcement. I couldn't sleep last night - too excited. Can't wait for it to start!
Very much looking forward to it too! Can't wait to see reactions to the preseason stuff especially, plus some of the new TFT set will be good to be able to discuss a bit too. I admit, was a very easy day to come into work today.
  Rioter Comments
: So whats the go? this happening?
Not yet unfortunately. We're seeing something odd where the change works fine on internal servers but then does nothing when applied to Oce. Looking into why that is, will update once it's addressed and patched out.
  Rioter Comments
Nightjar (OCE)
: what happens if we miss the remake (because sometimes we fail to notice the remake) and so we have 4 players at 15min? Can we still do the ff@15 if we can get 4/4 players to agree or 3/3 in the case of a duo dc? I know it'd be counted as a loss but winning a 4v5 is hard, and so maybe ff@15min might be useful here if we missed the remake window and we're stupid and so yes we should lose the lp or whatever, but at least we don't have to suffer 20min of getting outnumbered and brutalised.
Yes, it's 100% of players on the team at the time, so 4/4 would work.
If you don't like it, vote no. This early surrender approach we're testing here will never apply to you if you don't want it to.
sh00zyz (OCE)
: Just to clarify, the whole team has to agree if they want to forfeit at 15, and past 20 minutes, only 4 members still have to agree with surrender?
: How often are surrenders 5/5 vs 4/5? Is there any point testing a 5/5 required surrender, when its going to be such a tiny portion of games? This is aimed at fixing "bad" games, I presume you mostly mean games with trolls and feeders, This isn't a fix for those issues, do you have any data on how often trolling/inting players vote not to surrender? Games with intentional feeders and trolls are the ones we want to get out of, how does a 5/5 vote help us?
I don't have surrender data available at the moment (posting from home since it's late here). From memory 5 man surrenders are fairly close in frequency to 4 man ones though. There are certainly issues with players looking to feed, troll etc sometimes. This change isn't intended to target those situations- surrendering earlier there is a slight bandaid at best on a bigger problem that we should be working on in other ways (reducing frequency of that behavior, not just reducing duration your game is ruined for before it ends). What we wanted to explore instead was whether there was value in letting a team end things early if they all agreed they wanted out. Even with really sportsman like players that will happen sometimes if things just don't go your way.
: Why Surrender at 15? Some games are lost even at the 10 minute mark (in rare cases)
We wanted to start by testing a moderately earlier time to get an idea of how much extra use an earlier surrender would get without extreme changes - assess the impact of that, then consider testing other timings potentially. We also wanted to avoid situations that encouraged the occasional player who complains the game is over as soon as anything goes wrong when it's still extremely winnable (enemy jungler got first blood, let's open mid etc). 15 minutes felt like a good starting time as a result to target where we hope players will have given the game at least a moderate amount of time to see if it's really not going to happen or not before suggesting a surrender.
: How often do you predict this function will be used?
Our expectation is that it will be pretty uncommon but, when it does get used feel like a decent relief for the team using it. Infrequent, but high impact basically. That's very much a theory though that hasn't been proven, hence this test to look at things like whether the unanimous requirement is the correct approach, whether we've got the timing right, if player behavior towards their team changes at all etc.
: Wow thanks Riot for responding, I thought you never would :)
Welcome! I try and drop by the Oce forums every so often to see what's going on here (apologies this reply's so late).
: Champion concept idea
Using basic attacks as light hit that sets up powerful follow up abilities has some pretty cool potential. Might be able to do some cool stuff if you take the concept a bit further and really concentrate the power of the combos rather than spreading it around as much (e.g. jabs only deal 50% of the damage of a normal attack, follow up shots are really powerful against open targets). What sort of appearance and background did you have in mind for this character? Could be some opportunities to tie follow up strikes in with some more thematic hooks beyond 'boxer' too.
: Will OMEN ever be released?
It's incredibly unlikely we'll go back to Omen. He was never finished and there are a lot of other champion concepts we believe are better choices to put the time into instead.
Yazo (OCE)
: Kindred Release Date???
Hopefully early next week with 5.20 (odds seem high, always the risk of unknown bugs cropping up with patches though).
: is that a southern cross I see? that's a pretty legit idea for something that represents both AUS and NZ... its a shame john key wants to change the NZ flag tho
> [{quoted}](name=Hugh Lovett,realm=OCE,application-id=3fteLeTW,discussion-id=yHhIOYjO,comment-id=0009,timestamp=2015-09-29T03:49:04.399+0000) > > is that a southern cross I see? that's a pretty legit idea for something that represents both AUS and NZ... I had a similar reaction when someone first mentioned the idea at the office here, really stood out as a multi country thing, in contrast with the various pop culture or historical themed ideas suggested. Lot of those were cool, but either really single country or concepts that didn't travel well to wider audiences (plus as a kiwi must admit I'd have been personally been a bit sad to see us go with something that didn't have at least some NZ connection).
: Are you guys currently planning on making more champions where abilities (not necessarily an ultimate like Last Breath) cannot be casted unless the target enemy champion (or monsters etc) are under some form of CC (Last Breath --> Airborne)? Also, Ao Shin is a dragon based on 'wind' so far...could his ultimate be him diving into a target location, since he's based on a Chinese styled dragon, when he flies it should be in a slithering fashion throughout he air, 'fly' really quickly around the target area and shifting all enemy champions caught in the AoE to be shifted 180 degrees clockwise (or anticlockwise for aesthetics) so with Ao Shin around, the tank can no longer 'body block' for carries?
Abilities with conditions to cast are something we're planning to explore more. We've currently got a kit in testing for example that includes an ability that can only be cast on crowd controlled allies (not a cleanse, but something else that lets you help out). That particular ability might not make the cut, the direction's something that seems pretty interesting though.
: Any new breakthroughs on Lissandra's passive rework? Personally I think it's pretty alright as it is, but the shield idea sounded interesting
Couldn't find a way to do the shield that gave interesting gameplay without adding significant power to her. Given her current popularity and effectiveness that doesn't seem appropriate, so no current plans. Will reassess if that changes or if we feel we need to take power out of her somewhere else.
tochochom (EUW)
: Hi! What were you exactly thinking when you designed Gnar? Transformation system is odd. I mean, it feels like a champion that will never be able to be in a good spot in competitive play because it is too unreliable and easy to counter, and if he was picked that would mean he is way too overpowered. He is pretty fun to play though :D Also, I heard riot would consider designing champions with a similar transformation style. I thought it could work for a support!!! I mean, mini gnar can have crazy kiting and dmg while being small, and be a massive tank that provides CC on TFs... Which makes gnar hard to build and predictable and avoidable on TF. A support which can't control transformations (I was thinking about the transformation changing after X seconds automatically, although other mechanisms could also work). I believe it would create very interesting laning phases and curious gameplay, because you would be able to give him a strong kit with many solid skills. I mean, imagine you gave him a similar skill to thresh lantern or blitzcranck hook! both bot laners would instantly change their playstile aaccording to transformations. And both teams interact with the mechanic! ( teams would decides when to be agressive/play safer/coordinate ganks...). About the actual champion, you have infinite possibilities... I was thinking in maybe a darkness-light theme or anything related to opposed elements, maybe Q being one AOE heal which reduces the radius and increases healing of the skill over time in one form and reduces resistances in the other one, for example
With Gnar we wanted a transformation that felt really different to other form swapping characters, partly out of your control, with playing around that being one of the key skills to learn on him. I think a balanced Gnar does have a home in competitive play (if you've got a team that can set up his transforms well, or if the enemy has a team that isn't well suited to dealing with them), I don't think he should be as universal a pick as he can be at the moment though. Another champion with a partially controlled, or even uncontrolled but predictable, transform's something we'd be open to someday. No current plans for one though.
Noobleah (OCE)
: Haro! Just asking what is your favourite food? my favourite food is **CHICKEN** :D
Pheenom (EUW)
: You've worked in the devolopment of two champs that can change form, ¿could you say what are your thoughts about Quinn? ¿Any ideas about reworking her kit ?
I think she'd benefit a lot from her ultimate having a clearer purpose. At the moment it's a combination of mobility over a period of time, melee damage and an execute. Picking one or two of those to really focus power in could give her a much clearer niche in the game.
: Thanks for doing this! When you do power budgeting for a champion, do you use a numeric system or a "go by feel" system? Is power budgeting done by assigning numeric values to things such as mobility, damage, crowd control, and utility, or do you rely more on your experience making champions to come to a conclusion? Thank you for your time! Choingler
A combination of qualitative assessment (no mobility, high range, moderate tankiness etc as we define strengths and weaknesses) and extensive playtesting primarily. Numbers comparisons can be really useful for some things that are easy to objectively (damage in a burst combo or effective health for example), but can be really misleading when you're trying to assign values to complex aspects of a champion that don't necessarily compare well (how many points is Tremor Sense on Rek'Sai worth compared to the reveal on Lee Sin's Q and E?).
Happiest (OCE)
: Is DFG really going to be taken out? If so what are the replacements?
Yes it'll be taken out (there's a post in the thread somewhere from Xypherous that outlines the key reasons we think that's a good choice). We'll add in an alternative large AP item to replace it, not sure on details/timing yet though.
Reticent (OCE)
: Will Alistar get a new quotes/voice-over to go with his rework?
Not to go with the current changes. We ended up with some spare model/texture time, so took the opportunity to improve those while other disciplines were all busy with other work.
: Hi Meddler, I was wondering why the {{champion:134}} nerfs were so heavy? I can understand the q damage getting nerfed until she gains her passive at level 9, but many people feel that her stun is going right through opponents now. It feels like you are no longer rewarded for landing her skillshots anymore whether it be her q during the laning phase, or her q+e at all times of the game making her way less effective for teamfights and winning the game. Will her crucial stun for surviving and making plays ever be fixed? :/
We've been talking about that today. Bigger nerf than desired's the initial reaction, and spheres clearly going through a target that then isn't stunned isn't intended. We'll follow up on that.
: Hey, guys ! Hope you still lurk around here to answer our questions. I have a few, because I'm doing a **paper on League of Legends** and your answers (the more Rioters, the merrier) would help me a lot. 1. Statement. First off, female champions are a third of the total champions. Question: **How do you guys see that? Or Riot in general? is it a good ratio or do you think it could be improved? ** I'm asking this because feminists would argue that it has to be more or less 50% females, but there is this understanding that males would not use female characters because they feel emasculated. To this last argument, though, I have my male, straight friends who play females because of possible sexual desires/frustrations, etc. 2. Meddler, you've worked on Lissandra, who is one of my three favourite characters, I need to ask: **why did you give her those sexual innuendo jokes? It doesn't seem cohesive with her character at all. ** Also, there are several other female champions that have this issue, that are sexualised where there's no need, another example would be Elise, overall, Nidalee's dance or Janna with her joke (the hotline one). I get Ahri's thing, Eve's too, even MF's. 3. And lastly have you noticed that a lot of the **female champions seem to fall into two categories?** Either be particularly frustrated about wanting vengeance or inflicting harm (My examples here would be : Katarina, Morgana, Lissandra, Sejuani, Diana, Syndra, Kalista, Zyra, Shyvana, Vayne, Cassiopeia, Irelia) or the relatively balanced ones: Ashe , Akali, Kayle, Poppy, Soraka, Anivia, Janna, Sona, Caitlyn, Karma, Vi, Leona, Nami ? Of course, there are the happy ones, like Lux, Lulu or the unhinged ones, Annie and Jinx come to mind, and a few other examples, but i find it harder and harder to find some good mages that have appealing mechanics and don't have a story of frustration, therefore not yelling about hey they will get vengeance or murder someone.
I can't speak for Riot as a whole, my personal opinions though: 1. I'd consider a roughly equal number of male and female champions to be appropriate. I could also see a good argument for some effectively genderless, or in determinant, champions in the mix as well (Malphite if he was just a living rock for example, rather than a character with a male voice referred to repeatedly with male pronouns). 2. Jokes tend to be somewhere where we break character a little bit, put in something a bit lighter hearted that'll add a bit of contrast. That was the intent with Lissandra's jokes from memory (didn't write them myself, not my area of expertise, but was involved in the discussion of them). Elise I'd agree feels unnaturally sexualised for her concept, I'd expect if we were making her today we'd either want to make her sex appeal a more central part of her kit or less of a focus. 3. Vengeance/anger's a motivation I think we've tapped into a bit much for new champs, regardless of gender. It's a theme we've been pulling back on a bit as a result (both in many recent releases and a number of upcoming champs).
: And what about Champ design?
Similar set of skills overall, though with an extra focus on thematic creativity and a bit less need for a strong understanding of current high level play.
vHasto (OCE)
: Do you have work from home? If someone was to be juggling work and schooling?
A number of people will work from home occasionally, particularly when they've got something they really need peace and quiet to focus on. Generally though that's something like a day every few weeks, the odd afternoon etc, not substantial periods of work offsite. Most of the design work we do tends to be really collaborative, so extensive remote work's not generally practical.
: Can you at least say how ready he was when you guys last worked on him, assets-wise? I'll understand if you can't. :) But wasn't the issue with a thematic issue? Or a Theme/Lore-Gameplay issue, rather than an Animations/Technical-Art-Gameplay? That's what I remember from past posts and comments about Ao Shin.
Not at all ready asset wise - issues like this tend to crop up in the proof of concept stage where you're experimenting with how to do something, rather than actually making it. There were some thematic and gameplay things we needed to answer as well, animation/model questions were some of the biggest ones though.
: if his body is serpent-like would it not be similar to the way {{champion:69}} was managed?
The prototype we were experimenting with had a longer body than Cass, particularly proportionate to its width. Cass also has the advantage of having a clear distinction between parts of her model (vertical versus horizontal), making it easier to communicate which parts of her are targetable.
Beats29 (EUW)
: Hi Meddler sorry for intruding on your AMA but I needed to respond this comment. 1st of all, many greets for creating Lissandra and Elise (please buff Elise to a lane mage again T.T). Their themes and playstyles are surely on my favorites. I simply love them, so fun champions to play along with great concepts. I'm hoping you to see more awesome concepts made by you, as well damn fun to play (Avé Ziggs!). 2nd, I already thanked you before, but on behalf EuW community, thank you so much for listening the feedback when doing some changes like you did about Urgot. We were feeling a bit step aside on that time, and that surely put smile on us, thank you so much. And no Xelnath, you weren't forgotten :P Now onto the question I was talking about, I've read you're testing changes for Annie since DFG was removed. Surely she probably will need some help, but aren't you concerned that she will return to the problem she was on S4 start as support? Specially after the nerfs to traditional supps like Sona? I think this is a very delicate issue. Cheers, and hope you're having fun with your AMA!
Seeing Annie support some of the time's not personally a concern - I think it adds some interesting variety to laning, team comps and champ select. If Annie's only played as a support though that would be a problem we'd want to adjust for, ensure she still feels useable as a solo mage as well. Not currently concerned about that, given the changes add power to Tibbers rewarding Annie's with solo lane XP to get ult ranks quicker, will definitely keep an eye on her post patch though.
Mansana (NA)
: Why not take influence from the cinematic? Make her throw her teddy bear as an animation for her ult so it could have missile speed similar to how the balance team did with Corki's Q. That way there is at least a time gap for players to dodge Tibbers. However, it kinda makes flash Tibber plays less impactful. Also you could give an Orianna passive to Tibbers so actually macro-ing Tibber's auto attacks make an actual influence, and since he's a melee character with such a slow movement speed make it so he can gain movement speed per auto which give him the fierce aspect from the cinematic. Just make it so he's actually dynamically interactive during a team fight and actually a threat from beginning of cast to the end of his life cycle.
A Tibbers throw would be an appropriate way of adding some counterplay to Annie's ult, agreed (and could look pretty cool too). I'd be a bit cautious about doing so though simply because, as a short ranged mage with no mobility, Annie relies really heavily on how reliable her play is once she can actually get into the right position. It's been a nice bit of variety to see Annie picked recently and I'd hate to see her vanish if we eroded a strength she's really dependent on that, while sometimes frustrating, isn't necessarily unhealthy. With you on making Tibbers more engaging in fights, would be cautious of a feast or famine approach with a movement speed increase though (if he can hit you, he can keep doing so, if he's not on you already he'll never get there).
: What were some of your favourite abilities that were scrapped for champions you designed?
Varus used to have the ability to set brush on fire. Was very cool, though only moderately useful and at least at the time we didn't have the engineering support to do the ability properly either (make it look good, temporarily remove brush etc). Hope we go back to that someday though. One of Gnar's first ults allowed him to devour an enemy champion, removing their vision and carrying them around in his belly while he dealt damage to them for a few seconds as they got digested, before spitting them out. Really liked the skill overall, didn't fit well with his limited control transformation however (was only accessible in Mega form of course), so we pulled it off. We're trying it again on another character in development right now, might not work out but very interested to experiment with it.
: Why do you end up discontinuing champions such as; Blind Monk, Omen, Sand mage. and end up releasing them again with different names. Lee sin, Rek sai, and Azir are all very fun champions why where they stoped in development long ago and then re released?
Sometimes champions don't work out and we'll cancel them. That was the case with Blind Monk, Omen and Sand mage. In the case of Blind Monk and Sand Mage we decided the core idea was worth trying again, and went back to them and gave it another shot. The versions of those champions that got released are really different to the originals that were stopped at the time though.
: out of curiosity what is your main?
I've played more Janna than anything else and she's still one of my main go to's if I really want to try hard :D
Meddler (NA)
: Meddler, Lead Champion Designer Q&A
Thanks for the chat all, I need to head off and grab food. Will drop back later tonight though and add in a few more replies.
RLG Shaky (OCE)
: hello meddler :D just curious to know how you became a game designer for riot, what uni degree did you have to get, what are riots requirements on choosing a game designer and i would love to know any advice on becoming a game designer, its my dream to become one and create characters just like you!! thank you :D
Riot tends to hire a lot of designers with analytical backgrounds (programming, engineering, hard sciences, maths etc), though that's because people with those backgrounds are more likely to have the sort of approach we're after, not that those are essential. I studied Geography and Film, TV, Media Studies initially then, after working for a few years, went back and picked up a Masters in Transportation Engineering. In terms of advice biggest thing I'd recommend is working on games directly, whether mods, flash games, board game prototypes or whatever. That both teaches you a lot about what works/doesn't and gives you some great examples to talk through/add to a Resume.
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