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Preseason 2015: Diversifying Objectives

Riot··4 votes·66,311 views

Welcome back! As mentioned in the overview, changes to objectives like turrets, Baron Nashor and Dragon are a large component of the 2015 preseason. Here we’ll be breaking down some of the changes and the opportunities we’re trying to hit.

Philosophically, our big goal this season is to encourage more strategic diversity in League of Legends. And what’s that mean? Well, this touches a lot of  different areas but it all boils down to making your high level decisions matter (versus tactical decisions like last-hitting, fight mechanics, etc). What champions can I bring? Where do I go on the map? How do I respond when the enemy team takes an objective? What can I do now that we’ve secured dragon? These things currently do matter, but we feel there’s room for improvement.

Objectives are already among the most strategic elements of League. Players have heated debates on what Baron is worth in terms of towers and inhibitors, or whether Dragon is worth trading for top outer turret. How about mid outer? What value do I get for taking mid inner vs. top inner?

With the focus we’re taking on strategic diversity, we saw a number of opportunities to better leverage the objectives that already exist to make the decisions around them more interesting and meaningful. So without further ado, into the fray!

Turrets

Turrets already do their job well when it comes to shaking up the game; taking a turret means the enemy has less vision and defense to return to, and their playstyle changes accordingly. So when we approached turrets for the 2015 season, we wanted to instead focus on how players were taking turrets, rather than the rewards associated. By changing up tower behavior at different tiers, players will have more strategic space to work with when it comes to choosing their objective-focused team compositions. Some details:

Outer turrets: We wanted to leave at least one set of turrets alone so we could have a ‘basic’ template for players to work off of, and felt the outer turrets were best for this. These will remain unchanged except for the stat tuning mentioned below.

Inner turrets: Taking an inner turret usually requires: a) precise movement (rotations!), b) strategically risky tower dives to push down, or c) a poke-heavy comp that whittles down the opposition before trapping them in from all angles. In the case of situations a and b, there are clear strategic counters available to all teams, but situation c is heavily focused on team compositions with little to no recourse once the match actually starts. For these turrets, we’ve added a regenerating shield that is automatically shared with nearby friendly champions, which makes it a little easier to withstand poke compositions (without completely invalidating them) while continuing to reward teams who play smart.

Inhibitor turrets: Losing an inhibitor turret puts an immense amount of pressure on the defending team - so much so that there have been many games lost where an enemy team has poured all of their efforts into a single split-pushing champion constantly threatening / grinding down a single turret. While we do feel this is a fair strategy when executed correctly (both for the split pusher and his team), there comes a time if the opposing team doesn’t have an equally powerful duelist, there’s simply no stopping the split pusher from wrecking their opposition under the tower and then eating through the lane. We’ve now added a new weapon to inhibitor turrets: a powerful energy beam that deals damage, slows the target, and reduces their damage output. When focused on the same target, the beam ramps up in its damage very quickly, making that minion-bloated split pusher think twice about diving against a reasonably strong opponent under the tower. There will still be many opportunities for split pushers to take advantage of their strengths, but there will be more ways for a team to defend against them rather than just picking a stronger duelist.

We want to call out that we’re not trying to destroy split pushing with the new inhibitor turrets. On the contrary, by making sure that we have good tuning levers (the damage, slow, damage shred and ramp speed can all be tuned to anywhere from useless to ridiculously overpowered on a smooth gradient) we can offer more counterplay against champions that are strong at split pushing, all while still keeping the game healthy. If split pushing becomes dominant as a strategy we can look to the inhibitor turrets as an alternative place to make changes rather than hitting champions. This doesn’t mean that we will never nerf split pushers again (NOPE! NOT PROMISING THAT!), but we at least have more options.

Nexus turrets: These are currently unchanged but are already unique by the fact that they are paired. We may look into more changes here in the future though.

All turrets: It’s worth noting that all towers have had their defensive stats changed slightly. However, this is mostly to help clarify how much damage a player will do to them and doesn’t affect their overall durability too much.

These changes all tie into the “generalized defense” concept we mentioned in the first preseason Dev Blog. We want to let split push or heavy dive comps be strong, but we also want to make sure that champion select isn’t even more impactful than it already is. To make sure we can achieve both we’re adding release valves to these strategies that are available to all teams, no matter their comp.

Dragon

Dragon and turrets have always had very similar rewards -- gold. Often teams will trade these objectives and end up in roughly the same spot they were in prior.  Additionally, when there is a large difference between comps that can take the Dragon quickly versus team comps that can take down towers quickly, most teams orient themselves around which is the most efficient reward for their time. By differentiating these rewards when a trade occurs, both teams can end up with different strengths and options as to how they progress the game from that point on. For example, a team that’s taken multiple turrets might have a more open map to pressure their opponents, but a team that has a lead in Dragon kills might pose a much larger threat as they get closer and closer to their 4th / 5th stack. These create interesting strategic tradeoffs between both teams as they balance their rewards, rather than simply distributing gold at various points in time.

Specifically we’re removing most of the gold reward from the Dragon (last-hitting it is still worth a game-changing 25g), and instead adding a permanent stacking buff on kill. Each stack grants an aspect of the Dragon’s power, perhaps his piercing claws, durable scales or powerful flame. Upon collecting all aspects of the Dragon, champions become immensely more powerful for a short time, and then subsequent Dragon kills reactivate the power. Each team’s stacks are totally independent, so Blue could have 2 stacks and Red 4 stacks; there’s no resetting or interrupting.

These buffs are specifically tuned in power to make trading Dragon more interesting, especially early. The early stacks are not as immediately valuable as the raw gold from other options on the map (for example, a turret), but without an early investment, the later power of Dragon is totally unavailable.

Since this is an entirely new model, we’re sure there will be changes over time, but currently the stacks look something like this:

  1. Dragon’s Hide: Blocks a small amount of damage from single target spells and attacks by enemy Champions
  2. Dragon’s Scales: +X% Total Armor and Magic Resist (currently looking at 5%)
  3. Dragon’s Flight: +X% Movement Speed (currently looking at 5%)
  4. Dragon’s Claws: +X% Armor and Magic Penetration (currently looking at 5%)
  5. Aspect of the Dragon: Triples all other bonuses and your attacks burn enemies for a high amount of true damage over 5 seconds.  Lasts 180 sec.

Our goal here is to make one or two stacks provide modest (but not game-changing) rewards, three stacks should provide a substantial reward, with a full investment to five stacks presenting a serious threat to ending the game. The full Aspect of the Dragon is a huge power spike, but given the rarity of it (currently would happen in ~2% of games) and the investment required, we want it to be extremely powerful. By contrast, three stacks (by current behavior) should happen more than ten times as often, and so is a more tempered reward.

These new Dragon rewards add much deeper decisions when different team strategies clash. If a team is pushing hard for a fast win, investing in Dragon fights is unlikely to be an optimal use of resources. However, a team looking for an end-game deathball would be well advised to start stacking Aspect of the Dragon as early as possible. When these two strategies are pitted against each other, the end-game threat of the deathball team will force some interesting decisions on the fast push team.

Speaking of pushing…

Baron

Baron Nashor has always been intended to be the siege-breaker; the ultimate answer to a team turtling and refusing to die. It achieves this goal but also, somewhat paradoxically, hands out a bunch of siege-resistance stats (regen) and has always felt somewhat lacking in terms of visceral impact. To really level up Barons reward (to go with his shiny new model), we trimmed some of the power that wasn’t really contributing to his purpose, and added that power back in a way that drives home the fact that Baron Nashor is the ultimate stall-smasher.

The Health and Mana regen have been removed from the Exalted with Baron Nashor buff and replaced with two new power-ups:

  1. Empowered Recall: Champions Exalted with Baron Nashor now Recall much more quickly. This should allow for a very quick regroup when needed and also allow for some interesting risky plays since hiding and getting out is easier.
  2. Empowered Minions: Minions near Champions that are Exalted are now enhanced with Baron’s power. Melee minions become much tankier, Caster minions deal more damage and Cannon minions get significantly increased range.

Pushing recklessly with Baron will now be more risky because the massive regen is absent, but cohesive efforts to crack an enemy team, by any number of means, should now be more rewarding.

The Objective Picture

In the end, our hope is that by creating uniquely incomparable rewards for different objectives, we’ll be able to promote strategic diversity by differentiating each game based on the accomplishments therein. A team who controls map objectives and wins by mounting pressure should see victory in a different way than a team who, for example, fast-pushes their way to a win.

As with all of our preseason changes we expect to iterate quite a bit. Things may change between now and when the changes go live, and they will almost certainly change as players show us the exciting ways these new powers can be put to use!

408 Comments

n0ob218 votes

This problem with LoL isn't with the game, its with the players. Want to make a better game? Start giving out perma's to all these shit talking 12 year olds.

Killer X 1218 votes

I'd be fine with this. They'll make new accounts, but hey ban those too.

Stack Trace27 votes

I think more automatic mutes would be the better solution.

ChampionHD10 votes
TotalJerk19 votes

Ha ha. It's funny 'cuz he's blind. Somebody makes that tired joke on EVERY news post.

9BfdXLiLRC8 votes

These jokes really Fizzle out

SmoothMoose3 votes

Urgot to be kidding me..

Baneli115 votes

Or make it the team's job to vote to kick a toxic player from team instead of being stuck with them for 20+ minutes.

derpasorusrex43 votes

I think muting is just a better option. There is too much potential to troll if you can kick some one out of a game. People troll when you'r trying to surrender already.

Merlin90947411 votes

there is also the problem with them feeding it is safer to just ban the feeders so there are different things you have to think about its not just toxic players its also the feeders

JangoSauce7 votes

But what if your not feeding on porpus(SP). If your not doing well in lane, you dont kick them, you just lost and be a good sport about it.

The Great Saiyan17 votes

To caveat what he said what about this RIOT... If the team votes to have someone removed from the ranked que, you put a damper on how much LP is lost. Im not asking you to take anything away from other team, but the team with toxic player shouldnt suffer due to a feeder or someone intentionally trying to throw the game.

MikeyBreezy9013 votes

Yea but what if you have an off game (happens to EVERYONE) and the team bands together to vote you off simply because you got outplayed, ganked, or just sucked that game. Ppl already put ALL the blame on whoever is feeding the most --why give them more power to troll someone that isn't playing well.

Play Yourself20 votes

I posted something on the forums like this too It's about how games become money grubbing and cater to 12 yr olds with direct access to parents wallet It introduces a community that depreciates in skill level with handicaps being introduced following an eventual pay to win option I'm hxc... Fuck the qq noobs... I see them whine in forums all day instead of obtaining skill Anyone who disrespects this comment doesn't understand the severity :p why you think wow has fallen so far from grace especially it's natural hardcore aspect Almost like I can say history repeats itself eh Though these changes can be good! So we have to wait and see I suppose cause all I gotta say is the tribunal isn't going to save skill just make people bash less lol

Sonicfiend71 votes

Are these changes really going to make the game better for most of the people playing? They sound like they are targeted largely to ranked 5’s by rewarding depth of strategy. But for everyone else it sounds like it will make the game MORE complicated with less clarity which will lead to sloppier play, less people becoming skilled in general and worse than all, will make "onboarding" new players more difficult than it already is.

I also feel this will REALLY punish solo-Q / people without skype/teamspeak/ ect. it’s hard enough to get people to agree to their lane/ role, much less specific team comps, and now I feel that for team comps to probably work you need to strategically target specific jungle buffs / objectives. That’s not going to happen without a wall of text and some arguing.

I appreciate the work done to keep the game fresh, and for someone who has been playing for over a year, there is some things here I will really enjoy and I can learn to work with, but learning this game to begin with is time consuming, hard and frankly not even fun unless you already have a crew that will apprentice you through it.

Before, teaching someone this game was a lot like teaching someone how to play soccer, it took some time to get the basics but you can pick it up and eventually master a couple of aspects. Now I feel it’s going to be like teaching someone how to play ice hockey… and they don’t know how to skate…

CasterGilgamesh3 votes

then how come people like dota 2

9BfdXLiLRC45 votes

Because Dota 2 has an ingame Voice System. Press G, and boom, youre talking to you teamitem 3301

Rashilush8 votes

^ This

Eskens20 votes

SonicFiend, I'll attempt to answer some of your questions, and relieve you of your worries.

For the issue of complexity, League of Legends is all over the place. Some champions and roles are incredibly simple (ever play ADC Ashe? Of course you have) while others are very hard to master (Jungle). Changing up some of the mechanics doesn't make it that much harder to figure out if you put the time in.

Going in to solo queue, isn't that all about individual skill? The changes to inhibitor turrets is aimed at split pushers, so it's up to people playing split pushers to get to know the turrets intimately. A good jungler will keep an eye on dragon anyways; now they just need to understand if their team is an "early-game" or "late-game" team, and decide if the dragon should be contested. If not, they should tell their team to ignore it and focus on lanes; other players should trust (........yes, trust in solo queue) the junglers call. And of course no matter what role you're playing, investing gold in vision control around baron is always smart.

About newcomers to the game, I must say that it doesn't matter how much Riot changes the game, until a solution comes about for the vast number of bots in low level play (Like the changes to refer-a-friend, maybe?) it simply won't be fun. Outside of that, when I was a low level, Junglers didn't exist, and split-pushers got called "noobs", so you're right, these changes are for higher levels of play, for those level 30 account, for when League of Legends gets real.

The Capn Cook9 votes

I think what Sonic is trying to get at is that newcomers aren't patient enough to sit here for 6 hours a night learning how to play Ashe or anything. The game used to be plain easy to get and it was simple but, implementing so many changes that make the game more complex for those who have played for awhile they adapt, while new people are like, well what the hell is attack speed. Hes not trying to say just in high elo or just in ranked this is a problem. In which case you haven't even touched tips with the point that the playerbase will never increase if the game is so complicated. Your just basically only talking about high levels, or high elo. It does matter how much Riot changes the game.

Kalislayer13 votes

But the fact of the matter is if you want to learn to play League, you're going to put in the time to learn how to play it, whether it's complex or easy can't really be judged by us players who've been plays for years. I don't know about you, but I can barely remember being new to League. I remember the sense of wonderment I had at all the diversity and customization, but actually thinking about how my skill levels changed is something I can't do, because I can't remember my first week of League. I've had so many games between then and now it's hard to remember learning the mechanics and learning how to last hit and learning what builds into what. It would seem more complex coming from us vets, because we SEE what's changed. A new player starting fresh in S5 will know nothing of S2 and therefore won't be able to miss it.

I agree with a lot of the comments above. The problem with League isn't Riot, (other than those slightly more than frequent server issues) it's the players. But it's not just the trollers, AFKs, and unskilled players. It's equally their fault as it is the elitist vets who won't take the time to show someone the ropes. Don't get me wrong, I've seen my share of belligerent "I don't even care" players who want to play their way and to hell with everyone else, so I know how hard it can be to try and help people, but even in ranked I'll readily throw a tip to the enemy team if they're getting completely obliterated. It's even made me lose a couple winning games. The fact of the matter is there's different ways people look at League, some of us take it seriously and some of us just label it as another game and don't care.

That being said, there's nothing Riot can do to fix the community. Muting is your one and only true defense against them. And then if they feed or something, then all you can do is report and hope they get banned. Until such a time where Riot invents a way to stop people from being human, then we're stuck with the community we have, and our only options are to try and mentor people into being better people as well as better in League.

Toster1man4 votes

Agree. Almost all the changes are pushing for full five man premade teams. Not to mention with Kalista, you could never blind duo again.

Felix CuIpa4 votes

well said. Riot has been talking alot lately about clarity being a priority, but these changes dont focus clarity at all. I understand the reasons behind each single change, but when you add them up, there are alot of new factors.

For instance, in a 1 v 1, say you die, you're mad "how did he?" or "how did I die?" or some confusion grips you. There is not really a clear answer to you. maybe you forgot to factor in the inner tower shield that was charging on your opponent, maybe the dragon buff was still on. Maybe he spotted you early cause he used smite on wolves. Maybe he smited you? Alot more maybes just got added to the game, alot more factors. Not that its a bad thing, but where clarity around a champion's kit, plus item build, and player skill determined fair game play, new buffs and additional "strategy" factors might clutter and confuse real victories, good plays and good games.

MeesterMoo38 votes

There's about a Zilean changes in this preseason.

punsofdamage

zHops23 votes

Draven Like :) Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Teemo Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven Draven

Kulahan39 votes

I SEE YOU, TEEMO

ModWulf Helhammer44 votes

not if he stays still for 2 seconds you dont

CoffeeMan10 votes

I logged in just to upvote this.

Naut A Problem21 votes

OH boy, this URF mode looks really fun!

Stinging Liver19 votes

yey i can smite teemo now :D Teemo summoner 11

wwbeutel19 votes

Azir laughs in background "you think a stronger turret will stop me? It will only make me stronger."

Frostblastofdoom25 votes

Azir BWAHAHAHAHAHAHAHABAWK Got a bit carried away there. I'm leaving nowsummoner 6

ValiGuy32118 votes

Gnar is so cute

ThePolarpin15 votes

Can we not have the Dragon buff be seen by the enemy? I don't want the enemy team to be able to gain free timers.

Metym6 votes

You can time out Baron when you see the purple floaters. and someone is most likely going to go check if dragon is up when your team thinks they are taking it anyways. also this leads to people actually thinking about what trinkets they buy instead of just auto buying that ward trinket. a good item 3363 or item 3342 makes the game more interesting. I for one am tired of looking at the team build menu and seeing all yellow in that side column.

Dakadoon14 votes

After four years of making this game, the LoL team appears to be getting better and better at improving it in every way, and based on what I've seen, I trust you guys to make a season better than any previous season next year! :d

El Gato Lopez13 votes

"Lets make things more complicated for the sake of making them more complicated"

CasterGilgamesh25 votes

thats called dota 2

A RipperoniPizza12 votes

"Hey, now minions will do more damage than me." Evelynn

Acandia10 votes

They already do..

Edahsrevlis12 votes

IDEA: Cheap consumables (like elixir of brilliance) that you use on your turret to grant the turret an extra ability for 5 mins. Such as:

  • health regen to allies
  • mana regen to allies
  • turret attack stuns every 2-3 hits
  • +50% turret attack speed
  • turret regen +1/sec
  • 500 damage shield
  • spiked armor (hurts minions that attack it, like Thornmail) Context: Can give supports or jungles incentive to buy an item that empowers another lane when needed by buffing its turret. Like a champ attack speed boost if your Vayne is forced to farm under the turret, etc.

IDEA: By the time late game is reached, Nexus turret damage is really underwhelming. Add something to them like increased attack speed or a true damage burn.

Doctor Awsome11 votes

i think the new dragon portion and how you get buffs is pretty cool, sometimes gold doesn't always win games

Killer X 129 votes

Wasn't there a think about turrets ignoring armor or something? I think i read about that before, if so that'd be great. I'm tired of people just being able to walk under turret and do whatever they want. Late game its literally like towers do not exist.

Krell3565 votes

While I agree partially to what you're saying if turrets were too strong late game it would just become a turtling game at the end.

Eskens11 votes

No offense, but I think tanks should be able to get to a point where turrets don't really exist. Ignoring armor is just silly, IMO. An armor shred would be better, because a besieged team would have a better shot at defending. And also, if Riot would consider giving turrets both Physical and Magical damage, then Rammus wouldn't simply rush thorn-mails and turret dive for win. Then it's only be late game tanks that could truly dive.

Mr Mystical7 votes

Wow, League as we know it is really going to change a lot and I think it's all heading to much more powerful team play which is so lacking some times in solo/duo ranked. I like what I'm seeing and all the thought going into changing up the game for season 5! This post is Heimerdinger approved for advanced engineering of the game.

shadowhunter44447 votes

I don't know what to think, but I trust you Riot! Go forth and make this great game better!

Kittyboi6 votes

Dragon is the new Baron then?

The Master Dodo5 votes

So they're nerfing Yi, Zed, Yasuo....... no more split-pushing in season 5 T_T

Random Task25 votes

They're actually making an item to help with split pushing and allowing red buff's burn to apply to towers....

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