Preseason 2016 crests the horizon!

Riot·10/27/2015, 1:09:24 AM·6 votes·305,546 views

Welcome to Preseason 2016. We’re trying to keep the conversation low-key for now with the Worlds final right around the corner but, with a pile of changes hitting the PBE soon, we wanted to get ahead with our gameplay goals for this preseason. After Worlds, you’ll hear more from other teams at Riot - with more than just gameplay! - but we’ll keep this focused on what changes will be hitting the PBE for this preseason and the upcoming 2016 season.


Let’s talk seasonal goals!

You may have already seen our early work with the ability power itemization changes in patch 5.13 to the juggernaut update in 5.16, but our goal for 2016 is to make each game of League of Legends feel unique. From the different champion strengths you bring, to the items you take to battle, all the way to the masteries you choose - we want your decisions to matter and have a clear impact on how each game plays out.

That said, this preseason we’re focusing on...


Updating Marksmen

Through the years, marksmen have lacked meaningful differences, with their identities typically centered on the same thing: do lots of damage from range. In cases like these, if you’re being judged on only one competition (damage), you get a pretty obvious power ranking with no real roster depth.

Our goal is similar to our work with juggernauts, where we targeted a group of champions (in this case six marksmen - Corki, Miss Fortune, Graves, Caitlyn, Kog’Maw, and Quinn) who occupied similar strategic spaces, and gave them a little more ‘uniqueness.’ We’re doing this in two ways: how the marksman plays, and how the team plays with them. For the first, since marksmen are so concerned with their basic attacks we want to make sure each feels different. Should you have brought that shotgun to a javelin battle? Maybe! For the second approach, we want to really push the breadth of what a marksman offers. Much like how you pick Ashe for global stuns, or Sivir for when you gotta go fast, or Miss Fortune when you need some wombo for your combo, we want teams to think different based on who’s joining the fray.



Marksmen Itemization

Hand-in-hand with the updates for marksmen, we’re bringing some deep changes to marksmen items like we did with ability power purchases and juggernaut gear.

When we first tackled AP items, we wanted to accommodate the mages who blow up squishies while also offering equal opportunities for those who control the battlefield. When it comes to attack damage items, however, marksmen will always be focused on what lets them deal the most damage at any given point in time. Knowing this, we're offering more options when it comes to who (or what) you want to fight, and how you contribute to your team through that choice. So whether you want to be a lone gunman, dueling on the edge of the fight, or the nimble spellcaster, or the siege machine and tower crusher, we’re providing you with the right items to buy so you can take out the right targets.



Keystone Masteries

We’re updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each mastery tree will have three tiers. Each successive tier you invest in, you’ll be able to pick up some stats and a choice of one of three potential masteries (you can only choose one!). Tier 1 masteries will be nice to have (but not game-changing), tier 2s will have a decent amount of strength, but tier 3s - we’re calling them “Keystone masteries” - will be the ones that really augment your playstyle. We’re still experimenting in this space, but an example would be a keystone mastery that lets your damaging abilities also bleed enemy champions for a portion of your bonus AD and AP over time. Or one that grants a movement speed boost the moment you deal a large chunk of damage to an enemy champion.

By condensing power into clear decision points, the masteries you take from game to game should have an impact on your playstyle, and we want to offer multiple mastery paths for most champions in League.



Vision & Support Items

Two seasons ago we did a major revamp of the vision system by introducing sightstones, trinkets, and ward limits. This season, we’re adding more options for those about to ward up (also: we salute you). Our goal with vision is two-fold: first, we want to keep pushing the vision game as a team effort and, second, we want to make vision more dynamic than days past.

For that first goal, we’re doing things like free trinket upgrades for all, along with the option for tier 2 support items to upgrade into either powerful tier 3 active items or slot-efficient sightstone upgrades.

For the second goal, we’re removing Stealth Wards from the shop so teams will need to rely more heavily on their pink (and blue trinket!) wards to get the vision control they need. In tandem with this change, however, we’re also adding a new feature in ward ‘debris’ when a ward passes on. By giving you the ability to see the dead bodies of wards who’ve moved on with their lives, you’ll be able to learn more about your opponent’s vision habits as well as your own.



Starting Items

In-hand with our goal to offer a diverse preseason, we decided to take a gander at starting items. When there are standard starting item builds for every game of League, the end result is these builds tend to benefit (very slightly) certain champions over others. We’re taking a different approach this preseason by offering more clear opening ‘paths’ so that players can refine their playstyles with real choices, rather than just opting for a generally powerful start. You’ll see these changes reflected in two sets of items: starting power items, and sustain.

For items you’re bringing to lane, we’re using the Doran’s set (blade, ring, and shield) as a baseline “generalist” group that provide all the broad stats you want. From there, we expanded your options to provide a few more ‘specialized’ approaches, like Cull - a light skirmishing AD starting item that provides less defensive stats than Doran’s Blade, but gives bonus gold for killing a set number of minions.

As for sustain items: we first started with health and mana potions. Health pots are going up in price to better position them as a purchase for those who just need some sustain to get them past the early game. Any form of long-term sustain we folded into the refillable potions (and their subsequent upgrades) to really solidify their identity (because before, it was… flask and potions to be a ‘sustain’ build). Mana potions, on the other hand, are being removed. Our decision to remove mana pots goes along the same philosophy as starting items. 100 mana tends to benefit certain types of champions over others (with mana costs being balanced against individual champion kits) and can wildly shift from being a mediocre purchase to a very cost-efficient one. By removing mana pots, we can better balance champion ability costs with the mana regeneration stat while also streamlining the ‘sustain game’ of League.



The Rift Herald

It’s no secret that players who depart for the top lane can end up feeling isolated without a dragon to contest. Rather than just flipping the map on its head, we’re exploring ways to bring some relevancy to the north so top laners can feel like they're interacting with their team before the 15 minute mark.

Details are still being sussed out, but expect to meet something new on Summoner’s Rift in the early phases of the game. Defeat it, and gain single target buff focused on early game power and pushing down the lane.




Wrapping Up...

We’ve got a few more changes on the way, but the above are some of our big gameplay plans for this preseason! That said, we’re not going to stop the conversation here. We’ll keep you updated on our progress while also sharing more of our long-term vision, so stay tuned after the World Finals for more on the preseason and 2016 season!

1,781 Comments

Wo1fbaNe10/28/2015, 5:51:58 PM1872 votes

If the "Rift Herald" or whatever is still alive when baron spawns, please make Baron eat the Herald as part of its initial spawn animation. Please? :D

Yoyofail10/28/2015, 6:03:29 PM751 votes

I'm still not leaving lane. Nasus

Lunar Cataphract10/28/2015, 6:13:24 PM451 votes

Removing green wards? Are you guys run by monkeys? I know I may be just raging about this but let me point something out. If we were to have green wards removed what would we be left with? I'm probably going to get downvoted to oblivion for this but I need to lay out the numerous issues with removing green wards. Oh and removing mana pots will be equally foolish.

A 60 second ward that has a 180 cool down and the 100 gold pink word that can be seen by everyone. If you're pushed to your turret and are losing lane the enemy will then be free to totally dominate vision control as you wouldn#t be able to fight them to keep that pink ward alive. And then we get onto the issue with trinket wards. Early game trinket ward's cooldown is too high and their duration too short for them to provide sufficient vision. Let's say you're Renekton, a champion known for being an early game bully, and you've been pushed to the enemy turret all laning phase. But because you only have pink wards and your trinket ward you're not able to provide sufficient vision to watch your own back and get ganked repeatedly. I think the choice to remove green wards from the game is incredibly idiotic not unless they buff trinket wards or give us a replacement to fill the gap left behind. And yes I get that a possible solution would be to buy a sightstone which might finally get people in lower elos to ward but I highly doubt that'll actually happen.

Hellioning10/28/2015, 6:11:41 PM393 votes

Oh, cool. Mana pots are going away.

No, no, it's fine, I didn't want to win lane against Zed anyway.

Tomboy Doujin10/28/2015, 6:29:38 PM261 votes

Getting rid of item 2004 !? How is Garen supposed to be useful at all now?

Traust10/28/2015, 5:50:47 PM236 votes

That Nashor jr is always what I thought golems upgraded would look like. I always wanted the jungle monsters to "upgrade" themselves at the 20 minute mark to reflect baron coming out and give extra benefits when killed to help the mid game out. One can wish.

ChancletaZ10/28/2015, 6:03:35 PM221 votes

hmmm didnt read "and we are giving graves cigar back"....wtf rito baron has a mini me but graves cant have his cigar

Jolly Scottsman10/28/2015, 6:17:57 PM131 votes

I'm not happy with the removal of Stealth Wards. I don't think that'll work out too well.

LeMARQ10/28/2015, 6:42:08 PM100 votes

Does anyone else see Master Yi blue smiting for 1800 DMG at lvl 7? Or are we just gonna let that slide for now? #PreSeasonShenanigans

Shadow Artist 310/28/2015, 5:54:26 PM100 votes

Quinn

Vamarock10/28/2015, 5:39:39 PM75 votes

I'll trust you guys on this but I don't know about Nasher Jr over there.

DrRockso123410/28/2015, 10:04:36 PM75 votes

No more item 2004 Rip support Sona Sona

Starfletcher10/28/2015, 5:55:11 PM73 votes

Removing stealth wards seems like a bad idea...other than that, I'm pretty happy.

Xanthas Silver10/28/2015, 5:50:53 PM70 votes

Hmm.. people need to ward more, so lets remove ward buys. I hope that item 3361 comes with more charges, and its lesser incarnation comes with a few as well. Removing Mana pots? Does that mean you'll be giving substantial MP5 to poke champs, especially supports? Or are ya just gonna hope they can cope and deal? Seriously, most of these look half baked and pretty damn stupid.

88 Fingers Edd10/28/2015, 9:50:54 PM64 votes

"Were gonna remove mana pots so champs that dont require mana are even more frustrating and difficult to deal with because we like to make things balnced"Akali Kennen Zed Katarina

V Khat10/28/2015, 10:15:33 PM58 votes

Okay boys. Forget about mana spellcasters. Time to use these guys: DrMundo Gnar Garen Katarina Akali Kennen LeeSin Mordekaiser RekSai Renekton Rengar Riven Rumble Shen Shyvana Tryndamere Vladimir Yasuo Zac Zed

Just spam your skills until they run out of mana. Then finish them off.

V The Support V10/28/2015, 5:42:37 PM53 votes

Change is equally Frightening and Exciting!

isaiahdvl10/28/2015, 5:50:36 PM53 votes

Wait, no mana pots? As a mage main I don't know about that one Riot :/

Bahzercar10/28/2015, 10:38:22 PM50 votes

As a support main, I am very worried about the costs of health pots rising and the removal of mana pots. Most supports use those items a lot because they rarely get farm. Making it harder for supports to stay in lane is a worrying situation, so unless these refillable potions that you were talking about are cost efficient for a support to buy a support item AND these refillable items, you are going to make the lives of supports suck for a long time.

Furthermore, the removal of mana pots is a huge issue for certain champions, such as every single AP mana mid, and several bot-lane supports. Losing those pots will kill the early game of many of these champs, as their ability to use those spells against champs who don't have that limitation (Zed, Kennen, Shen, Riven, Akali) is going to kill the laning phase for many champs. This impacts the jungle too, as it would basically require mid-lane champs to get 2nd blue. I can basically feel mid's who don't get that second blue calling "Open mid" or "AFK".

Basically, please don't change mana pots and health pots. Those items are so key to support roles (and mids for mana), that it will cause a lot of issues.

Åntræus10/28/2015, 10:08:48 PM48 votes

Why do they keep balancing this game around PRO players? We're not all in Challenger league. It's egregious the types of changes they are making. Manaless champions already dominate lower leagues. ELO hell exists for a reason and it is entirely possible to get stuck there unless you snowball each game. How is this done? Manaless champions, by and large, who have dominated LoL since their inception. Unbalanced! Removing mana and sustain, unless the new masteries will address this seems super sketch at first glance!

Monkeytender10/28/2015, 5:53:14 PM46 votes

Are they getting rid of mana pots on ARAM as well? I know these huge feature changes usually focus exclusively on Summoner's Rift but mana pots were pretty dang important for some champs on the Murder Bridge.

nightsharks10/28/2015, 5:38:32 PM30 votes

inb4 marksmen become ridiculously op after their reworks

Canastus10/28/2015, 6:00:37 PM25 votes

Still no planned changes for Cassiopeia? It's been six months already and you still intend to let her stay in the gutter with the lowest recorded pickrate in her history along with an everlasting 45% winrate across all elos?

Removing mana potions is just going to make her life even harder since I always had one in my inventory when starting a game, her manacosts are just too damn high.

Just making the smallest mistake with her E-lasthitting at the beginning of the game can force her to recall since she won't be getting any of that mana back. Usually that mana potion was her insurance in case that happened. If you fail to return with a Tear after your first back, you'll be having an extremely hard time which can only lead to her losing the lane.

King Asgore10/28/2015, 5:51:05 PM17 votes

"we're removing stealth wards"

I can see it now

Rengar Teemo Rengar Teemo

Excuse me while I go cryitem 3070 item 3070

Cloud Nothings10/28/2015, 5:37:23 PM8 votes

So Baron Nashor is now gone? F