New Champion Select Experience
Help us bugtest the new Champ Select! (Source)
EDIT ::: We are now live on the PBE with the new Champ Select experience. Help us bugtest!
It's important to note that this is all WORK IN PROGRESS! and there's still a lot of polish and bugfixes that the team would like to do before the system is ready for live play. We also need your help triaging a nasty bug that we've been having difficulty nailing down.
During transitions (when it becomes your turn, or after you finish your turn), sometimes the client freezes and forces you to reboot the client and re-log in to the match. If this happens, please post the following information:
1) Describe what's currently on the screen -- who's turn was it?
2) Describe what was happening right before the client froze -- what did you click?
3) Were you able to reconnect and play the game, or did it end in a queue dodge?
4) If you know how, please send a dxdiag to firstname.lastname@example.org
Thanks for your help in making this the best experience it can be.
Bounties and Killstreaks
[PBE - 5.22] Adjustments to Killstreak Bounty Rules and Bounty Displays (Source)
We've made a couple of adjustments to the Bounty System for the Preseason - Killstreaks have been altered significantly and the rewards from Bounties have been replaced.
In general, spending additional resources to shut down a unit that has a high bounty should be a decent call to make. However, in the current way that bounties are formulated - often times - it isn't worth the time or investment to try to reverse or stall a winner.
When we make comeback bounties too high on an individual basis - you get some wild rubberbanding logic over the course of a lane, making lane accomplishes feel moot in a lot of ways.
Additionally, because these bounties are compounded by the assist pool - a losing team can easily be behind simply due to an assassin doing his job too well - as he frequently deprives his team of assist pool bonuses on high profile targets.
We want to make the Bounty system more visible - so players can use it as a better threat indicator and performance evaluator for the short term - as well as attempt to fairly compensate the additional resources required to shut down a target on a 2-0 or 3-0 killstreak without causing huge rubberbanding in lane cases.
Champions now begin to accrue a Bounty once they have gotten 2 consecutive kills without dying, like live - and will set you to Bounty Tier '2' (like live.)
The more kills you get, the higher your bounty 'Tier', up to a maximum of Bounty 'Tier' 5 - which is the same as live.
TIERS Bounty 'Tier' are now visualized next to your champion health bar. Higher 'Tiers' of Bounties will have progressively more impressive icons. You will be able to see both the Bounty Tier of allies and enemy champions.
DYING AND RESETTING Dying no longer resets your Bounty entirely. Instead, it decays your Bounty 'Tier' by 3 'Tier'. If you have a Bounty 'Tier' of 3 or less, this means it will reset completely. If you have a Bounty Tier of 4 or 5 - you will go to 1 and 2 respectively. If you are at Tier 1, killing a unit will set you to Tier 2.
TEAM GOLD FOR BOUNTIES Bounties now give Team gold rather than adding to kill gold. Killing a champion with a Bounty will display the total amount of Team Gold awarded to the enemy.
ASSIST 'STREAKS' REMOVED Gold bonuses from having multiple assists without killing a champion have been removed entirely. The majority of this gold has been moved to either starting Tier 1 support items, ambient gold or floated to more global gold from objectives and champions.
Bounty Rewards by Tier
Tier 1: 25 20 Global Gold
Tier 2: 45 30 Global Gold
Tier 3: 75 60 Global Gold
Tier 4: 100 70 Global Gold
Tier 5: 120 90 Global Gold (MAX)
UPDATE: After some fantastic discussions about this - it seems like the initial gold values are really putting people off. Going to aggressively tune some of these numbers until they seem more reasonable at first glance. Thanks guys! :D
Note: You can only ever get to Bounty Tier 1 by having a Tier 4 Bounty and dying. Champions on a 2-kill streak will start at Bounty Tier 2.
Additional Note: We are purposefully inflating the amount of gold given out due to the gold efficiency changes as well as to compensate for the loss of the additional assist 'pool' bonus gold.
Many items sat at around a 40% gold efficiency mark or so - and we've adjusted them down quite heavily to have better item and decision balance between items. The assist pool rule we've removed as we've been unhappy with its actual impact on the game as the complexity cost versus the impact on the game hasn't been favorable (due to intrinsically favoring large team fight compositions rather than a more even balanced between split pushing, team fighting and hard pushing.)
Examples of this in Practice
Darius has scored an early double kill in top lane. He now has a Tier 2 Bounty. The Jungler comes and with the assistance of the top laner - they murder Darius for 300 Gold plus 150 Assist Gold pus 225 150 Team Gold => 600 Total Gold.
This gold bonus is in contrast to live, which he would be worth 370 Kill Gold + 185 Assist Gold => 555 Total Gold.
Example: Tier 5
Riven is murdering everyone due to insanity at early snowballing. She has a Tier 5 Bounty from going 5-0. On Live, she would be worth 500 kill gold and 250 Assist Gold => 750 Total Gold + (Assist Streak bonuses)
With the new Bounty System, she would be worth 300 kill gold, 150 Assist Gold and 600 450 Team Gold => 900 Total Gold.
If she dies at Tier 5 Bounty, she then drops down to Tier 2 Bounty status. She then gets killed again without getting more kills, she'll award 300 Kill Gold, 150 Assist Gold and 225 150 Team Gold => 600 Total Gold.