Today's red post collection includes the latest LoL Pls from
Safelocked and
Riot Eggo McLego, updates on the Udyr VGU, TFT b-patch details and more on the mid-set
changes in Reckoning: Dawn of Heroes, and more!
Continue reading for more information!
- Red Post Collection: QGT: June 25, Prestige Through the End of 2021, & More
- Champion & Skin Sale: Week of June 28
- 6/28 PBE Update: Chroma Assets & Tentative Balance Changes
- 6/29 PBE Update: Chromas, Clash, Loot, & Tentative Balance Changes
- 6/30 PBE Update: Special Borders, Balance Changes & More
- 7/1 PBE Update: Tentative Balance Changes
- Astronaut 2021 Skins & Chromas Now Available!
Table of Contents
LoL Pls: Summer Event, New Game Mode, and Skins
Check out the
latest LoL Pls -
"League’s executive producer Safelocked shares details on the upcoming
Sentinels of Light event and accompanying game mode, Ultimate Spellbook. Then
we talk thematics with the product lead on skins, Riot Eggo McLego."
/dev: Kicking off Udyr's VGU
Here's the first update on the Udyr VGU from the dev team - "An early look at Udyr’s update, including our progress on his gameplay, art, and narrative design!""Hi everyone, today we’re ready to give an update on the champion you all chose for a VGU earlier this year: Udyr. We’ve been sharing our progress with all major VGUs recently, and not only have you all seemed to really like it, but we’ve also gotten some great feedback early enough to actually affect the direction of the projects. So this feels like a win/win for everyone!
Before we get to the meat of it, let's recap why we chose Udyr and what our goals are. Udyr made it to the VGU poll because he’s one of the last really, really visually outdated champions in the game. Beyond that, his gameplay is over a decade old, and it FEELS like it (unlike, let’s say Lee Sin, who still feels pretty good after all these years).
With that in mind, our main goals for Udyr’s update are…
With that, three of the devs currently working on Udyr will go more in-depth on what we’re exploring for Udyr’s gameplay, art, and narrative design.
- Preserve Udyr’s stance-changing identity and keep him as a primarily auto-attack/melee-focused champion. We think this is what makes Udyr unique and stand out on the roster. To help his gameplay feel more modern, we’ll be looking to add a bit more interest to his stances and melee pattern to give some more depth to playing him, as well as make it more clear when Udyr is doing something cool (he doesn’t really have a hype gameplay moment right now).
- We want to upgrade Udyr’s visuals to modern League standards while keeping his general theme of a warrior shaman intact. Our goal is to build on Udyr’s visuals, not reinvent them.
- As for his narrative, we want to bring his in-game portrayal closer to how he’s been portrayed in recent lore and give him stronger ties to the Freljord.
Shifting Stances
Stash “Stashu” Chelluck, Gameplay Designer:
Hello! Riot Stashu here, and I’d like to talk a bit about how our man-bear-phoenix’s gameplay has been coming along.
I was pretty thrilled when I got the Udyr update because Udyr and I go wayyyy back. I’ve played League for over a decade now, but I still remember the awe I felt when I first scrolled through Udyr’s kit in the shop all those years ago—all melee, no ultimate!? The mad man. I was intrigued and began my stance dancing journey asap. I first learned how to jungle with phoenix Udyr, but soon took him up top lane and had a blast first-blooding my unsuspecting opponents with the unfair red potion + tiger stance start. Eventually I got more into playing champions that had a few more tricks up their sleeves, but me and Udyr spent a long time together kicking butt and he’ll always have a special place in my heart.
Since Udyr’s early days, it feels like just about everything else about League has changed, and yet somehow his classic style has weathered it all. Even in today’s faster paced, longer-ranged, bigger-and-scarier world, Udyr somehow manages to keep up and throw down with the best of them using his brutally simple kit. His popularity has waxed and waned over the years, but somehow there have always been plenty of players in his corner ready to stance dance and maul their way through the Rift (especially recently, after seeing him clean up in the competitive split).
So! What I’m getting at is that while his straight-forward melee style might not be everyone’s cup of tea, it’s clear that Udyr’s gameplay has stood the test of time. The all-melee brawler has carved out a clear niche for himself, so the plan is to stay true to the Udyr we all know and love with this VGU. You may ask, then, why are we updating his gameplay if he’s so great? Well! We think the core of Udyr is really strong, but see two main areas for improvement:
Variance/High Moments: Udyr’s pace of play is pretty consistent from the moment he dings level two. With no ultimate or other high-power options and a passive that says “always be castin’,” Udyr is constantly churning out medium/low-impact spells and doesn’t hit those jaw-dropping moments that other champions can produce. We’d like to mix this up a little bit, and introduce a few moments where everyone can look over and see Udyr doing something a little more visibly awesome and powerful.
Thematic Execution: Udyr’s “Animal-Shaman-X-Martial-Artist” theme is pretty cool in a vacuum, but doesn’t feel connected to Runeterra in a satisfying way; if Udyr can channel the greatest spiritual powers of the Frejlord, what’s up with the turtle and the monkey? There’s nothing wrong with these animals per se, and we want to keep true to Udyr when possible, but we think that by making a few thematic tweaks, we can make an Udyr that has far more exciting connections to the world around him and to those that would fight him for it. Whatever theming changes we make here, the gameplay will embrace them to really make Udyr shine.
So to summarize, Udyr’s gameplay update will address: adding variance (and high moments) and delivering more strongly on a theme (see the narrative section for a bit more there!). With that in mind, the rest of the design team and I discussed what we believed to be core to Udyr, and decided to try to preserve the following:
With the higher level stuff sorted, we got to work. How did it go in practice? Well, the team brainstormed a bunch of possible ways to heighten Udyr’s high moments. We came up with directions like: Udyr permanently gains a super-buff based on whichever stance he maxes first, Udyr can have two stances active at once, Udyr has an ultimate that turns him into the avatar of whichever current stance he’s in, and dozens more.
- Udyr’s kit has four basic abilities that change stances (no ultimate)
- Udyr has no aimed/ranged abilities or significant dashes (he’s all-melee)
- Udyr can deal and/or withstand a lot of damage, based on build
- Udyr can max different stances and plays differently when he does (Tiger vs Phoenix)
Finally after much paper kitting and vetting, we were excited to try a version of Udyr where he got a similar set of four stances as always, but occasionally gets to use a “super version” of each stance.
The original pitch for this “super stance” kit was that stances would passively grow in power as they went unused, such that if Udyr didn’t cast a stance for several minutes it would be SUPER CHARGED and have some special and more powerful effect. Everyone was excited about their forgotten stance occasionally being worth casting, so we tried it out. It had some mixed results; managing this power up was awkward and often ran counter to the things the player naturally wanted to do, but having the power up and using the super-verison of a stance was actually very exciting!
After many iterations and variants of “super stance,” we think there might be something here. Today we’re playing around with kits where Udyr can recast his active stance to use the super version (on a cooldown). We’re still considered other possible directions, but here’s Udyr casting some [experimental] stances and recasting them:
His secondary resource bar indicates the recast cooldown, but the CD was reduced dramatically for this capture.
(Also, yes, that’s a skillshot in there. We experimented with breaking some of those core Udyr rules; it’s good practice to test our assumptions to see if they’re more constraining than useful. In this case, the “all melee” constraint seemed correct so we decided to stick to it.)
My next plan is to explore just how far super stances can go. Should they be simple upgrades to the base stance, or can they be a little more differentiated? What are the craziest effects we can add on empowers? And so on.
And that’s about it! Now remember, we’re still at the point where nearly all of this can change, but I’m feeling pretty good about where we’re going. Thanks for reading, I’m so glad to have been able to share our progress with everyone!
Going into Beast-Mode
Justin “RiotEarp” Albers, Concept Artist:
Udyr has been around for a long time—AND has seen a lot of things happen in the world of Runeterra. He's a very unique champion in our roster because he has immense spirit power that he channels in combat, which denotes an extreme ability to have discipline, but his outset appearance is very organic, primal, and almost humble in a way, like that of a monk. No crazy huge armor, extra limbs, demon horns, or anything of that sort, but a primal battle-ready confidence that only someone from the Freljord can possess.
From the first explorations we shared in April, we as a team centered around the Mountain Brawler, Wild Druid, and MMA Shaman, and were even more confident when you all keyed in on those same iterations. We may use some of the other initial explorations as inspiration for his Spirit Guard skin, like for example the Deity Invoker. For base Udyr, we want his melee-feel to take priority because at the end of the day, he still physically attacks his enemies. The Spirit Guard skin leans more into the spirit realm (obviously), so we can get away with more spirit energy visuals there, and then both can have their own unique space.
Now that we had direction for his base character, I wanted to explore how to visually represent the animal spirit energy he channels.
From there my goal was to organize his thematics into three visual pillars (at least in my mind to help me understand his thematic hierarchy):
- Freljordian primal shaman: Denoted by antlers, long hair and feathers/trinkets in hair.
- Strong melee fighter channeling animal spirits: The big hook here is his body type—-strong but not cut, muscular but not a bodybuilder, with simple fighter rope on his hands/knuckles, giving him the space on his arms to represent what animal he is channeling while his horns would signify the corresponding element (electricity, fire, etc.).
- Traveling spirit walker: His travels to Ionia have given him the discipline needed to hone those powers and strengthen his connection to the spirit realm (bead necklace, Ionian rope belt, tattoos/markings).
I'll be first to admit Udyr’s hair was a bit off in the first spread, and lots of you called us out on that! The intent was to give him a cleaner style, almost like that of a fighting game character in order to denote his melee combat abilities, but in doing so I strayed too far from Udyr's shamanistic wandering lifestyle. He's out in the woods, not in the streets, so we explored some options that were more influenced by his lifestyle and wild man aesthetic.
In refining his overall design, we thought it would be way cooler and more unique if Udyr had tattoos of the animals whose spirit energy he channels. The antlers around his head add a lot to his silhouette, and is a very universal shaman visual. Although we tried versions where he had the antlers on his shoulders, it felt more like an armor set and less interesting than when they were around his head, so I also needed to work out how that attachment worked. Also, he’s a hairy dude!
Next we will be figuring out what each stance will look like—we want to make each stance as powerful-feeling and indicative of the Freljordian animals as possible. Lots to do still, but we wanted to share where we’re headed!
Finding Udyr’s Voice(s?)
Dana Luery “griddlebones” Shaw, Narrative Writer:
One of the first things the team discussed when we started working on Udyr was that he’s got some really cool lore already. Skiptomyluo’s short story “A Walk with the Voices” and WAAAARGHbobo’s “Silence for the Damned” both paint a picture of a man in conflict with spirits, humans, animals, gods, and himself most of all. He’s a man who struggles to walk the line between animal instinct and practiced mastery, between the physical world and the spirits, between overwhelming connection and icy isolation. He lives in this interesting in-between space, where all of these pieces of himself are in conflict with one another and yet he has managed to find the balance within that conflict, to find himself among the endless voices of others.
To me, that’s not a champion that needs a rework, that’s a champion that just needs an update.
We’re not changing much of Udyr’s lore, but we are diving deeper into who he is, how his mind works, how his abilities work, why he fights, why he fights the way that he does, and what his connection to the Freljord looks like. I’d like to bring that idea of “balance within conflict” to the forefront, with his belief that the Freljord thrives on struggle and obstacles and combat, and that peace would be its ultimate undoing. When Udyr fights, he’s fighting to keep the balance of the Freljord by using two sources of strength and tension—physical prowess and spiritual power.
But if Udyr is fighting for the Freljord, with the spirits of the Freljord at his beck and call, you wouldn’t know it from his current stances. Most of his current abilities are linked to animals that sound Ionian, which, sure, he spent many years training there. However, he came of age in the tundra, intensely familiar with its mystical landscape and needs, and has returned to his homeland. Isn’t it time that Udyr’s abilities reflected his home and his heritage?
We’re exploring a few options, but the one I find most compelling is linking his abilities to those of the most powerful spirits in the north: the demigods. Volibear, Anivia, Ornn, and… did you know that there were others? The lore names at least two more. Udyr wouldn’t be drawing on their power directly (“Silence for the Damned” illustrates why that would be a bad idea—Volibear, at least, can exert control over people who tap into his power), but perhaps the animals that most closely resemble the demigods are enveloped in their spiritual energy and can lend him their own enhanced strength.
And though the demigods are the most powerful beings of the Freljord, they aren’t necessarily the most powerful beings in the Freljord. Those would be far beneath the ice, under the watchful eyes of the same people who killed Udyr’s tribe when he was young. Perhaps there’s a connection there, another path for Udyr’s story to walk...
What’s Next?
We’re planning to release Udyr in 2022, so you can expect the next /dev blog towards the end of the year, once we enter full production. In the meantime, we’d love to hear what you think so far: What excites you? What would you want to see more of? Does anything feel untrue to Udyr? We’ll be reading through your thoughts and feedback, as we want your help in making the best warrior-animal-shaman-martial-artist-monk possible."
Ask Riot: Manaless Champions
Here's this week's Ask Riot - "When are champs manaless? When are they micropatched? And can there be one place for League news?":"Welcome to Ask Riot
Today we’re talking about Twitter, manaless champs, and micropatches.
Also, please send us all your questions! One question = one (less) ally shares their masterfully made PowerPoint in champ select.
How do you decide when a champion is manaless?
Mana provides some important champion design values automatically.
Mana naturally paces the game, especially during lane phase. The game works best when there’s an ebb and flow to the action. Most patterns are made less compelling if they don’t have good breaks in the action, but many otherwise very good spell designs would be correct to spam without a limiter like mana.
This is especially true for very safe patterns—if a champion is consistently able to avoid any enemy harass and still succeed, or has excessive healing on their kit, mana is often the only reason they’d need to return to base. Very few ranged champions are manaless for this reason, and the amount of healing a manaless champion is allowed to have on their base kit is quite limited (we are nerfing Viego’s sustain, for example).
Additionally, many spells want to be very high stakes when cast. Rocket Grab is a huge part of what makes Blitzcrank compelling, but he really needs to care about hitting every cast. It needs to cost him something important when he casts and misses, both to balance the spell and to really drive the impact of that moment. Cooldowns are a useful tool for this as well, but can only be pushed so far—how long would Rocket Grab’s cooldown need to be if Blitzcrank didn’t use mana? Mana lets us calibrate the stakes for each spell without needing to create a lot of additional rules.
When making a new champion, we default to using mana. We only make a champion manaless when there are good reasons why they shouldn’t use it; even for patterns that don’t get as much value out of mana as usual (generally melee champions without strong fishing tools or poke, who need to expose themselves to ranged harass in order to lane at all), it’s usually still better to include it. With that said, there are some good reasons why we shouldn’t use mana for particular champions.
Secondary resource bars like Grit, Heat, or Energy compete with mana in the UI. We can include both when both are important, but these secondary resources often cover the same values as mana, and we don’t include both when we don’t need both. Rumble’s Heat, for example, gates his ability to spam his spells and forces either downtime or conflict when he overheats, which naturally paces out his lane phase.
Individual champions sometimes have their own important reasons not to use mana. In Viego’s case, mana would create a significant clarity problem around his transformations: Does he use mana during possession moments? If he doesn’t, what does he display for his mana bar? These could be learnable, but it’d put a lot of stress on the understandability of an already complex champion.
In other cases, a more continuous pattern is important to the champion—it’s a lot of what makes Yasuo compelling to play as, for example. We need to be careful with these cases, as they put a lot of pressure on the rest of the champion’s kit to make the right tradeoffs and be balanced appropriately. This can often leave individual spells feeling underwhelming when balanced, but it’s sometimes worth that tradeoff.
Riot Axes, Lead Champion Designer
How do you decide when to micropatch a champion, versus waiting for the normal patch?
In general, we’ll micropatch a champion if a balance change swings much harder than intended. For example, if we had a champion with a winrate that was only say 1-2% over Balance Framework bounds, but they were nerfed by 5-6%, we'll consider a quick correction. The last time this happened was at the end of 2020, when a nerf to Kayn dropped his winrate by about 6%, so we walked it back some. If it looks like a smaller overshot, we’ll generally wait until the next patch and reassess once there’s more data.
For new or updated champions, we approach balance (and micropatches) a bit differently, as players are still learning the champ and there’s no existing data to go off of. In these cases, we’ll use a pre-established winrate range to determine whether a micropatch is needed. To determine these ranges ahead of time, we look at the type of mastery curve we expect the champion to have, then use that to set their winrate bounds. For example, we’d expect a more challenging champion (such as Aphelios) to start off at a lower winrate that climbs over time, whereas an easier champ (such as Neeko) may start off at a higher winrate that climbs less.
We use this info to construct the likely day 0 (launch), day 1, and day 7 winrate bounds. If a champion ever falls well outside these bounds, then we’ll quickly micropatch as an immediate follow-up. As a recent example, Samira’s winrate on Day 0 was above 50%, which we know tends to mean she released too strong (50%+ is usually pretty high for any new champ), so we micropatched a nerf.
And while we’re here, let’s talk bugs… The easiest way to assess whether we should micropatch a bug or wait for the next patch is a combination of 1) the probability of the bug happening (e.g. if it requires a 100 minute game, it’s probably not a big deal), and 2) how impactful the bug is (e.g. does it crash someone out of the game? Better micropatch it.).
Jag, Lead Game Designer - Summoner’s Rift Team
With information split across dozens of subreddits, twitter accounts, and sometimes news articles, it's incredibly difficult to keep track of Riot communications. Any thoughts on maybe reviving the "Red Tracker" from the Boards as an informal list of Riot comments?
(If you haven’t seen it or have long forgotten its existence, the "Red Tracker" was a feed that showed every Rioter’s post made on our old Boards discussion forums.)
I promise this wasn't a planted question, but very conveniently, we recently launched the @loldev twitter account which shares posts from devs, basically filling that "Red Tracker" function we used to have on the Boards—making it easier to find dev communication on Twitter. We'll also use the account to post links to blogs and articles like Quick Gameplay Thoughts and the Patch Notes. We're gonna keep the feed pretty focused, since we won't be signal boosting off-topic stuff. Sorry about it, food and sneaker and dog enthusiasts.
To the broader sentiment, dev talk being scattered across lots of platforms is a drawback to Riot's approach of.... letting devs talk on lots of platforms. It’s not ideal, but we don’t see this as an urgent problem: Our stance is that talking with devs should make your League experience better, but shouldn't be required to get the info you need to play the game. Final gameplay changes always end up in the Patch Notes, for example, but PBE iterations don't hit must-know status because they're not what you end up playing in-game. We're alright with discussions about those iterations living exclusively on social media.
It's also, weirdly, a nice problem to see called out in the sense that it tells us players find dev posts interesting, as opposed to not really caring. As long as there's a desire to hear more from the devs directly, we'll keep posting.
RiotAether, League of Legends Comms Lead
Have a question? Head here, drop your question in the box, and ask away."
TFT 11.13 B-Patch Details
Check out the details on the
11.13 TFT b-patch that went out on June 30th:
"June 30th, Balance Changes
Hellion buffs, Redeemed nerfs. Many smol changes to make medium impact.
- Hellion Attack Speed: 5/50/125% ⇒ 10/55/130%
- Redeemed bonus Ability Power/Armor/Magic Resist: 30/60/100 ⇒ 30/55/95
- Kled Attack Damage: 60 ⇒ 65
- Poppy starting Mana buff: 30/70 ⇒ 50/70
- Kennen Attack Speed: 0.65 ⇒ 0.7
- Lux Max Mana nerf: 40/70 ⇒ 40/80
- Lux Prismatic Illumination Shield: 125/200/400 ⇒ 120/180/360"
TFT Reckoning: Dawn of Heroes Set Mechanic Update
Here's the latest on the TFT mid-set changes from MinionsRPeople2 - "Dawn of Heroes sees the sun set on Shadow Items and rise for an all new mechanic!:"Reckoning: Dawn of Heroes Set
Mechanic Update
Dawn of Heroes sees the sun set on Shadow Items and rise for an all new mechanic!
TLDR:
- Reckoning: Dawn of Heroes will come with new mechanics
- Shadow Items are leaving
- Radiant Items have been added, and they’re super strong while having no drawbacks
- You get to choose your Radiant Item, but you only get one
- Divine Blessings are here to save you when you drop below 40 Health
Fighting Back the Shadows
While Pengu has been battling the Black Mist to save Nimblefoot, we’ve been hard at work making TFT a game you can come back to match after match. Each patch, we’ve lessened or removed the drawbacks of Shadow Items. We’ve made the Armory appear more frequently, with more powerful Items to create tactical decision making moments on how to best utilize your options. And with that in mind, we approached Reckoning: Dawn of Heroes and its mechanics, differently than other Mid-Sets. Meanwhile back at the ranch Sacred Keep, Pengu’s efforts, and yours, have revealed the secrets hidden in the Skyglass, which can only mean one thing: new Mid-Set Mechanics.
As Pengu continues to fight the Black Mist, the weapons of Chaos, Shadow Items, will be gone. Yes, Shadow Items are leaving us in Reckoning: Dawn of Heroes. I’ll let that sink in for the remainder of this section… End of section.
Leading the Charge with Radiant Items
With the Skyglass assembled, Pengu has accessed an all new arsenal. Which is convenient because fighting the shadowy Black Mist with Shadow Items isn’t a good idea. Think, Pengu, think!
Just like Pengu, we’re getting new and powerful tools for our arsenal. They’re called Radiant Items and they’re strong… very strong. Like Shadow Items, each Vanilla completed Item will have a Radiant version, but this time, they’ll simply be a more OP version of the original Item with no drawbacks. In fact, they’re so OP that we can only give you one per game. But don’t worry, you’ll get to choose your Radiant Item from a selection of five in the Radiant Armory that appears for all players at stage 3-6. Let’s check out some samples below (the sample here may change as needed for balance).
With Radiant Items we’re creating a jackpot moment that will shape the rest of your game. Their simple POWER is enough for Pengu to *hopefully* vanquish the Black Mist, but they should also motivate you to structure your team around. After all, victory comes easiest for whoever can best wield the power of their Chosen item. Sound familiar? Well this next line sure will.
With great power comes great responsibility. And with that responsibility, we’ll be taking great care in making all Radiant Items feel viable, similar in power, yet still provide plenty of variance.
game to game. By giving all players at the same time the option to select one of five Radiant Items while carefully balancing them against each other, Radiant Items make every game of TFT feel like a unique experience that brings memorable moments and clever team concoctions.
Divine Blessing: The Last Defense Against the Shadows
Despite the efforts to fight against the Black Mist, Chaos Pengu’s power is still overwhelming (and their rap game is almost as good as mine). Pengu’s going to need some extra oomph to win back Nimblefoot, and so will we as we converge on the Convergence, trying to not take an 8th. Lucky for us, we’ve got one more shot at taking the ‘W’ with the Divine Blessing.
Brought into existence by bits of code jammed together the forces of Order, the Divine Blessing is a loot orb that grants the same essential contents for all players but only once they drop below 40 health. At the Dawn of Heroes, look to the Divine Blessing to fight back the brutality of a pending eighth. Blessings grant a high amount of immediate value, offering a combination of the following:
So, you’ve dropped below 40 Health. It’s time to ‘bless this mess’ like your weird Aunt’s mass-produced wall decor. Here’s what you may be blessed with:
- Items (Components)
- Gold (Moves everything around me)
- Consumables
- Spatula
- Champions
While the actual Item Components and Champions might vary player by player, the value will be uniform. Thanks to the power of Order, everyone’s going to be feeling a bit more Fortunate when they're in dire straits.
Tome of Emblems: It’s in the Books!
The Tome of Emblems is the latest and greatest best-seller written by Urf themself. Flip through this hardcover to access a shop of four Emblems to choose from. The Tome has a chance of dropping from the Divine Blessing, but can rarely end up in the hands of PvE encounters. Who knew the critters we farm were so well read?
When the Tome of Emblems is inside of an orb, that orb cannot be opened unless you have the bench space to accommodate the Tome. It’s an exciting read that we don’t want you to miss out on!
Filling in the Gaps
With Shadow Spatula gone, how are you going to build Hellion Emblem, Forgotten Emblem, Nightbringer Emblem, and the rest of them? Well, the shadows aren’t quite gone yet…
Rather than removing all of the Shadow Emblems entirely, their ‘Shadow’ status will be changed to signal their lack of component recipes. We’ll continue to give these Emblems out like we do Items through the Armory. With the change to Shadow Emblems to componentless Emblems, we’re also adding new Emblems for the remaining (non 5-cost) traits who currently are Spatula-less. Cause we heard you like Emblems with your Emblems, expect to see new Shadow Emblems for Brawler, Draconic, Invoker, and Ranger.
Still have questions looming? Questions like… Are we forgetting the Forgotten now that Shadow Items are gone? How do these changes affect Armory drops? Will Emblem accessibility impact the power of hard-to-hit reach traits? Don't worry. We'll be revealing more in the coming weeks, so stay tuned for more divining prophecies (*cough* articles *cough*) soon."
Sessions from Riot Games Music
A new Riot Games Music twitter was launched, along with a new album, Sessions: Vi, that is free to use for content creators! Check out the first album below, and head over to the page to see a FAQ on how the music can be used:
"Introducing Sessions: Vi. A 37 track album completely free to use in your content.
Sessions is a collection of music developed in partnership with a number of talented musicians that anyone can use in their content without concern of copyright strikes. The first release contains 37 tracks and that's just the beginning. Riot Games Music is committed to creating projects like Sessions into the future so stay tuned.
Sessions would not have been possible without the collaboration of the amazing musicians and artists who worked with us on this project. Thank you for creating with us.
Learn about creator guidelines."
Miscellaneous
Other Games
Legends of Runeterra"New Expansion - Rise of the Underworld
What lurks in the depths of Legends of Runeterra’s newest expansion? Let’s hope you don’t find out the hard way… Rise of the Underworlds introduces a new keyword - Lurk - as well as 43 new cards, including three new champions - Ekko, Pyke, and Rek’sai.
Rise of the Underworlds arrives in patch 2.11.0, which will be playable at approximately 11AM PT, June 30."
Wild Rift
"Beware the Black Mist! Patch 2.3b has arrived with champion changes, ARAM balancing, and terrible Ruination. Prepare to fight the darkness as the Sentinels of Light event begins in a few days!"
"Deep within the dark, a light begins to flicker. Runeterra’s last Sentinels keep the Black Mist at bay... for now."
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