Welcome to the Summoner's Rift preview. By now, you've probably heard about the update
to Summoner's Rift, so we would like to share more detail behind what we're trying to accomplish.
Let's start with clarity.
For us, this is about making all gameplay information more readable. One of the ways
we have tried to accomplish this is by controlling color, saturation and level of detail in the
environment, so it doesn't distract from that Lissandra claw sneaking up behind you. In
most situations the first thing you should see is the UI, followed by visual effects
like champion abilities and summoner spells. Then champions, minions and monsters, and
finally the environment itself. Basically, we want you to be focused on fighting your
opponents, not the game.
Check out this comparison of the current Rift against the updated version. The navigation
mesh, which dictates where you can and can't move, is partially obscured by the environment
on the current map.
Now the environment is out of your way, making pathable space, flashable walls and possible
ward placements easier to see.
Another way that we have tried to improve clarity is by making it easier for players
to orient themselves. Each jungle quadrant now has a unique theme, so your location is
more obvious at a glance.
Baron serves as an orientation point, with destruction radiating outward from his pit.
You'll find that the closer you get to him, the more demolished the landscape becomes.
For instance, in the west quadrant, the plant life is full of energy and rock formations
are split by Baron's emergence.
In the east quadrant, the natural beauty of the forest was kept safe from his influence.
Even though both are home to blue buff, they're visually different enough to let you know
exactly where you are.
We want Summoner's Rift to be the place we play together for years to come.
For this update we've chosen a hand crafted art style that we think will grow and evolve
over time, just like the rest of the game.
Thematically, jungle monsters feel much more at home on the rift and better communicate
their power levels. The red buff, the Bramble-back, roars a warning at everyone who walks by,
looking ready to pump out damage.
Compare him with the Krugs, these monsters cloistered defensive stance implies their damage
soaking, tanky style.
Each jungle camp sports a bit more personality as well. The Merc Wolves emerge from their
cave ready for the hunt, and the Grump is just adjusting to his new weight class.
The two bases are just as distinctive. They share similar architecture, but their differences
come from animal inspirations.
Red base features an owl motif and curvilinear shapes
Whereas the blue base is inspired by a stag theme and blockier shapes.
In the middle of the map, the two sigils meet and you can see a side-by-side view of their
differences. Red minions wield axes, continuing their curvy shape language, and blue minions
carry on their more square traditions, swinging war hammers. These different weapons and armor
combine with brighter color saturation to help readability.
For Dragon and Baron, we added an element of ceremony, elevating their status beyond
that of the jungle monsters. Take a look at Dragon, menacing and imposing, he is very
protective of his territory. In combat, Dragon's finally spent his ability points, and his
new abilities better reflect the damage he puts out.
Baron's new look is complemented by a redesigned kit that shows his status as the toughest
boss on the Rift, and indicates how much damage he can do. His new abilities and attack pattern
should feel less random, helping teams decide when to fight over this important objective.
Please keep in mind that nothing is one hundred percent complete yet, and that there are still
months of effort ahead. On PBE, we'll be listening while we make tweaks, squash bugs and improve
performance. By the time the update launches, you can expect near identical performance
on your machine. Along the way, check in at the Summoner's Rift hub, where you can share
in the evolution of the map. There, the conversation will continue with dev logs, Q and A's and
patch notes that detail the latest changes. Thanks for tuning in.