Continue reading for all the delicious new content, including info about Nami, a new Varus skin, a better look at the upcoming Nidalee visual update, more on the preseason item update, a tour around the new HUD/Shop UI, details on the complete set of new mastery changes, and SO MUCH MORE!
(( ATTENTION: As with any PBE update, everything listed here is tentative. ))
NamiOur upcoming support champion, Nami, is currently making a splash on the pbe.While she is missing her splash arts and release skin ( Koi Nami ), she is fully available for resting and, if I must say, quite fun.
Kit + Ratios:
- (Q - Hydro Blast) Sends a bubble into the air towards a targeted area, when it lands deals 75/130/185/240/295 (+0.75) magic damage to all enemies in the area of impact and encases them into bubbles. Enemies hit by the bubble are lifted into the air and stunned for 1.25/1.25/1.25/1.25/1.25 seconds before being dropped to the ground. [Cost: 65/65/65/65/65 Mana] [Cooldown: 16/14.5/13/11.5/10] [Range: 825.0]
- (W - Surging Tides) Unleashes Surging Tides that alternates between allied and enemy champions.On Ally Hit: Heals for 50/80/110/140/170 (+) and will bounce to a nearby enemy champion.On Enemy Hit: Deals 50/90/130/170/210 (+0.5) magic damage, and bounces to any nearby allied champions.Can only bounce to each target once, hits up to 3/3/3/3/3 targets. [Cost: 60/75/90/105/120 Mana] [Cooldown: 9/9/9/9/9] [Range: 0.0]
- (E - Aqueous Empowerment) Empowers an allied champion for 5/5/5/5/5 seconds or until they have attacked 3/3/3/3/3 times, their basic attacks deal 25/40/55/70/85 (+0.2) bonus magic damage and slow the target hit by 15/20/25/30/35% for 1/1/1/1/1 second. [Cost: 55/60/65/70/75 Mana] [Cooldown: 11/11/11/11/11] [Range: 0.0]
- (R - Tidal Wave) Summons a Tidal Wave outward from Nami's position. The Tidal Wave briefly knocks up enemies that it comes in contact with and slows them by 60/65/70% and deals 150/250/350 (+0.8) magic damage. The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 3 seconds and a maximum of 5/5/5 seconds. [Cost: 100/150/200 Mana] [Cooldown: 150/130.5/110] [Range: 2200.0]
New Skins
A new skin for Varus hit the PBE, although it is missing several particles ( as you will notice in the video ) and is not yet available for testing.
Nidalee Update
The previously announced Nidalee Visual update has hit the PBE, although a few of the skins are missing textures.
Pharaoh
French Maid
Bewitching Nidalee
Leopard Nidalee
Item Reworks
The massive item overhaul is also wrapped up in this patch. If you would just like an overview of the changes, I'd suggest you check out Morello's earlier post, if not here is a list of items and prices, a gallery of item screen caps, and a video of some of the new effects/particles.
Here is the list of item prices and Names
Most items got changed in some way or another. Here is enourmous gallery of all the items, arranged by gold cost. It's sloppy but I would recommend using the image above to help guide you.
Lastly, here is a brief video preview of many of the new item effects / particles. I forgot to put Malady in there, whoops!
New Shop & New HUD
Threw up a short video showing them both off, complete with me sounding like an idiot. Enjoy!
Mastery Changes
Lots of new stuff here, especially in the utility tree. I wasn't sure the best way to do this so here is an IMGUR album with screen caps and a text version.
Offensive Tree
18 total
- Summoner's Wrath: Exhaust lowers targets MR/Armor by 10, Ignite gives +5 AD / AP when on CD, Ghost speed increased to 35%, Allied Garrisoned turrets deal 50% splash damage.
- Fury: + 1/2/3/4% attack speed
- Sorcery: + 1/2/3/4% CDR
- Butcher: + 2/4 damage to minions.
- Deadliness: + 3/6/9/12 AD at level 18 ( .17 AD per rank per level )
- Blast: + 4.5/9/13.5/18 AP at level 18 ( .25 AP per rank per level )
- Destruction: Increase damage to turrets by 2.5/5%
- Havoc: Increase damage by 0.67/1.33/2%
- Weapon Expertise: 8% Armor Pen
- Arcane Knowledge: 8% Magic Pen
- Lethality: + 2.5/5% Critical Strike Damage (5%/10% for melee champs)
- Brute Force: + 1.5/3 AD
- Mental Force: + 1.5/3/4.5/6 AP
- Spellsword: deals 5% of your AP as magic damage in each autoattack
- Frenzy: Grants 10% attack speed for 2 seconds after landing a crit hit.
- Sunder: +2/4/6 Armor Pen
- Archmage: +1.25/2.5/3.75/5% bonus AP
- Executioner: Increase damage by 5% to targets below 50% health
19 Total
- Summoner's Resolve: Increases the duration of Cleanses disable reduction by 1 sec, Heal grants +5 champion HP per level, +10 gold on smite use, increases Barrier amount by 20
- Perseverance: up to 2/4/6 health regen per 5 based on missing health
- Durability: + 27/54/81/108 health at level 18 ( 1.5 hp per rank per level )
- Tough Skin: reduce damage taken from monsters by 1/2
- Hardiness: + 2/4/6 armor
- Resistance: + 2/4/6 MR
- Bladed Armor: Deals 6 damage to any enemy monster that attacks you
- Unyielding: Reduce damage taken by champions by 1/2
- Relentless: Reduce effectiveness of slows by 7.5/15%
- Veteran's Scars: +30 health
- Safeguard: Reduce damage taken from turrets by 5%
- Block: Reduce damage taken from champion basic attacks by 3
- Tenacious: Reduces the duration of crowd control effects by 5/10/15%
- Juggernaut: Increase your max health by 1.5/2.75/4%
- Defender: + 1 armor and MR per nearby enemy champion
- Legendary Armor: + 1.25/2.5/3.75/5% armor and MR
- Good Hands: Reduce time spent dead by 10%
- Reinforced Armor: Reduce damage taken from critical strikes by 5/10%
- Honor Guard: Reduce damage taken from all sources by 3%
19 Total
- Summoner's Insight: Grants bonus health on Revive for 2 min, reduces teleport cast time by .5 sec, reduces cooldown of flash by 15 seconds, increases Clarity's mana restore by 25%, Grants additional vision of enemy units revealed.
- Wanderer: + 0.66/1.33/2% MS when out of combat
- Meditation: +1/2/3 mana per 5
- Improved Recall: Reduces cast time of recall by 1 sec and improved Recall by .5
- Scout: Wards gain 25% increased vision for the first 3 seconds
- Mastermind: Reduces the cooldown of Summoner Spells by 4/7/10%
- Expanded Mind: + 72/126/180 mana at level 18 ( +4 per rank per level )
- Artifacer: Cooldown of activated items are reduced by 7.5/15%
- Greed: +0.5/1/1.5/2 GP10
- Runic Affinity: +20% buff duration
- Strength of Spirit: + up to 1/2/3 HP per 5 for each 400 points of mana you posses
- Biscuiteer: Start the game with a regenerative biscuit that restores 80 health and 50 mana over 10 seconds
- Wealth: Increase starting gold by 25/50
- Awareness: increase experience earned by 1.25/2.5/3.75/5%
- Vampirism: +1/2/3% lifesteal and spellvamp
- Explorer: On Summoner's Rift, grants a ward at the start of the game that can be placed to reveal the surrounding area for 60 seconds. On all other maps, +25 starting gold
- Pickpocket: +3 gold ( ranged)/+5 gold melee for each basic attack against an enemy champion has a 5 second cooldown
- Intelligence: +2/4/6% CDR
Nimble: +3% MS
Here are examples of the removed terrain mentioned in Morello's patch notes.
"Removed the terrain blocking the ramps leading into the river
near Dragon from the jungle for blue team and leading into the river
near Baron Nashor's pit for purple team"
Near Baron
Near Dragon
Rune Changes
Runes are getting reformatted to basically be named after whatever they do. Save for penetration ( in lieu of item changes ), stats have not changed.
Balance Changes
Every champion has had their movement speed increased by 25 to make up for the boot changes, just as was promised in Morello's post earlier.
Speaking of Morello's post ( for the millionth time; I'm so glad they gave us a set of notes this time ), here is the info he provided about the jungle changes.
- General
- Leashing has been changed
- Jungle monsters now attack the closest hostile target rather than chasing their original target until reaching their range limit
- Whenever jungle monsters switch targets it counts as a “leash” - the maximum amount of leashes after which jungle monsters will reset has been increased
- Jungle monsters now deal bonus damage to summoned minions
- Initial difficulty of all jungle camps has been increased
- Overall camp Health has been increased
- Camp difficulty and rewards have been re-distributed more into the large monster in each camp
- The largest monsters at each camp are generally more resilient but also hold most of the rewards
- Scaling difficulty and rewards of the primary jungle camps has been significantly increased
- Health and Attack Damage growth per minute significantly increased
- Gold and Experience growth per minute significantly increased
- Overall rewards have been re-distributed between the 3 primary
jungle camps (Wolves, Wraiths, Golems) to better match their difficulty
and convenience
- Wraiths are the fastest-respawning, most convenient camp and have the lowest rewards
- Golems and Wolves are more difficult and are worth more
- New jungle items have been added to the store and old jungle items have been adjusted
- Hunter’s Machete - new jungle starting item that builds into Madred’s Razors and Spirit Stone
- Spirit Stone - jungle item geared towards casters and tanks that has 3 upgrade paths
- Madred’s Razors and Wriggle’s Lantern have been modified to build out of Hunter’s Machete
- The “Banking” system that caused jungle monsters that have stayed alive for a long duration to have slightly increased rewards has been removed
- Leashing has been changed
- Wolves
- Critical Strike damage bonus reduced to better normalize damage output
- Movement Speed slightly reduced
- Wraiths
- Reduced their vulnerability from enemies that engage them from outside of the camp
- Camp has been repositioned
- Big Wraith’s Attack Range has been reduced
- Reduced their vulnerability from enemies that engage them from outside of the camp
- Golems
- Movement Speed and Attack Range increased to reduce vulnerability from kiting
- Magic Resist reduced to negative values
Viktor's Accidental Changes
Viktor erroneously received an addition upgrade for each of his Augments. Each upgrade furthers the selected stats / abilities and provides an additional effect for his ultimate, Chaos Storm.
Although it's not all good news! Solcrushed has already responded saying these are old iterations ( not current in the test cycle ) and are about 99% not what they would be pushed to live as.
"Uh oh.. this is part of one of my past versions of work on Viktor that got mixed into the chaos. Sorry for exciting you guys with something that's still a bit off. Viktor will not be different in the PBE.
He is still not going to come anytime very soon as he needs more work, but since you've seen this version feel free to give me feedback on them to utilize
Also, this version is broken, don't try denying it lol. I intentionally overtuned to see how the effects feel."
BIG THANK YOU to the multiple people who helped me with screen shots and stuff tonight <3.