The PBE has been updated! As we begin the 7.22 PBE cycle, today's massive patch includes two new skins for Blitzcrank, Lancer Rogue and Lancer Paragon Blitzcrank, a new Mecha Rengar skin, as well as the new Victorious Graves skin, a ton of new Mecha chroma, and much more!
Continue reading for more information!
(Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)
Table of Contents
- New Skins
- New Chroma
- New Summoner Icons
- New Ward Skins
- Preseason Healthbar Update
- Catch-Up Experience and Jungle Changes in 7.22
- Continued Runes Reforged Testing & Changes
- Balance Changes
- Context & Notes
New Skins
Four new skins are now on the PBE for testing - the 1350 pair of Lancer Rogue and Lancer Paragon Blitzcrank skins (which will be available together in a bundle for 1820) , Mecha Rengar, and Victorious Graves:
Lancer Rogue Blitzcrank
1350 RP/OR/ Bundle with LP Blitzcrank for 1820 RP
Lancer Paragon Blitzcrank
1350 RP/OR/ Bundle with LR Blitzcrank for 1820 RP
Here's Riot Time Wizard with a bugs & feedback thread for Lancer Rogue and Lancer Paragon Blitzcrank:
"Fired up and ready to serve."
Lancer Rogue Blitzcrank and Lancer Paragon Blitzcrank have arrived on the battlefield as the opposing forces of darkness and light!
For more information about the development of this imposing pair, check out the Nexus article HERE!
Features:
- All new models - Steely dark grey and amber versus shining bright white and jade!
- All new recall animations - Rogue drills through the ground itself, and Paragon flies skyward!
- New W and R animations - Charing forward with his lance primed, and a striking shockwave of electricity!
- All new VFX - Deep violet and auburn electricity versus brilliant teal and turquoise sparks!
- All new SFX - Magical electricity surging with power and heroism!
We always love hearing your feedback and feelings! Everything helps us make these skins even more awesome. We may not be able to respond to everyone individually, but we're always listening."
Mecha Rengar
1350 RP
Here's KateyKhaos with a bugs & feedback thread for Mecha Rengar:
"INITIATING….. Mecha Rengar
A true predator always returns to the hunt.
Mecha Rengar is now available to play on the PBE! As players who experience a firsthand look at this content, your constructive feedback is appreciated. Feel free to leave it in the comments below! If you have any questions, you can also drop them below and I'll do my best to answer them! ^-^
- New models and textures - This knife cat is suited up in copper armor and armed with blue blades!
- New VFX - Shiny new orange and blue VFX for all skills; normal spell is blue, empowered is orange!
- New SFX - Metallic SFX for all spells, and Mecha VO processing!
- New animations - New transforming recall and recall winddown animations!
Mecha Rengar is set to be 1350 RP.
* Prices are subject to change.
Note: While we do read through all of the comments and feedback left in a post, we aren't always able to reply to everyone individually. We'll do our best!"
Victorious Graves
[Ranked Reward - See this post for more! - includes up to 3 chroma based on ranked performance]
Here's Riot LoveStrut with a bugs & feedback thread for Victorious Graves, as well as more information on each of the chroma.
""Feelin’ lucky?"
Get those last ranked games in because it’s almost the end of the line for Season 7, and Victorious Graves is already quickdrawing onto PBE!
Victorious Graves - Obtained by achieving Gold or higher on any queue.
Victorious Graves (Flex) - Obtained by achieving Gold or higher in Flex.
Victorious Graves (Solo/Duo) - Obtained by achieving Gold or higher in Solo/Duo.
Victorious Graves (3v3) - Obtained by achieving Gold or higher in 3v3
Buckshotted Bulletpoints
- All new model: Fitted with a lion-headed pauldron, a victorious cape, and a sleek new look for Destiny.
- All new animations: Shoots a discus out of the air as rose petals fall and a pedestal props up his foot.
- All new VFX: Blues, purples, and golds in classic Victorious fashion.
- All new SFX: Audio fitted for a victor.
We always love hearing your feedback and feelings! While we do read through all the comments here, we unfortunately aren’t always able to reply to everyone individually. We’ll do our best! All bug reports and thoughts help us make these skins even more awesome, so please keep 'em coming!
Thanks, cuties. <3
PS: There are some bugs on him currently, mainly around his gun rigging during his walk/run, taunt, and joke animations. We'll be fixing these soon!"
Riot Stellari also noted some changes that will be coming in a later patch:
"Based off feedback, we've made an adjustment to Graves' cloak to match Victorious Sivir's more - you'll see more tweaks on PBE"
New Chroma
Three skins have new chroma on the 7.22 PBE, including sets for Mecha Aatrox, Mecha Kha'Zix, and the new Mecha Rengar:Mecha Aatrox
[Video soon!]
Mecha Kha'Zix
[Video soon!]
Mecha Rengar
[Video soon!]
New Summoner Icons
A total of ELEVEN new summoner icons are now on the PBE!
Eight cute new summoner icons are now on the PBE - these seem to be for the Icon packs that will be purchasable in the Blue Essence store during Preseason:
We also have 3 new poro themed icons:
New Ward Skins
Three new ward skins are now on the PBE:
2017 Victorious Ward
[Vid soon!]
Essence Collector Ward
[Vid soon!]
Glorious Legend Ward
[Vid soon!]
The rune themed ward first showed off in the 7.19 PBE cycle has been updated, and now has a name - the Rune Enthusiast Ward!
Rune Enthusiast Ward
Preseason Healthbar Update
Here's Rayven with more on healthbar changes coming to a PBE near you:"Hey folks, as part of preseason, we’re updating League’s healthbars and I want to give you some conte- Wait! You don’t have to relearn anything and you’re getting some new toys.
Y Tho?
The purpose of the health bar is to give players the information they need to make tactical decisions—who they can kill, who they should run from, etc. With this update, we’re adding more tools to help teams coordinate attacks and play around important timing windows (please stop hitting the Rammus when Defensive Ball Curl is up).
A general rule is that the more impactful a mechanic, the more visually notable it should be. League has a few massively impactful mechanics that are basically invisible: shreds, defensive buffs, auras, and more. Others like extra life would benefit from standardization and clearer visibility.
In order to create more interesting tactical choices for players around these systems, we need to communicate them better than they are on Live. The difficulty of League of Legends should stem from making the right decisions, not battling the interface.
This is just the beginning—we plan on following up with an additional batch of features including heal over time, damage over time, and more.
Visually, we’re all used to what’s on Live, but there’s a big disconnect between what we as players know is a big moment and what gets displayed. We want to start bridging that gap beginning with new supporting animations on events like burst damage and tower destruction.
Show Me What You Got
Champ Burst
Heals
Moment of Death - Structures
Invulnerable
Defense Up and Armor Shred
Extra Life / Unkillable
Themed ammo
Non-champ bars
Sacred Minotaurs
Rest easy, we are going to great lengths to ensure that we don’t mess with actions where you’ve built up lots of muscle memory and mastery around, such as last hitting or objective takes. In the new system, lane minion healthbars are identical to live and objective healthbars (red, blue, dragon, etc) are the same width. Colors are generally similar as well.
How much health a player has should ALWAYS be instantly readable and we are intentionally not showing some of the bigger moments on your own healthbar just to play it safe.
A note about noise: The health bar is not the buff bar. We value an uncluttered game space as much as you do - for example, many of us play with names off. Additions to this space are mainly high impact and low uptime.
Your feedback is important, especially in a few key areas:
- Does last hitting feel the same? What about jungle takes?Here's Ququroon with a bugs thread for the healthbars:
- Do these identifiers show up responsively enough and clearly enough to understand and react to?
- In what situations do you most notice the changes?
- Thoughts on additional moments to amp up through animation?"
"Edit: Health Bars are missing on 10/24 due to a bug. They will be up tomorrow.
Salutations, Summoners!
As you may have seen in this post, we're updating the health bars, and adding several new features!
This change will be on PBE for two patch cycles (four weeks or so), as we want to make sure we're shipping a bug free update that works the way you expect. Bringing this back to today, we still have some features in development, and some bugs (both wide and niche) that we aim to fix prior to shipping.
Notable Known Issues:
We will be checking this thread often over the next two PBE cycles, so please post any bugs you find into this thread so we can make sure they're good prior to launch!
- [TOP PRIORITY] All Health Bars currently draw over the Minimap
- Shreds have some broken functionality
- Several issues relating to resolution changes mid-game
- Kled/Skaarl's health bars aren't properly colored, and aren't showing Health Bar animations properly
Thank you very much, and I hope you have a nice day. o/"
Catch-Up Experience and Jungle Changes in 7.22
Here's Riot Sotere on experience and jungle changes in the 7.22 cycle:
"Hi Summoners!,
Wanted to give an update for some changes coming to PBE in the 7.22 cycle that will probably sneak under the radar. We’ve heard players’ laments about catch-up experience and taken them to heart. We don’t like the overall potency of catch-up mechanics available. Players that establish early game leads should not feel cheated out of their advantage by mostly invisible systems that are difficult to intuit. At the same time, these mechanics serve the important role of making it so games don’t seem over at the outset, and often drive a lot of action. With that said, in most even-ish games, we expect our changes to have minimal actual and perceived impact.
Not going to get too technical or specific about the changes, but wanted to touch on some highlights that indicate our direction:
Catch-up experience is only granted on Large or Epic Monsters. The amount per large monster kill is up, but the overall generated catch-up experience is going to be down substantially. Equally as important, there’s a clear path for an opponent to keep their enemy down further: don’t give them access to large monsters.
Wolf camp at level 1 will grant a full level. This was a casualty of there being too much experience in the jungle at the start of S2017. We’re hoping some routes are opened up as wolves are more relevant and razorbeaks are less so (catch-up experience changes make mini-razorbeaks no longer the only optimal XP path).
Rolling back the bonus teamwork catch-up experience we introduced in 7.4. In 7.4 we introduced some measures so that players that were substantially lower level than their team would get a boost in experience. Upon reflection, this acted more as a snowball mechanic than it served its original intent to provide a safety net for experience starved roles.
Poacher’s Dirk buffs. The Poacher’s Dirk no longer has a cooldown between enemy camps stolen, allowing for quicker stacking. For most of League’s history, counter-jungling’s main purpose has been to set the enemy jungler way behind. This is one exploration into a world where counter-jungling gets the successful jungler ahead in a meaningful way.
Jungle camps are all worth the same creep score. One consistent issue in judging the impact of a jungler v. jungler match-up is that creep score can mean vastly different things. This is especially true if one champion specializes in single target camps while the other is an AoE monster. Now each camp in its entirety will grant 4 creep score, which generally matches the camps’ value and should provide for easier comparison of a jungler to their direct opponent.
With these set of changes (and a large number of supporting ones), players should feel like their leads gained are more meaningful. Particularly junglers should be able to flex their advantages into feeling they have a larger impact on winning the game. In addition to being more impactful, it should be understandable how and why a lead exists and less of a mystery when an opponent overcomes their early disadvantage to draw even. We’ll be watching closely over the next couple of patches and ensure a variety of roles still feel like they can contribute from the jungle, and that the jungler is engaging frequently with enemy champions."
Continued Runes Reforged Testing & Changes
Rune Reforged, the new combination of runes and masteries into one new system, continues testing on the PBE this cycle - including runes themselves, the runes panel, the client run inventory and editing UI, base stat and jungle tuning, & more.10/24 Changelist
Rune slots now have names:Precision
- Overheal (Sustain, Precision I)
- Shield value changed from [up to 30 + 8% of your total health] to [up to 10 + 10% of your total health].
- Coup De Grace (Damage, Precision III)
- damage - 5% >>> 10%
- adaptive bonus changed from 15 AD/AP to [9 AD, 15 AP]
- [removed from tooltip] This effect stacks.
Domination
- Cheap Shot (Damage, Domination I)
- [tooltip added] Applies to damage occurring after the impairment.
- Eyeball Collection (Hunting, Domination II)
- Adaptive bonus lowered from 0.7 AD to 0.6 AD
- max eyeball bonus lowered from 7 AD to 6 AD
- Domination Set Bonuses: AD increased from 10.8 to 11
Sorcery
- Summon Aery (Keystone, Sorcery)
- Shield increased from 0.25 bAD to 0.4 bAD
- Transcendence (Conversion, Sorcery II)
- Adaptive bonus lowered from +1.4 AD to +1.2AD
- Absolute Focus (Conversion, Sorcery II)
- Adaptive bonus lowered from +28.0 AD to +24 AD
- Water Walking (Laning, Sorcery III)
- Adaptive bonus lowered from +21.0 AD to +18 AD
- Gathering Storm (Laning, Sorcery III)
- Adaptive bonus lowered from 6 AD at 10mins to 5 AD at 10mins
Resolve
- Resolve Set Bonuses: health lowered from 180 to 130
Inspiration
- Unsealed Spellbook (Keystone, Inspiration)
- [tooltip added] Additionally, your Summoner Spell Cooldowns are reduced by 30%.
- Glacial Augment (Keystone, Inspiration)
- [tooltip removed] (max 3 rays per item use)
- Inspiration Set Bonuses:
- [I+S] values changed from [+30 AP or +18 AD] to [+27 AP or +16 AD]
- [I+D] values changed from [+21.5 AP or +13 AD] to [+27 AP or +16 AD]
- [I+P] values changed from +21.6% AS to +20% AS
- [I+R] values changed from +216 Health to +145 Health
For a complete listing of the new Runes effects and values, have a look at our Runes Effects and Values document (including a helpful changelist to note changes from a certain date):
[Check out the Runes Effect and Value Listing here!]
PBE testers can head on over to Riot Sparkle's Runes Reforged bugs & feedback thread for more. Make sure to also check out Riot Fearless on some testing they will be doing on rune pages, in Runes Reforged and Rune Page Limits Testing!
Balance Changes
* NOTE*: The PBE is a testing grounds for new, tentative, & experimental changes. Be aware that what you see below may be relative to other changes earlier this cycle! These are not official notes.
Summoner Spells
- With the changes to the leveling systems, the levels you can start using certain summoner spells have changed:
- Cleanse level increased from 6 to 9
- Flash level lowered from 8 to 7
- Smite level lowered from 10 to 9
- Teleport level increased from 6 to 7
- Clarity (ARAM) level increased from 1 to 6
- Ignite level lowered from 10 to 9
- Mark (ARAM) level increased from 1 to 6
Champions
Aatrox
- Base AD increased from 60.376 to 68
- Base Armor increased from 24.384 to 33
- Blood Thirst / Blood Price (W) damage increased from 45/80/115/150/185 to 50/85/120/155/190
- Blades of Torment (E) damage increased from 70/110/150/190/230 to 75/115/155/195/235
Ahri
- HP growth increased from 80 to 92
- Base HP increased from 514.4 to 526
Akali
- Base armor increased from 26.38 to 31.38
- HP growth increased from 85 to 90
- Base HP increased from 587.8 to 593
Alistar
- Base Armor increased from 24.38 to 44
Amumu
- Base AD increased from 53.384 to 61.38
- Base armor increased from 23.544 to 33
Anivia
- HP growth increased from 70 to 82
- Base HP increased from 467.6 to 480
Annie
- HP growth increased from 76 to 88
- Base HP increased from 511.68 to 542
Ashe
- Base AD increased from 56.508 to 65
- Base armor increased from 21.212 to 30
Aurelion Sol
- HP growth increased from 80 to 92
- Base HP increased from 550 to 562
Azir
- HP growth increased from 80 to 92
- Base HP increased from 540 to 552
Bard
- Base armor increased from 25 to 34
Blitzcrank
- Base armor increased from 24.38 to 44
Brand
- HP growth increased from 76 to 88
- Base HP increased from 507.68 to 519.68
Braum
- Base armor increased from 26.72 to 47
- Stand Behind Me (W) base armor magic resist increased from 15/17.5/20/22.5/25 to 17.5/20/22.5/25/27.5
Caitlyn
- Base AD increased from 53.66 to 62
- Base armor increased from 22.88 to 32
Camille
- Base AD increased from 60 to 68
- Base Armor increased from 26 to 35
- Tactical Sweep (W) damage increased from 65/95/125/155/185 to 70/100/130/160/190
- Hookshot (E) damage increased from 70/115/160/205/250 to 75/120/175/210/255
Cassiopeia
- HP growth increased from 75 to 87
- Base HP increased from 525 to 537
Cho'Gath
- Base AD increased from 61.156 to 69
- Base Armor increased from 28.88 to 38
Corki
- HP growth increased from 82 to 87
- Base HP increased from 512.76 to 518
- Base AD increased from 55 to 63
- Base armor increased from 23.38 to 32
- Phosphorous Bomb (Q) damage increased from 70/115/160/205/250 to 75/120/165/210/255
Darius
- Base AD increased from 56 to 64
- Base Armor increased from 30 to 39
Diana
- Base armor increased from 26.048 to 31
- HP growth increased from 90 to 95
- Base HP increased from 589.2 to 594
Draven
- Base AD increased from 55.8 to 64
- Base armor increased from 25.544 to 35
- Spinning Axe (Q) damage increased from 30/35/40/45/50 to 35/40/45/50/55
- Stand Aside (E) damage increased from 70/105/140/175/210 to 75/110/145/180/215
Dr. Mundo
- Base armor increased from 26.88 to 36
Ekko
- Base armor increased from 27 to 32
- HP growth increased from 80 to 85
- Base HP increased from 580 to 585
Elise
- Base AD increased from 47 to 55
- Base armor increased from 22.128 to 27
- HP growth increased from 80 to 85
- Base HP increased from 529.4 to 534
Evelynn
[Context]
- Base armor increased from 28 to 37
- Hate Spike (Q)
- cooldown lowered from 8 seconds at all ranks to 6 seconds at all ranks
- cooldown refund for hitting a monster lowered from 60% to 30%
- initial dart damage increased from 25/30/35/40/45 to 35/40/45/50/55
- spike damage increased from 25/30/35/40/45 to 35/40/45/50/55
- Whiplash (E)
- magic damage increased from 30/45/60/75/90 to 40/55/70/85/100
- empowered damage increased from 60/80/100/120/140 to 70/90/110/130/150
Ezreal
- Base AD increased from 55.66 to 64
- Base armor increased from 21.88 to 31
- Arcane Shift (E) damage increased from 75/125/175/225/275 to 80/130/180/230/280
Fiddlesticks
- Base armor increased from 20.88 to 30
Fiora
- Base AD increased from 60 to 68
- Base armor increased from 24 to 33
- Lunge (Q) damage increased from 65/75/85/95/105 to 70/80/90/100/110
Fizz
- HP growth increased from 86 to 98
- Base HP increased from 558.48 to 570
Galio
- HP growth increased from 100 to 112
- Base HP increased from 550 to 562
Gangplank
- Base AD increased from 56 to 64
- Base armor increased from 26 to 35
Garen
- Base AD increased from 57.88 to 66
- Base armor increased from 27.536 to 36
Gnar
- Base AD increased from 51 to 59
- Base armor increased from 23 to 32
- Mega Gnar Base AD increased from 57 to 65
- Mega Gnar Base armor increased from 26.5 to 36
Gragas
- Base armor increased from 26.05 to 35
Graves
- Base AD increased from 60.83 to 69
- Base armor increased from 24.376 to 33
- End of the Line (Q)
- Initial damage increased from 40/55/70/85/100 to 45/60/75/90/105
- Detonation damage increased from 80/110/140/170/200 to 85/115/145/175/205
Hecarim
- Base AD increased from 58 to 66
- Base armor increased from 26.72 to 36
- Rampage (Q) damage increased from 50/85/120/155/190 to 55/90/125/160/195
- Devastating Charge (E)
- Minimum damage increased from 40/75/110/145/180 to 45/80/115/150/185
- Maximum damage increased from 80/150/220/290/360 to 90/160/230/300/370
Heimerdinger
- HP growth increased from 75 to 87
- Base HP increased from 476 to 488
Illaoi
- Base AD increased from 60 to 68
- Base Armor increased from 26 to 35
Irelia
- Base AD increased from 61.544 to 70
- Base armor increased from 25.3 to 34
Ivern
- Base armor increased from 22 to 27
- HP growth increased from 90 to 95
- Base HP increased from 580 to 585
Janna
- Base armor increased from 19.384 to 28
Jarvan IV
- Base AD increased from 55.712 to 64
- Base armor increased from 29 to 38
- Dragon Strike (Q) damage increased from 70/115/160/205/250 to 80/125/170/215/260
Jax
- Base AD increased from 61.97 to 69.97
- Base armor increased from 27.04 to 36
- Leap Strike (Q) damage increased from 70/110/150/190/230 to 80/120/160/200/240
- Counter Strike (E) minimum damage increased from 50/75/100/125/150 to 55/80/105/130/155
Jayce
- Base AD increased 50.78 to 58
- Base armor increased from 22.38 to 27
- HP growth increased 90 to 95
- Base HP increased from 571.2 to 576
- To The Skies (Q Hammer) damage increased from 35/70/105/140/175 to 40/75/110/145/180
- Shock Blast (Q Cannon) damage increased from 70/120/170/220/270 to 75/125/175/225/275
Jhin
- Base AD increased from 53 to 61
- Base armor increased from 20 to 29
Jinx
- Base AD increased from 58.46 to 66
- Base armor increased from 22.88 to 32
Kalista
- Base AD increased from 63 to 71
- Base armor increased from 19.012 to 28
Karma
- HP growth increased from 83 to 95
- Base HP increased from 522.44 to 534
Karthus
- HP growth increased from 75 to 87
- Base HP increased from 516 to 528
Kassadin
- HP growth increased from 78 to 90
- Base HP increased from 564.04 to 576
Katarina
- HP growth increased from 82 to 94
- Base HP increased from 590 to 602
Kayle
- HP growth increased from 93 to 105
- Base HP increased from 574.24 to 586
Kayn
- Base AD increased from 60 to 68
- Base armor increased from 29 to 38
- Reaping Slash (Q) damage increased from 55/75/95/115/135 to 60/80/100/120/140
- Blade's Reach (W) damage increased from 80/125/170/215/260 to 90/135/180/225/270
Kennen
- Base armor increased from 24.3 to 29
- HP growth increased from 79 to 84
- Base HP increased from 535.72 to 541
Kha'Zix
- Base AD increased from 55.21 to 63
- Base armor increased from 27 to 36
- Taste Their Fear (Q) damage increased from 60/85/110/135/160 to 65/90/115/140/165
- Void Spike (W) damage increased from 80/110/140/170/200 to 85/115/145/175/205
Kindred
- Base AD increased from 57 to 65
- Base armor increased from 20 to 29
- Dance of Arrows (Q) damage increased from 55/75/95/115/135 60/80/100/120/140
- Mounting Dread (E) bonus damage increased from 60/80/100/120/140 to 65/85/105/125/145
Kled
- Base AD increased from 55 to 63
- Base armor increased from 26 to 35
- Beartrap on a Rope (Q mounted) beartrap damage increased from 25/50/75/100/125 to 30/55/80/105/130
- Pocket Pistol (Q Dismounted) damage increased from 30/45/60/75/90 to 35/50/65/80/95
- Violent Tendencies (W) bonus damage increased from 20/30/40/50/60 to 25/35/45/55/65
- Jousting (E) damage increased from 20/45/70/95/120 to 25/50/75/100/125
Kog'Maw
- Base AD increased from 57.46 to 65
- Base armor increased from 19.88 to 29
LeBlanc
- HP Growth increased from 80 to 92
- Base HP increased from 516 to 528
- Base AD increased from 61.176 to 69.18
- Base armor increased from 24.216 to 33
- Sonic Wave (Q1) damage increased from 50/80/110/140/170 to 55/85/115/145/175
- Tempest (E1) damage increased from 60/95/130/165/200 to 65/100/135/170/205
Leona
- Eclipse (W) bonus armor increased from 20/30/40/50/60 to 25/35/45/55/65
Lissandra
- HP growth increased from 75 to 87
- Base HP increased from 506.12 to 518
Lucian
- Base AD increased from 57.46 to 65
- Base armor increased from 24.04 to 33
- Piercing Light (Q) damage increased from 80/115/150/185/220 to 85/120/155/190/225
Lulu
- Base armor increased from 19.216 to 28.22
Lux
- HP Growth increased from 79 to 91
- Base HP increased from 477.72 to 490
Malphite
- Base armor increased from 28.3 to 37.3
Malzahar
- HP Growth increased from 75 to 87
- Base HP increased from 525 to 537
Maokai
- Base armor increased from 30 to 39
Master Yi
- Base AD increased from 60.04 to 68
- Base armor increased from 24.04 to 33
Miss Fortune
- Base AD increased from 46 to 54
- Base armor increased from 24.04 to 33
Mordekaiser
- Base armor increased from 20 to 25
- HP growth increased from 73 to 78
- Base HP increased from 525 to 530
Morgana
- HP growth increased from 86 to 98
- Base HP increased from 547.48 to 559.48
Nami
- Base armor increased from 19.72 to 29
Nasus
- Base AD increased from 59.18 to 67
- Base armor increased from 24.88 to 34
Nautilus
- Base AD increased from 57.544 to 65.54
- Base armor increased from 26.46 to 35.46
Nidalee
- Base AD increased from 53 to 61
- Base armor increased from 22.88 to 28
- HP growth increased from 80 to 85
- Base HP increased from 540 to 545
Nocturne
- Base AD increased from 59.208 to 67.21
- Base armor increased from 26.88 to 36
- Duskbringer (Q) damage increased from 60/105/150/195/240 to 65/110/155/200/245
Nunu
- Base AD increased from 59 to 67
- Base armor increased from 23 to 28
- HP growth increased from 85 to 90
- Base HP increased from 535 to 540
Olaf
- Base AD increased from 57.98 to 68
- Base armor increased from 26.04 to 35
- Undertow (Q) damage increased from 70/115/160/205/250 to 80/125/170/215/260
Orianna
- HP Growth increased from 79 to 91
- Base HP increased from 517.72 to 530
Ornn
- Base AD increased from 59.72 to 67.72
- Base armor increased from 24.04 to 33.04
Pantheon
- Base damage increased from 55.572 to 64
- Base armor increased from 27.652 to 37
- Spear Shot (Q) damage increased from 65/105/145/185/225 to 75/110/155/195/235
- Heartseeker Strike (E) damage 80/130/180/230/280 to 100/150/200/150/300
Poppy
- Base AD increased from 56 to 64
- Base armor increased from 29 to 38
- Hammer Shock (Q) damage increased from 35/55/75/95/115 to 40/60/80/100/120
- Heroic Charge (E) damage increased from 50/70/90/110/130 to 55/75/95/115/135
Quinn
- Base AD increased from 54.46 to 62
- Base armor increased from 23.38 to 32
Rakan
- Base AD increased from 62 to 70
- Base armor increased from 24 to 36
Rammus
- Base armor increased from 31.384 to 40
Rek'Sai
- Base AD increased from 57.5 to 65.5
- Base Armor increased from 24 to 33
- Queen's Wrath (Q Unburrowed) damage increased from 15/20/25/30/35 to 20/25/30/35/40
- Unburrow (W Burrowed) damage increased from 50/65/80/95/110 to 55/70/85/100/115
- Furious Bite (E Unburrowed) damage increased from 50/60/70/80/90 to 55/65/75/85/95
Renekton
- Base AD increased from 58.328 to 66
- Base armor increased from 25.584 to 35
- Cull The Meek (Q)
- Damage increased from 60/90/120/150/180 to 65/95/125/155/185
- Enhanced damage increased from 90/135/180/225/270 to 95/140/185/230/275
- Slice / Dice (E)
- damage increased from 30/60/90/120/150 to 40/70/100/130/160
- enhanced damage increased from 45/90/135/180/225 to 55/100/145/190/235
Rengar
- Base AD increased from 60 to 68
- Base armor increased from 25 to 34
- Savagery (Q) damage per strike increased from 25/45/65/85/105 to 30/50/70/90/110
- Bola Strike (E) damage increased from 50/95/140/185/230 to 55/100/145/190/235
Riven
- Base AD increased from 56.04 to 64
- Base armor increased from 24.376 to 33
- Ki Burst (W) damage increased from 50/80/110/140/170 to 55/85/115/145/175
- Valor (E) shield value increased from 90/120/150/180/210 to 95/125/155/185/215
Rumble
- Base armor increased from 25.88 to 30.88
- HP growth increased from 80 to 85
- Base HP increased from 584.4 to 589
Ryze
- HP growth increased from 86 to 98
- Base HP increased from 558.48 to 570.48
Sejuani
- Base AD increased from 56 to 64
- Base armor increased from 27 to 36
Shaco
- Base AD increased 57.58 to 66
- Base armor increased from 24.88 to 30
- HP growth increased from 84 to 89
- Base HP increased from 582.12 to 587
- Two-Shiv Poison (E) damage increased from 50/75/100/125/150 to 55/80/105/130/155
Shen
- Base armor increased from 25 to 34
Shyvana
- Base AD increased from 60.712 to 69
- Base armor increased from 29 to 38
Singed
- Base armor increased from 27.88 to 37
Sion
- Base AD increased from 59.72 to 68
- Base armor increased from 23.04 to 32
Sivir
- Base AD increased from 57.46 to 65
- Base armor increased from 22.21 to 31
Skarner
- Base AD increased from 57.156 to 65
- Base armor increased from 29.384 to 38
Sona
- Base Armor increased from 20.544 to 30
Soraka
- Base armor increased from 23.384 to 32
Swain
- HP Growth increased from 90 to 102
- Base HP increased from 516.04 to 528
Syndra
- HP growth increased from 78 to 90
- Base HP increased from 511.04 to 523
Tahm Kench
- Base armor increased from 27 to 47
Taliyah
- HP growth increased from 75 to 87
- Base HP increased from 520 to 532
Talon
- Base AD increased from 60 to 68
- Base armor increased from 26.88 to 32
- HP growth increased from 90 to 95
- Noxian Diplomacy (Q) damage increased from 60/85/110/135/160 to 65/90/115/140/165
- Rake (W) return damage increased from 60/85/110/135/160 to 70/95/120/145/170
Taric
- Base armor increased from 25 to 45
- Dazzle (E) damage increased from 100/145/190/235/280 to 105/150/195/240/285
Teemo
- Base AD increased from 49.54 to 58
- HP growth increased from 82 to 94
- Base HP increased from 515.76 to 528
Thresh
- Base AD increased from 47.696 to 56
- Base armor increased from 16 to 28
Tristana
- Base AD increased from 56.96 to 65
- Base armor increased from 22 to 31
- Explosive Change (E) damage increased from 50/75/100/125/150 to 55/80/105/130/155
Trundle
- Base AD increased from 60.04 to 68
- Base armor increased from 27.536 to 37
Tryndamere
- Base AD increased from 61.376 to 69
- Base armor increased from 24.108 to 33
- Spinning Slash (E) damage increased from 70/100/130/160/190 to 80/110/140/170/200
Twisted Fate
- HP growth increased from 82 to 94
- Base HP increased from 521.76 to 534
Twitch
- Base AD increased from 55.46 to 63
- Base armor increased from 23.04 to 32
Udyr
- Base AD increased from 58.286 to 66
- Base armor increased from 25.47 to 34
Urgot
- Base AD increased from 55 to 63
- Base armor increased from 30 to 39
Varus
- Base AD increased from 54.66 to 63
- Base armor increased from 23.212 to 32
- Hail of Arrows (E) damage increased from 65/100/135/170/205 to 70/105/140/175/210
Vayne
- Base AD increased from 55.88 to 64
- Base armor increased from 19.012 to 28
- Condemn (E) damage increased from 45/80/115/150/185 to 50/85/120/155/190
Veigar
- HP growth increased from 82 to 94
- Base HP increased from 492.76 to 505
Vel'Koz
- HP growth increased from 76 to 88
- Base HP increased from 507.68 to 520
Vi
- Base AD increased from 55.88 to 64
- Base armor increased from 25.88 to 35
- Vault Breaker (Q) minimum champion damage increased from 50/75/100/125/150 to 55/80/105/130/155
Viktor
- HP Growth increased from 78 to 90
- Base HP increased from 516.04 to 528.04
Vladimir
- HP growth increased from 84 to 96
- Base HP increased from 525 to 537
Volibear
- Base AD increased from 59.544 to 68
- Base armor increased from 26.38 to 35
Warwick
- Base AD increased from 58 to 66
- Base armor increased from 24.04 to 33
Wukong
- Base AD increased from 59.876 to 68
- Base armor increased from 24.88 to 34
- Nimbus Strike (E) damage increased from 60/105/150/195/240 to 65/110/155/200/245
Xayah
- Base AD increased from 56 to 64
- Base armor increased from 24 to 33
- Double Daggers (Q) damage increased from 40/60/80/100/120 to 45/65/85/105/125
- Bladecaller (E) damage increased from 50/60/70/80/90 to 55/65/75/85/95
Xerath
- HP growth increased from 80 to 92
- Base HP increased from 514.4 to 526
Xin Zhao
- Base AD increased from 57.544 to 66
- Base armor increased from 25.88 to 35
- Three Talon Strike (Q) damage increased from 15/20/25/30/35 to 20/25/30/35/40
Yasuo
- Base AD increased from 55.376 to 60
- Base armor increased from 24.712 to 30
- Base HP increased from 517.76 to 523
- HP growth increased from 82 to 87
Yorick
- Base AD increased from 57 to 65
- Base armor increased from 30 to 39
Zac
- Base armor increased from 24 to 33
Zed
- Base AD increased from 54.712 to 63
- Base armor increased from 26.88 to 32
- HP growth increased from 80 to 85
- Base HP increased from 579.4 to 584
- Razor Shuriken (Q)
- damage icreased from 70/105/140/175/210 to 80/115/150/185/220
- secondary damage increased from 42/63/84/105/126 to 45/66/87/108/129
- Shadow Slash (E) damage increased from 65/90/115/140/165 to 70/95/120/145/170
Ziggs
- HP growth increased from 80 to 92
- Base HP increased from 524.4 to 536
Zilean
- Base armor increased from 19.134 to 28
Zyra
- Base armor increased from 20.04 to 29
- HP growth incrased from 74 to 79
- Base HP increased from 499.32 to 504
Items
- Effect changed from[Killing any Monster higher level than you are awards 30 bonus experience per level difference] to [Killing any Large or Epic Monster higher level than you are awarded 50 bonus experience per level difference.]
Duskblade of Draktharr
[Context]
- Lethality increased from 18 to 20
Edge of Night
[Context]
- Lethality increased from 18 to 20
Frost Queen's Claim
- Unique Passive Tribute additional magic damage increased from 15 to 20
Frost Queen, Targon, and Ancient Coin lines
- Quest gold required to upgrade increased from 650 to 750
Frostfang
- Unique Passive Tribute additional magic damage increased from 15 to 20
Gargoyle Stoneplate
[Context]
- New Recipe: [Chain Vest + Negatron Cloak + Stopwatch + 380g]
- Combine cost lowered from 980g to 380g
- Unique Active - Metallicize cooldown increased from 90 seconds to 92 seconds.
[Context]
- New Recipe: [BF Sword + Cloth Armor + Stopwatch]
- Combine cost lowered from 800 to 200
- [Due to addition of Stopwatch]
Hunter's Machete
Sorcerer's Shoes
[Context]
- Unique Passive - Nail
- [New Effect] now grants 15% bonus Attack Speed for 2 seconds
Hunter's Talisman
Poacher's Dirk
Serrated Dirk
[Context]
- Cost lowered from 600 to 500
- Unique Passive
- Monsters poached increased from 3 to 4
- cooldown for transforming into Serrated Dirk removed
Serrated Dirk
[Context]
- Lethality increased from 10 to 12
Sorcerer's Shoes
[Context]
- Magic pen increased from 15 to 18
Spellthief's Edge
- Unique Passive Tribute additional magic damage increased from 10 to 15
[New] Stopwatch
- Cost: 600g
- Unique Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (One time use).
Void Staff
[Context]
- Magic pen increased from 35% to 40%
Zhonya's Hourglass
[Context]
- New Recipe: Seeker's Armguard + Fiendish Codex + Stopwatch +200g]
- Combine cost lowered from 800 to 200
Context & Notes
1) Here's Riot Banfhammer with a daily PBE thread - 10/24 PBE Thread - Current State of PBE & My Learnings"Hey everyone,
Let's talk about meta about how PBE is going, now that we have a lot more people.
I want to retro the last few weeks and things that I've learned.
Things I've Learned
Actions Taken, or Things I Need to Do
- I need to think about capacity planning better. The load on sign-ups and on the Store were both a big problem, and have created some poor experiences for you all.
- Player Behavior on PBE has affected you all very negatively. Behavior in-games is a problem, and people are using some terrible, unacceptable names that violate terms of use grievously.
- I didn't think thoroughly about how to do pricing, and RP/BE grants on the store before we opened up. It created a lot of confusion, especially as we changed things every day.
- Forums are not effective as the only place to let you all know what's going on with PBE status. We need to figure out a different way to let you know about issues, and also about what designers are looking for specific feedback on.
Regarding Player Behavior:
Regarding Pricing and RP/BE Grants:
- We found out that the name filter we use on live was not enabled on PBE, and that's why a lot of people got unacceptable names through the filter. This has been fixed. I am so, so sorry that you had to experience this.
- This new filter in place unfortunately does not retroactively target bad names. PLEASE REPORT these players so that player support can handle these cases. We also have other methods we are pursuing to take care of this.
- Reporting of players post-game for negative behavior works just like live. Please report people just like you would on live. The system will take care of the rest.
Regarding Alternative Ways to Notify about PBE Changes:
- We are continuing to study how things are going. Overall we believe we've landed at a good place, and are not considering changes in the immediate future.
- I'd like to look into how we can get notifications and things on the front page of the client. This is a decently technical change, though, so I can only tell you that I'm looking into it. No promises.
General Things
Thank You
- Please remember that this is a test environment. We're going to do some wacky stuff on this. Things will break. I'm imagining a time where we wipe accounts and have folks sign up again, so that we can test the load. CHAOS, let's bring on the CHAOS. We promise we won't do this without warning, though.
Please remember to report players for inappropriate names and negative behavior.
- Thank you all so much for participating in the PBE. A lot of times we don't get to respond to every thread and bug report. However, every single piece of feedback that you give us, we consider to be a gift from you. We are so appreciative of your presence and your care for helping LoL be great.
Thanks again.
Sincerely,
Banfhammer"
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