The PBE has been updated! As we continue the 8.7 PBE cycle, today's patch includes more Irelia tweaks, new emotes, tentative balance changes, and 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
Continued Irelia Testing
As the Irelia champion update continues testing on the PBE, today's update brings us a few new changes - including her champion select voiceover quotes:Frostblade Irelia had a few tweaks to the skin in game [Fur on shoulders and passive indicator color on daggers]:
A new recall animation was also added:
Frostblade Irelia's loading screen art was also tweaked:
[Old]
New Emotes
Three new emotes are now on the PBE - "Deal with Grit", "Everything is Okay", and "Little Camper"!Miscellaneous
- Loot asset names for an upcoming event added:
- Loot Item Names
- Camp Capsule
- Camp Badge
- Reward Names - No assets that match these names just yet!
- Heimerdinger Gear Icon
- Veigar Crystal Icon
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.
Champions
- [Ahri changes are back for more testing! Look for full changelist from ricklessabandon tomorrow 3/22!]
Irelia
[Reminder: Irelia has her large scope Champion Update testing on the PBE!]
- Defiant Dance (W)
- AP ratio lowered from 50% to 45%
- Max damage AP ratio lowered from 100% to 90%
- Flawless Duet (E)
- AP ratio lowered from 90% to 80%
Kai'Sa
- Base AD lowered from 65 to 63
- Icathian Rain (Q) mana cost increased from 45 to 55
LeBlanc
- Distortion (W) snapback lockout increased from 0.2 seconds to 0.3 seconds
Rumble
- Flamespitter (Q)
- damage increased from 135/180/225/270/315 to 175/210/245/280/315
- damage to minions changed from 75% to 60/65/70/75/80%
Runes
Approach Velocity (I4)- Movement speed increased from 10% to 15%
Bone Plating (R2)
- Cooldown changed from 45s to [70s - 40s]
Legend: Tenacity (P3)
- Additional tenacity per stack increased from 1.5% to 2.5%
Cut Down (P4)
- Max health threshold lowered from 2000 to 1500
- Max damage increased from 10% to 12%
Absolute Focus (S3)
- Tooltip now notes "Grants 3 Attack Damage or 5 Ability Power at level 1. "
Gathering Storm (S4)
- AP and AD changed:
- Old Values:
- 10 min: + 8 AP or 5 AD
- 20 min: + 24 AP or 14 AD
- 30 min: + 48 AP or 29 AD
- 40 min: + 80 AP or 48 AD
- 50 min: + 120 AP or 72 AD
- 60 min: + 168 AP or 101 AD
- New Values:
- 10 min: + 6 AP or 4 AD
- 20 min: + 18 AP or 11 AD
- 30 min: + 36 AP or 22 AD
- 40 min: + 60 AP or 36 AD
- 50 min: + 90 AP or 54 AD
- 60 min: + 126 AP or 76 AD
Sudden Impact (D2)
- Cooldown increased from 4s to 25s
Zombie Ward (D3)
- Ward curation lowered from [60s - 180s] to [30s - 120s]
Context & Notes
1) SpaceNorth has posted on the Irelia subreddit regarding feedback on her update, hair, and new skins:"Hey all! I'm SpaceNorth, the PO for Irelia's update.
We’ve been reviewing all the PBE feedback that we’ve gotten on Irelia and her skins over the last 24 hours. Before we get into specifics, I also just wanna take a sec to say thank you for the outpouring of both excitement and critical feedback. Even the negative reactions have included a lot of constructive, helpful notes - to be frank, it means a lot to us to have this kind of dialog with everyone. We aren’t going to be able to address everything, but here are some notes on what we’re looking to improve.
Hair
Hair is so damn difficult (Zoe’s hair was a beautiful nightmare to work on, and took a ridiculous amount of time). We’ve heard the feedback on Irelia’s hair looking like a flat cape on some skins, or being positioned far away from her body. This is something that we’ve iterated on a dozen times internally, and competing with blade readability and clipping has been a challenge. We’re going to taking another pass focusing mostly on base and Aviator, trying to add a little volume and tweak positions so her hair falls a little closer to her for some animations.
Lotus
Small tweaks to splash - mostly around face.
Frostblade
Let’s jump right in. Some people are missing the cyber aspect of the original, or wondering why we decided to double down on frost. Our goal was to make a more cohesive skin by focusing on one thematic and fleshing it out, especially in thinking about how we could find good particle and audio opportunities with the rework. We’re seeing some negative response to this decision, but we still believe that making her this frozen warrior slashing with giant ice shards will be an awesome skin for her. I think changes we make at this point to bring the futuristic theme back are going to feel shallow, and we don’t want to just put a band-aid on it.
Outside of the theme notes, we also saw a lot of great feedback on other parts of the skin that we want to respond to. First, we’re changing hair color to bring it more blue (more ice read, closer to original - less gem/crystalline look). We added some reflective material to make it feel more like ice, but then the excessive purple got in the way of that read anyway... We’re also going to take a big pass at the fur collar, and see how we can make her more sleek. For splash, we’re changing face and expression to get it feeling less evil, and more like Irelia (and matching in-game changes).
Thanks again for all the feedback - please keep checking PBE as these changes go up."2) Check out the 3/21 Quick Gameplay Thoughts for more from Meddler on upcoming changes:
"Hi folks,
Usual Disclaimers
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler
Solo Snowball versus Team Snowball
We're going to be looking at how some of the rewards in the game contribute to solo snowball versus team snowball over some upcoming patches. We shifted a few things towards team snowball a while back, aiming to give more agency/impact to roles who needed it (jungle/support at the time) and reduce the degree to which the other positions would sometimes get so individually far ahead they were too hard to deal with. In retrospect we think we went too far in that direction though. That reduced concentration of power makes it harder to get ahead enough to really carry and means that when you're facing an enemy team that's ahead it's a bit too much that they're all ahead and threatening than that there are particular enemies who are really high threat you need to try and play around/shut down.
We're planning to start by shifting shutdown gold back to going to whoever killed the enemy on a killstreak, rather than being split globally with the team. That's also got the benefit of making it more possible to get back into a losing lane if you can manage to get a kill on someone who's significantly up on kills on you.
If that shutdown gold changes goes well we'll then look at see whether we should shift any other team rewards back towards solo rewards. Want to make sure we're getting the desired result before doing that though and cautious about swinging back too far in the other direction.
Next Champion Roadmap
I've been seeing questions about when we'll have the next Champion roadmap start to crop up quite a bit recently so I checked in with Reav3 (who writes them) yesterday to find out. Current estimate is the next post is likely to in mid to late April, so about a month from now.
Homestart tuning and invades
We'll be doing some tuning to the start of game speed boost in an upcoming patch, probably 8.7. Back in pre-season we increased its speed significantly so that we could reduce time until minions spawn without cutting into invade times too much. That's worked well overall, the exact implementation can be a bit too punishing for aggressors though, given they'll sometimes be trying to chase down defenders who haven't yet entered the river and so still have the large speed boost themselves. Looking at adjusting things a bit as a result so defensive positions aren't rewarded quite as much. That's likely to look something like removing the speed after passing the outer towers (instead of the river), reducing the speed buff duration a bit, or making the speed boost start higher but decay."
Check out [THIS PAGE] for a comprehensive list of the new content & changes currently on the PBE as a part of this cycle or catch up with the individual update links below !
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