The PBE has been updated! As we start the 8.9 PBE cycle, today's patch includes the Blood Moon Evelynn skin, a new set of chroma for Mecha Zero Sion, a slew of tentative balance changes, 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 Skin
"Oh, so many joyful people to hurt." - Blood Moon Evelynn skin debuts in today's update!Blood Moon Evelynn
975 RP* [Src]
[Gif]
Here's KiWiKiD with a bugs and feedback thread for Blood Moon Evelynn:
"Hey Friends, KiWiKiD here bringing you Blood Moon Evelynn for PBE Bugs and Feedback!
You thought you disliked Evelynn ganking you before? Now you’re gonna love it. She’s got:
Blood Moon Evelynn is now available on PBE! Go charm some players out there and report back here with any bugs that occured or feedback that you have. Any questions are of course welcome as well, and I’ll do my best to answer as many as I can.
- New model and textures - including an oriental wrap-around dress.
- Mostly recolored spell VFX, with some new bits - featuring that blood moon red
- New SFX - Flute sounds entering Demon Shade form and new sounds while stealthed
- New recall animation - Blood Moon seduction
Blood Moon Evelynn is currently set at 975 RP. (subject to change)"
New Chroma
"Brace for impact!" A total of eight (8) chroma have been added for Mecha Zero Sion.Mecha Zero Sion
After their debut in the 8.8 PBE cycle, the four (4) Dragon Master Swain chroma are back.
Dragon Master Swain
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
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 334 to 418**
- Mana Per Level lowered from 50 to 25**
Anivia
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 396 to 495**
- Mana Per Level lowered from 50 to 25**
Annie
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 334 to 418**
- Mana Per Level lowered from 50 to 25**
Azir
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 350 to 438**
- Mana Per Level lowered from 42 to 21 **
Brand
- Level 1 Mana Regen increased from 1.6 per second to 2.13 per second**
- Level 1 Mana Pool increased from 375 to 469**
- Mana Per Level lowered from 42 to 21**
Cassiopeia
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 334 to 418**
- Mana Per Level lowered from 63 to 31.5**
Diana
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
Fiddlesticks
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 400 to 500**
- Mana Per Level lowered from 56 to 28**
Galio
- Level 1 Mana Regen increased from 1.4 per second to 1.867 per second**
Heimerdinger
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 308 to 385**
- Mana Per Level lowered from 40 to 20**
Karthus
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 373 to 467**
- Mana Per Level lowered from 61 to 30.5**
Kayle
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
Lissandra
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 380 to 475**
- Mana Per Level lowered from 60 to 30**
Lux
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 384 to 480**
- Mana Per Level lowered from 47 to 23.5**
Malzahar
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 300 to 375**
- Mana Per Level lowered from 55 to 27.5**
Orianna
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 334 to 418**
- Mana Per Level lowered from 50 to 25**
Poppy
- Movespeed lowered from 345 to 340
- Steadfast Presence (W)
- Movement speed lowered from 32/34/36/38/40% to 30% at all ranks
- Armor and MR lowered from 15% to 8%
- Heroic Charge (E)
- Range increased from 425 to 475
- Initial damage lowered from 60/80/100/120/140 to 50/70/90/110/130
- terrain hit damage lowered from 60/80/100/120/140 to 50/70/90/110/130
- Keeper's Verdict (R)
- [Effect Changed] Uncharged Keeper's Verdict knockup duration now .75 seconds at all ranks
- [Tooltip Changed] Now notes: "Enemies hit with a charged Keeper's Verdict are untargetable."
- [this means uncharged targets hit are no longer untargetable!]
Ryze
[Context]
- General
- Improved spell queueing for Overload, Rune Prison, and Spell Flux
- Overload (Q)
- Spell Ranks lowered from [6 (1/3/5/7/9/11)] to [5 (1/3/5/7/9)]
- Damage changed from 60/85/110/135/160/185 (+45%AP) (+3% Bonus Mana) to 60/90/120/150/180 (+50%AP) (+2% Bonus Mana)
- [New Effect] Deals (14 + 2 per Level)% additional damage as true damage to enemies with Flux (replaces E bonus damage mechanic)
- Cost increased from 40 to 40/50/60/70/80
- Shielding changed from (60+5/lvl) to 50/75/100/125/150
- Movement Speed changed from 25/28/31/34/37/40% to 20/25/30/35/40%
- Rune Duration changed from 4 to [5, renewing on taking or dealing damage]
- Rune Prison (W)
- Cooldown increased from 13/12/11/10/9 to 15/13/11/9/7
- Damage changed from 80/100/120/140/160 (+60%AP) (+1% Bonus Mana) to 80/100/120/140/160 (+60%AP) (+4% Bonus Mana)
- CC type changed from [roots for 0.75 seconds] to [applies a 50% slow that decays over 1.5 seconds]
- [Removed] No longer has a mana cost
- [New Effect] Casting Rune Prison restores 6/7/8/9/10% of Ryze's maximum Mana
- Spell Flux (E)
- Cooldown changed from 3.25/3.00/2.75/2.50/2.25 to 3.5/3.0/2.5/2.0/1.5
- Ability Power Ratio increased from 30% to 40%
- Bonus Mana Ratio lowered from 2% to 1%
- [Removed] Overload Damage Bonus (replaced by Q true damage mechanic)
- W Bonus changed from [Increased Root Duration] to [Roots instead of slowing]
- Spread Damage increased from 50% to 100%
- Bounce Radius (also applies to Q) lowered from 350 to 275
- Bounce Rules (also applies to Q) changed from [Center to center] to [edge to edge]
- "Effectively makes bouncing between minions the same, and bouncing to champions a bit easier"
- Realm Warp (R)
- Ranks changed from [2 (6/11)] to [3 (6/11/16)]
- Range increased from 1750/3000 to 4000 all ranks
- Cooldown changed from 180 to 300/240/180
Swain
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 374 to 468**
- Mana Per Level lowered from 57 to 28.5**
Syndra
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 384 to 480**
- Mana Per Level lowered from 60 to 30**
Taliyah
- Level 1 Mana Regen increased from 1.4 per second to 1.867 per second**
- Level 1 Mana Pool increased from 340 to 425**
- Mana Per Level lowered from 60 to 30**
Talon
- Noxian Diplomacy (Q)
- [Bugfix/Context] Range increased from 500 to 575
Teemo
- Level 1 Mana Regen increased from 1.44 per second to 1.92 per second**
Twisted Fate
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 266 to 333**
- Mana Per Level lowered from 38 to 19**
Veigar
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 392 to 490**
- Mana Per Level lowered from 52 to 26**
Vel'Koz
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 375 to 469**
- Mana Per Level lowered from 42 to 21**
Viktor
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 324 to 405**
- Mana Per Level lowered from 50 to 25**
Xerath
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 367 to 459**
- Mana Per Level lowered from 44 to 22**
Ziggs
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 384 to 480**
- Mana Per Level lowered from 47 to 23.5**
Zilean
- Level 1 Mana Regen increased from 1.7 per second to 2.267 per second**
- Level 1 Mana Pool increased from 361 to 452**
- Mana Per Level lowered from 60 to 30**
Zoe
- Level 1 Mana Regen increased from 1.2 per second to 1.6 per second**
- Level 1 Mana Pool increased from 340 to 425**
- Mana Per Level lowered from 50 to 25**
Zyra
- Level 1 Mana Regen increased from 2.3 per second to 3.067 per second**
- Level 1 Mana Pool increased from 334 to 418**
- Mana Per Level lowered from 50 to 25**
Items
Remnant of the Watchers
- Base mana regen lowered from 50% to 25%
Rod of Ages
- Unique passive stack AP increased from 4 to 6
- Max AP increased from 40 to 60
Doran's Ring
Spellthief's Edge
Frostfang
Lost Chapter
Hextech GLP-800
Luden's Echo
Tear of the Goddess
Manamune
Archangel's Staff
- No longer gives base mana regen*
- No longer returns mana on minion kill*
- Now gives 5 mana per 5 seconds*
- Now gives +5 damage on hit versus minions*
Spellthief's Edge
- No longer gives base mana regen*
- Base Mana Regen :: 50% >>> 25%*
- Gold cost :: 1100 >>> 1300*
- AP :: 25 >>> 35*
- Combine Cost :: 650 >>> 450 (total cost unchanged)*
- Build path :: Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold >>> Lost Chapter + Blasting Wand + 1050 gold*
- Total gold cost :: 3300 >>> 3200*
- Gold cost :: 750 >>> 850*
- Mana cost reduction :: 15% >>> 10%*
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana. E.g. if you had 300 of 600 mana when it awarded you 4 max mana, on live you would have 304 of 604; with this change you would have 302 of 604 instead.*
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana.*
- Build path :: Tear of the Goddess + Amplifying Tome + Lost Chapter + 915 >>> Tear of the Goddess + Lost Chapter + 1050 (total cost unchanged)*
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana.*
Runes
Unsealed Spellbook- [Effect Changed]
"Swap one of your equipped Summoner Spells to a new, single use Summoner Spell. Each unique Summoner Spell you swap to permanently decreases your swap cooldown by 15s (initial swap cooldown is at 3.5 mins).
Your first swap becomes available at 5 mins.
Summoner Spells can only be swapped while out of combat.
After using a swapped Summoner Spell you must swap 3 more times before the first can be selected again."
Context & Notes
1) Here's Riot MoreChrono with details on a Clash test on the PBE on Wednesday, April 18th:"Hi all,
Riot MoreChrono, back again with Riot Draggles, for Clash, the upcoming tournament mode for League.
If you’ve been in prior PBE tests you may recall we’ve been trying to track down a major bug. Well we think we made progress but we still need your help! You need to be online on PBE this Wednesday, April 18th at 3:30pm PDT to play. To make it worth your while, everyone who participates will receive a 3-win XP boost on their main account.
Here’s what we need from you:
- If you need to sign up for a PBE account (you need to be Honor 3+), do that here.
- Get 5 players together and create your team in-client (via the Competitive tab) any time from roughly 3:00pm PDT on Tuesday until 3:30pm PDT on Wednesday.
- If you don’t have 4 friends on PBE, drop by the PBE Discord and pick up your missing members!
- Get tickets from the PBE store and enter one when joining a team. (tickets will be available starting Wednesday)
- Check in 30 minutes before the tournament begins - between 3:30pm and 4:00pm PDT.
- Play your games like normal (you are guaranteed to play 2 games).
- Give us feedback in the PBE Discord, or let us know if you encounter any other bugs.
- If you encounter a situation where champ select has started but you’re not in it, report it in this thread.
That’s it!
Super important note: as we’re playing on PBE, all skill-based matchmaking will be disabled. The matches will be unbalanced, and won’t be like the full launch. We really want to make sure we track down this bug in particular as early as possible so we can fix it, and that means putting as many people through the same tournament as possible - so be ready for some wild games.
MoreChrono + Draggles"2) ricklessabandon with some changes for Kennen in tomorrow's PBE Update:
should be some small kennen changes on the pbe in the next update. exploring something on the lighter side that will help out some of his attack-centric patterns.3) Riot August with some changes coming for Lux in tomorrow's PBE Update:
"Another HIGHLY EXPERIMENTAL Lux changelist going to PBE tomorrow. May revert if they feel bad.
Hypothesis: if E was easier to dodge, we might be able to buff her in ways that make her more versatile, including spell CDs, mana costs, and her ability to proc passive with autos."
Mana Changes coming to the PBE today
Here's Riot Axes with details on mana changes coming to the PBE in today's patch:"Hi folks!
We have a few changes landing on the PBE today focused around how much mana mages have at each stage of the game. We wanted to go over the general changes, and also talk a bit about why we’re making changes. These changes are targeted for next patch, 8.9.
The broad shape of the changes:
- Doran’s ring is being reduced in power. This item has done a lot of things well for quite a while, and we are attempting to bring it inline with other starting items. This should also have the benefit of opening up a wider range of starting items for mages.
- We’re increasing mana regen on the champions most affected by the Doran’s Ring changes, such that the champions will feel similar to their current state if they buy a Doran’s Ring, and better about their mana at very low levels if they by a number of other starting items.
- Mages are getting some changes to their mana pools and their mana growth. They’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.
- We’re changing the two biggest mana components - Lost Chapter and Tear of the Goddess - and making some light changes to a couple completed items. Full details below.
The result of these changes is that mages will get more spellcasts at low levels, but will remain at risk of OOM'ing themselves even after their first back, compared to live. We’ve seen mages solve a lot of their mana issues with a single component for quite a while, and we don’t think that’s good for the mages, or the game at large.
Mages should run out of mana if they’re casting constantly in long fights. Mages should pay clear costs when they use their spells to clear waves quickly and safely, especially if they’re not investing into items that specialize in mana. We want to increase conflict around map objectives that provide sustain (Blue Buff and Ocean Drake), where recently the cost for ceding those objectives to the enemy has been much lower.
The changes below make managing mana a more important test for mage players as the game progresses, while giving mages larger windows for aggression at the earliest levels.We want your feedback about how much more you feel mana limits.
For Mage Players:
How do items that help your mana management feel?
Are there specific components or completed items that still let you go infinite?
Do mana hungry mages feel better about grabbing two mana items?
For the opponents of Mages:
How do mages and these mage items feel to play against?
Do these changes create more windows to engage and punish mages?
Does anything feel different about mage wave clear?
We’ll be in the comments and checking this thread for feedback, and we’re looking forward to hearing from you! These are meaningful changes, and we’ll be watching to measure the impact of these changes, looking for any pain points we didn’t anticipate, and watching for any champions that feel particularly heavily hit by these changes.
Full Changelist:
Doran's Ring
Spellthief's Edge
- No longer gives base mana regen
- No longer returns mana on minion kill
- Now gives 5 mana per 5 seconds
- Now gives +5 damage on hit versus minions
Frostfang
- No longer gives base mana regen
Lost Chapter
- Base Mana Regen :: 50% >>> 25%
Hextech GLP-800
- Gold cost :: 1100 >>> 1300
- AP :: 25 >>> 35
Luden's Echo
- Combine Cost :: 650 >>> 450 (total cost unchanged)
Tear of the Goddess
- Build path :: Lost Chapter + Amplifying Tome + Blasting Wand + 915 gold >>> Lost Chapter + Blasting Wand + 1050 gold
- Total gold cost :: 3300 >>> 3200
Manamune
- Gold cost :: 750 >>> 850
- Mana cost reduction :: 15% >>> 10%
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana. E.g. if you had 300 of 600 mana when it awarded you 4 max mana, on live you would have 304 of 604; with this change you would have 302 of 604 instead.
Archangel's Staff
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana.
Doran's Ring Compensation
- Build path :: Tear of the Goddess + Amplifying Tome + Lost Chapter + 915 >>> Tear of the Goddess + Lost Chapter + 1050 (total cost unchanged)
- When you gain max mana from Tear of the Goddess's passive, it preserves your percent current mana.
- Ahri
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 334 >>> 418
- Mana Per Level :: 50 >>> 25
- Anivia
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 396 >>> 495
- Mana Per Level :: 50 >>> 25
- Annie
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 334 >>> 418
- Mana Per Level :: 50 >>> 25
- Azir
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 350 >>> 438
- Mana Per Level :: 42 >>> 21
- Brand
- Level 1 Mana Regen :: 1.6 per second >>> 2.13 per second
- Level 1 Mana Pool :: 375 >>> 469
- Mana Per Level :: 42 >>> 21
- Cassiopeia
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 334 >>> 418
- Mana Per Level :: 63 >>> 31.5
- Diana
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Fiddlesticks
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 400 >>> 500
- Mana Per Level :: 56 >>> 28
- Galio
- Level 1 Mana Regen :: 1.4 per second >>> 1.867 per second
- Heimerdinger
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 308 >>> 385
- Mana Per Level :: 40 >>> 20
- Karthus
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 373 >>> 467
- Mana Per Level :: 61 >>> 30.5
- Kayle
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Lissandra
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 380 >>> 475
- Mana Per Level :: 60 >>> 30
- Lux
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 384 >>> 480
- Mana Per Level :: 47 >>> 23.5
- Malzahar
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 300 >>> 375
- Mana Per Level :: 55 >>> 27.5
- Orianna
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 334 >>> 418
- Mana Per Level :: 50 >>> 25
- Swain
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 374 >>> 468
- Mana Per Level :: 57 >>> 28.5
- Syndra
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 384 >>> 480
- Mana Per Level :: 60 >>> 30
- Taliyah
- Level 1 Mana Regen :: 1.4 per second >>> 1.867 per second
- Level 1 Mana Pool :: 340 >>> 425
- Mana Per Level :: 60 >>> 30
- Teemo
- Level 1 Mana Regen :: 1.44 per second >>> 1.92 per second
- Twisted Fate
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 266 >>> 333
- Mana Per Level :: 38 >>> 19
- Veigar
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 392 >>> 490
- Mana Per Level :: 52 >>> 26
- Vel'Koz
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 375 >>> 469
- Mana Per Level :: 42 >>> 21
- Viktor
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 324 >>> 405
- Mana Per Level :: 50 >>> 25
- Xerath
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 367 >>> 459
- Mana Per Level :: 44 >>> 22
- Ziggs
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 384 >>> 480
- Mana Per Level :: 47 >>> 23.5
- Zilean
- Level 1 Mana Regen :: 1.7 per second >>> 2.267 per second
- Level 1 Mana Pool :: 361 >>> 452
- Mana Per Level :: 60 >>> 30
- Zoe
- Level 1 Mana Regen :: 1.2 per second >>> 1.6 per second
- Level 1 Mana Pool :: 340 >>> 425
- Mana Per Level :: 50 >>> 25
- Zyra
- Level 1 Mana Regen :: 2.3 per second >>> 3.067 per second
- Level 1 Mana Pool :: 334 >>> 418
- Mana Per Level :: 50 >>> 25
Ryze work on PBE
Here's Riot Repertoir with details on Ryze work this PBE cycle:"Hi everyone,
This PBE cycle you'll notice some pretty significant Ryze changes coming to the PBE. They're a bit of reshaping to the existing mechanics on his kit aiming to bridge some of the gap between solo queue and pro performance. While there are no new spells coming to the kit, there are some big enough mechanics changes that it probably merits an explanation of what's going on. A few weeks ago, Meddler mentioned in one of his Gameplay thoughts that we may do a last big mechanics pass on both Ryze and Azir before accepting balancing them strictly for pro long term, so you'll be seeing those changes coming to the PBE now, starting with Ryze. With that out of the way, here's some goals stuff, followed by the current (subject to change) list of changes going to the PBE for Ryze.
Ryze Goals
Ryze Tentative Changes
- Ryze is more vulnerable in the early lane especially. Adding a mechanic that necessitates him regularly casting Rune Prison in lane aims to create more moments where you can catch him with it on cooldown.
- Ryze's dps and dueling power is pushed to later parts of the game.
- Slower wave push across the board, especially in the laning phase. Looking to achieve this through a change to how E->Q deals its damage, as well as reduced Mana ratios (early/mid game damage) and increased AP ratios (mid/late game damage).
- Reduced reliable lockdown. Base W is a slow instead of a root - upgraded version is still a root, but duration is down a bit.
- This means that if Ryze wants to Flash root you, he has to throw an E at you first, giving you an extra .25 seconds to react (with your own flash or dash, for instance). It also aims to reduce the power of his gank assist in a coordinated setting slightly.
- More baseline reliable dps added to later game Spell Flux (E).
- E cd is reduced a bit later on, and E and Q bounce rules favor bouncing between champions by using edge checks.
- E->Q's damage bonus is changed to true damage at half the current magic damage values, in addition to scaling with Ryze's level rather than any of his spell ranks so that there's no way to get it fully online before end game.
- Realm Warp (R) has a longer range to make it easier to use per cast, but its cooldown is waaaaaaay up. More accessible baseline, but fewer opportunities to cast.
- Yes, this does make Realm Warp a more powerful spell per cast, which may seem unintuitive. However, the intention is that the extremely long cooldown means it's something that solo queue players have to think about less as a portion of their total success, but also something that pros are able to utilize less as a portion of their total success on the champion. If this ult cooldown gating is successful, it's something we could potentially consider applying to other champions with pro-warping spells.
- I'm sure some will ask "why not just replace Realm Warp?" The answer is that Realm Warp does exciting things for the champion that we like, but that the primary satisfaction driver of the champion is his core combat loop, so we'd like to keep that intact and just adjust R to be less important overall.
- Bonus Improvement - all spells benefit from spell queueing.
- This is actually tentatively being applied globally across all champions in 8.9, but it's worth calling out for Ryze especially, because it will tend to benefit characters that cast rapidly the most. We put some tech in with Irelia to make the game process your spell casts a bit better, so if you've noticed how smooth she feels, this is likely a large contributor.
That's the current plan for Ryze. I'll check back in to answer questions where appropriate, and as always, I expect only your highest effort memes.
- General
- Improved spell queueing for Overload, Rune Prison, and Spell Flux
- Overload (Q)
- Spell Ranks :: 6 (1/3/5/7/9/11) >>> 5 (1/3/5/7/9)
- Damage :: 60/85/110/135/160/185 (+45%AP) (+3%BonusMana) >>> 60/90/120/150/180 (+50%AP) (+2%BonusMana)
- NEW :: Deals (14+2perLevel)% additional damage as true damage to enemies with Flux (replaces E bonus damage mechanic)
- Cost :: 40 >>> 40/50/60/70/80
- Shielding :: (60+5/lvl) >>> 50/75/100/125/150
- Movement Speed :: 25/28/31/34/37/40% >>> 20/25/30/35/40%
- Rune Duration :: 4 >>> 5, renewing on taking or dealing damage
- Rune Prison (W)
- Cooldown :: 13/12/11/10/9 >>> 15/13/11/9/7
- Damage :: 80/100/120/140/160 (+60%AP) (+1%BonusMana) >>> 80/100/120/140/160 (+60%AP) (+4%BonusMana)
- CC type :: roots for 0.75 seconds >>> applies a 50% slow that decays over 1.5 seconds
- REMOVED :: Mana Cost
- NEW :: Casting Rune Prison restores 6/7/8/9/10% of Ryze's maximum Mana
- Spell Flux (E)
- Cooldown :: 3.25/3.00/2.75/2.50/2.25 >>> 3.5/3.0/2.5/2.0/1.5
- Ability Power Ratio :: 30% >>> 40%
- Bonus Mana Ratio :: 2% >>> 1%
- REMOVED :: Overload Damage Bonus (replaced by Q true damage mechanic)
- W Bonus :: Increased Root Duration >>> Roots instead of slowing
- Spread Damage :: 50% >>> 100%
- Bounce Radius (also applies to Q) :: 350 >>> 275
- Bounce Rules (also applies to Q) :: Center to center >>> edge to edge
- Effectively makes bouncing between minions the same, and bouncing to champions a bit easier
- Realm Warp (R)
- Ranks :: 2 (6/11) >>> 3 (6/11/16)
- Range :: 1750/3000 >>> 4000 all ranks
- Cooldown :: 180 >>> 300/240/180
Azir
As mentioned above, Azir is also expected to see some work this patch. For Azir, I think the approach is much simpler, but will be like ripping a band aid off. The tentative plan for him is to make his soldier attacks fully single target (only dealing damage to the target the attack was order was issued on), and with the power budget that provides us, be able to buff him back up to where he was when his recent rework was shipped. The goal here would be to reduce his wave control significantly while retaining his core satisfaction as a high dps, medium/high ranged mage. More on that coming soon,; hopefully something to the PBE later this week if it seems like a reasonable path.
Thanks,
Repertoir"
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