Last Updated on 8/21 with the 8/21 PBE Update
( With the release of patch 4.13 on August 13th, we started the new 4.14 PBE cycle )
Below you will find a comprehensive list of balance changes/game additions for the current PBE cycle.
These new changes and additions are relative to what things currently are on live servers and are
EXTREMELY TENTATIVE!
(They often do not represent the final changes that get pushed to live servers.)
Previous PBE Cycles
Below you will find a comprehensive list of balance changes/game additions for the current PBE cycle.
These new changes and additions are relative to what things currently are on live servers and are
EXTREMELY TENTATIVE!
(They often do not represent the final changes that get pushed to live servers.)
Balance changes for this cycle (so far) can be found at the bottom of this page
New Content list for this PBE cycle:
- Yasuo skin 2 voiceover
- Return of SR Update, VU for patcher / landing page
- Master tier assets
- New Yasuo skin
- Final Boss Veigar
- Cyber Ops Yasuo
- Headhunter Caitlyn Splash Art
- PROJECT: Yasuo
- Master Tier
- SRU Returns
- Tentative Gnar Changes
- Headhunter Caitlyn's Trap
- PROJECT: Yasuo & Final Boss Veigar Splash Arts
- New Splash Arts for Shyvana & Vayne
( Note: Some images may be out dated! )
(Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )
New Skins
PROJECT: Yasuo
[ Note: For most of his emotes, the mask moves up. Otherwise, it is down. Not a toggle.]
[ While his R's penetration buff is active, his sword is yellow! ]
[ While his R's penetration buff is active, his sword is yellow! ]
Final Boss Veigar
[ Taunt ]
[ Recall - he does the Konami code!]
[ Auto attack ]
[ Q ]
[ VFX when gaining AP from Q's Passive ]
[ W ]
[ W ]
[ E ]
[ R ]
[ R ]
As you may have noticed in the preview video, Final Boss Veigar has a unique VO.
Here's the full thing, including several special interactions.
Got feedback? Head on over to Galetta's PBE bugs & feedback thread for Final Boss Veigar:
"Miniboss? IS THAT A SHORT JOKE!?
Cower in fear summoners, this isn't even his final form! Final Boss Veigar has descended onto the rift, who among you is strong enough to defeat him!? This form includes:
- All new corrupted pixely particle effects! His power is literally tearing the rift down to it's code!
- All new animations! Everything from his run to his recall!
- All new VO and old school sound effects!
Your feedback and bug reports are extremely helpful to us, so please check out Final Boss Veigar and let us know what you think! Feel free to drop any bugs you find in this thread as well, and definitely give him a go on the Summoner’s Rift Update!
See you on the Rift!
NOTE: For clarification, this is a Legendary skin! :3
"UPDATE: We've made some changes to Final Boss Veigar's particles. The details are posted below!
Additionally we thank you for all the awesome suggestions for new VO lines, I'm sorry to say that we generally only do single recording sessions so we won't be adding any new lines to the skin.
Dark Matter (W)
- Ring of pixels that radiates inward is now more dense to help with readability.
- Red enemy coloring was implemented to help with readability for enemy players.
Event Horizon (E)
- Pixelized version of the stun particle now appears when stunned by Event Horizon
- Green line portions of the pillars now pulsate.
- Green energy particles now appear to radiate off of the pillars along the walls of the ring.
- Distortion particle is no longer applied to stunned champions, this was removed because of readability concerns.
- The distortion particle now only appears on stunned minions and jungle creeps.
Primodial Burst (R)
- On hit burst particle was beefed up a bit, it's now slightly taller."
[ Taunt ]
[ Recall - he does the Konami code!]
[ Auto attack ]
[ Q ]
[ VFX when gaining AP from Q's Passive ]
[ W ]
[ W ]
[ E ]
[ R ]
[ R ]
As you may have noticed in the preview video, Final Boss Veigar has a unique VO.
Here's the full thing, including several special interactions.
Got feedback? Head on over to Galetta's PBE bugs & feedback thread for Final Boss Veigar:
"Miniboss? IS THAT A SHORT JOKE!?
Cower in fear summoners, this isn't even his final form! Final Boss Veigar has descended onto the rift, who among you is strong enough to defeat him!? This form includes:
- All new corrupted pixely particle effects! His power is literally tearing the rift down to it's code!
- All new animations! Everything from his run to his recall!
- All new VO and old school sound effects!
Your feedback and bug reports are extremely helpful to us, so please check out Final Boss Veigar and let us know what you think! Feel free to drop any bugs you find in this thread as well, and definitely give him a go on the Summoner’s Rift Update!See you on the Rift!
NOTE: For clarification, this is a Legendary skin! :3
"UPDATE: We've made some changes to Final Boss Veigar's particles. The details are posted below!
Additionally we thank you for all the awesome suggestions for new VO lines, I'm sorry to say that we generally only do single recording sessions so we won't be adding any new lines to the skin.
Dark Matter (W)
- Ring of pixels that radiates inward is now more dense to help with readability.
- Red enemy coloring was implemented to help with readability for enemy players.
Event Horizon (E)
- Pixelized version of the stun particle now appears when stunned by Event Horizon
- Green line portions of the pillars now pulsate.
- Green energy particles now appear to radiate off of the pillars along the walls of the ring.
- Distortion particle is no longer applied to stunned champions, this was removed because of readability concerns.
- The distortion particle now only appears on stunned minions and jungle creeps.
Primodial Burst (R)
- On hit burst particle was beefed up a bit, it's now slightly taller."
Headhunter Caitlyn
975 RP
[ Passive Charged ]
[ Passive Shot ]
[ Enemy players see Headhunter Caitlyn's trap as red instead of green ]
[ Passive Charged ]
New Splash Arts
Urgot Q VFX Updated
Urgot's Q visuals have been updated and he now has a swirly acidic trail!
Summoner's Rift Update is back
The earlier bugs have been squashed and the Summoner's Rift update is once again available for testing on the PBE! GET OUT THERE AND STOMP SOME GROMPS!
Patcher and Langing Page VR return
The visual refresh for the patcher and landing page ( and frame! ) are also back on the PBE.
Master Tier Testing on the PBE
Here's Socrates with more information on the new MASTER TIER of ranked that is currently up for testing on the PBE!
"Hey all,
We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.
Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.
While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.
At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.
For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.
Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.
We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!
Riot Socrates"
He continued:
"You'll have to play to earn master, although the thresholds are very low atm for entry on PBE."
"Hey all,
We take ranked competition seriously. At the end of last season, immunity in challenger tier caused issues with transparency around ranked standings. This season we’re making some improvements to address these issues in the form of a new ranked challenge we’re calling Master Tier. We’ll be turning off all non-ranked queues over the weekend on PBE to give it a test run.
Master Tier sits between Challenger and Diamond 1. Players in Master and Challenger will share the same LP scoring ladder, however the only time it’s possible to move between the two tiers is at a set time once every twenty-four hours. When the clock strikes zero, any player from Master Tier among the Top 200 players on the server by League Points will be promoted to Challenger. Any player from Challenger below this threshold will be relegated to Master.
While there’s no hard player limit to Master Tier, players will be demoted after they have played more than 3 games in the tier if they lose a game that puts them below 0 LP. Players in Diamond 1 will see much more predictable LP gains and losses following this change.
At the outset we won’t be seeding any players directly in Master Tier. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Players in Challenger will remain in their current position, but the competition kicks off right away so ambitious players will be fighting to achieve Master Tier and wrestle away Challenger spots even on the first day.
For inactivity, we’ve slightly loosened the rules in Challenger so instead of instantly being demoted after becoming inactive, Challenger players will lose 250 LP for each day of inactivity after the 10th day. This will give high tier players a little more leeway in terms of inactivity while still maintaining the standard of being an active player for being showcased as one of the best competitors in the region.
Lastly, at the end of the season we’re going to be introducing differentiated season reward summoner icons for high-performing players in Challenger Tier. This is to better recognize the difference in accomplishments of achieving the top 10, 50 or 200 spots in solo queue as well as the top 3, 15 and 50 spots in team queues.
We’re excited to see who will rise as the season heads towards the finish line. Good luck on the Fields of Justice!
Riot Socrates"
"You'll have to play to earn master, although the thresholds are very low atm for entry on PBE."
Master Tier Ranked Asssets
To go along with the Master Tier testing mentioned above, several new ranked UI assets have been added.
The ranked profile page also now includes mention of the new Master tier.
The animations that play when you get promoted from Diamond to the new Master tier and from Mastertier to Challenger have been added! Read up on the new Master Tier here
Gnar Boomerang Feedback: PLZ HALP
gypsylord needs your help testing changes to Gnar's boomerang! Here's his PBE boards post:
"Hey folks,
Just submitted a set of changes to Gnar's boomerang logic on the PBE that are intended to up its reliability and reduce the crazy "right-angling" that happens at times with it.
General idea is that it can no longer swing out as far when its turning point is closer to Gnar. Additionally have slightly slowed its starting speed and upped the acceleration. Should give more time to catch it at close ranges while still making it get to its end point when needed.
PLEASE TEST THIS OUT AND GIVE ME FEEDBACK! What situations are you still running into where you feel you should be able to catch it but it does something to prevent you from doing so?"
"Hey folks,
Just submitted a set of changes to Gnar's boomerang logic on the PBE that are intended to up its reliability and reduce the crazy "right-angling" that happens at times with it.
General idea is that it can no longer swing out as far when its turning point is closer to Gnar. Additionally have slightly slowed its starting speed and upped the acceleration. Should give more time to catch it at close ranges while still making it get to its end point when needed.
PLEASE TEST THIS OUT AND GIVE ME FEEDBACK! What situations are you still running into where you feel you should be able to catch it but it does something to prevent you from doing so?"
Other
- Map8 ( Crystal Scar ) got a new files called "SandstormFogofWarOverlay" and what looks like a few other MINOR things. They are likely nothing tangible in-game but I figured I'd mention as it would seem to line up with all the Ascension files ( TL;DR - new files for Map8 that seem to indicate a new featured gameplay mode. no official details ) that have been floating around.
- The Summoner's Rift update is no longer available in custom games. No official word regarding this either. The files are all still on the PBE but you just can't get to it.
- Final Boss Veigar got a few new or altered sound effects in the 8/20 update. Since it would be hard to pick them out in-game, here's a video!
Balance Changes
* Remember *: The PBE is a testing grounds for new, tentative, and sometimes radical changes. The changes you see below may be lacking context or other accompanying changes that didn't make it in - don't freak out! These are not official notes.
Champions
Gnar
Mini Gnar base attack damage increased to 48 from 45Mega Gnar base attack damage increased to 52 from 49- Mini Gnar and Mega Gnar base HP regen per second increased to .9 from .5
- Boomerang Throw (Mini Q) [has a few small, non tool tip changes. Take these with a grain of salt]
- Missile Speed increased to 1400 from 1000
- Width increased to 60 from 45.
- Returning Q width increased to 75 from 70
- Returning Q missile speed increased to 2600 from 2400
- Boulder Toss (Mega Q) [has a few small, non tool tip changes. Take these with a grain of salt]
- Missile Speed increased to 2100 from 2000
- Width increased to 90 from 80
Hyper (Mini W) maximum damage vs monsters increased 100/150/200/250/300 from 75/125/175/225/275.GNAR! (R) bonus AD ratio increased to .5 from .2- GNAR! (R) now has AP scaling of .5 up from 0.
- [ CONTEXT: Gypsylord tweeted on these, noting he'll share an official list when they are locked. He also noted that some of the changes ( namely the R increase ) are experimental. ]
- "Gnar numbers changes (like the R ratio increase) on PBE are experimental. Likely to revert many of them as people are still learning the guy"
Sivir
- Boomerang Blade ( Q ) range increased to 1250 from 1175.
- [ Note: A few of her other files got tinkered with. Just a warning this might be a change to better match visuals or hitboxes rather than just a buff ]
Urgot
- Basic attack missile speed increased to 1600 from 1300
- Acid Hunter ( Q ) now refunds half it's mana cost if it is used to kill a unit.
- Hyper-Kinetic Position Reverser ( R ) cooldown lowered to 120/110/100 from 120 at all ranks
- Hyper-Kinetic Position Reverser ( R ) mana cost lowered to 100 at all ranks from 120 at all ranks
- [ Context: Meddler spoke about the changes a few weeks ago. ]
Items
Ichor of Illumination
- Cooldown reduction lowered to 10% from 15%
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