Last Updated on 2/19 with the 2/19 PBE Update
( With the release of patch 5.3 to live on February 11th, we started the new 5.4 PBE cycle )
Previous PBE Cycles in 2015
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 Splash Art
- Katarina
- DJ Sona
- New Option - Relative Team Colors
- Miscellaneous
- Balance Changes
- New Splash Art
- Tristana
- DJ Sona Animated Splash and Profile Banners
- Summoners Rift Terrain Changes
- Veigar E and Q VFX
- Miscellaneous
- Balance Changes
- Mordekaiser
- Veigar
2/17 PBE Update
- [Experimental] Mandrake Ward
- "Semi-Locked" Camera Lock Option
- [PBE Only] Jungle Data Gathering
- Miscellaneous
- Balance Changes
2/18 PBE Update
- Resigned Nemesis Draft Icon
- Splash Tweaks
- Katarina
- Kayle
- Tristana
- [PBE] New AP Item - "Item 3285" - Available for Testing
- Miscellaneous
- Balance Changes
- [PBE] Play with friends and earn bonus IP with Party Rewards
- Fixes for Relative Team Colors Option
- Balance Changes
( Note: As the cycle continues, 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. )
Table of Contents
- New Splash Art
- Redesigned Nemesis Draft Summoner Icon
- Zilean 5.4 Changes
- Veigar Event Horizon (E) VFX
- New Option - Relative Team Colors
- "Semi-Locked" Camera Lock Option
- [PBE Only] Jungle Data Gathering
- [PBE] Play with friends and earn bonus IP with Party Rewards
- Miscellaneous
- Balance Changes
- [Experimental] Mandrake Ward
- [Experimental] New AP Item - "Item 3285"
- DJ Sona Still On The PBE
New Splash Art
This cycle includes a new base splash art & icon for Katarina, Tristana, as well as DJ Sona's splash art!
Katarina
For reference, here is a comparison to the unfinished version added in the 1/22 update and a picture of her in-game.
Kayle
Kayle's splash has also been tweaked - the lighting has been adjusted, slight changes to shield bubble, and her armor has more shine.
Gif comparison of Old vs New:
Redesigned Nemesis Draft Summoner Icon
The Nemesis Draft summoner icon, which was added last PBE cycle, has been redesigned.You can earn the icon on by playing the Nemesis Draft without quitting during champion select or in-game but it will not distributed until after February 23rd once Nemesis Draft runs it's course on live.
Zilean 5.4 Changes
Here's 20thCenturyFaux with details on the tentative 5.4 changes for Zilean!"It is time.
Ever since his passive went to local from global, Zilean has struggled to succeed on the rift. His kit was such that no new power could be added safely--his R often full heals, his Q does so much damage that it needs sharp mana-gating to prevent Zilean from winning lane automatically, buffing his passive or W would be a de facto Q buff, and his E already permanently slows or hastes things. By the nature of his spells, and specifically the Q's targetting paradigm, it was impossible for us to responsibly add power to Zilean though he sorely needed it. Having all of his damage come from directly targetted effects leaves insufficient room for play from him or his opponent, and tends to result in a relatively flat outcome.
Through careful balancing of cosmic forces, Zilean has unraveled this riddle by pulling a single thread: converting his targetted Time Bomb into a lobbed sticky bomb. Time Bomb is now tossed to its destination, attaches to the first unit to come near it (prioritizing champions), and persists even if it hits the ground. By adding in a way for enemies to play against his Time Bomb, Zilean can safely channel more temporal power. Much more.
Attaching two Time Bombs to the same unit detonates the first early, just like on live--only now that detonation stuns enemies in the radius of the Time Bomb, making it the largest non-ultimate stun in the game. His Time Bombs have more range and cost less mana, though they do slightly less damage. By remaining active on the ground, Zilean can create large zones of control around the map, using them to block passages, scout brushes, or stack two bombs on the same place to instantly stun enemies who attempt to move through while dealing massive AE damage--brutally effective area denial. He can also put a pair of bombs on an allied champion to stun all enemies around them.
Time Warp is supercharged, recieving greatly reduced mana cost and cooldown. It has slightly reduced effectiveness at rank 1, and its cast range has been brought in line with most ADC autoattacks to keep it from negating the skill component of Q--he can use his Time Warp to guarantee a stun, but he has to put himself at risk to do it. Time warp also now scales in effectiveness by rank instead of in duration, eventually reaching 99% haste/slow at rank 5. This sharply improves the responsiveness and effectivenss of Time Warp lategame.
Next, Zilean's Chronoshift has been decoupled from his Rewind, going to 120/90/60 from 180/180/180 but no longer being reduced by Rewind. This change is important for his new balancability--previously, we had no way to adjust Chronoshift's cooldown lategame without changing it early game or altering Rewind at large. The change should be neutral-to-positive for Zileans until rank 5 Rewind and max CDR, at which point it's a slight nerf. You still can't killean the Zilean--the idea here is to take Chronoshift out of being twice-a-fight lategame now that it no longer has to be such a gigantic portion of his power budget.
Zilean's autoattack timing has long been one of the worst in the game, but with his practice tossing bombs his throwing arm has gotten quite a workout--he should find last-hitting much easier now. He also had the same attack range as Ashe/Varus mainly by virtue of being one of our oldest champions (har har); that kind of power costs too much for how little it helps, so his range has been brought in line with most ADCs (550 from 600).
Lastly, power looks good. His particle effects and spell icons have been updated to reflect this. Zilean's got swag."
The most visible of these changes are to his Time Bomb (Q) - which is now thrown (similar to a Corki or Ziggs Q) and stuns everyone in a small area when double bombed!
Updated Time Bomb (Q) Tooltip:
"Zilean tosses a time-delayed bomb to a location. The bomb sticks to the first unit which comes within a small area around it (prioritizes champions). After 3 seconds it detonates, dealing X magic damage to all surrounding enemies.
Placing two bombs on a unit detonates the first bomb early, stunning all enemies in the blast for 1.1/1.2/1.3/1.4/1.5 seconds."
[The smallest circle is the "stick" range and the large one is the explosion range.]
Zilean also has new VFX for his W and speed/slow VFX for his E!
Here's an updated preview video to show all the new VFX in action:To go along with his new visuals and kit tweaks, Zilean also has a new set of ability icons:
[Passive, Q, W, E, R]
This option reads: "Regardless of your starting side, all allied minions and structures are blue and all enemy units are red."
Here are a few examples of the option on and off with me playing as the default Red team.
Option Off - "Top Side" is red, this is normal.
Option On - "Top Side" is now blue and all the structures are blue .
Option Off - "Bottom Side" is blue, this is normal.
Option On - "Bottom Side" is now red and all of the structures are red .
The "semi-locked" camera option has been added to the Game Options menu.
While selected and camera lock enabled (either via the button or holding space), it will let you pan a bit away from your champion but will not let them leave the viewing area.
Here's a brief video showing off the range of the new "semi-locked" option:
Here's Riot Reinboom with details on a new PBE ONLY buff that will be implemented to better track early game Jungle Data:
Here's a few addition bits of information from the barrage of red posts following the announcement:
Jarvan IV
Jinx
Mordekaiser
Rengar
Sona
Viktor
Veigar Event Horizon (E) VFX
As patch of the kit changes Veigar received in today's update, his Event Horizon (E) has a new "warning particle" that displays for .75 seconds prior to his stun ring going up.
Bad Santa Veigar, Final Boss Veigar, and Leprechaun Veigar also have their own unique versions of the "warning particle" to match their other visual effects:
Here's a brief preview video of the base and each skin variant's E:
New Option - Relative Team Colors
There is a new "Use Relative Team Colors" option in the Options > Game menu!This option reads: "Regardless of your starting side, all allied minions and structures are blue and all enemy units are red."
Here are a few examples of the option on and off with me playing as the default Red team.
Option Off - "Top Side" is red, this is normal.
Option On - "Top Side" is now blue and all the structures are blue .
Option On - "Bottom Side" is now red and all of the structures are red .
"Semi-Locked" Camera Lock Option
The "semi-locked" camera option has been added to the Game Options menu.
While selected and camera lock enabled (either via the button or holding space), it will let you pan a bit away from your champion but will not let them leave the viewing area.
Here's a brief video showing off the range of the new "semi-locked" option:
[PBE Only] Jungle Data Gathering
[Not currently functional on the PBE.]
Here's Riot Reinboom with details on a new PBE ONLY buff that will be implemented to better track early game Jungle Data:
"Hey guys, we have a change coming soon to a PBE near you meant to help us improve our understanding of how people jungle (especially early game).
When we tried to poke into some of the responses we got it became very apparent that people address the jungle in very different manners. Lots of small changes add up to huge swings in what champions look like coming out of their first clear.
What this means for us is that it's hard to balance early jungle without some more insight, so we're calling on you guys to help.
We're putting a change that is PBE ONLY to help build this shared understanding of how junglers jungle individually: A set of buffs that track your jungle progress in the first portion of the jungle.
By giving us a direct peak at how you interact with the jungle you give us a chance to improve it. Maybe by making a mechanic more clear, rebalancing a camp, or many other systems. But first this type of information would help us know which systems.
Here's what the buffs look like:
(The primary buff)
(After taking 1 camp. In this case, Krugs)
(After taking 2 camps. Krugs and then Razorbeaks)
It would be super useful to get these value from you guys from champions you expect to play in the jungle. I'm especially interested in the contrast of:
The results of these after you tried it how you normally play the jungle.
And
The results of these after you tried to optimize beyond what you normally do (possibly with the help of these buffs).""
[PBE] Play with friends and earn bonus IP with Party Rewards
Here's Riot Socrates with information on the new "Party Rewards" feature that is currently testing on the PBE:"Hey everyone,
We all know queuing up with friends makes League more fun. The feature Player Behavior’s testing adds a chance at bonus IP rewards based on the size of your premade party. Basically, playing with more friends means you’ll win more IP.
Here’s how it works:
If you enter (any) queue with a premade party, the group earns a chance at a chunk of bonus IP at the end of the game. There is a chance that your group earns no Party Reward, but larger premade parties win higher tiers of IP rewards. Some lucky players will even earn rare, but massive IP prizes. If you queue alone, you won’t be eligible for Party Rewards, so party up!
We’re still tweaking the exact values of Party Rewards, but we’re excited to share the feature and collect feedback from the PBE community. Let us know what you think!"This is currently enabled and testing as of today's update!
Here's a few addition bits of information from the barrage of red posts following the announcement:
- The current maximum bonus is up to 16x the IP from the match but that will be super rare . The more common rewards will be smaller than that but scale up with party size.
- There is a queue modifier, SR match made have best rewards and other queues have smaller rewards, bots are lowest.
- the numbers for bonuses are NOT FINAL.
- Party Rewards work in ranked
- Party Rewards stack with IP Boosts
- Not sure if will be permanent - Currently thinking 2 week beta on live following PBE testing
Miscellaneous
The Summoner's Rift texture tweaks, including the new dragon pit design, have been reverted.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
Janna
- Tailwind (Passive) now ["Janna's nearby allied champions gain 8% increased Movement Speed when moving towards her."] from ["Janna and her nearby allied champions gain 5% increased Movement Speed."]
- Zepyhr (W) passive movement speed increased to 9/11/13/15/17 from 4/6/8/10/12
Jarvan IV
- Base Armor increased to 27 from 24.
- Demacian Standard (E) no longer increaes Jarvan IV's armor by 10/13/16/19/22
- Switcheroo (Q)'s tooltip now lists "Fishbone, The Rocket Launcher" and "Pow-Pow, The Minigun" instead of just "rocket launcher" and "mini-gun".
- [Context: The names have been added to her Q tooltip follow this thread!]
Kassadin
Katarina- Riftwalk (R) range reduced to 450 from 700
- [Note: Comparison - [PBE (450) vs LIVE (700)]]
- Riftwalk (R) mana cost reduced to 60 at all ranks from 75
- [Note: Mana cost as he gains stacks now 60/120/240/480/960 from 75/150/300/600/1200.]
- Voracity (Passive) now reads "Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies." from kills and assists reduce Katarina's cooldowns by 15 seconds.
Mordekaiser
[Change list relative to current Live Values]
- Base HP Regen per second reduced to .6748 from 1.6748
- Iron Man (Passive) - No Change
- Mace of Spades (Q)
- HP Cost lowered to 20/25/30/35/40 from 25/32/39/46/53
- Now adds 75 range to the Q buffed Melee attack.
- Creeping Death (W)
- New Effect: "If cast on an ally, Mordekaiser also gains the effect of Creeping Death. Mordekaiser and his ally will gain 60 bonus Movement Speed towards each other."
- Health cost lowered to 20/25/30/35/40 from 26/32/38/44/50.
- Creeping Death (W) AP ratio lowered to .15 from .2.
- Creeping Death (W) damage lowered to 20/32/44/56/68 from 24/38/54/66/80
- Siphon of Destruction (E) - no changes
- Children of the Grave (R)
- While ghost is enslaved, Mordekaiser gains [30% of target's AP and 25% of Target's bonus HP ] instead of [20% AP and 20% AD].
- Ghost gains 25/50/100 bonus AD and 15% of Mordekaiser's Maximum HP
Rengar
- Bonetooth Necklace is no longer a trinket. Rengar now has access to normal trinkets like every other champions and the Bonetooth Necklace ability bonuses for kills/assists are now on his buff bar.
Sona
- Base Mana regen per 5 increased to 1.8 from 1.6
- Mana Regen Per Second Growth lowered to .08 from .13
- Base HP reduced to 482.36 from 497.6
- HP Growth increased to 77 from 70
- Movement Speed decreased to 325 from 330
- Base Damage lowered to 50.04 from 52.04
- [Note: These are reverts to the changes seen in the 5.3 PBE cycle. Additional Context available in the 5.3 notes]
- Baleful Strike (Q) :
- Q is now a skill shot that stops on second unit hit.
- Grants 1 AP for each unit killed
- Range increased to 850 from 650
- Cooldown changed to 7/6.5/6/5.5/5 from 8/7/6/5/4
- Dark Matter (W) :
- Mana cost lowered to 70/75/80/85/90 from 70/80/90/100/110
- Cooldown lowered to 10/9.5/9/8.5/8 from 10 at all ranks
- Event Horizon (E) :
- Now has a .75 second delay with a warning particle before walls pop up
- Mana cost lowered to 80/85/90/95/100 from 80/90/100/110/120
- Cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16
- Range increased to 700 from 650
- Primordial Burst (R) :
- AP Ratio lowered to 1.0 from 1.2
- Mana cost lowered to 125 at all ranks from 125/175/225
- Cooldown lowered to 120/100/80 from 130/110/90
Viktor
[Hex Core mk1, Hex Core mk2, and Perfect Hex Core tooltips have been updated to say they grant CDR... but no CDR is actually on them yet.]- [Following yesterday's odd change, the Hex Core tooltips have been fixed and no longer list "0% CDR" - everything is now back to live.]
Xerath
- Shocking Orb (E) maximum stun time reduced to 1.75 seconds from 2.25
Zilean
- Attack range reduced to 550 from 600
- Base armor increased to 19.134 from 17.134
- Time Bomb (Q) :
- Targeting - Q is now thrown at a location instead of targeted, first unit to come in contact with it "picks it up".
- According to 20thCenturyFaux - "priority is: anything with a bomb > enemy champ > ally champ > enemy creep > ally creep"
- New Effect - "Placing two bombs on a unit detonates the first bomb early, stunning all enemies in the blast for 1.1/1.2/1.3/1.4/1.5 seconds."
- Damage lowered to 75/115/165/230/300 (.8 AP) from 90/145/200/260/320 (.9 AP)
- Now Detonates after 3 seconds down from 4
- Mana cost lowered to 60/70/80/90/100 from 70/85/100/115/135
- Cooldown changed to 12/11/10/9/8 from 10 at all ranks
- Rewind (W) :
- Now only reduces the cooldown of basic spells, no longer reduces cooldown on R
- Timewarp (E) :
- Mana cost lowered to 50/55/60/65/70 from 80 at all ranks
- Cooldown lowered to 15 seconds at all ranks from 20 seconds at all ranks
- Cast range reduced to 550 from 700
- Slow/Speed now 40/55/70/85/99% for 2.5 seconds from 55% at all ranks for 2.5/3.25/4/4.75/5.5 seconds
- Chronoshift (R)
- Cooldown lowered to 120/90/60 from 180 at all ranks
- Duration of buff lowered to 5 seconds from 7 seconds
Summoner Spells
- Range reduced to 500 from 760.
- Targeting type changed from center-to-center to edge-to-edge.
- [Context from Pwyff: "RE: Smite change - we're switching it from center-to-center targeting to edge-to-edge targeting. What this effectively means is... [1/2]" & "... Chilling Smite range is effectively down by about 150, but vs. monsters it's relatively unchanged because monsters have HUGE hitboxes".
Revive
- [Context from Meddler: "We're testing changing Smite to measure from edge to edge, rather than from center to center, and then reducing its range. That means that against big targets (like Baron or Dragon) it will have the same effective range it currently does (they've got enormous models, other monsters like Blue/Red it's very slightly shorter against, think half a step's worth). Against champions by contrast it will have a noticeably lower range. One of the reasons behind that change is the belief that Chilling Smite is making skillshot/free targeted offensive dash junglers (such as Lee Sin, Jarvan, Amumu etc), more reliable in early ganks than they should be."]
- [Removed]
Items
- Attack damage reduced to 40 from 45
[New Item] Mandrake Ward - [TEMPORARILY REMOVED, NOT COMING IN 5.4]
Total Cost: 50g"Click to Consume:Places an invisible blind sentry in a brush for 5 minutes. The plant will ping the map if a visible or invisible enemy enemy is within 900 range."
Total Cost: 3100gRecipe: Needlessly Large Rod + Aether Wisp + 650g+120 Ability Power+7% Movement SpeedUNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+15% AP) bonus magic damage to up to 4 targets on hit.
[Note: Additional context from ricklessabandon available here. This item is experimental and is not shipping in 5.4. Name, VFX, and SFX should be considered placeholders. The name "Luden's Echo" has been removed]
[Removed Item Data]
- While they were never available for testing or properly implemented, the strings and files referencing these two "items" HAVE BEEN REMOVED.
+X AP,+X MANA,+X% CDRUNIQUE Passive - Expanded Mind: Increases maximum Mana by X and generates stacks of Insight when spending mana (X conversion rate) up to X stacks (X of maximum Mana).UNIQUE Active - Mana Burst:Releases a shockwave, consuming all stacks of Insight. Enemies hit by the shockwave are dealtXmagic damage. Allies hit by the shockwave restore X mana.
+ X ManaUNIQUE Passive:X% Cooldown Reduction.
[Experimental] Mandrake Ward
[Note: This item has been temporarily removed from the PBE as the cycle is wrapping up and it is NOT shipping to live in 5.4. Expect it to return soon!]
Here's Xypherous with context on the Mandrake Ward, an experimental new item added in today's build:"Note: The following item is highly experimental and probably won't ship any time soon, if at all. All assets are temporary and are absolutely not final.
Hey guys.
I'm putting up some experimental content for exploration.
Mandrake Ward
50G
Click to Consume: Places an invisible blind sentry in a brush for 5 minutes. The plant will ping the map if a visible or invisible enemy enemy is within 900 range.
(Counts as a Stealth Ward)
(May only carry 3 Stealth Wards at a time.)
This is intended to be an early game ward to protect the lane against the jungle without revealing a jungler's prospective health or directional pathing. It's also an answer to early game stealth for lane protections now that pinks are fairly woefully inequipped at dealing with the task. There's some neat tricks (it can sense over walls) that it has currently - but it still needs a ton of iteration to feel usable personally.
Will be doing some polish work over the next couple days trying to get it in a cleaner state - last I checked, I missed a file somewhere and it's probably super bugged on PBE - also need to think about ping throttling the thing in terms of sounds and motion.
Eventually it'll require a custom ping sound and error handling - but for now, everything is highly temp and experimental.
- I'm curious to see whether or not people feel like the item's purpose is clear.
- The item hopefully doesn't feel like it's worth a slot end-game and make end-game consumable purchase cycles even worse."
[Experimental] New AP Item - "Item 3285" - Available for Testing
[Note: This item has been temporarily removed from the PBE as the cycle is wrapping up and it is NOT shipping to live in 5.4. Expect it to return soon!]
"hello friends~
so, the title pretty much covered this but we've got a new ap item hitting the pbe soon! as we mentioned in the 5.2 patch notes, we've been spending some time exploring a few different options to add another "late-game mage item" into the game. we're now at the point where we want to share one of those directions with our pbe testers and see how the item is received with a wider audience. one of the goals of these explorations was to discover something that is especially exciting to a particular mage play style, and as you'll quickly notice, this item takes the basic actions of moving around the battlefield and repeatedly slinging spells and rewards them by casting its own spell into the fray! we have some initial thoughts on which play styles are in want of something like this, but more importantly we're interested in seeing what the community does with the new item.
alright, let's talk about our current timeline! this item should be on the pbe soon (tomorrow if everything checks out okay) but will not be shipping in the 5.4 patch—we've still got a bit of testing and number crunching to do on top of getting non-placeholder art and sound. if you're wondering exactly when this would be shipping, the honest answer is that right now we're focused more on getting the item into the hands of testers and confirming that we're happy with this direction than we are about shipping anything by a certain date. the classic "when it's ready" shipping date, if you will.
with all that out of the way, here are the item stats of the first pbe iteration!
Item 3285 (3100g)
- Needlessly Large Rod + Aether Wisp + 650g
- +120 Ability Power
- +7% Movement Speed
- UNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+15% AP) bonus magic damage to up to 4 targets on hit.
Please note that this is a work in progress and that its name, as well as any art or sound assets, is to be considered placeholder.
that should do it for the item's introduction (i'll update this post if i forgot something). looking forward to the discussion about the item!He continued:
"it's a bit different since one of the triggers is spell casts instead of basic attacks, so the cadence depends more on which champion you're playing.
i believe the tuning in the first iteration that should hit pbe gives 20 stacks per spell cast, and gives a little bit less from moving than statikk shiv does."
DJ Sona still on the PBE
As of February 23rd, here is an up to date videp preview for DJ Sona!
[Everything below this line, particularly video and screen shots. may be out dated!!]
~~~~~~~~~~
As previously mentioned, DJ Sona is on the PBE for an extended stay!
Here's an updated video preview for anyone who missed her debut last cycle! Check out DJ Sona, our upcoming ultimate tier skin, and her Kinetic, Concussion, and Ethereal forms.
This cycle includes a new idle animation for Ethereal stance - she now rocks back and forth and grabs her headphones.
[THE ETHEREAL WAVES ON THE KEYBOARD HAVE BEEN FIXED - VIDEO OUTDATED]
DJ Sona now has an animated splash, which will eventually be on display on her champion page (just like the animated splash arts for Pulsefire Ezreal and Spirit Guard Udyr).
The three DJ Sona profile banners have also been added in this cycle - these pop up on your profile page when using one of the three form based summoner icons that come with DJ Sona.
DJ Sona's animated splash has been hooked up and can be found on her in-client champion page.
[Below is coverage from the 5.3 PBE cycle, and may be slightly outdated! Will update.]
DJ Sona, our next ultimate (3250 RP) skin , is up on the PBE for testing
[There are currently a "critical audio issue" - Sounds and Audio may be off or missing]
Emotes:
Recall:
Autoattack :
Power Chord Ready
Power Chord
Hymn of Valor (Q)
Aria of Perseverance (W)
Song of Celerity (E)
Crescendo (R)
[There are currently a "critical audio issue" - Sounds and Audio may be off or missing]
Power Chord
Hymn of Valor (Q)
Aria of Perseverance (W)
Song of Celerity (E)
Crescendo (R)
[There are currently a "critical audio issue" - Sounds and Audio may be off or missing]
Emotes:
Recall
Auto AttackPower Chord Ready
Power Chord
Hymn of Valor (Q)
[Re: Middle - Her ability has a quick shockwave ripple which looks weird when freezeframed!]
Song of Celerity (E)
Crescendo (R)
If you are on DJ Sona's team and would like to opt out of listening to her music, you can hit TAB and click the music note icon beside Sona's portrait!
Now that she is available for testing on the PBE, here's Nurse Flan with a feature highlight for DJ Sona:
"DJ Sona has a bunch extra features and content that's part of her package. Here is a more condensed list of what she has to offer!
Form Toggle:
Can be triggered by "/toggle" or "CTRL+5"
0.5 second cast time
Casting the transition, dealing damage, taking damage, or getting crowd controlled will invoke a 2 second internal cooldown for transitioning again.
Cooldown starts as soon as the toggle is activated.
You can rebind the toggle in the Options menu. Options > Hotkeys > Communication > Toggle (second row from the bottom)
Teammate Music Opt-In:
Only for DJ Sona's Teammates.
To opt into her music experience, pull up the Scoreboard (Tab or o). With the Scoreboard up, look to the left by Sona's portrait and click the grayed out music note to turn it green to turn on the music. You can opt out of the music by pressing the music note again to turn it red.
The button will soon be bigger, and the music note design the final image.
Ability Music Layers:
DJ Sona starts out with a base track at the start of the game. Upon using Q / W / E the first time in any form, it will add a new music layer to the base.
ie) You start the game with base music in Kinetic form. Press Q once and it adds a new bass layer to the base music. This will already be applied if you change to any other form.
Epic Ult Music:
Upon using her ultimate the first time after she puts a point into it, the base music (with all layers applied) will change to sound fuller and more "epic." This applies to all her forms."
Here's a brief video showing off the music layers and track changes mentioned above:
The three summoner icons that come with DJ Sona are also here, one for each of her three forms!
While not on the PBE just yet, these will also come with unique profile banners!
Be sure to look over the earlier DJ Sona announcement for a detailed rundown of all of DJ Sona's extras, some of which have not made it on to the PBE yet - such as her splash art and profile banners - and radio edits of Kinetic, Concussive, and Ethereal!
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