The PBE has been updated! As we continue the 11.10 PBE cycle,
today's patch includes a new PROJECT 2021 event background track and plenty of tentative balance changes!
(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
PROJECT 2021 Event Background Music
New "PROJECT 2021" background music is now on the PBE! Full file name
"Events\PJ2021Music\Audio\mx-pj-bkgd-project-theme.ogg" for reference.
This hints at an upcoming PROJECT event!
Balance Changes
* NOTE*: The PBE is a testing grounds for new, tentative, & potentially
experimental changes. Be aware that what you see below may be relative to
other changes from earlier this cycle! These are not official notes and may be incomplete.
Jungle Accessibility Changes
Jungle Timers and Camp Gold
- Camp Respawn Timer increased from [2 min] to [2 min 15s]
- Camp 'bright' warning timer lowered from 15s to 10s
Comeback Experience
- Large Monsters (and above) will grant 50 XP per level below the average level of the game minus 1
Smite
- Smite Damage to Monsters changed from [390-1000 (based on levels)] to [450 at base, 900 after smite quest completion]
- Summoner Spellbook: Smite damage increases after swapping summoners twice
- Smite, along with crowd control will break the Scuttle Crab's shield before applying damage
Survivability Flattening
- Omnivamp on jungle items lowered from 10% to 8%
- Smite Percent Max Health Healing increased from 10% to 15%
Jungle Monster Camp Changes
- Jungle Monster Base Attack Damage Reduction tor Survivability Flattening
- Blue Sentinel lowered from [82-303 (levels 1-18)] to [78-234 (levels 1-18)]
- Red Brambleback lowered from [82-303 (levels 1-18)] to [78-234 (levels 1-18)]
- Gromp lowered from [80-253 (levels 1-18)] to [78-234 (levels 1-18)]
- Murkwolf lowered from [42-156 (levels 1-18)] to [35-105 (levels 1-18)]
- Smaller Murkwolves lowered from [16-59 (levels 1-18)] to [10-30 (levels 1-18)]
- Crimson Raptor lowered from [20-74 (levels 1-18)] to [20-60 (levels 1-18)]
- Raptors lowered from [13-49 (levels 1-18)] to [10-30 (levels 1-18)]
- Big Krug lowered from [80-303 (levels 1-18)] to [78-234 (levels 1-18)]
- Medium Krug lowered from [25-93 (1eve1s 1-18)] to [20-60 (levels 1-18)]
- Mini Krugs lowered from [17-63 (1evels 1-18)] to [13-39 (levels 1-18)]
Jungle Health Changes to Offset Smite Clear Speed
- Blue Sentinel Health increased from [1800-3150 (levels 1-18)] to [1850-3238 (levels 1-18)]
- Red Brambleback Health increased from [1800-3150 (1evels 1-18)] to [1850-3238 (levels 1-18)
- Rift Scuttler Health increased from [1000-2066 (levels 1-17)] to [1050-2170 (levels 1-17)]
Gold Changes for Income Lost by Spawn Timers
- Mini Krug value increased from 12g to 13g
- Murkwolf value increased from 55g to 65g
- Gromp value increased from 85g to 90g
- Crimson Raptor value increased from 35g to 45g
Champions
[Changelist]
- Traveler's Call (Passive) damage lowered from [40 (+12 per 5 chimes collected)] to [30 (+12 per 5 chimes collected)]
Darius
Galio
- Shield of Durand (W)
- cooldown changed from [18/17.5/17/16.5/16s] to 18s
- magic damage shield lowered from [8/11/14/17/20% max health] to [8/9.75/11.5/13.25/15% max health]
Jinx
- Base armor lowered from 28 to 26
- Super Mega Death Rocket! (R)
- execute damage against Epic monsters now capped at 800
Katarina
- Base movespeed lowered from 340 to 335
Kayle
- Divine Ascent (Passive)
- Level 11 Aflame damage ratio increased from 20% to 25%
- Level 16 Transcendent additional range increased from 50 to 100
Kennen
- Electrical Surge (W) 5th attack magic damage increased from [10/20/30/40/50 (+20% AP)] to [20/30/40/50/60 (+25% AP)]
Lux
- Lucent Singularity (E) damage increased from [60/105/150/195/240 (+60% AP)] to [60/110/160/210/260 (+70% AP)]
Talon
Thresh
- Base HP lowered from 561 to 530
- HP Per level increased from 93 to 95
Yuumi
[Changelist - Differs slightly!]
- Prowling Projectile (Q)
- base damage increased from 40/70/100/130/160/190 to 50/90/130/170/210/250
- base empowered damage increased from 45/85/125/165/205/245 to 60/115/170/225/280/335
Zyra
- Rampant Growth (W) cooldown lowered from 20/18/16/14/12 to 18/16/14/12/10
- Grasping Roots (E) Vine Lasher slow increased from 25% to 30%
Items
Abyssal Mask
- Health increased from 350 to 400
- Unmake passive
- damage amp potency increased from 10% to 15%
- damage amp duration increased from 4s to 5s
Guinsoo's Rageblade
Goredrinker
[Changelist - Differs slightly!]
- AD based on missing health lowered from [0-15%] to [0-10%]
- Healing lowered from [25% AD +8% missing health] to [15% + 10% missing health]
Runes
Phase Rush (Sorcery Keystone)
- Cooldown changed from 15s to [30-10s based on level]
- Ranged movespeed lowered from 25-40% to 15-40%
- Melee movespeed lowered from 40-60% to 30-60%
TFT Traits
Revenant
Verdant
- 2 unit cc immune duration increased from 4 to 5
- 3 unit cc immune duration increased from 6 to 8
TFT Champions
Tier 2
Brand
Kennen
[Kennen has other changes on the PBE!]
Lee Sin
Tier 3
Zyra
Pantheon
Nidalee
Tier 4
Ivern
[Ivern has other changes on the PBE!]
- Daisy health reverted from 2000/3000/10000 to 1500/2500/10000
Context & Notes
1) Here's Riot Scruffy with a
11.10 PBE Balance
changelist:
"11.10 Preview with tentative changes:
Irelia is bumped because we think we can do better work with a bit more time, and updated jungle accessibility list is here."
He added:
"Two small adjustments on 11.10 after the feedback:
- Lux E 60-240 (+60% AP) >>> 60-260 (+65% AP)
- Goredrinker Healing per champion hit 25% AD + 8% missing HP >>> 25% AD + 10% missing HP (other changes removed)"
2) Beardilocks posted a feedback thread for Kog'Maw VFX and SFX changes testing on the PBE - "Kog'Maw Visual + Sound effects Update"
"Hi y'all!
Similar to the previous VFX updates we’ve made in the past (Ziggs, Thresh, Lux, etc), we're working on updates to the Visual Effects (VFX) of another champions whose spell effects are in need of some love. Our aim is to get their VFX to current League standards and improve gameplay clarity. In Patch 11.10, we'll be releasing a VFX Update for everyones favorite void puppy, Kog'Maw!
Just like the previous ones, since these are smaller updates geared toward sprucing up some of the oldest members of the roster, they aren't in the same prioritization conversation as to how we decide who gets a VGU (where we take model, gameplay, and thematic into account too!): they do not affect any other timeline, and are simply dev passion projects.
However, in this circumstance a character artist took the opportunity to update Kog'maw's base texture, which we will be shipping with these VFX changes.
In addition, we have a few minor edits to cleanup the Sound Effects (SFX) too.
We're looking for feedback on these changes, which should be up on the PBE now. Please try them out there —especially if you're a main— and leave us your feedback once the changes are up!
Kog’maw
Kog’maw Skins
- PASSIVE - ICATHIAN SURPRISE :: Reduced noise and improved clarity with regards to the size of the explosion. Also took the opportunity to make the VFX feel like they're more from the Void
- BASIC ATTACK :: New missiles and hit effects
- Q - CAUSTIC SPITTLE :: New hit effects and a new missile to better represent its actual hitbox. The goal on the Q was to make sure that it's more clearly readable against Summoner's Rift. Standardized the Armor/MR shred.
- W - BIO-ARCANE BARRAGE :: New effects to make Kog’maw more representative of the Void, as well as feel more powerful.
- E - VOID OOZE :: New hit effects and a new missile to better represent its actual hitbox. The goal on the E was to make sure that it's more clearly readable against Summoner's Rift.
- R - LIVING ARTILLERY :: New effects that better represent the hitbox. Yes, it has always been that big!
- BASE KOG’MAW :: Updated character texture
- REINDEER KOG’MAW :: Added new recolors to VFX
- DEEP SEA KOG’MAW :: Added new recolors to VFX
- JURASSIC KOG’MAW :: Added new recolors to VFX
- LION DANCE KOG’MAW :: New Unique VFX on E. Updated R and Q VFX. Updated Q SFX to match updated VFX.
- PUG’MAW :: All VFX Updated
- ALL OTHER KOG’MAW SKINS :: R updated to show hitbox more clearly. Added hit SFX for E on all skins"
3) Here's the latest on the Arcana skins from the r/LeaguePBE feedback threads:
"UPDATE
Hello all! I apologize for the late update. Thank you for the feedback. We make an effort to read it all and truly appreciate hearing from everyone. The team was able to make a few updates to Arcana Tahm Kench. They are listed below:
- The in-game clarity of Arcana Tahm Kench's Devour (W) VFX has been increased. It will now be more noticeable when his (W) is active from different angles.
- Arcana Tahm Kench's SFX also have been updated. We added some deeper tones to lessen the 'watery' feels."
"EDITED FOR FEEDBACK RESPONSE 4TH MAY 2021\
- Q: Reduced the size of the "On Hit" card visual
- Q2:Added opacity to Q2 blade swipe
- P: Rescaled the texture on the passive to improve resolution and reduce "fuzziness"
- Q2: Adjusted volume/mix
- W: Adjusted volume/mix + mild revision of the outer "On Hit" assets
- Made adjustments to Camille's facial features to closer resemble her base
- - and adjusted splash to match accordingly
- Subtle color adjustment to metal clasp of torso gem in splash art
It was highlighted that Camille stood out slightly from the rest of the Arcana line in terms of color warmth. We won't be making any adjustments in this area. For us - it's okay to have variations within the themes. In this case though, Lucian tips the scale back to an even split. He is too red, hiding some of his detail beneath that overlay. We are making changes on him that move him away from the "warmer" tones you see on Xerath and Tahm. What drives some of these decisions is readability, clarity, etc. For example, Tahm's face is cooled off like Lucian and Camille's blues, and to separate his head from his jacket, we need to warm up his jacket. Similar reasoning behind Xerath--we don't want to lose his dark and cooler skin tone, so we need to warm up his pants, and arms. We could push it a bit more, but we also want our artists to have creativity within the thematic.
We have chosen to maintain the bright golden crown rather than darken it as requested. This is something we want to remain consistent with across the line keeping darker tones at foot level and lightening up as you reach the height of the champion.
We cannot do any further refinement on the detail of the body texture. Rescaling textures is an expensive ask of each skins assigned memory budget in our engine, sadly this request was low priority and got de-prioritized so others could make it in."
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 !
- 4/27 PBE Update: Arcana Skins, Chromas, & More!
- 4/28 PBE Update: Icon Tweaks & Tentative Balance Changes
- 4/29 PBE Update: Skins Bios & Tentative TFT Balance Changes
- 5/3 PBE Update: Pride 2021 TFT Booms, Chroma Assets, & More!
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